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Posted: Sun Mar 13, 2011 5:53 pm
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Posted: Sun Mar 13, 2011 6:52 pm
Let me know when it's properly tweaked smile
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Posted: Sun Mar 13, 2011 7:24 pm
The Pagan Tea Shop-Spells and readings
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Okay, I'm gonna need help with this... I have three basic guns I wanna be able to summon. One is an assault rifle, (Autofire Penetrating), one is a hunting/sniper rifle, and one is a pistol whose bullets can bounce off walls and people(Via the split attack power on that one). Someone wanna help explain how I'm supposed to stat these out for the Weapon Summoning?
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Posted: Sun Mar 13, 2011 7:32 pm
I can.
Just need to know your attack vs damage ratio
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Posted: Sun Mar 13, 2011 7:39 pm
Raganui Minamoto I can. Just need to know your attack vs damage ratio *sips tea* *watches*
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Posted: Sun Mar 13, 2011 7:48 pm
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Posted: Sun Mar 13, 2011 7:49 pm
Got introduced to this thread a few hours ago. Finally got thinking about your M&M campaign. Only to have my mind took a tangent off to Zombies Ate My Neighbors, trying to figure out how to make a squirt gun deadly xd
But, me being who I am, move straight to the spell-casters, and the like, first. So I'm struggling between some kind of illusionist-made-reality, and the aforementioned deadly squirt gunner (with some accessories).
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Posted: Sun Mar 13, 2011 8:03 pm
Okay, You're going to need to focus on your power then. Here's what I suggest.
Take 8 ranks of Weapon Summoning.
that's 16 points. Spend two more on two Power Feats.
This lets you have the following
Bolt Action Rifle: Rank 5 Blast, Penetrating, PF: Improved Range.
Assault Rifle: Rank 5 Blast, Autofire, PF: Split Attack 1 (for spraying down two guys)
Desert Eagle Special: Rank 5 Blast, PF: Split Attack 5 (up to 5 targets hit), Ricochet 5, Precise, Affects Insubstantial 2, Subtle 2
Allow me to explain.
Bolt Action: long range, high penetrating shots. Good for armored targets.
Assault: Good for shorter range, able to hit multiple times and multiple targets.
Desert Eagle Special: Heavy Pistol. Decent damage, with ricochetting bullets allowing for trick shots. Accurate, special bullets for affecting ghostly enemies, and easily summoned without being seen til used.
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Posted: Sun Mar 13, 2011 8:05 pm
The Pagan Tea Shop-Spells and readings
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Well, the 'summoning' itself is him conveniently finding a loaded and working weapon somewhere within quick and easy reach. Dismissal would be something like the gun jamming or running out of ammo and being discarded.
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Posted: Sun Mar 13, 2011 8:11 pm
Well... that wouldn't be any power.
That would be high ranks in search and the GM providing them to you.
Either that or see if Rain will let you take low ranks of it for basic guns found under equipment.
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Posted: Sun Mar 13, 2011 8:16 pm
You could tack on Unreliable to the Weapon Summoning. Alternatively, use a Complication of: Guns not always available. The former would make the cost of the power cheaper, the latter would net you more Hero Points per session.
Another option is to go with mundane weapons in the Equipment section, use the Blast power with Precise power feat & Limited: Usable with Guns Only (using alternate powers to simulate auto-fire weapons, ricochet pistols, bolt action rifles, etc) and Unreliable (running out of ammo/jamming) power flaws. Keep the Complication: Guns Not Always Available. Invest heavily in Luck Control and Super Senses.
Invest in some Equipment feat ranks to have a bunch of your own guns of your own, and count on your fortunate luck to find the rest. If you did this option, I would probably have a cumulative increasing DC to find weapons in any one given scene. It's post-zombie apocalypse, I'm sure there's no shortage of ammo laying around. :3
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Posted: Sun Mar 13, 2011 8:53 pm
Rain Yupa You could tack on Unreliable to the Weapon Summoning. Alternatively, use a Complication of: Guns not always available. The former would make the cost of the power cheaper, the latter would net you more Hero Points per session. Another option is to go with mundane weapons in the Equipment section, use the Blast power with Precise power feat & Limited: Usable with Guns Only (using alternate powers to simulate auto-fire weapons, ricochet pistols, bolt action rifles, etc) and Unreliable (running out of ammo/jamming) power flaws. Keep the Complication: Guns Not Always Available. Invest heavily in Luck Control and Super Senses. Invest in some Equipment feat ranks to have a bunch of your own guns of your own, and count on your fortunate luck to find the rest. If you did this option, I would probably have a cumulative increasing DC to find weapons in any one given scene. It's post-zombie apocalypse, I'm sure there's no shortage of ammo laying around. :3 Assault RifleBlast, Autofire (+1), Limited: Guns Only (-1), Unreliable: 50% ammo loss (-1) = 1/rank Feats: Split Attack x1 (1), Precise (1) Bolt-Action RifleBlast, Penetrating (+1), Limited: Guns Only (-1), Unreliable: 50% ammo loss (-1) = 1/rank Feats: Improved Range x1 (1), Precise (1) Desert EagleBlast, Range (+1), Limited: Guns Only (-1), Unreliable: Five Uses (-1) = 1/rank Feats: Ricochet (1), Precise (1) ShotgunBlast, Area: Cone (+1), Limited: Guns Only (-1), Unreliable: 50% ammo loss (-1) = 1/rank Feats: Progression x2: Reduced Cone Size (2) Grenade LauncherBlast, Area: Burst (+1), Limited: Guns Only (-1), Unreliable: 50% ammo loss (-1) = 1/rank Feats: Indirect (1), Knockback (1) As a couple of options.
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Posted: Sun Mar 13, 2011 9:08 pm
The Pagan Tea Shop-Spells and readings
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I took Unreliable as a Drawback rather than a Flaw for a -1 point for 25% fail chance rather than 50% and a -1/rank. I think it represents the luck and the Voice better. As for gun options, I need to know more what the mods are(In numbers terms per mod) rather than suggestions for how to represent it. The numbers are making my head spin.
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Posted: Sun Mar 13, 2011 9:19 pm
Then ignore the Unreliable on each of those and make it 2 points per rank.
How powerful it is depends on how powerful you want them to be. Your highest attack bonus and highest damage bonus must equal 10 (twice your current Power Level). If you wanted to be more accurate, they will damage less. If you wanted to be more powerful, you'll hit less often.
When in doubt, make them both 5.
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Posted: Sun Mar 13, 2011 9:30 pm
Rain Yupa Then ignore the Unreliable on each of those and make it 2 points per rank. How powerful it is depends on how powerful you want them to be. Your highest attack bonus and highest damage bonus must equal 10 (twice your current Power Level). If you wanted to be more accurate, they will damage less. If you wanted to be more powerful, you'll hit less often. When in doubt, make them both 5. The Pagan Tea Shop-Spells and readings
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They are five.
Okay, let's assume I have 5 ranks in Weapon Summoning. That means I have the ability to summon X number of weapons, where X is the number of alt power feats I grab. Assuming I make them all dynamic power feats, I have 10*X points to throw around, correct?
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