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mtwood2011

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  1. Re: How To: Magic Revolver That is a very good point...no, he doesn't "need" these specific revolvers.
  2. Re: How To: Magic Revolver Yeah, but I am thinking there is definitely a max number of shots that can be pulled off in a single phase with standard OCV penalties for multiple attacks at half DCV.
  3. Re: How To: Magic Revolver Oh, I was taking into consideration the length of time it will take the charges to recover and was going to make the appropriate adjustments, I've been around the Hero block a time or twenty-seven, just having a problem getting my mind around this particular concept. I've never built anything with such limited or varying charges that could be changed the way I'm thinking. Trust me, it would be much easier to throw a colt .44 revolver at him for nine points and say he has 3 "clips". I usually don't get down to this level of granularity with a weapon unless it's gadgets or something similar. Just trying to get as much feedback as possible to build it. Appreciate the response though about charges.
  4. Re: How To: Magic Revolver Superheroic, pay for everything. I am allowing the doubling rule so that he can have a gun on each hip. Although I am considering limiting it so that he can only use both revolvers when using standard rounds. When he gets to the point of being capable of loading "spells" then he'll have to use both hands on a single revolver. ALL charges (shells) must be reloaded and it takes time, whether it be with a spell or a standard .44 caliber load. There are 36 total charges of which he will have to be very conscious of using since supplies and equipment to reload are extremely scarce. So I don't expect to see him "unloading" all six shots in rapid succession unless it's a dire circumstance but being a gunslinger type, that option needs to be there. Was considering adding a smaller HA or HKA (no charges) to the multipower as a "backup" attack for when he runs out of ammo and can switch to using them as bashing weapons. For now, he will just have the two revolvers, 6 shots each... then he'll have to reload... another 6 shots... reload... 6 more shots... then he's got a couple of bashing weapons, and that is about it. Reloading all 36 shells he has, whether with standard load or spell, will take at least a day. There isn't likely to find more shells anytime in the near future.
  5. Re: How To: Magic Revolver Not sure why you would think a multipower would be cheesy, that is the direction I was thinking of going myself. I am using 6e and for the moment, lets set aside that I used the word magic. Was thinking along the lines of multipower, OAF, 6 charges (2 clips), charges are expendable, extra time to reload, real weapon, 6 shot autofire. That would cover the fact that the character has a finite number of bullets, is going to have a hard time replacing them, can only fire six shots then has to reload, could unload all six shots with autofire if he wanted, then has to spend two phases reloading. Once both clips are exhausted, then the character is pretty much done until he reloads the shells which will take a great deal of time and money. As far as individual slots, initially the character has simply standard .44 caliber rounds (2d6 RKA). Later, once the character develops he will learn of his ability to craft magical bullets of other attack/power builds.
  6. The characters in my current game have basically "appeared" with no memory of who they are in a strange time/land. It is obvious one is a gunslinger type since he has two six shooter revolvers. For the time being he is using the stats for a .45 Colt Peacemaker. What I'd like to do though is reveal their powers to them as they adventure and I'm trying to figure out how to build out Magic Revolvers. 1) Standard Ammo and supplies to reload are currently EXTREMELY limited to the point that the character only has 24 standard rounds on him in addition to twelve empty shells and no idea where/how/if he will get the gunpowder necessary to reload. 2) I'd like these twelve empties to be "Mage Bullets" for a lack of a better term, capable of being "loaded/enchanted" between adventures with a spell-like attack powers down to a different power for each bullet if wanted. 3) Each "bullet" fires individually obviously 4) Can take multiple shots 5) Each "mage bullet" should be roughly the same DC as a standard .45 round (in the ballpark of 2d6) if a damaging attack or somewhere in the 30 to 35 point range if a hindering type of power. Multipower? VPP? Other suggestions?
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