01-17-2018, 09:14 PM
(01-17-2018, 09:58 AM)Mark Wrote: Blazing Hot Betty: Is there a stamina drain or some other downside attached with the extra effects? You’ll need Debuff as a prereq for the blinding stuff.
Siege Hammer: How big is the head?
Everything else is approved.
Changes in bold, as per usual.
Blazing Hot Betty (Requires: Physical Strength, Ranged, Debuff) 1,200 OM
Blazing Hot Betty is a unique sword, forged from the Everyman's reality-warping powers of CREATIVITY. Rigged together from the remains of a broken lightbulb, a broken wine bottle, and a magnifying glass, it is a standard blade, just over three feet long from pommel to blade point. It is razor sharp, and serves as a solid melee implement, though it is made of glass, and when struck against other weapons it runs the risk of being damage, or breaking altogether. If the blade does break, it can be repairs, though it takes fifteen seconds to do so. In addition, the blade does have a limited supply of power for its added functions, in the form of a battery. When it is drained completely, it takes fifteen seconds to fully recharge it, which requires full concentration though doesn't prohibit moving to avoid getting clobbered, and consumes stamina equivalent to sprinting up a lengthy flight of stairs.
Additional functions of the sword include being able to use the lenses to focus ambient light, heating the blade up to let it deliver an additional punch with its next strike. Focusing the light necessary takes five seconds, and the blade will only remain heated for up to ten seconds, or until a strike is landed, whichever comes first. This doesn't drain from the sword's battery, but does have a small stamina drain attached to it; it's relatively efficient compared to the damage it produces, but overuse will still exhaust the Everyman pretty quickly.
The sword can also convert this energy into a blast of light, focused into a laser. It takes 6 seconds to prepare and focus the necessary power, during which time the Everyman must remain stationary. When fired, this burst of energy is no more than three inches in diameter, and can reach up to 30 meters before fizzling out. It has impressive force, and can be sustained up to three seconds before the charge of power runs out. Firing this laser completely drains the batter of the sword with just one shot, and the recoil tends to make the Everyman stumble a little. On top of that, the laser can only be used with a full battery charge, making it...situational, at best, to try and employ.
As a final note, the sword can be lit up like a regular lightbulb. It can be used to light dark areas, or switched on as a sudden surprise in a fight to catch an opponent offguard, temporarily blinding them and shrouding the blade in light, making it harder to judge where it is to block it properly. The blinding effect is fairly minimal, only lasting for about three seconds -- it's just like suddenly having a lightbulb turned on in your face. From a full charge, the light function can be maintained for up to thirty seconds before the battery is fully drained.
Siege Hammer (Requires: Physical Strength) 300 OM
The crazy result of the Everyman using his reality-warping CREATIVITY powers to combine a battering ram with a lance. The result is a solid metal shaft, about two meters long, topped with a massive hunk of metal and iron shaped like a massive sledgehammer head, with one striking face capped with a metallic ram's head. The entire head is nearly two and a half feet from one striking face to the other, and forms a rough cylindrical shape just a little over a foot in diameter. The weapon is extremely slow and ponderous, taking nearly two full seconds just to wind up for a swing, but it hits like a runaway freight train if it connects. It is extremely heavy and unwieldy, however, and with every swing (even if it hits), the Everyman is left unbalanced and recovering for a full second afterward, during which he is completely open.

