Name: Overcharged Plasma Description: Overcharged Plasma is a different type of plasma that can be generated by 'overcharging' one's plasma weapon if it has the ability installed within it, typically different means and capacities to hold the energized plasma; in appearance it is larger and brighter with small arcs of electricity charging from it, and while it is charging the filaments of the plasma weapon will glow brightly. ((Think Overcharged Plasma Pistol from the Halo games.)) Abilities: Acts as a strong projectile EMP, disabling any electronic device if it strikes the target; energy shields will go down and androids will most likely be stunned from the intense EMP radiation. Larger energy shields will have a piece taken from that section hit temporarily. Larger projectile makes hitting targets easier. Conditional abilities: Works wonders against electronics, instantly disabling energy shields and breaking other sensitive electronics such as other energy weapons. Limitations: Takes time to charge up the blast (likely a full combat turn, depending on a consensus between the two CRPing parties or whatever). Uses up a large amount of battery, a full 20% of the charge. Charging is bright and makes a charging noise of its energy generation. Does not work in an area of effect like most EMPs would, instead only working on the target they hit. Requires it to be a built in function into the weapon; most weapons can be modified to have it. Does half the damage a normal plasma bolt would do, turning the high ionizing plasma into a low-energy concentrated EMP. Must cooldown after a charged shot for 3 seconds for the device to go back to operational temperatures. Conditional limitations: None How does it work: The added overcharge function to a plasma-based energy weapon allows it to charge up, creating a large powered energy bolt that, instead of utilizing a proton shell that holds ionizing plasma, contains a larger shell that houses low-energy plasma that explodes into a blast of disrupting radiation through the surface of the target, creating an electromagnetic pulse and severely damaging any electronics on the target. Plasma melee weapons can also hold this function, charging as it glows brightly, the energy dissipating into an EMP that the target absorbs. To modify a weapon to allow plasma to overcharge, one must simply alter the plasma generation arc or other method to house a larger capacity and generate a charged blast, which uses up a large portion of energy. Flavor text: Overcharged plasma came soon after the rise of plasma weapons, serving as a need of battling against other high-tech electronics while utilizing one weapon to do so. Referenced Technologies: None Attainability: [Open] Tags: [Military]