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  • Teleporter Rifle

    I'm building a device, that's like a big rifle (or portable cannon), but instead of shooting Damage, it shoots a Teleportation effect.
    Now, because Teleport has a ranked range, technically it can't get the Increased Range extra, but the whole idea of this is that he shoots, a portal opens where the shot hits.
    So I figured the following build, which includes making the portal Continuous instead of the default Concentration (it lasts until a new shot is fired).

    Old Mother's weapon 16pp
    Teleport 4 [500 ft / 150 m]
    Continuous Portal +4/r
    Ranged +1/r
    Easily Removeable -12


    Does this build work like I want it to?
    [b][size=3][url=http://roninarmy.com/threads/4415-jacklang-Heroes-amp-Villains]My builds[/url][/b][/size]

    -----

    [i][b]Tom Joad:[/b] Well, maybe it's like Casy says. A fellow ain't got a soul of his own, just little piece of a big soul, the one big soul that belongs to everybody, then ... I'll be all around in the dark - I'll be everywhere. Wherever you can look - wherever there's a fight, so hungry people can eat, I'll be there. Wherever there's a cop beatin' up a guy, I'll be there. I'll be in the way guys yell when they're mad.

    - 'The Grapes of Wrath', John Steinbeck[/i]

  • #2
    Re: Teleporter Rifle

    Needs the Attack Modifier +0/r (which makes the ranged extra fine), but besides that it should work just like you want it. The only hiccup would be that technically you can't also teleport yourself if you have the attack modifier, but that would be up to GM especially since you're creating a continuous portal.

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    • #3
      Re: Teleporter Rifle

      no, he's not trying to teleport other people - he's just putting a portal out somewhere far away, instead of at his feet. No attack modifier needed. (Of course, if the portal blocks the whole hallway, it could force someone to teleport.)

      personally, if the portal is already concentration, i would only charge +2/rank to make it continuous.
      Ragtop, Autobot! And Zeanthara, Are You a God?
      Fenix, in the Merge, and Alicia DeVries, in the Cosmic Merge
      Supe of the Justice League Academy

      Comment


      • #4
        Re: Teleporter Rifle

        Originally posted by Nelphine View Post
        no, he's not trying to teleport other people - he's just putting a portal out somewhere far away, instead of at his feet. No attack modifier needed. (Of course, if the portal blocks the whole hallway, it could force someone to teleport.)
        Oops my bad, I was thinking of it as a weapon. Well then disregard what I said, everything looks good to me.

        Originally posted by Nelphine View Post
        personally, if the portal is already concentration, i would only charge +2/rank to make it continuous.
        I think that's all he did charge himself for continuous, but also included the +2/rank from the portal extra.

        Comment


        • #5
          Re: Teleporter Rifle

          oh, so he did. my bad!
          Ragtop, Autobot! And Zeanthara, Are You a God?
          Fenix, in the Merge, and Alicia DeVries, in the Cosmic Merge
          Supe of the Justice League Academy

          Comment


          • #6
            Re: Teleporter Rifle

            I might go so far as to add Activation, since if it acts like the popular portal gun, you would need to shoot to change the placement of the portal. Technically, that would be a Standard Action; I could see the argument to just make it a Move Action, although using it to 'port others by placing the portal directly below them or in their path should still be a Standard Attack check.
            My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
            My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
            [/URL]
            I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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            • #7
              Re: Teleporter Rifle

              If you went that route, even though its not by the book, I would go for increased action: standard action, not activation. (Mostly because different GMs have different opinion on what activation does. For me, activation is the power equivalent of 'drawing a weapon' and only needs to be used once per scene (or per switch to that array slot if applicable), not once per time the power is used. Of course, he might want that as well/instead of the increased action.)
              Ragtop, Autobot! And Zeanthara, Are You a God?
              Fenix, in the Merge, and Alicia DeVries, in the Cosmic Merge
              Supe of the Justice League Academy

              Comment


              • #8
                Re: Teleporter Rifle

                Originally posted by JDRook View Post
                I might go so far as to add Activation, since if it acts like the popular portal gun, you would need to shoot to change the placement of the portal. Technically, that would be a Standard Action; I could see the argument to just make it a Move Action, although using it to 'port others by placing the portal directly below them or in their path should still be a Standard Attack check.
                Originally posted by Nelphine View Post
                If you went that route, even though its not by the book, I would go for increased action: standard action, not activation. (Mostly because different GMs have different opinion on what activation does. For me, activation is the power equivalent of 'drawing a weapon' and only needs to be used once per scene (or per switch to that array slot if applicable), not once per time the power is used. Of course, he might want that as well/instead of the increased action.)
                Thanks all! Im happy I got it right

                I think it does need the Increased Action, because it is descriptively an attack. Also adding a Change Direction, I've got this now:

                Old Mother's weapon 15pp
                Teleport 4 [500 ft / 150 m]
                Change Direction +1
                Continuous Portal +4/r
                Increased Action -1/r
                Ranged +1/r
                Easily Removeable -10


                Now, I agree that in many cases it'll require a Ranged Attack check (but not the Attack modifier right?), but that's inherent to the Ranged modifier I think? Doesn't feel right to add a 'Check Required'...
                Last edited by TheGreat058; 06-24-2016, 05:34 AM.
                [b][size=3][url=http://roninarmy.com/threads/4415-jacklang-Heroes-amp-Villains]My builds[/url][/b][/size]

                -----

                [i][b]Tom Joad:[/b] Well, maybe it's like Casy says. A fellow ain't got a soul of his own, just little piece of a big soul, the one big soul that belongs to everybody, then ... I'll be all around in the dark - I'll be everywhere. Wherever you can look - wherever there's a fight, so hungry people can eat, I'll be there. Wherever there's a cop beatin' up a guy, I'll be there. I'll be in the way guys yell when they're mad.

                - 'The Grapes of Wrath', John Steinbeck[/i]

                Comment


                • #9
                  Re: Teleporter Rifle

                  Originally posted by TheGreat058 View Post
                  Old Mother's weapon 15pp
                  Teleport 4 [500 ft / 150 m]
                  Change Direction +1
                  Continuous Portal +4/r
                  Increased Action -1/r
                  Ranged +1/r
                  Easily Removeable -10


                  Now, I agree that in many cases it'll require a Ranged Attack check (but not the Attack modifier right?), but that's inherent to the Ranged modifier I think? Doesn't feel right to add a 'Check Required'...
                  With only Activation -2 (Standard Action), it would be assumed that the portal placement just works every time how you want it. If it can occasionally be avoided or otherwise "fail" to do what you want, that could be considered something like Check Required or Resistible or Side Effect or something. I personally am not a fan of Increased Action as a full Flaw, but if you roll the fail conditions into the Standard Action I would certainly see that as being worth a -1 Flaw. It's a little fudgy, but just outline that for your GM and it should be cool.
                  My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
                  My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
                  [/URL]
                  I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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