Richard Logue
Feb 5th, '05, 09:38 AM
What would be the Limitation, shared by all the Multi-Powers, that would reflect them using the same Focus?
This is what I'm building. Its a gun MP with different styles of shooting and different types of ammo. And I'm not sure if ts the best way to construct it. I'm probably trying to over-complicated it.
So I will sum it up. He uses a pair of handguns (Berettas). He can fire them individually, he can fire both at the same time, he can "double-tap" with one. In addition, he uses two types of ammo and has several magazines of each.
How would you build it? I was thinking I could rearrange it as two MP's, one for each type of bullet. That way I could give the MP a finite number of Charges. In the MP, there would be three slots for the three different styles of shooting. It sounds like the way I should create it, but they share the same Focus: the pistols.
23 Guns, Guns, Guns!: Multipower, 60-point reserve, all slots Charges Are Interchangeable Between Stances But Not Ammo Type (+1/4) (75 Active Points); Limited Power: Requires a Half-Phase Action To Change Powers (-1/2); all slots OAF Durable (-1), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
1u 1) 9mmP Beretta, AET-Comp Ammunition: Killing Attack - Ranged 2d6, Required Hands One-Handed (+0) (30 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 2) 9mmP Beretta, AET-Comp Ammunition, Two-Gun Kid: Killing Attack - Ranged 3 1/2d6 (55 Active Points); OAF Durable (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 3) 9mmP Beretta, AET-Comp Ammunition, Double-Tap: Killing Attack - Ranged 2d6, Required Hands One-Handed (+0), Penetrating (+1/2) (45 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), Limited Power: Uses 2 Charges (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 4) 9mmP Beretta, Imp. AP Ammunition: Killing Attack - Ranged 1d6+1, Required Hands One-Handed (+0), Armor Piercing (x2; +1) (40 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
2u 5) 9mmP Beretta, Imp. AP Ammunition, Two-Gun Kid: Killing Attack - Ranged 2d6, Armor Piercing (x2; +1) (60 Active Points); OAF Durable (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 6) 9mmP Beretta, Imp. AP Ammunition, Double Tap: Killing Attack - Ranged 1d6+1, Required Hands One-Handed (+0), Penetrating (+1/2), Armor Piercing (x2; +1) (50 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), Limited Power: Uses 2 Charges (-1/4), 12 Charges (-1/4), Beam (-1/4)
RL
This is what I'm building. Its a gun MP with different styles of shooting and different types of ammo. And I'm not sure if ts the best way to construct it. I'm probably trying to over-complicated it.
So I will sum it up. He uses a pair of handguns (Berettas). He can fire them individually, he can fire both at the same time, he can "double-tap" with one. In addition, he uses two types of ammo and has several magazines of each.
How would you build it? I was thinking I could rearrange it as two MP's, one for each type of bullet. That way I could give the MP a finite number of Charges. In the MP, there would be three slots for the three different styles of shooting. It sounds like the way I should create it, but they share the same Focus: the pistols.
23 Guns, Guns, Guns!: Multipower, 60-point reserve, all slots Charges Are Interchangeable Between Stances But Not Ammo Type (+1/4) (75 Active Points); Limited Power: Requires a Half-Phase Action To Change Powers (-1/2); all slots OAF Durable (-1), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
1u 1) 9mmP Beretta, AET-Comp Ammunition: Killing Attack - Ranged 2d6, Required Hands One-Handed (+0) (30 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 2) 9mmP Beretta, AET-Comp Ammunition, Two-Gun Kid: Killing Attack - Ranged 3 1/2d6 (55 Active Points); OAF Durable (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 3) 9mmP Beretta, AET-Comp Ammunition, Double-Tap: Killing Attack - Ranged 2d6, Required Hands One-Handed (+0), Penetrating (+1/2) (45 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), Limited Power: Uses 2 Charges (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 4) 9mmP Beretta, Imp. AP Ammunition: Killing Attack - Ranged 1d6+1, Required Hands One-Handed (+0), Armor Piercing (x2; +1) (40 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
2u 5) 9mmP Beretta, Imp. AP Ammunition, Two-Gun Kid: Killing Attack - Ranged 2d6, Armor Piercing (x2; +1) (60 Active Points); OAF Durable (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), 12 Charges (-1/4), Beam (-1/4) [12]
1u 6) 9mmP Beretta, Imp. AP Ammunition, Double Tap: Killing Attack - Ranged 1d6+1, Required Hands One-Handed (+0), Penetrating (+1/2), Armor Piercing (x2; +1) (50 Active Points); OAF Durable (-1), Real Weapon (-1/4), No Knockback (-1/4), Limited Power: Cannot Be Bounced (-1/4), Limited Power: Uses 2 Charges (-1/4), 12 Charges (-1/4), Beam (-1/4)
RL