Electro-Ray α

★ Prereq: requires Nile Empire

The hero can fire a powerful bolt of electricity at a target. It has a maximum range of 10/25/50 meters and causes 13 damage. The ray contains five shots, and regenerates one shot each round. Attacking with the Ray uses energy weapons.

Dangerous When Wet: Increase the damage by +2 in light rain or if the target is standing in a puddle, and +4 in heavy rain or if the target is in water up to his ankles or higher.

Enhancements:

  • Damage: The damage is increased to 15
  • Painful: The Electro-Ray becomes Painful, and a target taking any damage suffers 1 extra Shock
  • Rapid Fire: The character may use the Short Burst option when using his Electro-Ray
  • Range: The range increases to 20/50/100
  • Shots: The power now holds 10 shots
  • Small Blast Radius: The ray affects everyone in a Small Blast Radius
Pulp Powers

The vigilantes of the Nile Empire are not the four-color super heroes of modern comics. They are pulp heroes with powers more in line with the Shadow, Green Hornet, or even street level crimefighters such as Batman. They are, in essence, ordinary men and women with a few extraordinary abilities, but cut them, and they will bleed.

Pulp hero powers have many different trappings. One character’s Super Strength might be the result of exposure to strange radioactive isotopes in Dr. Mobius’s lab. Another hero’s might come from the Electro-Static Belt he wears. Whatever the reason, the powers work the same. If the power comes from a gadget it doesn’t work correctly for anyone else. If the GM takes powers away (usually by confiscating relevant devices) the hero should get them back by the next act as usual.


From Core Rules