I wanted to do something unique concerning the weapons (I'm using Mutants and Masterminds RPG). First, when a player first creates a character, he/she will choose a 'color power core'. This color power core is an alien device which gives the character a 'potential' set of powers but the character can not access these powers without a weapon. In terms of the campaign setting, the power core provides the raw energy while the Tyslanian weapons focus the energy. The different types of color power cores will each have a distinct theme. For example, green power cores will denote a defensive themed power core while blue power cores denote an accurate power theme. Here's an example of power cores and their powers
Green power core
Mode 1 (Assault): +1 DMG/+1 Defense Bonus (linked powers)
Mode 2 (Heavy Assault): +2 DMG/+1 Defense Bonus (linked powers)
Mode 3 (Non-lethal): Obscure
Mode 4 (Command): +1 Defense Bonus (Affects entire team)
Blue Power Core
Mode 1 (Assault): +1 DMG/+1 Attack Bonus (linked powers)
Mode 2 (Heavy Assault): +2 DMG/+1 Attack Bonus (linked powers)
Mode 3 (Non-lethal): Entangle
Mode 4 (Command): +1 Attack Bonus (Affects entire team)
As for the weapons, each weapon will be unique, giving access to different modes at different strengths. The overall effect when you activate the weapon will depend on the power core that was chosen. Here are some weapon examples
Heavy Assault Rifle:
Mode 2: 4 ranks
Mode 3: 2 ranks
Dual Command Pistols
Mode 1: 3 ranks (+split attack feat)
Mode 4: 2 ranks
So a character with a green power core wielding a Heavy Assault Rifle will have the following powers:
4 ranks of Mode 2 (Heavy Assault) = +8 DMG/+4 Defense Bonus (linked powers)
2 ranks of Mode 3 (Non-lethal): Obscure (2 ranks)
But if he/she would hand off the Heavy Assault Rifle to a character with a Blue Power core, that character would have these powers:
4 ranks of Mode 2 (Heavy Assault) = +8 DMG/+4 Attack Bonus (linked powers)
2 ranks of Mode 3 (Non-lethal): Entangle (2 ranks)
Only one mode can be used at a time. Each player will declare what mode they are using at the beginning of the round. Although the power core examples have only 4 modes, I think I want them to have about 6 modes in the end. That will allow for a wide variety of weapons. Some weapons will also offer power feats like 'homing'.
Green power core
Mode 1 (Assault): +1 DMG/+1 Defense Bonus (linked powers)
Mode 2 (Heavy Assault): +2 DMG/+1 Defense Bonus (linked powers)
Mode 3 (Non-lethal): Obscure
Mode 4 (Command): +1 Defense Bonus (Affects entire team)
Blue Power Core
Mode 1 (Assault): +1 DMG/+1 Attack Bonus (linked powers)
Mode 2 (Heavy Assault): +2 DMG/+1 Attack Bonus (linked powers)
Mode 3 (Non-lethal): Entangle
Mode 4 (Command): +1 Attack Bonus (Affects entire team)
As for the weapons, each weapon will be unique, giving access to different modes at different strengths. The overall effect when you activate the weapon will depend on the power core that was chosen. Here are some weapon examples
Heavy Assault Rifle:
Mode 2: 4 ranks
Mode 3: 2 ranks
Dual Command Pistols
Mode 1: 3 ranks (+split attack feat)
Mode 4: 2 ranks
So a character with a green power core wielding a Heavy Assault Rifle will have the following powers:
4 ranks of Mode 2 (Heavy Assault) = +8 DMG/+4 Defense Bonus (linked powers)
2 ranks of Mode 3 (Non-lethal): Obscure (2 ranks)
But if he/she would hand off the Heavy Assault Rifle to a character with a Blue Power core, that character would have these powers:
4 ranks of Mode 2 (Heavy Assault) = +8 DMG/+4 Attack Bonus (linked powers)
2 ranks of Mode 3 (Non-lethal): Entangle (2 ranks)
Only one mode can be used at a time. Each player will declare what mode they are using at the beginning of the round. Although the power core examples have only 4 modes, I think I want them to have about 6 modes in the end. That will allow for a wide variety of weapons. Some weapons will also offer power feats like 'homing'.