11-03-2015, 11:49 PM
Connor Hound Wrote:Can someone help me refine this?
Quote:Lycöan: 900
Requires Ranged Profinciency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
- Super-sonic: Goes above the speed of sound, trading quietness for more damage. Shatters if it hits water.
- Sub-sonic: Goes bellow the speed of sound, trading damage for quietness.
[*]Explosive (600) : Is a super-sonic that explodes on contact. The explosion is relatively small, used for lightly armored foes. Will be a super move
He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He called it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet, sub-sonic turns into a Super-sonic and explosive rounds explode in the chamber, so they are not usable. When the ECC is turned off it also doubles as a suspresser, so a Super-sonic rounds sound like a normal sub-sonic bullet, a sub-sonic is just a stacatto cough.
The ECC also adds 6 inches to the overall length.
Okay, so for starters you're going to need to tweak how the Super-sonic and sub-sonic rounds work. Making a move louder doesn't really count as a downside, being that bullets travel pretty fast and you'd probably feel it before you heard it. If you want a type of bullet to be stronger, you should probably make the fire rate slower or the gun take up more ammo or something. You could also make it less accurate if you'd like, or maybe the kickback on Connor is such that he's hurt when firing the more powerful rounds. Whichever you'd like to add would help your case, but as it stands the downsides are basically nil. As for the Explosive rounds, that sounds fine.
As for the ECC and the suppression part, you can't really add a function that effects more than one part of a move. That would work as maybe a power-up, but as it stands if you want all of the effects added by the ECC/Suppressor, you'd need to spend at least 1200 OM more (300 for each function), bringing the move to 1800 not counting the Super Move. That is, unless making a super-sonic slower makes it identical to a normal sub-sonic in every way and so on with the others, in which case you'd only add on like 600 (300 for the slowest 'cough' variety and 300 for the Magnum),
For Werewolf, that's fine but I'd still maybe edit the part about 'not tiring him out'. It's a bit confusingly worded because it kinda implies that this form makes the power work 'better', which you can't really do. If you want to RP the Super Jumping as being less efficient in base form and then use the full extent in Werewolf mode, that would be perfectly fine. Or like, if you wanted to buy the next tier and use Advanced in Werewolf mode and Basic in human form for mere theatrics, that's also cool.
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