For a brief period of delightful
insanity, the power of Marvel's Mr. Angst himself, Cyclops, was described as
such: "The original 1983 Official Handbook of the Marvel Universe
volume stated that Cyclops's eyes contain inter-dimensional apertures, releasing
powerful energies from another dimension into his own via the beams. This
account states that his body naturally metabolizes ambient energy that is used
to open and focus the apertures in his eyes. The energy of the beam itself
originates from this other dimension." [source]
We can use this. We can use this
well.
Beamer
XP track as fighter; HD, saves, and
equipment restrictions as expert.
Freaking Energy Beams: at first level, you gain access to Red energy, another
color energy of your choice, and the Continuous Beam aperture form.
Aperture Location: your aperture has a fixed location on your body. This
location may be any surface which comfortably fits your eye and a little extra
all around. You may ask your GM if you can put it somewhere with less area, and
what cost it might entail. The forehead or either palm are recommended.
Making Changes: switching between colors and aperture forms requires a full
round of concentration. Declare at the start of a round, before initiative if
rolled every round and before anyone can say what they're doing, that you are
switching either for a different one. If you take damage or you are forcibly
moved, you lose focus and remain with the color and aperture form you had
active before the declaration.
New Colors: at third level, and then again at fifth, seventh, and ninth
levels, you naturally have a new color become available. Choose a color you
don't already have available when you reach these levels.
New Apertures: at second level, and then again at fourth, sixth, and
eighth levels, you develop access to new apertures. Choose a new aperture you
can't already use when you reach these levels.
The Secrets of Others: with a week of teaching from another Beamer you may learn
how to access one of their colors or apertures. This time might not be the only
cost to learning the secrets of other Beamers.
Energy Reserves: opening the aperture takes energy. A lot of energy. At
first, your aperture has a maximum ammo die of d4. When you gain new aperture
forms, increase the size of the maximum ammo die by 1 step.
Each use supplies a single round's
worth of open aperture time. You may spend an entire ammo die step to open the
aperture for a single, consecutive 10 minute duration.
Getting the ammo die back to maximum
size requires being outside or in a magic-rich environment. Each day spent in
either, or half day spent in both, this way takes the ammo die one step up (0/1
charges left to d4, d4 to d6, and so on) up to your maximum die.
Beamer Supreme: when you reach ninth level, you gain access to a single
powerful enhancement to your Beaming powers:
- Portal Projection: you may spend an ammo die step to project a portal in the air up to 1 meter in front of you from your aperture. This portal leads anywhere you are familiar with on the same plane. You can keep it open for up to 1 minute, and may step through it, closing it in the process.
- Second Aperture: a second aperture opens up on your body. You may use both at the same time, each attuned to whichever color you pick and with whichever form you choose.
- Planar Attunement: using a day-long ritual, you are able to attune to a different plane rather than an energy dimension. Consult your GM how this would manifest, but here are some examples: fire plane would manifest similar to dragon's breath, divine planes could manifest similar to turn undead, water plane would manifest as a torrent of water.
- Intense Coloration: you gain access to the intense versions of color dimensions while attuned to those colors. Consult the catalog for what these do. Intense Coloration requires 2 ammo die rolls per use, but still require only a single ammo die step to run for 10 minutes.
Color Catalog
The effect of each color is what
happens when that color interacts with practically anything else.
1. Red
Damage: 1d10.
Effect: concussive force. Goes straight through wood and leather,
ignoring either as damage reduction or armor. Can go through metal. Save
prevents metals from breaking.
Intense: 1d20 damage and goes right through all breakable materials.
Needle Beam affects only damage, adding 1d10+3 damage.
2. Yellow
Damage: 1d8.
Effect: weakening. Materials are twice as likely to break, while
living things make STR and CON based rolls at a disadvantage. Both last 1
minute. Save negates.
Intense: materials that can break will break on their next use while
the effect remains. Living things cannot use STR or CON for rolls at all and
have HP equal to the amount of HD they have while the effect remains. Both last
1 minute. Save negates new HP value.
3. Blue
Damage: 1d8.
Effect: slippery. As Grease for anything in the color's area of
effect for 1 minute. Save negates.
Intense: affected things cannot actually touch anything else, instead
gliding against surfaces. Save replaces effect with Grease.
4. Green
Damage: 1d6.
Effect: halting. Cancels any ongoing movement and momentum of
things in motion and makes joints completely stuff, preventing further movement
for 1 minute. Save negates.
Intense: freezes affected things in relative space. If on a planet,
they will not remain in place as the planet hurtles away, but will follow the
planet remaining in place on it. This can cause things to remain in air. In
this state, things are not subject to physical damage of any kind, including
weight pressure. This effect lasts 1 minute.
5. Purple
Damage: none.
Effect: strengthening. Materials are half as likely to break, while
living things make STR and CON based rolls at an advantage. Both last 1 minute.
Intense: breakable materials become unbreakable. Living things
cannot fail reasonable STR and CON based rolls and their max HP temporarily
increases by twice their level. Both effects last 1 minute.
6. Orange
Damage: 1d6.
Effect: sticky. Anything that touches another thing when struck is
now stuck to it for 1 minutes and requires an STR check to remove. Save
negates.
Intense: no STR check may be made to separate things stuck together
this, as well as becoming continually sticky so this stick to anything touching
them later. Lasts 1 minute.
7. Black
Damage: 1d8.
Effect: infecting. Horrid black infection sprouts from struck area,
causing 1 damage per round for an amount of round equal to twice your Beamer
level. This infection can move from a surface to a creature, but the duration
counts from when that surface was first struck. Save when infected negates.
Intense: the infection deals 3 damage per round, cannot be negated
with a save, and continues past the initial duration unless a save is made.
When the initial duration ends, and every round thereafter until the effect
ends, make a save to end the effect.
8. White
Damage: 1d10.
Effect: searing. Applies high heat with appropriate effect -
flammables catch fire, metal heats, and so on.
Intense: metal melts, flammables instantly combusts, flesh boils. Needle
Beam slices straight through anything. Use with care.
9. Grey
Damage: 1d6.
Effect: crystal growth. Crystals of various kinds grow from struck
surface. Side-effects as appropriate. Crystals turn to dust and disappear after
10 minutes.
Intense: crystals rapidly and intensively grow out from the affected
area. Things may end up encased in crystals quickly. Living creatures may
suffocate inside. Crystals last 1 hour.
10. Brown
Damage: 1d8.
Effect: weighing. Things struck with sufficient amount of color
become twice as heavy. This effect does not stack and lasts 10 minutes.
Intense: the effect now stacks infinitely, as long as it is applied
within the 10 minutes of the first time the effect happens. It takes one round
of exposure for the effect to apply once.
Other colors might exist. Consult
your GM.
Aperture Form Catalog
1. Continuous Beam
Fires a continuous beam for the
duration of the aperture being open. It deals damage as normal, so long
as the beam was focused for around 1 round on the target. When fired into a
melee, compare attack roll to all ACs in that melee. It hits all the ACs it
passes. If the beam hits nothing you can see, it continues in a straight line until
it does hit something.
2. Bullet Pocket
The aperture becomes 2-stage. The
first stage takes an entire round to complete, where it collects energy into a
tight bullet. The second stage takes place on the round after, where it is
fired in its concentrated form. The bullet deals damage as normal and may be
fired normally into a melee.
It is not advised to use this form
with the 10-minute aperture opening. The effective range is as crossbow.
3.
Scattershot Pocket
As bullet
pocket, except instead of a single bullet being generated, many smaller ones
are created. These are fired in a cone in front of you with according to your
throwing range.
4. Forked Beam
As continuous beam, but you may fire 2 beams at 2 strictly
different targets, with -2 to the attack roll. Additionally, halve damage dealt
and deal damage per beam.
5. Mixed Beam
Choose another color you have available when you switch to this
form. You fire both color beams at the same time as a continuous beam, using
the damage of the lower beam when used as a weapon, for both effects.
Conflicting effects (like sticky and slippery) cancel each other out.
When you switch to a different form, choose which color to keep
attuned.
6. Needle Beam
As continuous beam, but beam is needle thin and deals damage with a
die one step higher and +3 damage. Red automatically affects metal and White’s
effect is quickened.
7. Flat Beam
Fires a completely flat continuous beam, wider than a regular
continuous bean, at an angle you choose when you switch to this form. If you do
not choose an angle, it is horizontal.
8. Curved Beam
A continuous beam that is fired curved. The curving starts
immediately and may be in any angle, allowing tight spirals or a beam that
follows the curve of a planet.
9. Phase Beam
A continuous beam that deals very little damage, but passes through
objects of limited volume. The beam can be stopped by 30cm of consecutive
material, with very small gaps not counting as breaks. Otherwise, the beam
continues unabated.
1d10 damage beams deal 2 damage this way, while all other beams
deal 1 damage. Red beam cause an anchoring effect with a save negating. White
beam causes mild heating.
10. Light Beam
A continuous beam that manifests as light. It cannot cause direct
damage, and stop at the first instance of solid material, but reflects off
reflective surfaces as would normal light.