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Power Build Suggestions: "Spectral Gun" MP


clsage

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In my infamous, mostly unplayed (so far) campaign world, I have

a hero (The Arizona Kid) who is basically an energy projector

with the SFX that he appears to have a six gun in his hand when

firing his various energy blasts. The simplest way to do this would,

as far as I can tell, be to add the "Gestures" limitation to his multipower

slots. No problem there. And so far I have the following, very rough,

slots:

 

Single shot - Energy Blast, Gestures

 

Richochet - Energy Blast, Indirect, Gestures

 

Rapid Fire - Energy Blast, Autofire, Gestures

 

I know that there should be more "gunslinger tricks" that can be added

to the multipower and they are probably obvious but.....Any suggestions ?

 

Thanks.

 

-Carl-

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Re: Power Build Suggestions: "Spectral Gun" MP

 

In my infamous, mostly unplayed (so far) campaign world, I have

a hero (The Arizona Kid) who is basically an energy projector

with the SFX that he appears to have a six gun in his hand when

firing his various energy blasts. The simplest way to do this would,

as far as I can tell, be to add the "Gestures" limitation to his multipower

slots. No problem there. And so far I have the following, very rough,

slots:

 

Single shot - Energy Blast, Gestures

 

Richochet - Energy Blast, Indirect, Gestures

 

Rapid Fire - Energy Blast, Autofire, Gestures

 

I know that there should be more "gunslinger tricks" that can be added

to the multipower and they are probably obvious but.....Any suggestions ?

 

Thanks.

 

-Carl-

Is that really Gestures? If his arm is restrained, he can still shoot just as well as someone with a vanilla EB (that's defined as coming from the hand), right? And without OAF or OIF on the EBs, I'm assuming he can just conjure the "gun" to his hand when needed. If he needs to use a particular gun, and can't just conjure it to his hand, he should get a focus limitation instead of Gestures.

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Re: Power Build Suggestions: "Spectral Gun" MP

 

Is that really Gestures? If his arm is restrained' date=' he can still shoot just as well as someone with a vanilla EB (that's defined as coming from the hand), right? [/quote']

 

Well, my initial conception is that he "needs" (at least in the beginning

of his hero career) to make a "drawing of the weapon" movement. Just

as someone who had to actually draw a pistol from a holster. If he can't

"draw" he can't "shoot". And, with the exception of the Richochet (Indirect)

slot in his multi, he has to have his "gun-hand" aimed at the target, just as

a gunslinger would.

 

I supppose I might get the same effect if I declare his holster(s) as a

focus...Hmmmm.

 

-Carl-

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Re: Power Build Suggestions: "Spectral Gun" MP

 

if i am understanding the "gun" is just a supernaturel effect. in that line of thinking i'd make it as a energy blast with the ver. advantage extra added to it and also req skill roll

 

what do you think?

 

Yes, the "gun(s)" are psychokentic forms (lacking a better description)

which, when he is in hero ID, look like a sixgun in a belt hoster.

 

I'll need to double check the listing for ver. adv. but that might be a

better way to go than my initial plan....

 

Thanks.

 

-Carl-

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Re: Power Build Suggestions: "Spectral Gun" MP

 

Step 1: Ask your GM how many levels in Ranged Martial Arts DC's you can have. (or if you ARE the GM, decide how many are OK).

 

Step 2: Take as many as you can. As written, you can justify them as skill, instinct or whatever. It doesn't actually have to be formalized martial arts training.

 

Step 3: Take a couple of the ranged combat maneuvers.

 

Step 4: buy 2 levels of Energy Blast, and advantage it up with Variable Advantages. With a base cost of 10, it'll be a LOT easier to stack advantages on it. For example:

 

20 5 levels of Ranged DC

20 4 Ranged Martial Arts

10 2 levels of EB

30 Variable Advantage on Energy Blast: +1 1/2 (+3)

___

70 points total

 

this gets you a 7d6 EB with any combo of 1 1/2 levels of advantages, with a minimum of +2d6 for the martial arts maneuvers, for a total of 9d6.

 

Step 5: Put the 40 point EB power+VarAd into a Multipower, along with some other stuff talked about here.

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Re: Power Build Suggestions: "Spectral Gun" MP

 

Re: Ritchochet shot - you can do that with the rules, without needing an additional power for it; Bouncing an Attack (FRed, 377)

 

Other recommendations:

 

5 point Combat Skill Levels (Ranged, Penalty Skill Levels only -1), for 2 points/level. These'll help you with the 'normal' combat tricks you can do with an attack.

 

Iin the multipower, from the pages of Dark Champions:

 

Incredible skill (+PRE, only for PRE attacks (-1))

Crippling Shot (Drain DEX and Running)

Muzzle Flare (Sight Group Flash NND (solid eye coverings))

Last Man Standing (+PD/ED, Regen, only if last person on team concious)

Perfect Shot (Precog, only to perfectly time attacks)

Shoot down the Barrel (Dispel, Firearms only)

Battlefield dodging (Desolid, only to avoid surpression fire)

 

Most of the other stuff in there is straight advantages on the attack (which has already been covered), Skill Levels (also already been covered), or stuff not directly dealing with shooting.

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Re: Power Build Suggestions: "Spectral Gun" MP

 

I think a No range AoE, either Cone or Radius with hole in the middle, to symbolise wide barrage. Add Selective or Nonselective to taste- maybe Extra Time as well. Also, a stun only (Blunt shot) or NND (some sort of vibration shot, or insubstantial shot, blocked by PD Force field or such) might round out utility. If you don't go the Ranged MA route, a couple of Dispels, KA vs. Foci, or Telekinesis (Only to push things around, no grabbing, etc.) might round out some utility.

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Re: Power Build Suggestions: "Spectral Gun" MP

 

Well, a lot of handy builds can actually be found in Dark Champions.

 

But, beyond that, I have to agree that this isn't really Gestures. *Maybe* an OIF: Holster (any holster of opportunity), but not Gestures.

 

Though, perhaps ironically, the OIF is actually worth more. Of course, Gestures doesn't reflect that he needs the holster, OIF does.

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Re: Power Build Suggestions: "Spectral Gun" MP

 

Restrainable seems reasonable, perhaps even Restrainable only to activate at half value (-1/4) to reflect the need to do something to activate the gun. Analagous to OIHID, I suppose, in that it's -1/4 for needing to do something to take on the Super abilities.

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