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Tech Blaster


Pyronide

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Hey, so this is better suited here I think because of the technical fluffiness of it. I have a regular hero who can create "Future-Tech" weapons of his own through some sort of means (unrelated to this). I had an idea for a Blaster Pistol that shot physical projectiles for say (3D6 PD Dmg) I was wondering how loadable powers would work. I want to give him a secondary invention of "Nanite-Taser Bolts" that would (2D6 ED Dmg). How they work would be, if stuck in target and activated, the activation shocks them for said DMG and then 'come to life' with spider-like legs and crawl back to the Hero to be reused... Thoughts?

 

Would I simply use a naked advantage for this, as it isn't a projectile used for the majority of his shots? Recoverable Charges? What, please help :D

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Yes, double posting, shame on me...

 

If this makes things easier I was thinking of making it a blaster with different ammo capabilities... examples would be the taser-dart, another would be a tracer round etc... With charges how would this work? Do I make these things as naked advantages and add charges to those naked advantages? Also, to make things more complicated... I have this gun in a VPP... so making this a Multipower or a VPP is not possible within itself.

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You are overcomplicating things for yourself.

 

The "nano taser spider-bots" don't have to have some weird naked advantage.  All that crawling back to him stuff is just special effect.  It's just a flowery description.  You don't have to have any advantage for it.  He pays the Endurance, shoots the electrical blast, and then people see these tiny little things crawl back to him.  No problem, no advantage needed.  If you don't want him to have to spend End, then you buy it Zero End.  

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I don't think you understand what I am looking for. I get what you're saying though.

 

I want the blaster to do say 3D6 dmg everytime its fired. Then ontop of that, depending on the round it could have something special like a taser-round, tracer-round, emp-round etc. The problem is this makes more sense to build as a Multipower, I agree with this, BUT, for it to work properly for the character where this is only one of many inventions of his. I need to build it in a VPP set.

 

Is the simple answer that I build these all like separate powers and just give them the same focus limitation "tech blaster" or is there another way around this?

 

P.S - would also like to see a fleshed out build for these spider-taser-rounds if possible. I like seeing them is all and yes I know it could just be fluff...

 

Example:

1) Blast 4D6 (PD) - OAF "Tech Blaster", Real Weapon, Str Min, Req Hand

1a) Blast 2D6 (ED) - OAF "Tech Blaster", No Range, Charges, Extra Time (activates on next turn/phase), Transform (spider-return form)

1b) Blast 1D6 (PD) - OAF "Tech Blaster", Stun Only, Charges, Extra Senses (Radio)

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IF the base gun is built inside of a VPP you have a few options.

 

IF the VPP has the "Cosmic" Advantages (no skill roll to change slots, 0 phase to change slots) then you can just build each effect separately - the VPP is functionally working like a Multipower in this case.

 

Otherwise:

Allocate more VPP towards the extra effect.

Build a linked power OUTSIDE of the VPP.

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IF the base gun is built inside of a VPP you have a few options.

 

IF the VPP has the "Cosmic" Advantages (no skill roll to change slots, 0 phase to change slots) then you can just build each effect separately - the VPP is functionally working like a Multipower in this case.

 

Otherwise:

Allocate more VPP towards the extra effect.

Build a linked power OUTSIDE of the VPP.

 

The VPP is based on the "Cosmic" build, so this helps me a lot, thanks!

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