MisterD Posted June 27, 2004 Report Share Posted June 27, 2004 Mister Magnum Player: Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 20/30 PRE 10 10 COM 0 6/16 PD 3 6/9 ED 3 4/6 SPD 7 8 REC 4 30 END 0 26 STUN 0 8" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 86 Cost Power 37 Master of Guns: Multipower, 75-point reserve, (75 Active Points); OAF (Guns; -1) 7u 1) Lethal Kata: Killing Attack - Ranged 1d6, Variable Advantage (+2 Advantages; +4) (75 Active Points) 7u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points) 4u 3) Telekinesis (40 STR) (60 Active Points); Only to shoot foci out of a target's hands. (-1/2) 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 5 Second Weapon: (5 Active Points) 13 Protective armor: Armor (10 PD/3 ED) (20 Active Points); OIF (-1/2) 55 Never seems to run out of ammo: Endurance Reserve (50 END, 50 REC) (55 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 25 Avoid the bullet's path: +5 with DCV 13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2) 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 4 Athletic: Running +2" (8" total) Powers Cost: 186 Cost Skill Everyman Skills 0 1) AK: Native Country 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic, native accent) 0 8) PS: Online Billing 8- 0 9) Paramedics 8- 0 10) Persuasion 8- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Custom Adder, Small Motorized Ground Vehicles 20 +4 with Ranged Combat 10 +2 with HTH Combat 3 Breakfall 14- 2 Computer Programming (Personal Computers) 12- 3 KS: On Line billing/Finances 12- 3 KS: Sci-Fi & Fantasy books, movies and TV 12- 3 SS: Balistics 12- 3 SS: Probabiity Analysis 12- 3 Streetwise 13- (15-) 10 Two-Weapon Fighting (Ranged) 4 Weaponsmith (Firearms) 13- Skills Cost: 64 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Talents Cost: 14 Total Character Cost: 350 Pts. Disadvantage 150 TBA Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 BACKGROUND "Please.... Just take the money and go. We gave you everything." The woman cried keeping her young son behind her nad placing a hand on her husbands shoulder. The man was out cold with a bullet wound in his chest. "Leave my Mommy and Daddy alone!" Young Richard yelled, tears in his eyes. "Kid. you don't get it. I have the gun. I am in control. Watch." Young Richard quieted down, biting his botton lip. "Shut up B--CH." The woman still cries.... *BANG!!!!!!* "See. Now she is quiet. Now kid. Lights out." "Richy! Run!!!!" Richard's father yelled as he lunged on top of the gunman. "Stupid idiot. If you played dead you might have walked away from this." * Bang Bang Bang...* ******** On this night like all other nights of his life, Richard woke up from the same nightmare. Richard was awake instantly. The rush of adrenaline acompaning the nightmare allows to go from asleep to fully aware in an instant. An hour of practicing speed loading and his gun katas helps in focusing his mind and body. Walking to his desk he glances at two piles of computer printouts. One with a spreadsheet of clients he needs to send invoices to and another of the latest information on a drive by shooter. Picking up the shooter's info, The man the press call Mister Magnum starts his day. PERSONALITY Richard has not been able to find the man who killed his parents so he has shifted from seeking revenge to avenging thoes harmed or killed from other gunmen. He remebers what his parent's killer said aboit having a gun and being in control. Well he he has come across others with guns in in order to come out alive he had to be better. So he worked on not just shooting but the art and science of shooting and to determine the best place to be to not get shot and the best way to aim to make sure the other guy got shot. If both people have guns the better man is the one in control. POWERS/TACTICS Richard can do just about anything with a gun Quote Link to comment Share on other sites More sharing options...
fbdaury Posted June 27, 2004 Report Share Posted June 27, 2004 Re: Mister Magnum for review Multipower- add Str min 8/does not add damage(-1) and real weapon(-1/4), now it costs 23 for the reserve and 5/5/4/1 for the slots, savings of 18 points. Armor- add act 15 or less and real armor, for -1/2 and total cost of 10 points, for another three points saved. Don't need the second weapon, as i pointed out in the Champs thread, but at least now you can use multipower attacks... Lightning reflexes +5 with all attacks would cost 10 points, not 8... Overall, think I liked the original multipower better, see my notes on Kirby's critique of the character in the other thread. Quote Link to comment Share on other sites More sharing options...
Jhamin Posted June 28, 2004 Report Share Posted June 28, 2004 Re: Mister Magnum for review Looks like the wrong format for the boards. That or you are missing a few tags.... Quote Link to comment Share on other sites More sharing options...
MisterD Posted June 28, 2004 Author Report Share Posted June 28, 2004 Re: Mister Magnum for review Mister Magnum Player: Val Char Cost 15 STR 5 23 DEX 39 15 CON 10 10 BODY 0 13 INT 3 11 EGO 2 20/30 PRE 10 10 COM 0 6/16 PD 3 6/11 ED 3 4/6 SPD 7 8 REC 4 30 END 0 26 STUN 0 8" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 86 Cost Power END 31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1); all slots STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 4u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 10 3u 2) Non-Lethal Kata: Energy Blast 5d6, Variable Advantage (+1 Advantages; +2) (75 Active Points); STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 7 2u 3) Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2 Sample Katas: 0 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1 1/4) (62 Active Points) Real Cost: 62 3 0 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 0 3) Lethal Kata - Semi-Aito: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2 0 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2 0 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3 0 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2 0 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5 0 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2 0 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 5 Second Weapon: (5 Active Points) 0 11 Protective armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 4 Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0 56 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) (56 Active Points) [Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns.] 0 25 Avoid the bullet's path: +5 with DCV 13 Master of the gun: +2 SPD (20 Active Points); Only for shooting guns (-1/2) 7 Uses fear. Dosen't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 Powers Cost: 324 Cost Skill Everyman Skills 0 1) AK: Native Country 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language] 0 8) PS: Online Billing 8- 0 9) Paramedics 8- 0 10) Persuasion 8- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 25 +5 with Ranged Combat 3 Breakfall 14- 2 Computer Programming (Personal Computers) 12- 10 Defense Maneuver I-IV 3 KS: On Line billing/Finances 12- 3 KS: Sci-Fi & Fantasy books, movies and TV 12- 3 SS: Balistics 12- 3 SS: Probabiity Analysis 12- 3 Streetwise 13- (15-) 10 Two-Weapon Fighting (Ranged) 4 Weaponsmith (Firearms) 13- 2 WF: Small Arms, Clubs, Fist-Loads Skills Cost: 71 Cost Perk 2 Contact: Ari Jashua (Contact has useful Skills or resources) 8- 3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11- Perks Cost: 5 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Talents Cost: 14 Total Character Cost: 500 Val Disadvantages 15 Dependent NPC: current victim of shootings 11- (Normal) 15 Distinctive Features: Black costume and head concealing mask (Concealable; Always Noticed; Detectable By Commonly-Used Senses) 10 Hunted: Associates of former targets 8- (As Pow, Harshly Punish) 5 Hunted: The Press 11- (Less Pow, NCI, Watching) 15 Psychological Limitation: Hunting the killer of his family (Common, Strong) 15 Psychological Limitation: Emotionless (Common, Strong) [Notes: This character feels emotions but suppresses them (as the Vulcans from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at apropriate times/situations] 20 Psychological Limitation: Hunting thoes who have shot/gunned down inocent people (Very Common, Strong) 5 Physical Limitation: Frequent nightmares (Infrequently, Slightly Impairing) 5 Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing) 10 Reputation: Uses leathal force against thoes who use leathal force, 11- 5 Rivalry: Professional (Other 'DARK' avengers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity (Frequently, Major) 15 Vigilante Bonus Disadvantage Points: 150 Base Points: 200 Experience Required: 150 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Eosin Posted June 28, 2004 Report Share Posted June 28, 2004 Re: Mister Magnum for review +2 SPD "only for shooting guns" seems wonky to me. You cannot change speed during a given turn and if you move then you have altered your speed. Basiclly, if you choose to operate at a speed 6 then you cannot move or anything else for the full round. At least I think that is correct. Varible speed has always seemed like a huge headache for me. Hurts my brain Quote Link to comment Share on other sites More sharing options...
Guest WhammeWhamme Posted June 29, 2004 Report Share Posted June 29, 2004 Re: Mister Magnum for review +2 SPD "only for shooting guns" seems wonky to me. You cannot change speed during a given turn and if you move then you have altered your speed. Basiclly, if you choose to operate at a speed 6 then you cannot move or anything else for the full round. At least I think that is correct. Varible speed has always seemed like a huge headache for me. Hurts my brain I think the intent is you nominate two phases per turn that you can only shoot on. (say, turn 4 and turn 10) Quote Link to comment Share on other sites More sharing options...
Guest WhammeWhamme Posted June 29, 2004 Report Share Posted June 29, 2004 Re: Mister Magnum for review +2 SPD "only for shooting guns" seems wonky to me. You cannot change speed during a given turn and if you move then you have altered your speed. Basiclly, if you choose to operate at a speed 6 then you cannot move or anything else for the full round. At least I think that is correct. Varible speed has always seemed like a huge headache for me. Hurts my brain I think the intent is you nominate two phases per turn that you can only shoot on. (say, phase 4 and phase 10) Quote Link to comment Share on other sites More sharing options...
MisterD Posted June 29, 2004 Author Report Share Posted June 29, 2004 Re: Mister Magnum for review Mr. M revised. Mister Magnum Val Char Points Total Roll Notes 15 STR 5 15 12- HTH Damage 3d6 END [1] 23 DEX 39 23 14- OCV 8 DCV 8 15 CON 10 15 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12-/16- 11 EGO 2 11 11- ECV: 4 20 PRE 10 20/30 13- / 15- PRE Attack: 4d6 / 6d6 10 COM 0 10 11- 6 PD 3 6/16 6/16 PD (0/10 rPD) 6 ED 3 6/11 6/11 ED (0/5 rED) 4 SPD 7 4/6 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12 8 REC 4 8 30 END 0 30 26 STUN 0 26 6" Running 0 8" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 86 Cost Powers END 31 Master of Guns: Multipower, 100-point reserve, (100 Active Points); OAF (Guns; -1), STR MIN /8 Does not add to damage (-1), Real Weapon (-1/4) 3u 1) Lethal Kata: Killing Attack - Ranged 2d6-1, Variable Advantage (+1 1/2 Advantages; +3) (100 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Real Weapon (-1/4) 10 3u 2) Non-Lethal Kata: Energy Blast 6d6, Variable Advantage (+1 Advantages; +2) (90 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Real Weapon (-1/4) 9 2u 3) Disarming Shot: Telekinesis (40 STR) (60 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Only to shoot foci out of a target's hands. (-1/2), Real Weapon (-1/4) 6 1u 4) Pistol Whip: Hand-To-Hand Attack +4d6 (20 Active Points); STR MIN /8 Does not add to damage (-1), OAF (Gun; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 2 1u 5) Make my own door: Tunneling 1" through 10 DEF material (32 Active Points); OAF (Gun; -1), Real Weapon (-1/4) 3 Sample Katas 1) Lethal Kata Starburst attack: Killing Attack - Ranged 2d6-1, Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (62 Active Points) Real Cost: 62 6 2) Lethal Kata Pushing: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 3) Lethal Kata - Semi-Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (50 Active Points) Real Cost: 50 2 4) Lethal Kata - Full Auto: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (62 Active Points) Real Cost: 62 2 5) Lethal Kata - Dragon's Breath: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Area Of Effect (7" Cone; +1), Selective (+1/4) (62 Active Points) Real Cost: 62 3 6) Lethal Kata - Focused Shot: Killing Attack - Ranged 2d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (+1/2) (56 Active Points) Real Cost: 56 2 7) Non-Lethal Kata - Starburst: Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points) Real Cost: 50 5 8) Non-Lethal Kata Semi-Auto: Energy Blast 5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points) Real Cost: 50 2 9) Non-Lethal Kata Pushing: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (50 Active Points) Real Cost: 50 2 5 Second Weapon: (5 Active Points) 0 11 Protective Armor: Armor (10 PD/5 ED) (23 Active Points); OIF (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) 0 4 Protective Lenses: Sight Group Flash Defense (6 points) (6 Active Points); OIF (Mask; -1/2) 0 55 Never seems to run out of ammo: Endurance Reserve (60 END, 50 REC) Reserve: (56 Active Points); Gestures (-1/4) Notes: He may go through the motions but he never seems to run out of ammo and he can instantly reload his guns. 0 25 Avoid the bullet's path: +5 with DCV 13 Entering the Kata: +2 SPD (20 Active Points); Costs Endurance (-1/2) 2 7 Uses fear. Doesn't suffer from it: +10 PRE (10 Active Points); Defensive (-1/2) 8 Exceptional vision: +4 PER with Sight Group 0 4 Athletic: Running +2" (8" total) 1 Perks 2 Contact: Ari Jashua (Contact has useful Skills or resources) 8- 3 Contact: Yoseph Bremen (Contact has useful Skills or resources) 11- 1 Fringe Benefit: Weapon Permit (where appropriate) Talents 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 8 Lightning Reflexes: +5 DEX to act first with All Actions Skills Everyman Skills 0 1) AK: Native Country 8- 0 2) Acting 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic, native accent; Custom Adder) 0 8) PS: Online Billing 8- 0 9) Paramedics 8- 0 10) Persuasion 8- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Custom Adder, Small Motorized Ground Vehicles 25 +5 with Ranged Combat 3 Break-fall 14- 2 Computer Programming (Personal Computers) 12- 10 Defense Maneuver I-IV 3 KS: On Line billing/Finances 12- 3 KS: Sci-Fi & Fantasy books, movies and TV 12- 3 SS: Ballistics 12- 3 SS: Probability Analysis 12- 3 Streetwise 13- (15-) 10 Two-Weapon Fighting (Ranged) 4 Weapon-smith (Firearms) 13- 2 WF: Small Arms, Clubs, Fist-Loads Total Powers & Skills Cost: 414 Total Cost: 350 200+ Disadvantages 15 Dependent NPC: current victim of shootings 11- (Normal) 15 Distinctive Features: Black costume and head concealing mask (Concealable; Always Noticed; Detectable By Commonly-Used Senses) 10 Hunted: Associates of former targets 8- (As Pow, Harshly Punish) 5 Hunted: The Press 11- (Less Pow, NCI, Watching) 15 Psychological Limitation: Hunting the killer of his family (Common, Strong) 15 Psychological Limitation: Emotionless (Common, Strong) Notes: This character feels emotions but suppresses them (as the Vulcan from Star Trek). Others tend to regard him as cold, unfeeling, and sometimes inhuman. At Strong, the character must make an Ego Roll to show emotions at appropriate times/situations 20 Psychological Limitation: Hunting those who have shot/gunned down innocent people (Very Common, Strong) 5 Physical Limitation: Frequent nightmares (Infrequently, Slightly Impairing) 5 Physical Limitation: Tone Deaf (Infrequently, Slightly Impairing) 10 Reputation: Uses lethal force against those who use lethal force, 11- 5 Rivalry: Professional (Other 'DARK' avengers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Secret Identity (Frequently, Major) 15 Vigilante Bonus Total Disadvantages Points: 150 BACKGROUND "Please.... Just take the money and go. We gave you everything." The woman cried keeping her young son behind her and placing a hand on her husbands shoulder. The man was out cold with a bullet wound in his chest. "Leave my Mommy and Daddy alone!" Young Richard yelled, tears in his eyes. "Kid. you don't get it. I have the gun. I am in control. Watch." Young Richard quieted down, biting his bottom lip. "Shut up B--CH." The woman still cries.... *BANG!!!!!!* "See. Now she is quiet. Now kid. Lights out." "Richey! Run!!!!" Richard's father yelled as he lunged on top of the gunman. "Stupid idiot. If you played dead you might have walked away from this." * Bang Bang Bang...* ******** On this night like all other nights of his life, Richard woke up from the same nightmare. Richard was awake instantly. The rush of adrenaline accompanying the nightmare allows to go from asleep to fully aware in an instant. An hour of practicing speed loading and his gun katas helps in focusing his mind and body. Walking to his desk he glances at two piles of computer printouts. One with a spreadsheet of clients he needs to send invoices to and another of the latest information on a drive by shooter. Picking up the shooter's info, The man the press call Mister Magnum starts his day. PERSONALITY Richard has not been able to find the man who killed his parents so he has shifted from seeking revenge to avenging those harmed or killed from other gunmen. He remembers what his parent's killer said about having a gun and being in control. Well he he has come across others with guns in in order to come out alive he had to be better. So he worked on not just shooting but the art and science of shooting and to determine the best place to be to not get shot and the best way to aim to make sure the other guy got shot. If both people have guns the better man is the one in control. QUOTE "That's the biz." POWERS/TACTICS Richard can do just about anything with a gun Quote Link to comment Share on other sites More sharing options...
MisterD Posted July 1, 2004 Author Report Share Posted July 1, 2004 Re: Mister Magnum for review Instead of reposting the charater here each time I redo him. I am posting him to my site Visit http://myherostuff.tripod.com/champions.htm Quote Link to comment Share on other sites More sharing options...
MisterD Posted July 1, 2004 Author Report Share Posted July 1, 2004 Re: Mister Magnum for review Anyone have any other ideas for shooting super skills? Quote Link to comment Share on other sites More sharing options...
steriaca Posted July 2, 2004 Report Share Posted July 2, 2004 Re: Mister Magnum for review Anyone have any other ideas for shooting super skills? Three With One Bullet (Autofire 3 shot, cost one Charge to use). "The A-Team Effect" (Energy Blast, Explosion, Stun Only, Does Knockback, Must Be Something Nearby Which Can Explode If Hit By Gunfire (-1/4)). Quote Link to comment Share on other sites More sharing options...
freakboy6117 Posted July 5, 2004 Report Share Posted July 5, 2004 Re: Mister Magnum for review ricochet special indirect can come from any direction requires suitible surfaces to bounce off. Quote Link to comment Share on other sites More sharing options...
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