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M&M: Making Guns Interesting
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<blockquote data-quote="takyris" data-source="post: 1795276" data-attributes="member: 5171"><p>Weapon +5 -- hero's six-shooter</p><p>-PS: Snare +5</p><p>-PS: Disarm +5</p><p>-PS: Weapon +1, Stun +4</p><p>-Extra: Mind Control +5</p><p></p><p>-Extra: Heroic Blast</p><p>--Weapon +5</p><p>--Alternate Save(Fort)</p><p>--Telekinesis +5</p><p>--Flaw: Requires Hero Point</p><p>--Flaw: Full-Round Action</p><p></p><p>Snare: The hero can shoot nearby support beams, locks on truck trailers, or critical parts of water or grain silos, causing stuff to suddenly burst out and pile on top of his opponent, pinning the victim in place.</p><p></p><p>Disarm: The hero can opt to disarm his opponent with a heroic crack shot, as per the Slick power, forcing the opponent to make a Reflex save to avoid having his gun, knife, wand, or copy of the deed to the ranch blasted from his hand.</p><p></p><p>Stun: The hero can attempt to place a shot someplace painful, to put enough hurt on his enemy to cause him to become momentarily stunned with pain. While these shots are less dangerous, they are a good way to stop a fight before it starts -- a shot to the hand, or to the arm, just to let the bad guy know that a fight wouldn't go well.</p><p></p><p>Mind Control: By shooting nearby ground or walls, the hero can force a target to get back inside, dance in humiliation, or tell him what the combination to the safe is. (This is an extra, but is not meant to be used at the same time as an attack -- it's just different enough that I thought it merited an Extra, not a Power Stunt.)</p><p></p><p>Heroic Blast: By emptying six shots into an opponent in one rapid burst of heroic sharpshooting, the hero can put enough lead into the air to overcome almost any bad guy, even one who can ordinarily shrug off blows. The force of the shots is so intense that most villains are flung backwards, flying through the air to collapse flimsy tables, break through convenient windows, or pinwheel off the edge of high buildings as appropriate. The hero must spend an action point to activate this power (ideally by saying something grim but witty), and the power requires a full-round action to use. (I made it an Extra and not a power stunt because it had telekinesis in it -- I wasn't sure if it would be appropriate to Power Stunt it when it had a different type of power.)</p></blockquote><p></p>
[QUOTE="takyris, post: 1795276, member: 5171"] Weapon +5 -- hero's six-shooter -PS: Snare +5 -PS: Disarm +5 -PS: Weapon +1, Stun +4 -Extra: Mind Control +5 -Extra: Heroic Blast --Weapon +5 --Alternate Save(Fort) --Telekinesis +5 --Flaw: Requires Hero Point --Flaw: Full-Round Action Snare: The hero can shoot nearby support beams, locks on truck trailers, or critical parts of water or grain silos, causing stuff to suddenly burst out and pile on top of his opponent, pinning the victim in place. Disarm: The hero can opt to disarm his opponent with a heroic crack shot, as per the Slick power, forcing the opponent to make a Reflex save to avoid having his gun, knife, wand, or copy of the deed to the ranch blasted from his hand. Stun: The hero can attempt to place a shot someplace painful, to put enough hurt on his enemy to cause him to become momentarily stunned with pain. While these shots are less dangerous, they are a good way to stop a fight before it starts -- a shot to the hand, or to the arm, just to let the bad guy know that a fight wouldn't go well. Mind Control: By shooting nearby ground or walls, the hero can force a target to get back inside, dance in humiliation, or tell him what the combination to the safe is. (This is an extra, but is not meant to be used at the same time as an attack -- it's just different enough that I thought it merited an Extra, not a Power Stunt.) Heroic Blast: By emptying six shots into an opponent in one rapid burst of heroic sharpshooting, the hero can put enough lead into the air to overcome almost any bad guy, even one who can ordinarily shrug off blows. The force of the shots is so intense that most villains are flung backwards, flying through the air to collapse flimsy tables, break through convenient windows, or pinwheel off the edge of high buildings as appropriate. The hero must spend an action point to activate this power (ideally by saying something grim but witty), and the power requires a full-round action to use. (I made it an Extra and not a power stunt because it had telekinesis in it -- I wasn't sure if it would be appropriate to Power Stunt it when it had a different type of power.) [/QUOTE]
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