Pyronide Posted October 27, 2015 Report Share Posted October 27, 2015 Hey, so this is better suited here I think because of the technical fluffiness of it. I have a regular hero who can create "Future-Tech" weapons of his own through some sort of means (unrelated to this). I had an idea for a Blaster Pistol that shot physical projectiles for say (3D6 PD Dmg) I was wondering how loadable powers would work. I want to give him a secondary invention of "Nanite-Taser Bolts" that would (2D6 ED Dmg). How they work would be, if stuck in target and activated, the activation shocks them for said DMG and then 'come to life' with spider-like legs and crawl back to the Hero to be reused... Thoughts? Would I simply use a naked advantage for this, as it isn't a projectile used for the majority of his shots? Recoverable Charges? What, please help Quote Link to comment Share on other sites More sharing options...
Pyronide Posted October 27, 2015 Author Report Share Posted October 27, 2015 Yes, double posting, shame on me... If this makes things easier I was thinking of making it a blaster with different ammo capabilities... examples would be the taser-dart, another would be a tracer round etc... With charges how would this work? Do I make these things as naked advantages and add charges to those naked advantages? Also, to make things more complicated... I have this gun in a VPP... so making this a Multipower or a VPP is not possible within itself. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted October 28, 2015 Report Share Posted October 28, 2015 This sounds like a Multipower. Each slot is a different form of ammunition. One doing killing damage. another doing Normal damage. the Taser round doing Stun-only damage. Maybe a high impact round with double knockback. etc. Quote Link to comment Share on other sites More sharing options...
Pyronide Posted October 28, 2015 Author Report Share Posted October 28, 2015 The problem with this is that is needs to be in a VPP as that is how this character is setup. They have several inventions and this was going to be one of them... would it just be better to list them under the VPP but have them share the same OAF? Quote Link to comment Share on other sites More sharing options...
massey Posted October 28, 2015 Report Share Posted October 28, 2015 You are overcomplicating things for yourself. The "nano taser spider-bots" don't have to have some weird naked advantage. All that crawling back to him stuff is just special effect. It's just a flowery description. You don't have to have any advantage for it. He pays the Endurance, shoots the electrical blast, and then people see these tiny little things crawl back to him. No problem, no advantage needed. If you don't want him to have to spend End, then you buy it Zero End. Quote Link to comment Share on other sites More sharing options...
Pyronide Posted October 29, 2015 Author Report Share Posted October 29, 2015 I don't think you understand what I am looking for. I get what you're saying though. I want the blaster to do say 3D6 dmg everytime its fired. Then ontop of that, depending on the round it could have something special like a taser-round, tracer-round, emp-round etc. The problem is this makes more sense to build as a Multipower, I agree with this, BUT, for it to work properly for the character where this is only one of many inventions of his. I need to build it in a VPP set. Is the simple answer that I build these all like separate powers and just give them the same focus limitation "tech blaster" or is there another way around this? P.S - would also like to see a fleshed out build for these spider-taser-rounds if possible. I like seeing them is all and yes I know it could just be fluff... Example: 1) Blast 4D6 (PD) - OAF "Tech Blaster", Real Weapon, Str Min, Req Hand 1a) Blast 2D6 (ED) - OAF "Tech Blaster", No Range, Charges, Extra Time (activates on next turn/phase), Transform (spider-return form) 1b) Blast 1D6 (PD) - OAF "Tech Blaster", Stun Only, Charges, Extra Senses (Radio) Quote Link to comment Share on other sites More sharing options...
Sundog Posted October 29, 2015 Report Share Posted October 29, 2015 As far as the "spider-recovery" system goes, just make them charge based with the "recoverable" mod, recovery being conducted by staying still in an area the "spiders" can reach. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted October 29, 2015 Report Share Posted October 29, 2015 IF the base gun is built inside of a VPP you have a few options. IF the VPP has the "Cosmic" Advantages (no skill roll to change slots, 0 phase to change slots) then you can just build each effect separately - the VPP is functionally working like a Multipower in this case. Otherwise: Allocate more VPP towards the extra effect. Build a linked power OUTSIDE of the VPP. Quote Link to comment Share on other sites More sharing options...
Pyronide Posted October 29, 2015 Author Report Share Posted October 29, 2015 IF the base gun is built inside of a VPP you have a few options. IF the VPP has the "Cosmic" Advantages (no skill roll to change slots, 0 phase to change slots) then you can just build each effect separately - the VPP is functionally working like a Multipower in this case. Otherwise: Allocate more VPP towards the extra effect. Build a linked power OUTSIDE of the VPP. The VPP is based on the "Cosmic" build, so this helps me a lot, thanks! Quote Link to comment Share on other sites More sharing options...
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