Noctis Vigil
2012-11-19, 03:29 AM
Chozo Power Suit
This suit of magical armor provides protection from most attacks, and provides strong weaponry as well. Left behind by a now-gone civilization, this powerful gear can make you into the perfect warrior.
Each individual part of the suit will be described piece by piece, so if you don't see your favorite powerup here, I probably just missed it, so poke me and I'll come up with rules for it.
NOTE: I will be posting item creation rules for parts of this. Some of them, however, will be considered artifacts (for example: missile and health recovery items will be standard items, while the missile launcher and suit will treated as artifacts).
The Suit
The main suit is part armor, part body enhancement. The base suit can be broken down into several parts:
Zero Suit
This skin-tight suit covers your whole body except for your head, and offers little in the way of protection. For all intents and purposes, the character is treated as unarmored, but gains a +2 to natural armor while in the Zero Suit.
Power Suit
The power suit is a suit of magically enhanced armor worn over the Zero Suit. This suit incorporates many aspects into itself for defense. The suit is considered armor, and grants +4 to AC with no ACP and a 10% arcane spell failure chance. In addition, this suit grants DR10/-, resistance 10 to all elements, and negates the first 30 feet of falling damage.
The Power Suit has its own health, which is added to your HP total as temporary HP. The suit starts at 99HP, and may be given a higher HP maximum using Energy Tanks (see below). Upon reaching 0HP for the suit, the suit fails and falls off, and must be repaired using magic before it can be equipped again (repairing the suit from a collapsed state will be covered in depth further down). Your suit may be repaired while you wear it with repair spells or cure spells, or you may fix it by collecting Health Recovery Modules (see below).
The Power Suit is airtight, and lets the wearer travel safely underwater or in a vacuum, but does not improve movement under these conditions. The Power Suit weighs a fair amount (100 pounds), but is magically powered with motion, so the wearer does not count this weight (or any additional powerups added to the suit) against their encumbrance.
The Power Suit has both the Visor and the Arm Cannon built into it, both of which are described in more detail below.
Finally, the Power Suit (and all its upgrades) are tied to you, and cannot be equipped by anyone else after they have been equipped once.
Varia Suit
The Varia Suit is an enhanced version of the Power Suit, granting added defensive capabilities, and drastically improving the suit's resistance to fire and cold damage. The bonus to AC offered by the Power Suit is improved to +10, and the DR improves to DR25/-. Fire and cold resistances improves to 50, and all other resistances improve to 20.
Gravity Suit
The peak of the normal suit powerups, the Gravity Suit offers amazing protection against most every form of attack. The AC bonus offered by the Varia suit improves to +16, and the DR improves to DR45/-. Fire and cold resistances improve to 60, and all other resistances improve to 30. Additionally, this suit makes the wearer immune to the damaging effects of lava. Finally, the wearer of the Gravity Suit always moves as if they were under the effects of a Freedom of Movement spell.
Dark Suit
This enhancement to the Power Suit, Varia Suit or Gravity Suit adds resistance 30 to negative energy damage, grants +4 bonus to resist poison, and grants a +4 bonus to saves against negative energy and death effects. Additionally, the wearer of the suit suffers none of the side effects of being on a negative energy plane.
Light Suit
This powerup of the Dark Suit improves the resistance to negative energy damage to 60, and grants immunity to level loss and death effects. In addition, all healing spells or repair spells cast upon the suit or its wearer have double the normal effect (this is strictly spells; it does not effect things like potions, Health Recovery Modules, Missile Modules, Light Modules or Dark Modules). Additionally, the wearer of the suit suffers none of the side effects of being on a positive energy plane.
Hazard Shield
This enhancement of the Power Suit, Varia Suit or Gravity Suit grants the wearer a +4 bonus to resist poison (this stacks with the Dark Suit's bonus), and increases the acid resistance offered by the suit by 30.
The Arm Cannon
This energy cannon is built onto the arm of the Power Suit and all its upgrades, and replaces the right hand of the suit (meaning that so long as the suit is equipped, you are limited to only having your left hand available). This cannon has a base range of medium (100 feet plus 10 feet per level of the character wearing the suit), and cannot fire past this range without upgrades. Each shot fired is a ball of energy roughly 2 inches across that deals 1d4+1 force damage, and requires a ranged touch attack to hit with. You may fire iterative attacks with the Arm Cannon. The Arm Cannon (and all its upgrades) function underwater or in extreme conditions unless stated otherwise.
Some of the powerups for the Arm Cannon must be activated to use, such as the Ice Beam or the Missile Launcher. Activating these powerups is a move action that does not provoke attacks of opportunity. If a powerup must be activated to use, it will be noted in the powerup's description. Switching back to the standard Arm Cannon is also a move action that does not provoke attacks of opportunity. You may only have one weapon active at a time, and you do not need to return to the standard Arm Cannon before switching to another weapon.
Long Shot
This powerup for the Arm Cannon increases the range of the cannon to long (400 feet plus 40 feet per level of the character wearing the suit).
Charge Beam
This powerup for the Arm Cannon lets you charge the cannon for a move action to deal 4d4+4 damage in one shot, or for one full round to deal 7d4+7 damage in one shot. You only get one charged attack per charge. After firing the charged shot, you must charge it again to deal the extra damage on another shot; this is true of all arm cannon powerups unless expressly stated otherwise. A charged shot may be fired as a standard attack, or as the first attack in a full attack. Additionally, this increases base damage of the Arm Cannon to 2d4+2.
This powerup adds special attacks to most other Arm Cannon powerups; each of these will be detailed in that powerup's description.
Ice Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 2d6 cold damage instead of the regular force damage. Additionally, anything brought to 0HP or less by this beam is frozen solid (treat as petrified), and may be shattered with any further attacks.
Obtaining the Charge Beam increases the base damage of this beam to 3d6 cold damage. Charging for a move action increases the damage dealt to 7d6, and charging for a full round increases damage to 10d6 cold damage.
Wave Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 3d6 electricity damage instead of the regular force damage. Additionally, this weapon can fire through clear materials (such as glass or crystal).
Obtaining the Charge Beam increases the base damage of this beam to 5d6 electricity damage. Charging for a move action increases the damage dealt to 10d6, and charging for a full round increases damage to 15d6 electricity damage. Additionally, charged shots from this beam are treated as having the Seeking weapon enhancement property, and get a +4 bonus to hit.
Plasma Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 5d6 fire damage instead of the regular force damage. Additionally, there is a 10% chance this beam will set the target on fire (dealing 1d6 damage a round until the fire is put out).
Obtaining the Charge Beam increases the base damage of this beam to 8d6 fire damage. Charging for a move action increases the damage dealt to 16d6 damage, and charging for a full round increases damage to 20d6 fire damage. Additionally, charged shots have a 75% chance to set a target of fire (dealing 3d6 damage a round until the fire is put out).
Dark Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 negative energy damage instead of the regular force damage. This weapon uses ammunition in the form of Dark Modules (see below), at a cost of one dark energy per shot. The Dark Beam begins with the capacity to hold 50 dark energy, and can be expanded with the Beam Ammo Tanks.
Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 negative energy damage. A charge shot of either length costs 5 dark energy to fire. Any foe not resistant to negative energy that is hit by a charged Dark Beam is treated as slowed for one round (move action charge) or 3 rounds (full action charge). If you are out of dark energy, you may charge for a full round to fire off a normal uncharged Dark Beam.
Light Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 positive energy damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules (see below), at a cost of one light energy per shot. The Light Beam begins with the capacity to hold 50 light energy, and can be expanded with the Beam Ammo Tanks.
Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 positive energy damage. A charge shot of either length costs 5 light energy to fire. Any foe not resistant to positive energy that is hit by a charged Light Beam has a 75% chance to be dazzled for 1 round (move action charge) or three rounds (full action charge). If you are out of light energy, you may charge for a full round to fire off a normal uncharged Light Beam.
Annihilator Beam
This powerup requires you to have both the Light Beam and the Dark Beam to use. This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 5d6 sonic damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules and Dark Modules, at a cost of one dark energy and one light energy per shot.
Obtaining the Charge Beam increases the base damage of this beam to 8d6 damage. Charging this beam for a move action increases the damage to 15d6 damage, and charging for a full round increases damage to 20d6 sonic energy damage. A charge shot of either length costs 5 dark energy and 5 light energy to fire. Any foe not resistant to sonic energy that is hit by a charged Annihilator Beam has a 75% chance to be deafened for 1 round (move action charge) or three rounds (full action charge).
Missile Launcher
This powerup for the Arm Cannon that changes the base form of the cannon to deal 5d6 bludgeoning damage in a 5 foot radius, instead of the regular force damage. Additionally, this weapon is treated as having the seeking weapon property, and grants a +5 bonus to hit. This weapon requires ammunition in the form of Missile Modules (see below), at a cost of one missile per shot. The Missile Launcher begins with the capacity to hold 10 missiles, and may hold more missiles if Missile Tanks (see below) are collected. Lastly, the range on missiles changes to a range increment of 250 feet; this increment is used for all missile varieties unless stated otherwise.
Super Missiles
This is a powerup for the Missile Launcher. You must also have the Charge Beam to use this powerup. Upon charging the Arm Cannon for a full round, you may fire a Super Missile as a standard attack or as the first attack in a full attack, which uses 5 missiles in ammunition and does 25d6 bludgeoning damage in a 10 foot radius.
VARIANT: The Super Missile Launcher may be a separate item in its own right, which uses a different ammunition than the Missile Launcher in the form of Super Missile Modules (see below). The base amount of super missiles you may carry is 5, and this amount is expanded using Super Missile Tanks (see below). If you use this variant, the super missile should be treated as a missile that deals 15d6 damage in a 5 foot radius.
Seeker Launcher
This is a powerup for the missile launcher. You must also have the Charge Beam to use this powerup. You may charge the Missile Launcher for a full round, during which you lock on to up to 5 targets, each of which must be within 30 feet of each other. Upon firing the charged shot as a standard action, you instead spend a number of missiles equal to the number of targets locked on to, and shoot each of the targets with a missile. This does not increase the damage dealt by the missiles, even if you target less than 5 creatures.
Ice Spreader
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Ice Beam to use this powerup. Upon charging the Ice Beam for a full round, you may fire an Ice Missile as a standard attack or as the first attack in a full attack, which uses 10 missiles in ammunition and discharges the charged shot. This attack does 10d6 bludgeoning and 20d6 ice damage in a 10 foot radius. Anything brought to 0HP or less by this weapon is frozen solid (as if petrified) and then shattered.
Wavebuster
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Wave Beam to use this powerup. Upon charging the Wave Beam for a full round, you may fire the Wavebuster as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. This weapon strikes the target for 20d6 electricity damage the first round, and 15d6 electricity damage each consecutive round you maintain firing it. This attack overcomes concealment, partial cover and improved cover, but not total concealment or total cover. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The range on the Wavebuster is medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.
Flamethrower
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Plasma Beam to use this powerup. Upon charging the Plasma Beam for a full round, you may fire the Flamethrower as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. The line of fire deals 30d6 fire damage on the first round, and 20d6 each round thereafter. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The Flamethrower creates a line of fire with a range of medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.
Darkburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Dark Beam to use this powerup. Upon charging the Dark Beam for a full round, you may use the Darkburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 dark energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of negative energy, dealing 10d6 bludgeoning and 25d6 negative energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to negative energy is slowed for 5 rounds.
Sunburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Light Beam to use this powerup. Upon charging the Light Beam for a full round, you may use the Sunburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of positive energy, dealing 10d6 bludgeoning and 25d6 positive energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to positive energy is dazzled for 5 rounds.
Sonic Boom
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Annihilator Beam to use this powerup. Upon charging the Annihilator Beam for a full round, you may use the Sonic Boom as a standard attack or as the first attack in a full attack, with costs 5 missiles, 30 dark energy and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a deadly thunderous concussive sound burst, dealing 15d6 bludgeoning damage and 30d6 sonic damage in a 20 foot radius. Additionally, anything hit by this that isn't resistant to sonic energy is deafened for 5 rounds.
To do:
1.) Light and Dark suits, Hazard Shield Done
2.) Visors (80% Done)
3.) Grapple Beams Done
4.) Morph Ball and enhancements thereof (80% Done)
5.) Tanks/Items/Other Powerups
6.) World Stuff (doors/blast doors, possibly phazon rules, possibly enemies)
7.) Possibly Ships
A Note On Weapons: Unless otherwise stated, the wearer of the Power Suit is immune to any weapon listed here that the wearer fires while in the suit. This includes all arm weapons and bomb weapons.
This suit of magical armor provides protection from most attacks, and provides strong weaponry as well. Left behind by a now-gone civilization, this powerful gear can make you into the perfect warrior.
Each individual part of the suit will be described piece by piece, so if you don't see your favorite powerup here, I probably just missed it, so poke me and I'll come up with rules for it.
NOTE: I will be posting item creation rules for parts of this. Some of them, however, will be considered artifacts (for example: missile and health recovery items will be standard items, while the missile launcher and suit will treated as artifacts).
The Suit
The main suit is part armor, part body enhancement. The base suit can be broken down into several parts:
Zero Suit
This skin-tight suit covers your whole body except for your head, and offers little in the way of protection. For all intents and purposes, the character is treated as unarmored, but gains a +2 to natural armor while in the Zero Suit.
Power Suit
The power suit is a suit of magically enhanced armor worn over the Zero Suit. This suit incorporates many aspects into itself for defense. The suit is considered armor, and grants +4 to AC with no ACP and a 10% arcane spell failure chance. In addition, this suit grants DR10/-, resistance 10 to all elements, and negates the first 30 feet of falling damage.
The Power Suit has its own health, which is added to your HP total as temporary HP. The suit starts at 99HP, and may be given a higher HP maximum using Energy Tanks (see below). Upon reaching 0HP for the suit, the suit fails and falls off, and must be repaired using magic before it can be equipped again (repairing the suit from a collapsed state will be covered in depth further down). Your suit may be repaired while you wear it with repair spells or cure spells, or you may fix it by collecting Health Recovery Modules (see below).
The Power Suit is airtight, and lets the wearer travel safely underwater or in a vacuum, but does not improve movement under these conditions. The Power Suit weighs a fair amount (100 pounds), but is magically powered with motion, so the wearer does not count this weight (or any additional powerups added to the suit) against their encumbrance.
The Power Suit has both the Visor and the Arm Cannon built into it, both of which are described in more detail below.
Finally, the Power Suit (and all its upgrades) are tied to you, and cannot be equipped by anyone else after they have been equipped once.
Varia Suit
The Varia Suit is an enhanced version of the Power Suit, granting added defensive capabilities, and drastically improving the suit's resistance to fire and cold damage. The bonus to AC offered by the Power Suit is improved to +10, and the DR improves to DR25/-. Fire and cold resistances improves to 50, and all other resistances improve to 20.
Gravity Suit
The peak of the normal suit powerups, the Gravity Suit offers amazing protection against most every form of attack. The AC bonus offered by the Varia suit improves to +16, and the DR improves to DR45/-. Fire and cold resistances improve to 60, and all other resistances improve to 30. Additionally, this suit makes the wearer immune to the damaging effects of lava. Finally, the wearer of the Gravity Suit always moves as if they were under the effects of a Freedom of Movement spell.
Dark Suit
This enhancement to the Power Suit, Varia Suit or Gravity Suit adds resistance 30 to negative energy damage, grants +4 bonus to resist poison, and grants a +4 bonus to saves against negative energy and death effects. Additionally, the wearer of the suit suffers none of the side effects of being on a negative energy plane.
Light Suit
This powerup of the Dark Suit improves the resistance to negative energy damage to 60, and grants immunity to level loss and death effects. In addition, all healing spells or repair spells cast upon the suit or its wearer have double the normal effect (this is strictly spells; it does not effect things like potions, Health Recovery Modules, Missile Modules, Light Modules or Dark Modules). Additionally, the wearer of the suit suffers none of the side effects of being on a positive energy plane.
Hazard Shield
This enhancement of the Power Suit, Varia Suit or Gravity Suit grants the wearer a +4 bonus to resist poison (this stacks with the Dark Suit's bonus), and increases the acid resistance offered by the suit by 30.
The Arm Cannon
This energy cannon is built onto the arm of the Power Suit and all its upgrades, and replaces the right hand of the suit (meaning that so long as the suit is equipped, you are limited to only having your left hand available). This cannon has a base range of medium (100 feet plus 10 feet per level of the character wearing the suit), and cannot fire past this range without upgrades. Each shot fired is a ball of energy roughly 2 inches across that deals 1d4+1 force damage, and requires a ranged touch attack to hit with. You may fire iterative attacks with the Arm Cannon. The Arm Cannon (and all its upgrades) function underwater or in extreme conditions unless stated otherwise.
Some of the powerups for the Arm Cannon must be activated to use, such as the Ice Beam or the Missile Launcher. Activating these powerups is a move action that does not provoke attacks of opportunity. If a powerup must be activated to use, it will be noted in the powerup's description. Switching back to the standard Arm Cannon is also a move action that does not provoke attacks of opportunity. You may only have one weapon active at a time, and you do not need to return to the standard Arm Cannon before switching to another weapon.
Long Shot
This powerup for the Arm Cannon increases the range of the cannon to long (400 feet plus 40 feet per level of the character wearing the suit).
Charge Beam
This powerup for the Arm Cannon lets you charge the cannon for a move action to deal 4d4+4 damage in one shot, or for one full round to deal 7d4+7 damage in one shot. You only get one charged attack per charge. After firing the charged shot, you must charge it again to deal the extra damage on another shot; this is true of all arm cannon powerups unless expressly stated otherwise. A charged shot may be fired as a standard attack, or as the first attack in a full attack. Additionally, this increases base damage of the Arm Cannon to 2d4+2.
This powerup adds special attacks to most other Arm Cannon powerups; each of these will be detailed in that powerup's description.
Ice Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 2d6 cold damage instead of the regular force damage. Additionally, anything brought to 0HP or less by this beam is frozen solid (treat as petrified), and may be shattered with any further attacks.
Obtaining the Charge Beam increases the base damage of this beam to 3d6 cold damage. Charging for a move action increases the damage dealt to 7d6, and charging for a full round increases damage to 10d6 cold damage.
Wave Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 3d6 electricity damage instead of the regular force damage. Additionally, this weapon can fire through clear materials (such as glass or crystal).
Obtaining the Charge Beam increases the base damage of this beam to 5d6 electricity damage. Charging for a move action increases the damage dealt to 10d6, and charging for a full round increases damage to 15d6 electricity damage. Additionally, charged shots from this beam are treated as having the Seeking weapon enhancement property, and get a +4 bonus to hit.
Plasma Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 5d6 fire damage instead of the regular force damage. Additionally, there is a 10% chance this beam will set the target on fire (dealing 1d6 damage a round until the fire is put out).
Obtaining the Charge Beam increases the base damage of this beam to 8d6 fire damage. Charging for a move action increases the damage dealt to 16d6 damage, and charging for a full round increases damage to 20d6 fire damage. Additionally, charged shots have a 75% chance to set a target of fire (dealing 3d6 damage a round until the fire is put out).
Dark Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 negative energy damage instead of the regular force damage. This weapon uses ammunition in the form of Dark Modules (see below), at a cost of one dark energy per shot. The Dark Beam begins with the capacity to hold 50 dark energy, and can be expanded with the Beam Ammo Tanks.
Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 negative energy damage. A charge shot of either length costs 5 dark energy to fire. Any foe not resistant to negative energy that is hit by a charged Dark Beam is treated as slowed for one round (move action charge) or 3 rounds (full action charge). If you are out of dark energy, you may charge for a full round to fire off a normal uncharged Dark Beam.
Light Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 positive energy damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules (see below), at a cost of one light energy per shot. The Light Beam begins with the capacity to hold 50 light energy, and can be expanded with the Beam Ammo Tanks.
Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 positive energy damage. A charge shot of either length costs 5 light energy to fire. Any foe not resistant to positive energy that is hit by a charged Light Beam has a 75% chance to be dazzled for 1 round (move action charge) or three rounds (full action charge). If you are out of light energy, you may charge for a full round to fire off a normal uncharged Light Beam.
Annihilator Beam
This powerup requires you to have both the Light Beam and the Dark Beam to use. This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 5d6 sonic damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules and Dark Modules, at a cost of one dark energy and one light energy per shot.
Obtaining the Charge Beam increases the base damage of this beam to 8d6 damage. Charging this beam for a move action increases the damage to 15d6 damage, and charging for a full round increases damage to 20d6 sonic energy damage. A charge shot of either length costs 5 dark energy and 5 light energy to fire. Any foe not resistant to sonic energy that is hit by a charged Annihilator Beam has a 75% chance to be deafened for 1 round (move action charge) or three rounds (full action charge).
Missile Launcher
This powerup for the Arm Cannon that changes the base form of the cannon to deal 5d6 bludgeoning damage in a 5 foot radius, instead of the regular force damage. Additionally, this weapon is treated as having the seeking weapon property, and grants a +5 bonus to hit. This weapon requires ammunition in the form of Missile Modules (see below), at a cost of one missile per shot. The Missile Launcher begins with the capacity to hold 10 missiles, and may hold more missiles if Missile Tanks (see below) are collected. Lastly, the range on missiles changes to a range increment of 250 feet; this increment is used for all missile varieties unless stated otherwise.
Super Missiles
This is a powerup for the Missile Launcher. You must also have the Charge Beam to use this powerup. Upon charging the Arm Cannon for a full round, you may fire a Super Missile as a standard attack or as the first attack in a full attack, which uses 5 missiles in ammunition and does 25d6 bludgeoning damage in a 10 foot radius.
VARIANT: The Super Missile Launcher may be a separate item in its own right, which uses a different ammunition than the Missile Launcher in the form of Super Missile Modules (see below). The base amount of super missiles you may carry is 5, and this amount is expanded using Super Missile Tanks (see below). If you use this variant, the super missile should be treated as a missile that deals 15d6 damage in a 5 foot radius.
Seeker Launcher
This is a powerup for the missile launcher. You must also have the Charge Beam to use this powerup. You may charge the Missile Launcher for a full round, during which you lock on to up to 5 targets, each of which must be within 30 feet of each other. Upon firing the charged shot as a standard action, you instead spend a number of missiles equal to the number of targets locked on to, and shoot each of the targets with a missile. This does not increase the damage dealt by the missiles, even if you target less than 5 creatures.
Ice Spreader
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Ice Beam to use this powerup. Upon charging the Ice Beam for a full round, you may fire an Ice Missile as a standard attack or as the first attack in a full attack, which uses 10 missiles in ammunition and discharges the charged shot. This attack does 10d6 bludgeoning and 20d6 ice damage in a 10 foot radius. Anything brought to 0HP or less by this weapon is frozen solid (as if petrified) and then shattered.
Wavebuster
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Wave Beam to use this powerup. Upon charging the Wave Beam for a full round, you may fire the Wavebuster as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. This weapon strikes the target for 20d6 electricity damage the first round, and 15d6 electricity damage each consecutive round you maintain firing it. This attack overcomes concealment, partial cover and improved cover, but not total concealment or total cover. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The range on the Wavebuster is medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.
Flamethrower
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Plasma Beam to use this powerup. Upon charging the Plasma Beam for a full round, you may fire the Flamethrower as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. The line of fire deals 30d6 fire damage on the first round, and 20d6 each round thereafter. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The Flamethrower creates a line of fire with a range of medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.
Darkburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Dark Beam to use this powerup. Upon charging the Dark Beam for a full round, you may use the Darkburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 dark energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of negative energy, dealing 10d6 bludgeoning and 25d6 negative energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to negative energy is slowed for 5 rounds.
Sunburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Light Beam to use this powerup. Upon charging the Light Beam for a full round, you may use the Sunburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of positive energy, dealing 10d6 bludgeoning and 25d6 positive energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to positive energy is dazzled for 5 rounds.
Sonic Boom
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Annihilator Beam to use this powerup. Upon charging the Annihilator Beam for a full round, you may use the Sonic Boom as a standard attack or as the first attack in a full attack, with costs 5 missiles, 30 dark energy and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a deadly thunderous concussive sound burst, dealing 15d6 bludgeoning damage and 30d6 sonic damage in a 20 foot radius. Additionally, anything hit by this that isn't resistant to sonic energy is deafened for 5 rounds.
To do:
1.) Light and Dark suits, Hazard Shield Done
2.) Visors (80% Done)
3.) Grapple Beams Done
4.) Morph Ball and enhancements thereof (80% Done)
5.) Tanks/Items/Other Powerups
6.) World Stuff (doors/blast doors, possibly phazon rules, possibly enemies)
7.) Possibly Ships
A Note On Weapons: Unless otherwise stated, the wearer of the Power Suit is immune to any weapon listed here that the wearer fires while in the suit. This includes all arm weapons and bomb weapons.