Ether Bow

Futuristic weapons are those typically considered too advanced to fit in the modern world of technology. These include things such as energy weapons and alien weapons.
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Ether Bow

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Post by Hal_Emmerich »

The Ether Bow (E94MTR (Multipurpose Tek Repeater)) is a versatile utility weapon that is often underestimated versus guns in the federation. While not as potent as some firearms, it is one of the only weapons which draws off of the spirit of the user for damage, though requiring dexterity to aim. Ether Bows are no longer produced, and they owe their rarity to having to be tuned to an individual users ether programs, although those that search can still find the cartridge programs. Each program was marketted with 10 versions from light personal to heavy military use, and was priced accordingly. While they may not pack the throughput of conventional firearms, the speed of a machine gun or the accuracy of a sniper rifle, they make up for this in the wide variety of their programs.

E94MTR
Price: Must be crafted
Bonus: +10
Damage Modifier: *1 (base)
Augmentation Slots: 3
Skill to Use: (Varies depending on program version)
DC To Make: 15000 (c)

Level 1: 5 mp, 25,000 credits (per program)
Level 2: 10 mp, 50,000 credits (per program)
Level 3: 20 mp, 75,000 credits (per program)
Level 4: 40 mp, 100,000 credits (per program)
Level 5: 80 mp, 250,000 credits (per program)
Level 6: 160 mp, 500,000 credits (per program)
Level 7: 300 mp, 1,000,000 credits (per program)
Level 8: 400 mp, 2,000,000 credits (per program)
Level 9: 600 mp, 4,000,000 credits (per program)



E. Piton:
Purpose: The Ether Piton program creates a spirit fueled strand of light which flows from the bow to a surface marked by a fired bolt. This strand behaves like a rope, except it has adjustable magnetic properties which can pull the user in. Each level advances it's function further, however the rope requires it's mp per round to maintain, or else the link is broken.

Level 1: 1 Light, 10 feet
Level 2: 1 Light, 20 feet
Level 3: 1 Light, 40 feet
Level 4: 1 Person, 30 ft
Level 5: 1 Person, 50 feet
Level 6: 1 Person, 100 feet
Level 7: 2 People, 50 feet
Level 8: 2 People, 100 feet
Level 9: 2 People, 150 feet
Level 10: 3 People, 150 feet

E. Tranq:
Purpose: Ether Tranqs offer a muscle relaxant and tranqulizer loaded in an etherically charged bolt. When the bolt makes contact, the spell distributes the medicine through the body of the impacted victim, rendering unconciousness upon the victim for 1d8 hours.

Level 1: 10% Sleep Chance
Level 2: 20% Sleep Chance
Level 3: 30% Sleep Chance
Level 4: 40% Sleep Chance
Level 5: 50% Sleep Chance
Level 6: 60% Sleep Chance
Level 7: 70% Sleep Chance
Level 8: 80% Sleep Chance
Level 9: 90% Sleep Chance
Level 10: 100% Sleep Chance


E. Shield:
Purpose: Ether Shields offer a defensive barrier around a single person that could best be compared to a personal sandbag. Once deployed, the bolt forms a 2d shield of energy in front of the person that will absorb it's hp in damage. This barrier also provides a static +20 cover bonus. The higher level, the stronger the barrier. The barrier does not protect against indirect attacks (will based, artillery). It -will- stop an attack that would destroy the barrier, but massive attacks (ion cannons and such) tear through Ether Shields.

Level 1: Creates a 1000 HP Barrier in front of one person
Level 2: Creates a 2000 HP barrier in front of one person
Level 3: Creates a 3000 hp barrier in front of one person
Level 4: Creates a 5000 HP barrier in front of one person
Level 5: Creates a 10000 hp barrier in front of one person
Level 6: Creates a 15000 HP barrier in front of one person
Level 7: Creates a 20000 hp barrier in front of one person
Level 8: Creates a 30000 hp barrier in front of one person
Level 9: Creates a 40000 hp barrier in front of one person
Level 10: Creates a 50000 hp barrier in front of one person


E. Flare:
Purpose: The Ether Flare serves the same tactical function as a flash bang. The flare is fired towards a target's eyes. It deals no damage, however instead creates a targetted flash of light that can temporarily overload the neural pathways responsible for vision. This offers benefits of the ability to target the blindness rather than simply blind everyone in the room.
Level 1: 10% Blindness Chance
Level 2: 20% Blindness Chance
Level 3: 30% Blindness Chance
Level 4: 40% Blindness Chance
Level 5: 50% Blindness Chance
Level 6: 60% Blindness Chance
Level 7: 70% Blindness Chance
Level 8: 80% Blindness Chance
Level 9: 90% Blindness Chance
Level 10: 100% Blindness Chance

E. Shot:
Purpose: An interesting variation of the Ether Bolt program, the Ether Shot uses no mp for basic firing. Charging it however requires a round of charging and paying double the mp cost. Generally speaking the result is more potent than firing 2 separate bolts.

Level 1: 1 (charges to 3 in 2 rounds)
Level 2: 2 (charges to 6 in 2 rounds)
Level 3: 3 (charges to 9 in 2 rounds)
Level 4: 4 (charges to 15 in 2 rounds)
Level 5: 5 (charges to 20 In 2 rounds)
Level 6: 6 (charges to 25 in 2 rounds)
Level 7: 7 (charges to 30 in 2 rounds)
Level 8: 8 (charges to 35 in 2 rounds)
Level 9: 9 (charges to 40 in 2 rounds)
Level 10: 10 (charges to 45 in 2 rounds)

E. Arrow:
Purpose: The Ether Arrow is the stalwart companion to the Ether Tek Bow user. It is the primary function of the bow and operates off an internal resovoir of power, not on the users mana pool. This fires a single precise shot of etheric energy at a target.

Level 1: 2
Level 2: 5
Level 3: 8
Level 4: 11
Level 5: 14
Level 6: 17
Level 7: 20
Level 8: 23
Level 9: 26
Level 10: 29

E. Pierce:
Purpose: The Ether Pierce was designed to counter Federation Security officers for dealing with A.G.W.S. units during the Miltian conflict. When loaded, the weapon fires a compromising bolt which penetrates through armor and shatters it with a brief discharge of liquid nitrogen. The bolt does not harm an opponent, but instead seeks to disable them so they can be arrested. Armor damage is permenant, and armor can be destroyed in this manner.

Level 1: Reduces Soak by 5%
Level 2: Reduces Soak by 10%
Level 3: Reduces Soak by 15%
Level 4: Reduces Soak by 20%
Level 5: Reduces Soak by 25%
Level 6: Reduces Soak by 30%
Level 7: Reduces Soak by 35%
Level 8: Reduces Soak by 40%
Level 9: Reduces Soak by 45%
Level 10: Reduces Soak by 50%

E. Blast:
Purpose: Ether Blast is a grenade based ether bolt which saw great use during the Miltian conflict. Developed by rebels, it creates a bolt of highly charged, unstable energy which explodes in a localized field. Anyone caught inside this field suffers unsoakable damage from the energy reaction and debris.

Level 1: DC 60 Reaction vs 5000 damage
Level 2: DC 60 Reaction vs 10000 damage
Level 3: DC 60 reaction vs 15000 damage
Level 4: DC 60 reaction vs 20000 damage
Level 5: DC 60 reaction vs 30000 damage
Level 6: DC 60 reaction vs 40000 damage
Level 7: DC 60 Reaction vs 50000 Damage
Level 8: DC 60 reaction vs 75000 damage
Level 9: DC 60 reaction vs 100000 damage
Level 10: DC 60 reaction vs 150000 damage

E. Conduit:
Level 1: 1.2x Ether Damage
Level 2: Will Bonus -2 vs Ether
Level 3: 1.4x Ether Damage
Level 4: Will Bonus -4 vs Ether
Level 5: 1.6x Ether Damage
Level 6: Will Bonus -10 vs Ether
Level 7: 1.8x Ether Damage
Level 8: Will Bonus -20 vs Ether
Level 9: 2.0x Ether Damage
Level 10: Will Bonus -30 vs Ether

E. Flame:
Level 1: 3000 fire damage 1d5 rounds
Level 2: 6000 fire damage 1d5 rounds
Level 3: 9000 fire damage 1d5 rounds
Level 4: 14000 fire damage 1d5 rounds
Level 5: 20000 fire damage 1d5 rounds
Level 6: 30000 fire damage 1d5 rounds
Level 7: 40000 fire damage 1d5 rounds
Level 8: 40000 fire damage 1d5 rounds
Level 9: 50000 fire damage 1d5 rounds
Level 10: 60000 fire damage 1d5 rounds

E. Scatter:
Level 1: 1 vs 1d5 targets
Level 2: 2.5 vs 1d5 targets
Level 3: 4 vs 1d5 targets
Level 4: 5.5 vs 1d5 targets
Level 5: 7 vs 1d5 targets
Level 6: 8.5 vs 1d5 targets
Level 7: 10 vs 1d5 targets
Level 8: 11.5 vs 1d5 targets
Level 9: 13 vs 1d5 targets
Level 10: 14.5 vs 1d5 targets

E. Sniper:
Level 1: 4 damage, +10 to aim, requires 3 rounds
Level 2: 10 damage, +10 to aim, requires 3 rounds
Level 3: 16 damage, +10 to aim, requires 3 rounds
Level 4: 22 damage, +10 to aim, requires 3 rounds
Level 5: 28 damage, +10 to aim, requires 3 rounds
Level 6: 34 damage, +10 to aim, requires 3 rounds
Level 7: 40 damage, +10 to aim, requires 3 rounds
Level 8: 46 damage, +10 to aim, requires 3 rounds
Level 9: 52 damage, +10 to aim, requires 3 rounds
Level 10: 58 damage, +10 to aim, requires 3 rounds

E. Rapid:
Level 1: 1 ,1d4 hits
Level 2: 2.5 ,1d4 hits
Level 3: 4 ,1d4 hits
Level 4: 5.5 ,1d4 hits
Level 5: 7 ,1d4 hits
Level 6: 8.5 ,1d4 hits
Level 7: 10 ,1d4 hits
Level 8: 11.5 ,1d4 hits
Level 9: 13 ,1d4 hits
Level 10: 14.5 ,1d4 hits
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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