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Energy Blast

Energy blast weapons come in five types: acid blast, fiery blast, icy blast, electrical blast, and concussive blast. A burst weapon explodes with the appropriate energy type (acid, cold, electricity, fire, or sonic/concussion) upon scoring a successful critical hit. The energy does not harm the hands that hold the weapon. These weapons deal +1d10 points of bonus energy damage (of the requisite type) on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus energy damage instead, and if the multiplier is x4, add +3d10 points of bonus energy damage. Ranged weapons so enchanted bestow the energy upon their ammunition.

Any electrical device that is damaged by a shocking blast weapon has its electronics scrambled. A successful Repair check (DC 10 + the damage dealt) fixes the short.

Subjects dealt a critical hit by a concussive blast weapon must make a Fortitude save (DC 14) or be deafened permanently.

Purchase DC Modifier:+2.