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Switching Captain Cold to Dr. Mordin Solus
#3
(11-02-2017, 10:27 PM)Mark Wrote: M-12 Locus: What's the effective range on these bullets?

Incendiary Ammo: You'd need to buy this effect for each gun you want to apply it to, because moves that blanket over other moves aren't allowed. If you want to just buy a M-12 Locus Incendiary Ammo move for now and buy others later, I can take another look at this move. Let me know what you want to do here.

Kinetic Barrier:  Can he activate and/or maintain this while moving or using other moves? Does it require significant concentration to cast and/or maintain? Does this drain his stamina or have some other downside?

Here are the modified moves.

-I'm not sure the price on the Incendiary Ammo, then. Still 300?
-The reason I left an effective range off is because I copied that entire thing from the rules page sample of M-16 and just replaced some of the details, and range was not on it. I've added in a range though.
-The shield is like a shield from Star Trek or other space-faring movies. I've modified it as best I can to make sense. I'm trying to avoid turning it into like, a spell, when it's just tech. Lemme know if its jacked up.

M-12 Locus (Ranged) – 300 OM
A machine-gun pistol weapon which can be used while moving. It fires two bullets per second. It has a magazine size of 20 bullets and takes only a second to change out the clip. The effective range is 200 yards (180 meters), but accuracy dips the longer the burst and  the farther the target. Mordin can carry up to twelve magazines on his person - he can replenish these when he has enough time to summon more between fights. Mordin stores this at his hip, so it can be grabbed on the fly. It's fairly accurate, but the bullets themselves do little damage.

Incendiary Ammo for the M-12 Locus (Ranged, Debuff) - 300 OM
An add-on to Mordin's guns. He can set his weapons to fire off one magazine's worth of flaming bullets, which will cause lingering burn damage to his opponents for five seconds.. He can only use this on one magazine at a time and there is a one minute cooldown before this gun can fire them again.

Kinetic Barrier (Area Defense) - 300 OM
A repulsive mass effect field that surrounds Mordin to the shape of his body. It takes about a second to activate. When activated, These shields safely deflect small objects traveling at rapid velocities. It is most effective against ranged attacks but can still block a weapon melee strike, as well. The shielding does not protect against extremes of temperature, toxins, or radiation. It can be disapated by a strong attack (or several weaker attacks) or by Mordin himself. It requires a minute to cool down if it is destroyed by an attack. The shield is powered by the same tech that Mordin uses to modify his gear, so he is unable to use upgrades for his weapons (such as elemental ammo). He can still use the base weapons themselves. Maintaining the shield doesn't effect Mordin physically, but if it is destroyed then he does take a stamina hit until he can bring it back up. He can activate and maintain this shield while moving.


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