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Gideon

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Everything posted by Gideon

  1. Re: VPP: Number crunching, Complementary Skill, or bonus Skill Level?
  2. Re: What is the best way to build this? Hyper-Man: Having two guns doesn't actually solve the real problem here. YES having two weapons would allow me to fire two different kinds of bullets in the same phase, so you did suggest a viable solution to that problem. However, the real question is: How can I fire multiple different kinds of bullets in the same phase using ONLY 1 WEAPON? That is want I an answer for. I would prefer it if I could use the actual rapid fire and blaze away manuevers (regardless of how useless either one may be), but if I need to buy a power that simulates using the manuever that is fine. I'm sorry but two guns does not solve the issue.
  3. Re: What is the best way to build this? 1) sorry, I copied off of my scrap sheet, and I had planned on having other types of bullets, like "stun bullets" which were going to be an EB (no body), and explosive bullets. Some of the bullets were going to cost upwards of 60 points, so thats why the pool is so big. 2) each slot in the gun was originally defined as having X 6-charge clips. If you read clips, it says that you need to reload (full phase action, or a half phase action if a fast draw roll is made) once the clip is emptied. I like this idea. How many active points is it? Or is that supposed to be: How many active points does that add? I have always had a hard time figuring out the math for naked advantages.
  4. Re: What is the best way to build this? KarinsDad: Your right. But look at what I was responding to... Thats waht I said that you weren't completely correct on the matter. But as I said, you are right. There is no way to use multiple attacks with the blaze away or rapid fire manuevers. If I want to use multiple powers they must: A: Not come from powers bought in the same framework. B: use 1 attack roll C: all have the same target. However, I think I may have actually come up with a way to do what I want. The problem with it is that it is horribly over-complicated and backwards, and so overly expensive that it isn't worth doing. Let me explain what I'm thinking of here: I believe that the way to build this requires buying each power once, and then buying it again and linking it to each of the other powers. Here's what I mean: I have 3 kinds of bullets. And I want to be able to fire any combination of those 3 kinds of bullets in one phase, with a maximum of six shots. I buy: 8 1) Normal Bullets: RKA 2d6-1 (25 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), 12 Charges (-1/4) 8 2) Silver Bullets: RKA 2d6-1 (25 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), 12 Charges (-1/4) 14 3) Armor Piercing Bullets: RKA 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 6 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) I then also have to buy: 7 A)Normal Bullets: RKA 2d6-1 (25 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), 12 Charges (-1/4), linked to power 2 and power 3 (-1/2), Requires the expediture of 1 charge from power 1 (-1/4) 7 Silver Bullets: RKA 2d6-1 (25 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4), 12 Charges (-1/4), linked to power 1 and power 3 (-1/2), Requires the expediture of 1 charge from power 2 (-1/4) 12 C) Armor Piercing Bullets: RKA 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 6 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) linked to power 1 and power 2 (-1/4), Requires the expediture of 1 charge from power 3 (-1/4) And, if I want to ever make a new kind of bullet, I would have to add it to the list twice.
  5. Re: What is the best way to build this? *empahsis added by me*
  6. Re: Help with Psychic Sword Sean Waters: Thank you for pointing out that I made a really stupid math error. Hugh Neilson: Umm... I thought the O.P. didn't want to use BoECV, because he wanted to the power to be OCV VS DCV, and not ECV VS DECV, or even ECV VS DCV.
  7. Re: Inherent I was really just trying to give an example of how the power could be built, and why it would/wouldn't effect something. However, I would say that Wither's Armor Drain wouldn't effect your character's Combat Luck not because of SFX, but simply because Combat Luck is a Talent, and Drain only works on powers and characteristics.
  8. Re: Inherent A generic armor drain could be justified by being: "Wither, the man of Decay". The character's SFX and powers are all based on decay, so he can cause a suit of armor to rust or a lizard's scales to decay and fall off. This is why the armor isn't bought with inherent. Draining extra limbs is harder to justify, however if I am: "Stability Man", and I have the power to cause things to stop changing, I could have this power. The character's SFX is causing molecules to stabilize, so he can stop people from changing shape, stretching, growing, shrinking and the like. If "Kid-thulu" has the ability to grow 10 extra limbs at a time, then "Stability Man" could drain or supress this power, because it can be turned on and off. Even if "Kid-thulu" had 10 tenticles all the time, if they aren't bought with inherent "Stability Man" could drain or supress them away even if it doesn't make complete sense.
  9. Re: What is the best way to build this? Thank you. I sort of missed that when I was looking at stuff in the book. However, Hyper-Man's solution does get around the problem (sort of). I think, (please correct me if I am wrong), that if I have the powers bought with no framework, I can simulate the Blaze Away and Rapid Fire mauevers simply by activating more than one of the powers. You are absolutely right, and I wasn't looking for that. I think you missed something I put in my initial post: And If all the charges in a clip need to be changed at the same time then I don't actually want clips. I do want the limitations of only being able to fire 6 times before reloading (as per the clip rules). I also wanted the limitation that if I have fired any number of shots and want to add bullets to the gun (regardless of the type) that I need to take at least a half phase (possibly zero phase with a Fast Draw roll) to do so. EX: Combat is going long, it is phase 10 and I only have 2 bullets left in the chamber. All I have in my pack are 2 silver bullets, and the ones in the chamber are normal lead. I want to "Rapid Fire" and shoot 3 agents. I need to take at least a half phase action to load the 2 silver bullets, and still keep the 2 lead bullets in the chamber.
  10. Re: What is the best way to build this? I feel silly now, and somehow the fact that it is cheaper to buy the powers seperately seems sad. Couple of questions though: 1) Does a clip have to be changed all at once? The rules don't say anything about this that I can find. 2) If a clip does need to be changed all at once, then do you think it viable to take a limitation that says: can only take 6 shots before reloading? How much do you think such a limitation would be worth? 3) Do you think the caveat that the powers must be seperate shots (or possible even can only be used in the same phase if using Blaze Away or Rapid Fire) is worth points as a limitation? Thanks for the help.
  11. Re: What is the best way to build this? I thought about it, I really did. The thing is, it still doesn't answer the problem. Maybe I'm just trying to put to much realism into the game. Going RAW, regardless of how many guns my character has, I still can't use Blaze Away or Rapid Fire with different bullets. At least not if I have my powers in a framework. So the question stands: what is the best way for me to have a character with 1 gun, and multiple kinds of bullets, and still be allowed to use Blaze Away and Rapid Fire without fudging the rules?
  12. Re: What is the best way to build this? Dust Raven: I agree with you. The problem is that my GM is strict with the rules and enforcing the Multiple Power Attack rules. I double checked in the 5ER and it says that you can't activate more than one attack power in the same framework in the same phase, and well those are the rules my GM is enforcing. Von D-Man: He's old west style. Similar to DC's Vigilante.
  13. I have a character who is an old west style gun slinger. Right now he uses a normal six-shooter as his weapon. I want to give him multiple kinds of bullets: normal, sliver, armor piercing, explosive, etc... I was planning on simply giving him a multipower where each slot is a different kind of bullet: Colt Peacemaker: Multipower, OAF (-1), Real Weapon (-1/4), 60 point reserve (30 real points) 1u 1) Normal Bullets: RKA 2d6-1, 4 6-charge clips (-1/4) (25 active points) 1u 2) Silver Bullets: RKA 2d6-1, 4 6-charge clips (-1/4) (25 active points) 2u 3) Armor Piercing Bullet: RKA 2d6, Armor Piercing (+1/2) 2 6-charge clips (-1/2) (45 active points) And so on... The problems I have run into are thus: 1) I want to be able to change 1 bullet at a time without the active cost of the powers going over 60 points. 2) I want to be able to use the blaze away or rapid fire combat actions. If I buy the gun as a multipower thought, I can only use 1 kind of bullet in a single phase. What I want though is to be able to blaze away or rapid fire with multiple types of bullets (even if the type of bullet is meaningless to the encounter). EX: I am running low on ammo. I have 2 normal bullets left and 2 silver bullets. I want to use rapid fire to hit 3 agents. 3) Even if I buy the gun with 1,000 charges that are not divided into clips, I want to only be able to fire 6 shots in a single phase, or 6 shots before needing to reload the gun. Thanks for the help. Be seeing you.
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