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Re: Sniper

 

The character will be a PC.

 

The Sniper (probably his/her's official codename) is a vigilante. Sniper was on a Dark Champions world when he/she was sucked into a dimensional rift. When he/she awoke, he/she found him/herself in Millennium City with no way back home. The Sniper continues his/her crusade to make the streets safer by targetting Mob Bosses, Drug Dealers (esp those who deal to kids), Child Pornographers, and anybody else who should have been convicted in a court of law but walked on a 'technicality' or had a high-priced sleazeball for an attorney.

 

Defender and the rest of the Champions (and all other supers, for that matter) condemn The Sniper as a blood-thirsty vigilante while Public Opinion is divided. Some agree with The Champions, while others feel that 'enough is enough' and support The Sniper's efforts. The Sniper is a smooth-talker, and when face-to-face with the Public is very persuasive. I might even give The Sniper Oratory.

 

The group that The Sniper will play with is equally divided but whenever recon is necessary, they all know that The Sniper is the one for the job.

 

Wow! That's not too shabby for right-off-the-top-of-my-head.

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Re: Sniper

 

so Punisher style vigilante with no code against killing.

 

i'd suggest for play ability going with superhuman accuracy abilities if you do get dark champions there are some great super skills in there which would work that Will let you keep up front with the rest of the players whilst still having your shtick being precision shooting.

 

now find weakness is probably your friend in a superhero setting as is a multi-power or vpp for ammo so you can tailor your ammo to the fight

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Re: Sniper

 

The character will be a PC.

 

The Sniper (probably his/her's official codename) is a vigilante. Sniper was on a Dark Champions world when he/she was sucked into a dimensional rift. When he/she awoke, he/she found him/herself in Millennium City with no way back home. The Sniper continues his/her crusade to make the streets safer by targetting Mob Bosses, Drug Dealers (esp those who deal to kids), Child Pornographers, and anybody else who should have been convicted in a court of law but walked on a 'technicality' or had a high-priced sleazeball for an attorney.

 

Defender and the rest of the Champions (and all other supers, for that matter) condemn The Sniper as a blood-thirsty vigilante while Public Opinion is divided. Some agree with The Champions, while others feel that 'enough is enough' and support The Sniper's efforts. The Sniper is a smooth-talker, and when face-to-face with the Public is very persuasive. I might even give The Sniper Oratory.

 

The group that The Sniper will play with is equally divided but whenever recon is necessary, they all know that The Sniper is the one for the job.

 

Wow! That's not too shabby for right-off-the-top-of-my-head.

 

5th edition books are half price now. You can get a lot of the PDFs for like $10-15 The write-ups are still very useful. Most of them require very little changing to be used in 6th edition.

 

It sounds like you aren't in a four-color wold in your game which makes this a valid concept in game. However, if you have access to a copy of 5th edition Conquerors, Killers, and Crooks in your group take a look at the write-up for a character named Thunderbird. He is a more four color version of Punisher, using blasters instead of bullets. I'm not sure if he made it into 6th edition as I'm still waiting for a print copy of the third villains book. Anyway, good luck with your build.

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Re: Sniper

 

will you be part of a team? 'cause it doesn't seem like your character is team friendly.

 

Neither was Batman in JLU.

 

Seriously, though . . . Oh, wait, I am serious! :eg:

 

Now all I have to do is build the Sniper Rifle. You see, I don't know how much the range should be realistically, or how to build the sight. I presume that it should cover the same range as the max range of the rifle, but beyond that, I'm not sure how to build it. Any suggestions?

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Re: Sniper

 

Now all I have to do is build the Sniper Rifle. You see' date=' I don't know how much the range should be realistically, or how to build the sight. I presume that it should cover the same range as the max range of the rifle, but beyond that, I'm not sure how to build it. Any suggestions?[/quote']

Isn't Range just based on the based Points of the Powers, like in 6E?

 

About the Range modifier:

In 6E that would be plains Penalty Skill Levels, right out of the book. +1 OCV, only to offset Modifier for Range:

1 - Point single Attack

2 - Three Maneuvers or tight group of attacks

3 - All Ranged combat

 

Asuming PSL are new to 6E, here are to realtions to other Rule concepts:

The cost for one point OCV in 6E is 5 CP. So around -3 for Single Attack, -1.5 for close group, -3/4 for all ranged Combat

CLS cost 2 for one Attack, Three Manevuer or Realted Group is 3, all ranged is 8.

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Re: Sniper

 

OK. Exactly how do I build these things? I've been trying for a month now, but no luck.

 

I is :confused:

 

2d6 rka(physical) Armor Piercing (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OAF (-1) Real Weapon (-1/4) Beam (-1/4) 2 clips of 4 charges each (-3/4)

Cost: 75 AP/23 Real Cost

 

Head Shot!

+2d6 rka (physical) AP (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OIF (Any Sniper rifle, -1/2) Beam (-1/4) Extra time:Full turn (-1 1/4)

Cost: 75 Active Points/25 Real Cost

 

That work for you?

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Re: Sniper

 

Neither was Batman in JLU.

 

Seriously, though . . . Oh, wait, I am serious! :eg:

 

Now all I have to do is build the Sniper Rifle. You see, I don't know how much the range should be realistically, or how to build the sight. I presume that it should cover the same range as the max range of the rifle, but beyond that, I'm not sure how to build it. Any suggestions?

 

Well, using the Rifle I stated in my above post, the range of that power would be 75 (AP)x5"= 375" (or 750 meters)

Add the Headshot on top and the range becomes 1500 meters, with no range penalties.

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Re: Sniper

 

Well, using the Rifle I stated in my above post, the range of that power would be 75 (AP)x5"= 375" (or 750 meters)

Add the Headshot on top and the range becomes 1500 meters, with no range penalties.

Are you certain you add compound powers to the Base Power for purposes of range?

And are you certain that Active Points are used for Range in 5E, not Base Points (before advantages) like in 6E?

Also, why has the second power a lesser Focus Limitation?

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Re: Sniper

 

Are you certain you add compound powers to the Base Power for purposes of range?

And are you certain that Active Points are used for Range in 5E, not Base Points (before advantages) like in 6E?

Also, why has the second power a lesser Focus Limitation?

 

Well, the compound power ~should~ add to the range, as in 5th the range is Active Points x 5"

Also, the Headshot! has a lesser focus limitation because the extra damage can be added onto any appropriate rifle the character picks up- it is a level of skill that adds to the damage of another base attack, it is not linked to one weapon and therefore harder to deprive the chracter of the power (hence lesser limitation)

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Re: Sniper

 

Well, the compound power ~should~ add to the range, as in 5th the range is Active Points x 5"

Also, the Headshot! has a lesser focus limitation because the extra damage can be added onto any appropriate rifle the character picks up- it is a level of skill that adds to the damage of another base attack, it is not linked to one weapon and therefore harder to deprive the chracter of the power (hence lesser limitation)

Thanks for clarifying.

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Re: Sniper

 

2d6 rka(physical) Armor Piercing (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OAF (-1) Real Weapon (-1/4) Beam (-1/4) 2 clips of 4 charges each (-3/4)

Cost: 75 AP/23 Real Cost

 

Head Shot!

+2d6 rka (physical) AP (+1/2) +2 stun X (+1/2) No Range Penalties (+1/2), OIF (Any Sniper rifle, -1/2) Beam (-1/4) Extra time:Full turn (-1 1/4)

Cost: 75 Active Points/25 Real Cost

 

That work for you?

 

Well, it would, but the GM has placed a 60 Active Point limit per power for a starting character.

 

I looked in the book (5ER), and it said that Death occurs at negative of the target's starting BODY. (ie. Target has 10 BODY, therefore I have to do 20 BODY with one shot to kill him. Actually, it would need to be 22 BODY because the target would have 2 PD). I messed around with the HD 2.37. I think I got it. I would need a 7d6-1 RKA (Std Effect: 22 BODY. Nasty amount of STUN) to accomplish this. Problem is: it was like 125 Active Points!

 

So there is no way for the Sniper to eliminate his target with one shot because all one of his goons would have to do is spend a round to stabilize his condition. (or would this be a GM judgment call?)

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Re: Sniper

 

So there is no way for the Sniper to eliminate his target with one shot because all one of his goons would have to do is spend a round to stabilize his condition. (or would this be a GM judgment call?)

I said from the beginning that it is.

If trhe GM wants to allow Headshoots/One Hits, he will allow you to use the Hit Locations. Or will allow you to build a 125 AP RKA. Or the Combiation above. Or any other power that allows you to kill somebody with one shoot, given enough time to aim.

 

If he does not wants to deal with One Hits, then there is no way in the game System to make it happen (that will not be blocked by the GM anyway, because he does not wants it).

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Re: Sniper

 

Well, it would, but the GM has placed a 60 Active Point limit per power for a starting character.

 

I looked in the book (5ER), and it said that Death occurs at negative of the target's starting BODY. (ie. Target has 10 BODY, therefore I have to do 20 BODY with one shot to kill him. Actually, it would need to be 22 BODY because the target would have 2 PD). I messed around with the HD 2.37. I think I got it. I would need a 7d6-1 RKA (Std Effect: 22 BODY. Nasty amount of STUN) to accomplish this. Problem is: it was like 125 Active Points!

 

So there is no way for the Sniper to eliminate his target with one shot because all one of his goons would have to do is spend a round to stabilize his condition. (or would this be a GM judgment call?)

 

One clarifying point- normal PD does not affect Body damage done by Killing Attacks unless target also has resistant added to his PD.

 

60 active point total on attacks? 4d6 Rka, limit to flavor and then ranged combat levels bought through OAF (Scope, -1) as 2 Skill levels can be used to add +1 Body to an attack w/o affecting the AP of the attack.

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Re: Sniper

 

60 active point total on attacks? 4d6 Rka' date=' limit to flavor and then ranged combat levels bought through OAF (Scope, -1) as 2 Skill levels can be used to add +1 Body to an attack w/o affecting the AP of the attack.[/quote']

This 60 AP limits is often derived from the 12 DC Limit and associated maximum damage/Killing attack. So, there is still no way if the GM does not want's it.

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Re: Sniper

 

Something else to keep in mind. Most GM's have ballpark ranges in mind (of maximum damage, CV, defenses, etc..) even if they don't use a formal 'rule of X'. And a part of that concept is that if a character can dish out a ton of damage with an attack they usually shouldn't also be super-accurate with it too (without some other major drawback).

 

So if a game is using a 12 DC cap a 4d6 Killing Attack might seem ok at first but all is not as it first appears.

 

example...

Here are a couple of 60 active point KA's I built for my starting version of Superman:

 

10) Heat Vision: Killing Attack - Ranged 1d6, Area Of Effect Accurate (1m Radius; +1/2), No Range Modifier (+1/2), Constant (+1/2), +2 Increased STUN Multiplier (+1/2), Penetrating (x2; +1) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4), Unified Power (-1/4) Real Cost: 30 150m Range 6 End

11) Heat Vision v2: Killing Attack - Ranged 2d6, Area Of Effect Accurate (1m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4), Unified Power (-1/4) Real Cost: 30 300m Range 6 End

Technically these are both 12DC attacks due to the combat effects of all the Advantages. But the AOE Accurate and No Range Modifier are comparable to purchasing additional Combat and Penalty Skill Levels with the attacks.
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Re: Sniper

 

This one could be difficulty to translate from 6E back to 5E (it is noted under "changed powers" in the Conversion Rules), but perhaps it can help you:

Severe Transform 2d6 (30 BP)

Living Being into Dead being; get's healed by powers with Resurrection Adder/Advantage; Partial Transform (+1/2; Severe Damage/penalties), No Range Modifiers (+1/2) 60 AP

AVAD (goes against Resistant Protection -1; Does not needs "Does Body"); Only vs. beings with discernible Vulnerable Organs (-1/4)

 

When you prefer higher Rolls, delete the partial Transform and no Range modifier:

Severe Transform 4d6 (60 BP)

Living Being into Dead being; get's healed by powers with Resurrection Adder/Advantage; 60 AP;

AVAD (goes against Resistant Protection -1; Does not needs "Does Body"); Only vs. beings with discernible Vulnerable Organs (-1/4)

 

Add in Extra Time, Concentration and "needs Suprise" for Flavor.

 

 

Of course that still does not works if the GM does not wants his player to run around with Instant Kill Powers, so your really should just ask any prospective GM if he wants you to have such a power in the first place.

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Re: Sniper

 

I hope this is not too critical' date=' but the more I read about your concept, the more it seems suited for Dark Champions and not a straight superhero game. I would really check with your GM about the style of play and tone he is looking for for his game.[/quote']

Asuming this is for normal Champions, I have though of some ways to make a "Stunning" Sniper using energy weapons. I am pretty certain it can be adopted for use with conventional rifles, as soon as we can figure out the sfx's.

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Re: Sniper

 

This one could be difficulty to translate from 6E back to 5E (it is noted under "changed powers" in the Conversion Rules), but perhaps it can help you:

Severe Transform 2d6 (30 BP)

Living Being into Dead being; get's healed by powers with Resurrection Adder/Advantage; Partial Transform (+1/2; Severe Damage/penalties), No Range Modifiers (+1/2) 60 AP

AVAD (goes against Resistant Protection -1; Does not needs "Does Body"); Only vs. beings with discernible Vulnerable Organs (-1/4)

 

When you prefer higher Rolls, delete the partial Transform and no Range modifier:

Severe Transform 4d6 (60 BP)

Living Being into Dead being; get's healed by powers with Resurrection Adder/Advantage; 60 AP;

AVAD (goes against Resistant Protection -1; Does not needs "Does Body"); Only vs. beings with discernible Vulnerable Organs (-1/4)

 

Add in Extra Time, Concentration and "needs Suprise" for Flavor.

 

This effect is SPECIFICALLY outlawed on page 240 of 5th Ed Revised- in another thread you also suggested using Transform to mimic the effects of Xdimensional Movement Usable as Attack- why come up with a convulated (and inefficient) construct to model something already easily covered by existing powers?

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Re: Sniper

 

This effect is SPECIFICALLY outlawed on page 240 of 5th Ed Revised- in another thread you also suggested using Transform to mimic the effects of Xdimensional Movement Usable as Attack- why come up with a convulated (and inefficient) construct to model something already easily covered by existing powers?

The GM set's the rules. If he thinks a Head Shoot is better build/controllable as 60 AP Transform than as 7d6 Ranged killing attack, then this is how it can be done.

 

Also, I used Transform here for the same Reasons I used it for the "Wish you into the Cornfield power". The effect is permanent (or at lesat long lasting, until countered with a power) inability to act. Since a sufficiently large amount of DC is unavailible, the only 6E construct I know of that can induce long lasting inability to act with one action is Transform.

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Re: Sniper

 

The GM set's the rules. If he thinks a Head Shoot is better build/controllable as 60 AP Transform than as 7d6 Ranged killing attack, then this is how it can be done.

 

Also, I used Transform here for the same Reasons I used it for the "Wish you into the Cornfield power". The effect is permanent (or at lesat long lasting, until countered with a power) inability to act. Since a sufficiently large amount of DC is unavailible, the only 6E construct I know of that can induce long lasting inability to act with one action is Transform.

 

Except the Transform power is NOT intended to duplicate other (already existent) powers, it is intended to model effects that are not possible with other powers. And as mentioned, Transform is used directly as an example of being forbidden to be used as a stand-in for KA for an instant-kill attack.

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Re: Sniper

 

Except the Transform power is NOT intended to duplicate other (already existent) powers' date=' it is intended to model effects that are not possible with other powers. And as mentioned, Transform is used directly as an example of being forbidden to be used as a stand-in for KA for an instant-kill attack.[/quote']

Some people on this forum wouldn't even care if that rule was printed all across the cover page. And even if it wasn't forbidden by the rules, the construct would underly GM approval.

But that is only normal, as *none* of the ideas had and wrote up so far would get past a GM who does not *wants* his players to have insta killing attacks.

 

"Does my GM wants my character to have a instant killing attack?", is the one and only question NewHero should ask and we are certainly not qualified to answer it.

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Re: Sniper

 

OK. I guess that I need to explain the entire character. It'll help, probably. The Sniper is one of the 4 Multiforms that my character will have. This has been approved by the GM. Each form including the 'Prime Form' will have the Psych Lim Multiform Amnesia. The Sniper is absolutely positive that he's from another dimension.

 

My question this time is about Skill Levels.

 

The 2 Point Skill Level gives +1 with one Skill or Characteristic Roll

 

The 10 Point Skill Level is also +1 with any Skill or Characteristic Roll.

 

I don't understand the difference. They each give +1 to a Characteristic Roll.

 

Please remember this is for 5EdRev.

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Re: Sniper

 

OK. I guess that I need to explain the entire character. It'll help, probably. The Sniper is one of the 4 Multiforms that my character will have. This has been approved by the GM. Each form including the 'Prime Form' will have the Psych Lim Multiform Amnesia. The Sniper is absolutely positive that he's from another dimension.

 

My question this time is about Skill Levels.

 

The 2 Point Skill Level gives +1 with one Skill or Characteristic Roll

 

The 10 Point Skill Level is also +1 with any Skill or Characteristic Roll.

 

I don't understand the difference. They each give +1 to a Characteristic Roll.

 

Please remember this is for 5EdRev.

 

 

The 2 point Level can only be used with the single thing it is initially defined to work with and nothing else.

The 10 point "Overall" level can be used for "X" on one phase and then for "Y" on another phase ad infinitum.

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