Jump to content

Folkert

Members
  • Posts

    279
  • Joined

  • Last visited

Everything posted by Folkert

  1. Well, I don't think it even rates as a complication - especially in the light of how they are usually tied into the hero points concept - but rather saw it as a piece of flavour with a small game-mechanics relevant effect, thus my rating of it as a "0-point drawback".
  2. But the tailor gets stats? Quite clearly a case of NPC discrimination!!! The thing that irks me about using a light pistol is that most to all police service weapons I know of definitely fall into the heavy pistol category. (Unless she were painclothes cop with the need for a concealed weapon, but we are talking patrol officer.) Heck, even Bond moved up from Light to Heavy Pistol. :D
  3. Another question: Would it be possible to use the optional "Max Save DC Modifier" of +6 rule from "Agents of Freedom" for a PL 3 agent for an NPC ? Explanation: This gives low-PL agents a higher "Max Save DC Modifier" for effects resulting from equipment and devices so that they could actually use some of the equipment weapons as presented. Reason: I've been looking at introducing a Police Officer (probably PL 3) - if I gave her a heavy pistol, she would be limited to an attack +2 (!), not to mention that she would somehow be unable to ever use the shotgun kept in the trunk of the patrol car at all.
  4. Here's a possible flaw, taken from the official "Agents of Freedom": Crew Required –1 modifier This Limited flaw means a single person cannot operate the device or equipment. This could include a power requiring two halves of a ring be joined together, or a vehicle mounted weapon requiring two people working in tandem to function (one to operate and one to load ammo, for example). Both operators must take the normal action required to use the effect. If either is unable to do so, the effect does not work until the missing person is replaced.
  5. Nyrath, I bow before the master! Thanks for the great laugh. :D
  6. Thanks, Doc A. ! That's a bit more than I was looking for as all the other "firing modes" use the same (standard) kind of ammo and thus need no clip switching between them. I will then simply put it down on the sheet as a 0-point drawback of this particular AP and play it accordingly. :)
  7. Thanks, folks, all of this helped immensely! :clap: Thanks to your help, some ideas 'borrowed' from the ATT and a RL friend, I now definitely know where I want to go with this. Probably not the last question, though: How to model an enforced clip change? One of the firing modes (Alternate Power) needs different ammo than the rest and so he needs a move action to change clips before using it and another move action to switch back if he wants to use any of the other powers. Thanks!
  8. "Your costume made my butt look big." * Ka-chink * :P
  9. We'll probably never know ... :? And to actually contribute something to the thread: How would we go about involving those NPCs? PM Shadowboxer, or the Judges, or do something completely different ? I foresee the need for a good tailor for my PL 6 character, so I wanted to get clear on this in time.
  10. (from the Tailor NPC) Given some of my past relationships I heartily approve, but I still wonder whether this is what was initially meant. :twisted:
  11. Verrry interesting! Must retreat to the Fortress of Gunnery and ponder this development. I suppose the villains will do the same, right? "My wife made my favorite cookies today. Thus I will only use 5 ranks of my Terrible Murder Blast on you, insolent dog!" :P
  12. Sidekick: Ammo-Bearer Robin: "Holy ..." Batman: "Shut up and load faster!" :P
  13. I'll freely admit that would probably be the easiest way, but it just doesn't feel right to me. Especially as it would then not make any difference at all which kind of weapon he used. (Derringer: Blast 8, M60: Blast 8) )
  14. Thanks for the suggestion! I've to admit I was looking for something feat-based like this (to use with all guns she picks up). Given my spotty record at judging mechanics I really can't comment on its balance, but I do know one thing: Since all of my guns have ammo-based drabacks, this would be murder on the clip. :twisted:
  15. Thanks for the detailed replies, Dr. A and Warmonger! They really help! * looks through his Paragons * Well, shoot me! (Please don't! ) Obligatory question: "Dire" Straits uses those boni to go above PL. Would I be allowed to do that also? (Particularly interesting for PL 6 hero with no great intelligence who still wants to have a grandiose Knowledge: Technology: Firearms.) Interesting solution, that. Might be the only way to do this within the existing rules, but thematically some things seem a bit off to me: First, his ability to hit vulnerable spots (ie. damage) would continually waver up and up (unless I went for the never-approved-before Total Fade extra) and second a 'power-up ' phase before being able to hit more sensitive area somehow doesn't feel right. (And buying Boost up to a free action for this purpose would probably prove prohibitive due to the higher costs.) And finally there's one conceptual problem I'd have with both 1. and 2.: Perhaps I'm rather oversensitive, but I'd been looking at making an un-powered master shooter, not relying on that "meta-human cheating". And while I understand that I could make those with the "skill" or "training" descriptor, these abilities would still go in a proper nullifying field and she'd forget everything she ever learned about firearms while the guy next to me keeps throwing playing cards to eviscerate people without any problems. This is a very interesting thought and once again proof that I'm still not thinking "outside of the box" enough. I have one problem here, though: It'd work fine as an AP for personal weapons (aka device), perhaps (with generous GMs) even work as an AP on equipment weapons, but not on picked-up-on-chance weapons (the obligatory chase into a gun shop ).
  16. I've been looking at the possibility of making a PC relying on ordinary firearms and have a few questions concerning that: 1. He'll be a highly skilled gunsmith (ie. Craft: Chemical, Mechanical and Knowledge: Technology) but this particular field is about the whole extent of his abilities, thus being able to build/repair nothing but guns and knowing only the latest developments in weaponry. How to simulate this? As a Limited (Only ...) flaw on the skill cost, drawback or complication? 2. Is there any chance for adding/creating a ranked feat akin to Throwing Mastery ? (Over on the ATT I read through some suggestions to do this on a 2 point per rank basis - Throwing Mastery essentially being Strike added to a thrown weapon and "Shooting Mastery" thus a Blast added to firearms.) 3. Is there way to create a limited version of the Takedown feat for ranged weapons ? (Yes, I read SK's answer about TD being confined to melee weapons because of the inherent greater range of ranged weapons - thus making a tighter limitation necessary.) Thanks!
  17. Thanks for the replies, Dr. A and Barnum! The Boost would certainly be Telelocation-specific, as I'm simply interested in getting more range out of the TL power, nothing else. Extra effort would work, too, of course, but would also limit the time available for working with the improved TL to one full round vs. 3 1/2 rounds via Boost with Total Fade. Besides, it'd also chew up one of the precious few HP (being fatigued wouldn't always be the best option) so I'd like to leave that as the last option. Thanks for disassembling the Telelocation power! Looking at the base ESP I am wondering if I shouldn't build her "finding power" as ESP (mental) X [Extras] at 2 power points per rank (in fact 3 per rank, since I will want to make it sustained) which should let her find what she is searching for without needing to 'switch' between objects and people.
  18. Without the Total Fade extra this would give me the +2 above PL boost for about 3 seconds, right? (One Move action after activating the boost, at the end of which the boost loses 1 point and therefore the +2 Benefit, going down to +1.) That doesn't seem like it would do much good unless I pump an enormous amount of points into Quickness. I'll have to think a bit if that's worth it. Yup, I became painfully aware of that after actually checking the Extended Search rules. :(
  19. Hi everyone! For my PL 6 Hero I'm looking at someone who is adept at "just finding things". With Telelocation 6 I could locate people at a range of up to 20 miles, but I'd like to do this at at an even greater distance, if possible. The only way to do that seems to me using the Boost power on Telelocation, probably with the Total Fade extra, to go over the PL. Would this be possible? Related to this: What would an object-searching equivalent power of Telelocation look like? Thanks!
  20. Thanks! (Didn't ask about the variable Power because it's been less then a week for that.) Back to creating another character in the meantime, then. :)
  21. You got me here - that's really an argument I never expected to see. But since I was only recently admonished by the Doc for "applying Real Nazi Though Processes" to comic book Nazis, I don't think real life physics should be brought into this. Most comics do have shadowless locations, like your field (a vast sea of green) or standard brightly-lit lab. In the end, it doesn't really matter to me as Chazal's teleport is an AP of his Insubstantiality with points to burn, so the DB wouldn't get me anything - it's more a matter of stringent principles.
  22. Any decision on the PL issue yet?
  23. Interesting. I assume, if applied to the issue at hand, your example would go like: The existence of characters without shadows is not a justification for giving Chazal the drawback "only works on 'targets' with shadows" on his Teleport ? I, by contrast, would like argue that "Not being able to teleport if no shadows are present at target location." should constitute an acceptable 1-point Power Loss drawback.
  24. :roll: Make "unlimited" into "not-limited-by-the-size-of-existing-shadows-but-still-tied-to-the-existence-of-shadows", then. :D
×
×
  • Create New...