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Cassandra

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Re: Special Effects

 

The Collector

 

Cost Char Val

0 STR 10

0 DEX 10

0 CON 10

0 BODY 10

0 INT 10

0 EGO 10

0 PRE 10

0 COM 10

0 PD 2

0 ED 2

0 SPD 2

0 REC 4

0 END 20

0 STUN 20

Total Characteristics Cost: 0 Points

 

Cost Skills

2 AK: London 11-

2 AK: Redding 11-

3 Anoymity

3 Concealment 11-

5 Cramming

2 Eidetic Memory, Visual Images Only (-1), OAF: Camera (-1)

2 KS: Butterfiles 11-

2 KS: Butterfly Collecting 11-

2 KS: Photography 11-

5 Money: Well Off

2 PS: Bank Clerk 11-

3 Shadowing 11-

Total Skills Cost: 33 Points

 

Cost Powers

18 Multipower (45 Points) Must Follow Grag (-1/2), [2c/Duration 1 Turn/Recoverable] (-0), OAF: Chloroform (-1)

2 u) Drain to BODY 3d6, NND [Hold Breath] (+1/2)

2 u) Drain to STUN 3d6, NND [Hold Breath] (+1/2)

7 EC [Captivity]-15 Points, IIF[immobile]: Country House (-1 1/4)

4 1) Drain to SPD 1d6, Delayed Return [1 Mount] (+2), [1c/Recoverable] (-1 1/4)

9 2) Major Transformation [Mind] 3d6 ["Fall in Love with The Collector and Stay with Him Out of Her Own Free Will"], Based on ECV (+1), [Works on EGO,

Not BODY] (+1/4), Limited to Attractive Young Woman (-1), All or Nothing (-1/2), No Range (-1/2), Extra Time [1 Month] (-5), [1c/Recoverable] (-1 1/4)

9 Entangle 3d6 DEF 3, Takes No Damage from Attack (+1/2), Must Follow Grab (-1/2), No Range (-1/2), Set Effect [Hand or Feet Only] (-1),

Can Not From Barriers (-1/4), [2c/Recoverable] (-1), OAF: Bindings (-1)

12 Running +5", 8x NCM, Only on Appropriate Terrain (-1/2), OIF[bulky]: Van (-1)

4 No END Persistent on STR 10, Linked to Running (-1/2), OIF[bulky]: Van (-1)

Total Powers Cost: 67 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

20 PsyL: Believes Women are to be Treated like Butterflies, to be Collected and Studied (Common/Total)

20 PsyL: Obsessed with Finding the Perfect Specimen (Common/Total)

10 SocL: Secret Identity [Freddie Clegg] (Infrequently/Major)

Total Disadvantages Cost: 100 Points

 

 

This is my version of Terrance Stamp's character from the 1965 movie The Collector. He plays a sexually repressed butterfly collector and bank clerk who wins a fortune on the football pools, and decides to kidnap a woman he's loved from afar. The woman, an art student played by Samantha Eggar, is not thrilled to be his guest, and tries to escape several times.

 

I have put the character in game terms. The BODY drain in the chloroform multipower represents an overdose. The SPD drain represents being locked in a cellar, cut off from the world. The Transformation represents the effects of being trapped, at the mercy of a madman who professes his love. There is the posibility that an attractive young woman with an EGO 8 or less would mentally break and become a willing captive.

 

The campaign use for this character would primarily be against DNPC. Lois Lane disappears and Superman has to find her. The Collector has no chance in combat with anyone, so locating his country house is the trick.

 

The pattern of his crimes is the same. He will fixate on an attractive young woman. Then using Cramming he will learn about her (Familiarity 8-), especially on the best place to kidnap her. He will use Concealment to find a perfect place to ambush her, and then use surprise and chloroform to subdue her. The Collector will then use the bindings to transport his victim using his Van to his Country House. Once the victim is at the Country House they will be subjected to the SPD drain, and spend the next month being transformed.

 

The Collector will give anyone who does not transform a chloroform overdose (Drain to BODY). Then he will fixate on another potential victim.

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Re: Special Effects

 

The Collector is a great villain because he is so ordinary, the kind of thing that no one would see coming, Prestige. I wanted to build a version in a campaign where everthing it paid for with points.

 

I also found the book distrubing. It is not the most terrifying one on the subject of captivity.

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  • 1 month later...

Re: Special Effects

 

Automatic Weapons

 

The standard way of building an automatic weapon is as follows.

 

RKA 2d6, Autofire [5 Shots] (+1/2), [30c/4 Clips] (+1/2), OAF: Automatic Rifle (-1) [Cost: 30 Points]

 

Here's another way

 

RKA 2d6, AE 1" (+1/2), [12c/4 Clips] (+1/4), OAF: Automatic Rifle (-1) [Cost: 26 Points]

 

The rational is that the majority of autofire shots are misses. The volume of fire is responsible for hits that are scored. Each of the charges represents 2-3 shots fired at a target. The current U.S. assault rifle is no longer full automatic, but is limited to a maximum of a 3 shot burst.

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Re: Special Effects

 

Superheroes in the 1940s usually fought normals armed with conventional weapons like guns, knives, clubs, chloroform, etc.

 

The costumed villains at the time were low powered, usually with a single gimmick to set them apart.

 

Here is my take on one low powered one.

 

 

The Pirate King

 

Cost Char Val

5 STR 15

12 DEX 14

6 CON 13

0 BODY 10

3 INT 13

0 EGO 10

5 PRE 15

0 COM 10

2 PD 5

0 ED 3

6 SPD 3

0 REC 6

0 END 26

0 STUN 25

Total Characteristics Cost: 39 Points

 

Cost Skills

2 AK: The Seven Seas 11-

3 Concealment 12-

30 Followers: 16x 50+ [Pirate Crew]

2 KS: Shipping Schedule and Cargo 11-

3 Navigation [sea] 12-

3 Oratory 12-

2 PS: Pirate King 11-

3 Streetwise 12-

Total Skills Cost: 48 Points

 

Cost Powers

12 Armor +6 rPD +6 rED, OIF: Pirate Costume (-1/2)

4 Concealment +5, IIF[immobile]: Hidden Base (-1 1/4)

7 EC [Pirate Ship]-15 Points, OIF[bulky]: Pirate Ship (-1)

12 1) EB 8d6, [16c] (-0)

12 1) STR +20, Persistent No END (+1)

7 2) Swimming +10", 8x NCM, No END (+1/2)

7 Multipower (15 Points) OAF: Cutlass (-1)

1 u) HA +3d6, HTH Attack (-1/2)

1 u) HKA 1d6, 2d6 w/STR

Total Powers Cost: 63 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

10 DF: Pirate (Concealable/Noticed)

10 Hunted: Seagoing Law Enforcement Authorities (As Powerful) 8-

15 Hunted: Seagoing Superheroes and Crimefighters (More Powerful) 8-

10 PsyL: Compulsion to Commit Pirate Themed Crimes (Uncommon/Strong)

15 PsyL: Greedy (Common/Strong)

15 SocL: Secret Identity (Frequently/Major)

Total Disadvantages Cost: 150 Points

 

 

Pirate Crew Member [x16}

 

Cost Char Val

5 STR 15

12 DEX 14

6 CON 13

0 BODY 10

0 INT 10

0 EGO 10

5 PRE 15

0 COM 10

2 PD 5

0 ED 3

6 SPD 3

0 REC 6

0 END 26

0 STUN 25

Total Characteristics Cost: 34 Points

 

Cost Skills

2 AK: The Seven Seas 11-

3 Concealment 11-

3 Navigation [sea] 11-

2 PS: Pirate 11-

10 SL: Overall +1

3 Streetwise 12-

Total Skills Cost: 22 Points

 

Cost Powers

12 Armor +6 rPD +6 rED, OIF: Pirate Costume (-1/2)

15 EB 6d6, [16c] (-0), OAF: Flintlock Pistol (-1)

7 Multipower (15 Points) OAF: Cutlass (-1)

1 u) HA +3d6, HTH Attack (-1/2)

1 u) HKA 1d6, 2d6 w/STR

2 Running +1"

5 Swinging 10", OAF: Swing Line (-1)

Total Powers Cost: 43 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

10 Hunted: Seagoing Law Enforcement Authorities (As Powerful) 8-

15 Hunted: Seagoing Superheroes and Crimefighters (More Powerful) 8-

10 PsyL: Compulsion to Commit Pirate Themed Crimes (Uncommon/Strong)

15 PsyL: Greedy (Common/Strong)

Total Disdvantages Cost: 100 Points

 

 

Notes

 

This is my version of the kind of villain you'd find in a Republic Serial. The Pirate King uses his knowledge of shipping and cargo to discover what ships are carrying valuable goods, then uses his navigation to take his pirate ship to intercept. He fires his cannon (EB 8d6) across the unarmed ships bow and his crew goes over to steal the goods.

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Re: Special Effects

 

Umm EGO 10? on LEX? To me the man has an extremly high streangth of personality' date=' 18 ish would be a starting point IMO[/quote']

 

The number to the left of the CHAR is the cost, the number to the right is the stat. It took me awhile to learn to read Cassandra's characters but it was definitely worth the effort. Great stuff and innovative thinking.

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Re: Special Effects

 

The Slippery Net Trap

 

Drain to STR 3d6, Ranged (+1/2), AE 1" (+1/2), [4c] (-1), OAF: Slippery Net (-1)

Cost 20 Points

 

Entangle 3d6, DEF 3, Takes No Damage (+1/2), AE 1" (+1/2), Linked to Drain to STR (-1/2), [4c] (-1), OAF: Slippery Net (-1)

Cost 17 Points

 

This is a pretty standard trap a villain would have in their headquarters. A hero comes in and gives the villain a chance to surrender after defeating a few of his 100 point minions. The villain instead drops it on the hero.

 

The drain represents a slippery substance that prevent the hero from getting a grip on the net. Eventually the hero will grab hold of it, but now for a few moments.

The entangle is the net, which while traps the hero and leaves them vulnerable to attack.

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Re: Special Effects

 

Knife Thrower Package

 

Cost Skills

12 CSL: Multipower +3

3 Fast Draw

3 Interrogation

2 Interrogation +2, OAF: Throwing Knives (-1)

Total Skills Cost: 20 Points

 

Cost Powers

22 Multipower (45 Points) [16c] (-0), OAF: Throwing Knives (-1)

2 u) Drain to STR 3d6, Ranged (+1/2)

2 u) EB 6d6, Invisible to Hearing (+1/2)

2 u) Entangle 3d6, DEF 3, Takes No Damage (+1/2)

2 u) RKA 2d6, Armor Piercing (+1/2)

Total Powers Cost: 30 Points

 

 

 

This 50 Point package is based on the use of throwing knives. The RKA is striking someone with the sharp end. The EB is throwing the knife and striking someone with the handle. The Entangle is pinning someone with the knife, as is Drain to STR. Fast Draw represents years of practice, and Interrogation represents threatening someone with the Throwing Knives.

 

This package was inspired by Salma Hayek's character Sara Sandoval in the 2006 movie Bandidas. Highly Recommended.

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  • 2 weeks later...

Re: Special Effects

 

Wonder Woman's Bracelets

 

Force Field +10 rPD +10 rED, Useable with Others (+1/2), No END (+1/2), Restrainable (-1/2), OIF: Bracelets (-1/2) 20 Points

DEX +5, No Figured Characteristics (-1/2), Linked to Force Field (-1/2), Restrainable (-1/2), OIF: Bracelets (-1/2) 5 Points

 

A know that Missile Deflection was practically invented because of Wonder Woman's Bracelets, but the above has some advantages over it. One, the dexterity can be used offensively as well as defensively. This reflects her amazon combat training. Two, is does not cost her a half phase to use.

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Re: Special Effects

 

To me, Enforcer, small arms are 1d6 to 2d6. On average a 2d6 would do 7 BODY and 14 STUN. My Wonder Woman designs also have her having Combat Luck so she would have a total of 13 rPD.

 

The Force Field is primarily a back up, as the DEX +5 brings my version of Wonder Woman to DEX 23. Note that this is both offensive and defensive, giving her the ability to take out gunman before he can fire, and avoid any damage even it fired upon.

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Re: Special Effects

 

In her original origin story WW won the contest on Paradice Island when her competetor failed in blocking one of her shots during the Bullets & Braclets Test. Which means to me anyway that there should be a chance of failing. I'd stick with Deflection with skill levels in Blocking.

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Re: Special Effects

 

Main Battle Tank

 

Val Char Cost

10 STR 0

10 DEX 0

10 CON 0

10 BODY 0

10 INT 0

10 EGO 0

10 PRE 0

10 COM 0

2 PD 0

2 ED 0

2 SPD 0

4 REC 0

20 END 0

20 STUN 0

Total Characteristics Cost: 0 Points

 

Cost Skillls

1 Bump of Direction, OIF[bulky]: GPS System (-1)

3 Navigation [Ground] 11-

2 PS: Main Battle Tank 11-

Total Skills Cost: 6 Points

 

Cost Powers

22 Armor +15 rPD +15 rED, OIF[bulky]: Tank Armor (-1)

9 ES: IR Sight, RPT, Telescopic Sight +2, UV Sight, OIF[bulky]: Sights and Radio (-1)

5 KNB Resistance -5", OIF[bulky]: Tank Body (-1)

30 Multipower (60 Points) OIF[bulky]: Weapons Systems (-1)

2 u) Darkness to Normal Sight AE 4"r, [8c/Duration 1 Turn] (-0)

2 u) HA +8d6, HTH Attack (-1/2), No END (+1/2)

3 u) RKA 4d6, [16c] (-0)

3 u) RKA 2d6, AE 3"r (+1), [16c] (-0)

8 LS: High Radiation, Intense Cold, Intense Heat, Self Contained Breathing, OIF[bulky]: NBC Systems (-1)

10 Running +3", 8x NCM, Only on Appropriate Terrain (-1/2), OIF[bulky]: Engine (-1)

Total Powers Cost: 94 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

15 DF: Main Battle Tank (Not Concealable/Noticed)

15 PhyL: Heavy and Large [6.4"x3.2", DCV -5, 25t Mass] (Frequently/Greatly)

20 SocL: Subject to Orders (Very Common/Moderate)

Total Disadvantages Cost: 100 Points

 

Note: I have always had a problem with vehicles being too expensive, and too powerful for most campaigns. I've built this Main Battle Tank as a follower to allow the master villain or foreign dictator to have an army large enough to give the superheroes a run for they points.

 

Speaking of which, I was thinking that in a campaign where there is a limit to the power level, 60 points Active points, 12d6, DEF 30 for example, the heroes shouldn't face attacks and defenses greater then that level.

 

Some points

 

The RKA 4d6 is the main gun, the RKA 2d6 AE 3"r is the machine gun, Darkness is smoke shells, and the HA is the tank running over things.

 

The normal characters represent the crew, and the effects of damage on the tank is bound to have an effect on them. While the tank is more likely to be knocked out (STUN) instead of destroyed, this would represent damage to the vehicles that would temporarily out of action and force it out of the battle.

 

I know that this is less realistic then a tank would be, but I think it fits nicely in a comic book universe.

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  • 3 weeks later...

Re: Special Effects

 

Training Package

 

Cost Skills

5 CSL: DCV +1

4 CSL: HA +2

Total Skills Cost: 9 Points

 

Cost Powers

15 EC [Training]-15 Points

10 1) HA +4d6, HTH Attack (-1/2), No END (+1/2)

16 2) Invisible to Sight and Hearing, 1/2 END (+1/4)

Total Powers Cost: 41 Points

 

Total Cost: 50 Points

 

This is in exchange for Martial Arts, Shadowing, and Stealth. While more expensive, it's also more effective. The invisibility is based on the hero's ability to sneak up on someone, rather then actually invisibility.

 

For ten points more you can add Desolid, Does Not Provide Protection Against Damage (-1), Only to Escape Entangle (-1/2) to simulate a super-escape artist.

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Re: Special Effects

 

Wonder Woman

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

12 BODY 4

13 INT 3

18 EGO 16

15 PRE 5

18 COM 4

15 PD 5

10 ED 5

4 SPD 12

15 REC 0

50 END 0

50 STUN 0

Total Characteristics Cost: 148 Points

 

Cost Skills

3 Acrobatics 13-/14-

3 Breakfall 13-/14-

3 Bureaucratics 12-

5 CSL: HTH Combat +1

3 Paramedic 12-

3 Tactics 12-

Total Skills Cost: 20 Points

 

Cost Powers

5 Damage Resistance 5 rPD 5 rED

5 DEX +5, NFC (-1/2), Linked to FF (-1/2), Restainable (-1/2), OIF: Bracelets (-1/2)

15 EC [Amazon]-15 Points

7 1) EB [Physical] 6d6, OAF: Tiara (-1)

12 2) Flight 10", Variable Advantages (+1/2), Megascale ["Invisible Plane"] or 1/2 END Only (-1/4)

7 3) FF +10 rPD +10 rED, No END (+1/2), Restrainable (-1/2), OIF: Bracelets (-1/2)

10 4) Mind Control 10d6, Set Effect ["Tell The Truth"], No Range (-1/2), Must Follow Grab (-1/2), OAF: Lasso (-1)

6 5) Stretching 6", Always Direct (-1/4), No Noncombat (-1/4), OAF: Lasso (-1)

9 LS: Intense Cold, Intense Heat, Longevity [immortal]

6 Transform: Instant Change [One Set of Clothes], Gestures (+1/4)

Total Powers Cost: 82 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Steve Trevor (Unaware Slightly Less Powerful [75+ Disadvantages]) 8-

10 Hunted: Ares (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Honorable (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [Princess Diana of Themyscira/Diana Prince] (Frequently/Major)

15 Vuln: Surprise Attacks, 1 1/2x STUN (Very Common)

Total Disadvantages Cost: 250 Points

 

 

Design Notes: This version of Wonder Woman uses an Elemental Control to simulate the heroine's Amazon training and equipment. The Invisible Plane is a special effect and represents the Megascale Flight. Her Bracelets are represents by a Force Field, and a linked DEX increase. The increase in DEX allows Wonder woman to attack first, and to avoid damage, and the Force Field represents the fact that she doesn't miss with her bracelets. The Damage Resistance represents her training.

Her skills are based on her nurses training, goverment work, and Amazon fighting skills.

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Re: Special Effects

 

Superman

 

Val Char Cost

40 STR 30

18 DEX 24

25 CON 30

12 BODY 4

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

15 PD 7

10 ED 5

4 SPD 12

13 REC 0

50 END 0

45 STUN 0

Total Characteristics Cost: 126 Points

 

Cost Skills

3 Conversation 12-

1 FB: Press Pass

3 Streetwise 12-

Total Skills Cost: 7 Points

 

Cost Powers

24 Armor +10 rPD +10 rED, Does Not Work During Red Solar Radiation Exposure (-1/4)

5 Damage Resistance 5 rPD 5 rED

12 EC [Yellow Sun Energy]-15 Points, Does Not Work During Red Solar Radiation Exposure (-1/4)

20 1) EB 8d6, Variable Special FX [Heat/Cold], 2x END (-1/2)

10 2) Flight 10", Variable Advantages (+1/2), [Megascale, Usable Underwater, or 1/2 END Only (-1/4)]

12 3) STR +20, No END (+1/2)

18 ES: Microscopic Sight 10x, N-Ray Sight [Not Through Lead], Telescopic Hearing +2, Telescopic Sight +2, Ultrasonic Hearing,

Does Not Work During Red Solar Radiation Exposure (-1/4)

7 Healing: Regeneration 1 BODY/Turn, Does Not Work During Red Solar Radiation Exposure (-1/4)

9 LS: Extended Breathing [1 END/Minute], High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum,

Does Not Work During Red Solar Radiation Exposure (-1/4)

Total Powers Cost: 117 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Lois Lane (Slightly Less Powerful [75+ Disadvantages]) 8-

10 Hunted: Lex Luthor (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Code of the Hero (Very Common/Strong)

15 SocL: Secret Identity [Kal-El/Clark Kent] (Frequently/Major)

20 Suscept: Green Kryptonite Radiation, 3d6 STUN/Turn (Uncommon)

10 Vuln: Magic, 1 1/2x STUN (Common)

Total Disadvantages Cost: 250 Points

 

 

Designer Notes: This version of Superman gets his powers from Yellow Sun Energy, which can be negated by Red Solar Radiation. His basic characteristics and damage resistance is based on Earth's lighter gravity as compaired to Krypton. Green Kryptonite Radiation has no effect on Superman while he is exposed to Red Solar Radiation.

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  • 2 weeks later...

Re: Special Effects

 

Prison Transport

 

Val Char Cost

10 STR 0

14 DEX 12

10 CON 0

10 BODY 0

10 INT 0

10 EGO 0

10 PRE 0

10 COM 0

2 PD 0

2 ED 0

3 SPD 6

4 REC 0

20 END 0

20 STUN 0

Total Characteristics Cost: 18 Points

 

Cost Skills

2 PS: Prisoner Transport 11-

Total Skills Cost: 2 Points

 

Cost Powers

15 Armor +10 rPD +10 rED, OIF[bulky]: Prison Transport (-1)

7 EC [Prison Transport]-15 Points, OIF[bulky]: Prison Transport (-1)

22 1) Drain to SPD 3d6, Delayed Recover 1 Hour (+1), [8c/Recoverable] (-0)

12 2) EB 8d6, [16c] (-0)

6 3) Running +5", 8x NCM, No END (+1/2), Only on Appropriate Terrain (-1/2)

12 4) STR +20, No END Persistant (+1)

6 ES: HRRP, OIF[bulky]: Transport (-1)

Total Powers Cost: 80 Points

 

Total Cost: 100 Points

 

50+ Disadvantages

10 Watched: Prison Authorities (More Powerful/NCI) 8-

15 PhyL: Large and Heavy (Frequently/Greatly)

10 PsyL: Sense of Duty (Common/Moderate)

15 SocL: Subject to Orders (Frequently/Major)

Total Disadvantages Cost: 100 Points

 

 

This is a means to transport captured supervillains to a superprison. It is basically a van driven by a human guard. The SPD Drain prevents the target from moving at hall, the special effect being a high tech restrain system.

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Re: Special Effects

 

Automatic Weapons

 

The standard way of building an automatic weapon is as follows.

 

RKA 2d6, Autofire [5 Shots] (+1/2), [30c/4 Clips] (+1/2), OAF: Automatic Rifle (-1) [Cost: 30 Points]

 

Here's another way

 

RKA 2d6, AE 1" (+1/2), [12c/4 Clips] (+1/4), OAF: Automatic Rifle (-1) [Cost: 26 Points]

 

The rational is that the majority of autofire shots are misses. The volume of fire is responsible for hits that are scored. Each of the charges represents 2-3 shots fired at a target. The current U.S. assault rifle is no longer full automatic, but is limited to a maximum of a 3 shot burst.

M16's haven't been fully automatic since the 80's (with the A2), except in the Navy, we use what they call the A3 which is an A2 with an A1 Trigger Group allowing full auto, just an F.Y.I.

 

As far as the build, the problem I have with it is that an untrained user would VERY accurate with the weapon using your build. The reason the Military uses a 3 round burst is because trained personnel can usually put 3 rounds on target, anything more than that and the gun becomes unwieldy. I think the rules for Autofire, as is, perfectly represents what happens. You rarely get all 5 shots to hit a target unless the shooter is very good, or the person being shot is very slow.

 

It also removes Missile Deflection.

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Re: Special Effects

 

By the way' date=' most modern firearms use magazines/"mags", not "clips". Common terminology error, but an error nevertheless.[/quote']

 

I don't think he's using "clips" that way he's using it like the rules uses the term under the Charges rules.

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