STR 14 (+2)
DEX 16 (+3)
CON 16 (+3)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)
TOU 7 (3 flatfooted)
REF 12
DEF 23
FORT 8
WILL 8
ATT 4 (close), 12 (range)
GRAB 6
KNOCK -3 (-1 flatfooted)
INIT 11
Bluff 12 (+15)
Notice 12 (+15)
Sense Motive 12 (+15)
Vehicle 12 (+15)
Assessment
Attack Focus (range) 8
Challenge 3 (Improved Daze, Improved Taunt, Improved Trick)
Daze (Bluff)
Defensive Roll 4
Equipment 7 (motorcycle, heavy pistol x3)
Improved Initiative 2
Precise Shot 2
Taunt
Uncanny Dodge (sight)
Eagle Eye (Hard-to-Lose Device 2)
Sensory Shield 3 (+6 to saves vs visual effects)
Super Senses 7 (Detect Weakness [ranged, accurate, acute], Extended Vision 2 [1000 ft])
Gun Arm (Hard-to-Lose Device 6)
Cover Fire: Damage 8 (Extras: Autofire, Range [Ranged], Alternate Effect 6)
. . Destroyer: Damage 12 (Extras: Penetrating, Range [Ranged], Flaws: Distracting, Drawbacks: Inaccurate 2 [-4])
. . Kneecap: Paralyze 8 (Extras: Alternate Save [Reflex], Range [Ranged])
. . Spray: Damage 8 (Extras: Area [Targeted Cone], Selective Attack)
. . Warning Shot: Stun 8 (Extras: Alternate Save [Will], Range [Ranged])
M&M2E Cyborg Gunslinger, needs building critique
M&M2E Cyborg Gunslinger, needs building critique
Last edited by Miracle on Thu Feb 02, 2017 7:17 pm, edited 1 time in total.
Re: M&M2E Cyborg Gunslinger, needs building critique
While not illegal, of course, I think maximized skills like this without addition of anything else to be rather one note.
Why buy pistols when you have them as HTL Devices?Equipment 7 (motorcycle, heavy pistol x3)
If this is built-in and would require surgery to remove, it's not a Device.Eagle Eye (Hard-to-Lose Device 2)
Immunity 5 (sensory effects, Flaw: Limited [visual])
Super Senses 7 (Detect Weakness [ranged, accurate, acute], Extended Vision 2 [1000 ft])
Detect Weakness should be something you talk over with your GM because it's one of those YMMV effects and before investing points into it, you might want to find out what your GM is willing to give your for it. I've encountered GMs who look at something like that put it on par with Precognition (with no clear parameters for use and they no doubt fear it's expansive reach).
I'm not sure about the Sensory Effects Immunity. That's always been an issue for me given the cost of the flat Immunity vs. the Sensory Shield effect, which only gives you a bonus to resist.
I don't think you need the Feature. That could just be descriptor, but my warning above about removability applies here, too. You list Alternate Effect 6, but I only see 4 of them.Gun Arm (Hard-to-Lose Device 6, Feature [can switch back and forth between a gun and an arm])
Cover Fire: Damage 8 (Extras: Autofire, Range [Ranged], Alternate Effect 6)
. . Destroyer: Damage 12 (Extras: Penetrating, Range [Ranged], Flaws: Distracting, Drawbacks: Inaccurate 2 [-4])
. . Kneecap: Paralyze 8 (Extras: Alternate Save [Reflex], Range [Ranged])
. . Spray: Damage 8 (Extras: Area [Targeted Cone], Selective Attack)
. . Warning Shot: Stun 8 (Extras: Alternate Save [Will], Range [Ranged])
Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat
Re: M&M2E Cyborg Gunslinger, needs building critique
I thought so too, but couldn't think of a number for 'really good at what they do', so i have them 3 points in each skill. In third edition, this would be almost capped out.
Something I'll get into later, but the arm is removable.Why buy pistols when you have them as HTL Devices?Equipment 7 (motorcycle, heavy pistol x3)
I'd think so, but if they're knocked out or somehow immobilized, the arm and the eyes can be removed. Would that be something of a complication?If this is built-in and would require surgery to remove, it's not a Device.Eagle Eye (Hard-to-Lose Device 2)
Immunity 5 (sensory effects, Flaw: Limited [visual])
Super Senses 7 (Detect Weakness [ranged, accurate, acute], Extended Vision 2 [1000 ft])
Ever seen one of those movies where they can scan people? That's what I was going for. Weakness being like an opening. Basically its good for a surprise shot or power attack.Detect Weakness should be something you talk over with your GM because it's one of those YMMV effects and before investing points into it, you might want to find out what your GM is willing to give your for it. I've encountered GMs who look at something like that put it on par with Precognition (with no clear parameters for use and they no doubt fear it's expansive reach).
I think i'll go for the sensory shield effectI'm not sure about the Sensory Effects Immunity. That's always been an issue for me given the cost of the flat Immunity vs. the Sensory Shield effect, which only gives you a bonus to resist.
[/quote]Yeah, the last two points i couldnt decide on. Second edition Devices are 5 points with no give.I don't think you need the Feature. That could just be descriptor, but my warning above about removability applies here, too. You list Alternate Effect 6, but I only see 4 of them.Gun Arm (Hard-to-Lose Device 6, Feature [can switch back and forth between a gun and an arm])
Cover Fire: Damage 8 (Extras: Autofire, Range [Ranged], Alternate Effect 6)
. . Destroyer: Damage 12 (Extras: Penetrating, Range [Ranged], Flaws: Distracting, Drawbacks: Inaccurate 2 [-4])
. . Kneecap: Paralyze 8 (Extras: Alternate Save [Reflex], Range [Ranged])
. . Spray: Damage 8 (Extras: Area [Targeted Cone], Selective Attack)
. . Warning Shot: Stun 8 (Extras: Alternate Save [Will], Range [Ranged])