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Builds on the Sun (Pistolero)

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  • #16
    Re: Builds on the Sun (Size-Shifter)



    Sigh.

    MINOR SIZE-SHIFTER, PL 6

    Strength 2/1 to 8, Stamina 2 to 8, Dexterity 1, Agility 7, Fighting 4, Intellect 4, Awareness 4, Presence 1 * 50 points

    Advantages:
    Evasion 2, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Hold, Startle * 7 points

    Skills:
    Expertise: Science 8 (+12), Intimidation 10 (+8 to +14), Stealth 0 (+1 to +13), Technology 8 (+12) * 13 points

    Powers:
    Biochemical Expansion - Growth 6, Dynamic, two Dynamic Alternate Effects: Strength +6, Stamina +6, Intimidation +3, Stealth -6, Dodge and Parry -3 * 17 points
    Biochemical Reinforcement - Enhanced Strength 3, Enhanced Stamina 3, Dynamic
    Biochemical Contraction - Shrinking 6, Dynamic: Strength -1, Dodge and Parry +3, Intimidation -3, Stealth +6

    Offense:
    Initiative +7
    Unarmed +4, variable damage
    Melee Weapon +4, variable effect
    Thrown Weapon +4, variable effect

    Defense:
    Dodge +7/+4 to +10, Parry +7/+4 to +10, Toughness +2/+2 to +8, Fortitude +2/+2 to +8, Will +4 * 3 points

    Total: Abilities 50 + Advantages 7 + Skills 13 + Powers 17 + Defense 3 = 90 points

    Size changers don't really show up in large numbers very often, although hordes of giant robots or little fantasy goblins are common. It might be an interesting change of pace, though.

    Maximum size: Attack +4, Damage +8, Defense +4, Toughness +8, Intimidation +14, Stealth +1
    Medium size: Attack +4, Damage +5, Defense +7, Toughness +5, Intimidation +11, Stealth +7
    Minimum size: Attack +4, Damage +1, Defense +10, Toughness +2, Intimidation +8, Stealth +13
    [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

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    • #17
      Re: Builds on the Sun (Size-Shifter)



      All I wanna do
      Is see you turn into
      A giant bowman, a giant bowman
      All I wanna be
      Is someone who gets to see
      A giant bowman


      GIANT BOWMAN, PL 10

      Strength 2 to 10, Stamina 3 to 11, Dexterity 4, Agility 13, Fighting 10, Intellect 1, Awareness 9, Presence 1 * 86 points

      Advantages: Accurate Attack, Agile Feint, Equipment 2, Improved Aim, Power Attack, Precise Attack 2 (ranged cover and concealment), Quick Draw, Ranged Attack 3, Ultimate Aim * 13 points

      Equipment:
      Motorcycle - Size M, Strength 1, Speed 6, Defense 10, Toughness 8 * 10 EP

      Skills:
      Acrobatics 2 (+15), Expertise: Streetwise 4 (+5), Intimidation 4 (+5 to +9), Sleight of Hand 2 (+6), Technology 2 (+3), Vehicles 4 (+8) * 9 points

      Powers:
      Biochemical Expansion - Growth 8, Dynamic, one Dynamic Alternate Effect: Strength +8, Stamina +8, Intimidation +4, Speed +1, Stealth -8, Dodge and Parry -4 * 19 points
      Biochemical Reinforcement - Enhanced Strength 4, Enhanced Stamina 4, Dynamic

      Good eyes - Extended Low-Light Vision * 2 points

      Variable Size Bow - Easily Removable. All powers in array except for Line Arrows and Smoke Arrows have eight ranks with the Limitation "one rank available per rank of Growth" * 18 points
      Impact and Piercing Arrows - Ranged Damage 13
      Blast Arrows - Ranged Burst Area Damage 9 (1-point Quirk: must hit a solid object before detonation)
      Flash Arrows - Ranged Damage 9 Linked to Ranged Affliction 9 (Dodge resists, Fortitude overcomes, Limited to vision, Cumulative; Impaired, Disabled, Unaware)
      Flame Arrows - Ranged Damage 9, Secondary Effect 8
      Line Arrows - Movement 1 (Swinging)
      Glue Arrows - Ranged Affliction 13 (Dodge resists, Damage overcomes, Extra Condition, Limited Degree; Hindered and Vulnerable, Immobile and Defenseless)
      Smoke Arrows - Ranged Cloud Area Concealment Attack 4 (all visual)
      Poison Arrows - Ranged Damage 9 Linked to Ranged Weaken Stamina 9

      Offense:
      Initiative +13
      Unarmed +10, variable damage
      Bow +7, variable effect

      Defense:
      Dodge +13 to +9, Parry +13 to +9, Toughness +3 to +11, Fortitude +3 to +11, Will +9 * 3 points

      Possible Complications:
      Pride - Heroes with skill-based powers are about as competitive as bricks are. It's especially bad for Giant Archers because their raw accuracy isn't actually all that great by superheroic standards. They're a good shot, but they aren't superhuman.
      One Arrow Left - Sometimes, when things are going too well for an archer, they run out of ammunition at an inconvenient moment.

      Total: Abilities 86 + Advantages 13 + Skills 9 + Powers 39 + Defenses 3 = 150

      Please pretend Ant-Man is a full size person on this cover.
      [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

      Comment


      • #18
        Re: Builds on the Sun (Size-Shifter)



        Plus



        Plus



        PEACEKEEPER

        STRENGTH 12, STAMINA 14, AGILITY 6, DEXTERITY 1, FIGHTING 6, INTELLECT 1, AWARENESS 6, PRESENCE 8
        * 108 points

        Advantages:
        Close Attack 2, Power Attack * 3 points

        Presence Advantages:
        Attractive 2, Benefit (Cipher), Fascinate (Deception), Languages (French), Set-Up, Skill Mastery: Deception, Taunt

        Skills:
        Acrobatics 2 (+8), Deception 7 (+15/+20), Insight 5 (+11), Expertise: Streetwise 9 (+10), Ranged Combat: Throwing 7 (+8), Sleight of Hand 10 (+11) * 20 points

        Powers:
        Impervious Toughness 8 * 8 points

        Leaping 8, Acrobatics check required, 1 Alternate Effect * 5 points
        Speed 4

        Bracing - Sustained Impervious Toughness 4, 2 Alternate Effects * 6 points
        Numbing Strike - Weaken Fighting 8, Fortitude resists, Limited to vulnerable/defenseless enemies, Linked to Strength damage
        Strong Legs - Leaping 4 (up to 12 total)

        Offense:
        Initiative +6
        Unarmed +8 (Close Damage 12, DC 27)
        Thrown Object +8
        Numbing Strike +8 (Close Damage 12 linked to Weaken 8, DC 27 and DC 18)

        Defense:
        Dodge +6, Parry +6, Toughness +14, Fortitude +14, Will +6 * 0 points

        Total: Abilities 108 + Advantages 3 + Skills 20 + Powers 19 + Defense 0 = 150

        Complications:
        Secret (Anti-earthling) - Genevieve is from an alternate earth under the sway of the Tyranny Syndicate, an evil version of the Freedom League. After the accident that tossed her through worlds, she's made learning about her new home her highest priority, but her knowledge is still incomplete and off-kilter. She often sees people who she knew, or at least had heard of, on anti-earth, and has to remind herself that they're different people.
        Motivation (Responsibility) - On anti-earth Genevieve's job was to make sure the trains ran on time in dystopia. In her new world she thinks of herself as having the same job without the constant moral compromises.
        Bills to Pay - Genevieve doesn't actually have a lot of job skills outside of manipulating people. Her lifestyle isn't as lavish as it used to be, and she takes a lot of odd jobs to make ends meet. If she wanted to, she could make a lot more money as a super-powered mercenary or a con artist, or even just picking pockets, but she tries to resist the temptation to go back to her old way of life.
        Doppelganger - The world of Freedom City didn't have a Genevieve Kazan before she came to it, as far as she can tell. This probably just means her parents never met in this world, or something like that, but she still worries that someday, someone almost exactly like her will want to know what she's doing here.

        Background:
        Genevieve Kazan was born, abandoned, and largely self-raised in the slums of Paris, where she learned an important lesson about the world: In life there were people who had power and people who didn't. People with power got whatever they wanted, and people without it got nothing... unless they could trick or flatter it out of somebody stronger. So Genevieve got good at tricking people and flattering them. When her genetic quirk kicked in, making her stronger and tougher and even more charming than she already was, the Syndicate put her in their Empire City academy for indoctrinating super-powered enforcers. She became the star pupil quickly, not by being powerful or good at fighting, but by playing her rivals off each other and telling her teachers exactly what they wanted to hear. Genevieve graduated from the academy with a cushy job as highly paid muscle for the Syndicate and whatever dictator or crimelord they loaned her out to.

        And she hated it. Every day she tried to hold together a hopelessly corrupt society while hurting as few people as possible, without letting the Syndicate know how miserable she was. It came to a head when she decided to help one of Daedalus's pet scientists flee the country instead of turning over his new invention. The Syndicate caught them, but in the battle someone's powers reacted to the invention and threw Genevieve through a hole in space. Or... something. Physics isn't really her field.

        All she knows is that she woke up in a cleaner, friendlier Empire City called Freedom City, where nobody knew who she was, the money had differfent faces on it, and the Tyranny Syndicate smiled a lot and helped cats out of trees. She spent a few months feeling things out, learning what was different and what was the same, and decided to start a new life she could be proud of. She calls herself a Peacekeeper instead of an Enforcer now. Basically the same job with a friendlier name, but... this feels like a society worth protecting.

        Description: Genevieve is well over six feet tall, strongly built, and somewhat denser than an ordinary human being, but she's so good at presenting herself however she wants to be perceived that people sometimes don't even notice. She wears the nicest civilian clothes she can afford, which are respectable, but not as nice or expensive as the clothes she could afford on anti-earth. She also has a black cape and bodysuit for "official business." It used to be more revealing and have spikes on it, but on this world you can get away with having a less threatening costume.

        Personality: Genevieve usually presents a cheerful, even naive face to the world, but she's much more cynical and world-weary than she lets on. Genuine compassion and selflessness amaze her, and she'll do anything to protect them. She doesn't think of herself as having a secret identity: she doesn't tell people she's a mutant, but if she sees an opportunity to help someone with her powers in her daily life, she takes it. If they ask her for an explanation afterwards, she tells them whatever story she feels like, or pretends she doesn't know what they're talking about.

        Powers and Abilities: The mutation that made the Tyranny Syndicate put Genevieve in their Academy is very simple: She's strong, and she's tough. Strong enough to rip through armor plate with her bare hands, and tough enough to stand in the middle of an artillery barrage without being hurt, but still, not a complicated power. She considers it less valuable than her ability to manipulate people.

        Genevieve has been tricking people since she was old enough to speak. It's her principal survival trait, and lying comes as easily to her as breathing now. The words she chooses, the tone of voice, the accent she uses, her body language... all of it goes together in ways she sometimes isn't even consciously aware of to sell the fiction she wants. She's also an expert criminal, and skilled in seeing through the deceptions of others, although the people of Freedom City are... bizarrely honest, by her standards. It makes her self-conscious about her own dishonesty.

        This is a character I made for a game on another forum. The GM's house rules are that Impervious works like it does in second edition and ranks in Presence grant bonus advantages, and hey, I just happened to have an archetype that uses both of those things! So I took the Sexy Brick I statted out and used it as the base for a reformed criminal from another world scraping by on minimum wage jobs she hates. When/if she hangs on long enough to get extra pp, I'll probably put two more points into her Numbing Strike to bring it up to Power Level caps, take the Interpose advantage, and build up her social/criminal skills.
        [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

        Comment


        • #19
          Re: Builds on the Sun (Peacekeeper)



          Image from https://twitter.com/dangzik. I liked the picture so much that I decided to make a quick build to go along with it.

          RENAULT FT TANK, 28 ep

          Size: Large Strength: 6 Speed: 1 Defense: 8 Toughness: 9 Powers: Puteaux 37mm gun (Ranged Burst Area Damage 4, Direct Hit Damage +2) OR Hotchkiss Machine Gun (Ranged Multiattack Damage 5, Extended Range), Impervious Toughness 7 (2 ranks Limited to half effect)

          Suggested gunner attack bonus: +4

          Suggested driver vehicle bonus: +2

          With these crew bonuses, a Renault FT is a Power Level 5 combatant, which feels about right to me. Roughly on par with a fully equipped and trained modern soldier, but with more of a focus on toughness and a lot more work required to keep it functioning properly. If the driver takes a defensive check every round in combat, the FT's size penalty and the driver's vehicle bonus cancel each other out and the FT's defense is a straight d20 roll.

          I'm assuming 2e rules for Impervious, which will stop any attack at rank 4 or lower and cut in half any attack of rank 5 or 6. Handguns will do nothing to this vehicle, any dedicated anti-tank weapon will mulch it, but there's a grey area in the middle where rifles and machine guns won't do much to it but if they're all you've got you might as well try. If you use standard 3e impervious, you should probably take the Limited modifier off those 2 ranks of Impervious. That makes the vehicle cost 29 ep instead of 28.

          Something worth noting is that, as groundbreaking and defining as this proto-tank was, it doesn't have the coaxial machine gun and cannon layout nearly every tank after it does. It's a tiny little tank, with a tiny little turret, and you get one gun and you're grateful for it.
          [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

          Comment


          • #20
            Re: Builds on the Sun (Tiny little tanks)



            Picture by In-Hyuk Lee.

            ANDY WARHOL THE DESTROYER, PL 12

            Strength 4/10, Stamina 12, Dexterity 2, Agility 6, Fighting 12, Intellect 1, Awareness 3, Presence 2
            * 84 points

            Advantages:
            All-Out Attack, Evasion, Extraordinary Effort, Improved Defense, Interpose, Power Attack, Startle, Takedown 2, Uncanny Dodge * 10 points

            Skills:
            Acrobatics 4 (+10), Close Combat: Unarmed 2 (+14), Intimidation 20 (+22), Perception 8 (+11), Ranged Combat: Ki 5 (+7), Stealth 4 (+10), Technology 5 (+6) * 24 points

            Powers:
            Afterimages - Partial Concealment vs all visual senses * 4 points

            Flight 10, 1 Alternate Effect * 21 points
            Speed 10, Quickness 10

            Ki Techniques - 21 point array, 5 Alternate Effects * 26 points
            Physical Augmentation - Enhanced Strength 6, Multiattack 10, Quirk: cannot use Covering Fire
            Defensive Field - Immunity 20 (broad descriptor: energy, Limited to half effect), Impervious Toughness 11
            Casual Blast - Ranged Damage 7, Accurate 5, Improved Critical 2
            Sustained Barrage - Ranged Multiattack Damage 7, Distracting, Improved Critical 2
            Full Power Blast - Ranged Damage 17, Distracting, Improved Critical 4
            Destruction Wave - Damage 12 (Cone Area 2, Distracting, Tiring; Cone Area 3 on 9 ranks)

            Force field projector and scanner - 20 pp, Removable * 16 points
            Immunity 9: Critical hits, suffocation, all environmental conditions
            Senses 3 - Darkvision, Extended Vision
            Senses 5 - Detect life energy/"fighting power", Ranged, Acute, Extended 2
            Senses 4 - Sight penetrates concealment, distracting
            Ultimate Effort: Toughness saves

            Offense:
            Initiative +6
            Unarmed +14 (Multiattack Damage 10)
            Casual Blast +17 (Ranged Damage 7, crit. 18-20)
            Sustained Barrage +17 (Ranged Multiattack Damage 7, crit. 18-20)
            Full Power Blast +7 (Ranged Damage 17, crit. 16-20)

            Defense:
            Dodge +12, Parry +12, Toughness +12, Fortitude +12, Will +12 * 15 points

            Complications:
            Collateral Damage - Andy can be tremendously destructive. Fortunately, he knows it, and generally tries to avoid using his biggest blasts in populated areas.
            I Am The Hype - Andy firmly believes that he is the greatest warrior in the universe, and he continues to believe so in the face of all evidence to the contrary. He will confidently trash-talk people moments away from handing him his ass, and being defeated will dampen his self-confidence for, at best, a short period of time before he convinces himself he was tricked or cheated somehow.
            Funny-Looking - Andy has bright red skin, long white hair, and horns. He also likes to wear cowboy hats.
            Not From Around Here - Andy was a stranger to the earth in his own universe, let alone other universes.

            Total: Abilities 84 + Advantages 10 + Skills 24 + Powers 67 + Defenses 15 = 200 points

            Ann Duerhaal is part of the elite warrior caste of an alien race that acts as cosmic security forces and police. His warrior caste is very competitive, and when the Cosmic Coil gave him the opportunity to face challenges from other universes, he jumped at the chance to win fame and glory for himself that his fellow fighters could only dream of. He has occasionally been to planet earth, or at least an earth, and he was shocked to find that on earth Ann is not considered a masculine name. He also learned, however, that the name Ann Duerhaal sounds a lot like a celebrity named "Andy Warhol," and after making sure that Andy Warhol was an important and famous person, he started using that as his name around humans.

            Like Peacekeeper, Andy here is a character I made for a PbP. As you can probably guess, the game was supposed to have a fairly lighthearted tone. I started with "what if Freeza's army tried to be the Green Lantern Corps?" and went from there.
            [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

            Comment


            • #21
              Re: Builds on the Sun (Andy Warhol the Destroyer)



              "Well, Johnny, here's another fine mess you've gotten us into."

              Johnny had a terribly unpleasant childhood, and nobody to talk to to make it easier. So he talked to himself, or at least, he talked to someone like himself. The other Johnny was different from him--he was stronger, and smarter, and the more Johnny talked to the other Johnny, the stronger he got. So the two Johnnys worked together until they were strong enough to get away from all the bad people who were giving them trouble, and then they moved to the big city to really make something of themselves.

              That's a pretty vague history, but Johnny usually doesn't examine his origins very closely. Sustaining a delusion powerful enough to warp the physical world nearby is like walking on air in a cartoon: if you think too closely about what you're doing, the entire thing falls apart. What's more concrete is that a strange man with a habit of talking to himself got involved in a nasty bit of paranormal business that no outsiders should have been able to find, and the resulting violence got him a couple years in jail. He made friends in jail that explained to him how things worked in the big city, and when his sentence ended he had a new job as a fixer for the powers that be. There are a lot of dangerous, unpleasant things going on underneath the surface in this city, and Johnny helps make sure they stay quiet and don't disturb people. He has a new name now, too: Janus. He likes it, but the other Johnny isn't quite sold on it yet.

              JOHNNY JANUS, Power Level 8

              Strength 1, Stamina 3, Agility 1, Dexterity 1, Fighting 8, Intellect 2, Awareness 1, Presence 2
              * 38 points

              Advantages:
              Benefit 2 (Ambidexterity, Cipher), Connected, Contacts, Diehard, Equipment 2, Ranged Attack 7, Quick Draw, Second Chance (mind control), Takedown, Uncanny Dodge, Well-Informed * 19 points

              Equipment: Two semi-automatics (Ranged Damage 4, Improved Critical, Split Attack)

              Skills:
              Deception 3 (+5), Expertise: Criminal 6 (+8), Expertise: Politics 3 (+5), Expertise: Streetwise 6 (+8), Insight 3 (+4), Intimidation 12 (+14), Investigation 3 (+5), Perception 3 (+4), Persuasion 6 (+8), Sleight of Hand 3 (+4), Stealth 3 (+4), Technology 3 (+5), Vehicles 3 (+4) * 19 points

              Combat Skills:
              Ranged Combat: guns 4 (+12) * 2 points

              Powers:

              "Over there, Johnny? Well, I trust you." Senses 6 (vision counters illusion and invisibility, magical and mental awareness, Limited: "secondhand") * 3 points

              "You're watching out for me, right, Johnny?" Subtle Protection 5, Sustained Immunity 3 (poison, critical hits), Sustained Immunity 20 (direct psychic and magical attacks, limited to half effect), 1 Alternate Effect * 20 points
              "Maybe you should handle this one, Johnny." Subtle Ranged Damage 8, Affects Incorporeal 2

              Offense:
              Initiative +1
              Unarmed +8 (Close Damage 1)
              Pistols +12 (Ranged Damage 4)
              Johnny +8 (Ranged Damage 8)

              Defense:
              Dodge 8, Parry 8, Toughness 3/8, Fortitude 7, Will 9 * 19 points

              Complications:
              Reputation - Criminal Record
              Responsibility - The Authorities. Johnny works freelance when he has the time, but the biggest power players in the underworld demand his loyalty and know where to find him.

              Total: Abilities 38 + Advantages 19 + Skills 21 + Powers 23 + Defenses 19 = 120

              Johnny here is another character submission I made for a game. One of the inspirations for the game was Batman, so I thought, "Who's my favorite Batman character? Two-Face!" So I made something with a split personality. And then he turned into the protagonist from Deadly Premonition, because that game fascinates me.

              The "secondhand" Limitation is there because Johnny doesn't actually see the invisible or sense mystical forces: the other Johnny does. And then the first Johnny gets a "there's something interesting over there, let's go check it out" feeling, with as much detail as the GM feels like giving him.

              Johnny was almost a woman named Janice Gemini.
              [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

              Comment


              • #22
                Re: Builds on the Sun (Andy Warhol the Destroyer)



                Yeah, okay. Let's do this.

                SAILOR MARS, Power Level 10

                Strength 5, Stamina 5, Agility 2, Dexterity 1, Fighting 8, Intellect 1, Awareness 2, Presence 2
                * 52 points

                Advantages:
                Ritualist * 1 point

                Skills:
                Close Combat (Unarmed) 2 (+10), Expertise (Magic) 5 (+6), Expertise (Shrine Maiden) 5 (+6), Intimidation 11 (+13), Ranged Combat (Mars Power) 9 (+10) * 16 points

                Powers:
                Flight 7 * 14 points

                Mars Power - Array (20-point)
                Fire Soul - Ranged Damage 10 * 20 points
                Burning Mandala - Ranged Multiattack Damage 6, Accurate 2 * 1 point
                Akuryo Taisan - Affliction 10 (Resisted by Will; Dazed and Vulnerable, Stunned and Defenseless) * 1 point
                Dispel Evil - Nullify 10 (Broad, Magical effects) * 1 point
                Telepathy - Mental Communication 2, Mind Reading 6 * 1 point


                Martian Morphology - Array (20-point)
                Intangibility - Insubstantial 4 * 20 points
                Density - Enhanced Strength 5, Enhanced Stamina 5, Sustained * 1 point
                Invisibility - Visual Concealment 4 * 1 point
                Shapeshifting - Morph 4 (Any Form) * 1 point

                Senses 2 (Magical and Mental Awareness) * 2 points

                Offense:
                Initiative +2, Unarmed +10 (Close Damage 5 or 10), Akuryo Taisan +10 (Ranged Affliction 10), Fire Soul +10 (Ranged Damage 10), Burning Mandala +14 (Ranged Multiattack Damage 6)

                Defense:
                Dodge 10, Parry 10, Toughness 5/10, Fortitude 5/10, Will 10 * 18 points

                Complications:
                Responsibility - R'aee is the reincarnated princess of an ancient martian civilization, and she fights to defend the earth, and Tokyo in particular, from the forces that destroyed her ancient home.
                Secret (Identity)
                Temper - R'aee appears stoic and serene on the surface, but she has a short fuse for people who fail to live up to her standards. Living up to the standards of a superhuman magical alien princess is hard.

                Total: Abilities 52 + Advantages 1 + Skills 16 + Powers 63 + Defense 18 = 150

                There's probably an interesting story behind the princess of a people famously vulnerable to fire being someone who creates fire. It might not be a nice story.
                Last edited by RainOnTheSun; 03-20-2018, 03:25 AM.
                [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

                Comment


                • #23
                  Re: Builds on the Sun (Sailor Mars)







                  Tom McGrath has a pretty cool page. You should probably go check it out.


                  I really, really like airships, so whenever I run a game, I make sure to put some in. Here are stats for some military models that I might be using soon.

                  For context, these airships are for a world with 1930s to early 1940s weapons technology, so they don't have some of the features you might expect if they existed in the modern world. The chemical process that allows them to fly only works on nonliving organic matter, so they can't be as heavily armored as, say, a tank of the same size could be. I gave them statistics as robots, instead of vehicles, because they're more likely to be things players fight than they are to be things players ride around in.

                  The machine guns in these builds have "Accurate 2 (Limited to multiple attacks)," which only costs one point and reduces the penalty for attacking multiple targets by up to 4. I think it suits a heavy machine gun designed for continuous fire instead of short bursts. Impervious is intended for use with 2E rules.


                  RECONNAISSANCE GUNSHIP, PL 5-7, 73 POINTS

                  STR 8 STA - AGL 2 DEX 0 FGT 0 INT - AWE 0 PRE -

                  Powers: Airship (Flight 6 [1 rank Limited to cruising]), [/b]Armor[/b] (Protection 4, Impervious Toughness 5), Machine (Immunity 30 [Fortitude effects), Primary Weapon (Choose one: Ranged Multiattack Damage 6, Accurate 2 [Limited to multiple attacks]; Ranged Damage 8, Burst Area 3; Ranged Cone Area Damage 5, Diminished Range, Indirect, Secondary Effect 4), Six Meters Long (Growth 4, Permanent, Innate), Features: Radio, Searchlights

                  Advantages: Ranged Attack 5

                  Skills: Perception 4 (+4)

                  Offense: Initiative +2, machine gun +5 (Ranged, Multiattack Damage 6), light cannon +5 (Ranged, Damage 8), light flamethrower +5 (Ranged, Cone Area Damage 5)

                  Defense: Dodge 3, Parry -1, Fortitude immune, Toughness 8, Will immune

                  Totals: Abilities -18 + Powers 80 + Advantages 5 + Skills 2 + Defenses 4 = 73

                  Complications: Crew Required: To operate at full effectiveness a scout gunship needs a pilot and a gunner. Vehicle Body: Airships do not have arms or legs. Usually.


                  ASSAULT GUNSHIP, PL 6-8, 84 POINTS

                  STR 10 STA - AGL 1 DEX 0 FGT 0 INT - AWE 0 PRE -

                  Powers: Airship (Flight 6 [1 rank Limited to cruising]), [/b]Armor[/b] (Protection 3, Impervious Toughness 7), Machine (Immunity 30 [Fortitude effects), Primary Weapon (Choose one: Ranged Multiattack Damage 8; Ranged Damage 10, Burst Area 6, Quirk: reloading takes one round; Ranged Cone Area Secondary Effect Damage 6, Diminished Range, Indirect), Machine Gun (Ranged Multiattack Damage 6, Accurate 2 [Limited to multiple attacks], Alternate Effect of Primary Weapon), Thirteen Meters Long (Growth 8, Permanent, Innate), Feature: Radio, Searchlights

                  Advantages: Ranged Attack 6

                  Skills: Perception 2 (+2)

                  Offense: Initiative +1, machine gun +6 (Ranged, Multiattack Damage 6), superheavy machine gun +6 (Ranged, Multiattack Damage 8), cannon +6 (Ranged, Damage 10), flamethrower +6 (Ranged, Cone Area Damage 6)

                  Defense: Dodge 1, Parry -2, Fortitude immune, Toughness 11, Will immune

                  Totals: Abilities -24 + Powers 95 + Advantages 6 + Skills 1 + Defenses 6 = 84

                  Complications: Crew Required: To operate at full effectiveness an assault gunship needs a pilot, a gunner, a loader, and a commander. Vehicle Body: Airships do not have arms or legs. Usually.


                  HEAVY ASSAULT GUNSHIP, PL 6-9, 91 POINTS

                  STR 11 STA - AGL 0 DEX 0 FGT 0 INT - AWE 0 PRE -

                  Powers: Airship (Flight 6 [1 rank Limited to cruising]), [/b]Armor[/b] (Protection 2, Impervious Toughness 9), Eighteen Meters Long (Growth 10, Permanent, Innate), Machine (Immunity 30 [Fortitude effects), Primary Weapon (Choose one: Ranged Multiattack Damage 8, Accurate, Burst Area 4, Extended Range; Ranged Damage 12, Burst Area 8, Extended Range, Quirk: reloading takes two rounds; Ranged Cone Area 2 Secondary Effect Damage 6, Diminished Range, Indirect), Machine Gun (Ranged Multiattack Damage 6, Accurate 2 [Limited to multiple attacks], Extended Range, Alternate Effect of Primary Weapon), Feature: Radio, Searchlights

                  Advantages: Ranged Attack 6

                  Skills: Perception 2 (+2)

                  Offense: Initiative +0, machine gun +6 (Ranged, Multiattack Damage 6), linked autocannons +8 (Ranged, Multiattack Damage 8), heavy cannon +6 (Ranged, Damage 12), heavy flamethrower +6 (Ranged, Cone Area 2 Damage 6)

                  Defense: Dodge -1, Parry -3, Fortitude immune, Toughness 12, Will immune

                  Totals: Abilities -28 + Powers 106 + Advantages 6 + Skills 1 + Defenses 6 = 91

                  Complications: Crew Required: To operate at full effectiveness a heavy assault gunship needs a pilot, a gunner, two loaders, and a commander. Vehicle Body: Airships do not have arms or legs. Usually.


                  Assault gunships take their name and most of their inspiration from the assault guns of World War II.
                  [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

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                  • #24
                    Re: Builds on the Sun (Airships)






                    More airships! These are inspired by the fixed-wing gunships that started to see use in the Vietnam war. Compared to assault gunships, they prioritize quantity over quality, carrying enough ammunition and automatic weapons to pin down a small army for long periods of time. They have different official names depending on the country, but "vulture" is the unofficial name that usually sticks, because they fly over a battlefield in a circle until everything dies. Vulture airships are relatively lightly armored, so they normally stay far away and use their saturation fire. If they need to attack a single target they can get closer and use targeted fire, but it puts them in more danger so their crews try to avoid it.

                    I used the Cloud Area extra to represent making a zone uninhabitable through sheer volume of fire. On the one hand, the gunship needs to continue firing on the area to maintain the cloud, but on the other hand, anyone passing between the gunship and the cloud area suffers damage too. On the other other hand, somebody with super strength or Move Object could end the area effect by using something big and sturdy to provide cover...


                    LIGHT VULTURESHIP, PL 8, 86 POINTS

                    STR 10 STA - AGL 2 DEX 0 FGT 0 INT - AWE 0 PRE -

                    Powers: Airship (Flight 7 [2 ranks Limited to cruising]), [/b]Armor[/b] (Protection 2, Impervious Toughness 6), Heavy machine guns ([/b]Saturation Fire[/b] (Ranged Cloud Area 2 Damage 6), AE: Targeted Fire (Ranged Multiattack Damage 7, Accurate 4 [2 ranks Limited to multiple attacks]), Machine (Immunity 30 [Fortitude effects]), Twelve Meters Long (Growth 8, Permanent, Innate), Features: Radio, Searchlights

                    Advantages: Move-By Action, Ranged Attack 5

                    Skills: Perception 4 (+4)

                    Offense: Initiative +2, Saturation Fire +5 (Ranged Cloud Area 2 Damage 6), Targeted Fire +9 (Ranged Multiattack Damage 7)

                    Defense: Dodge 2, Parry -2, Fortitude immune, Toughness 10, Will immune

                    Totals: Abilities -22 + Powers 94 + Advantages 6 + Skills 2 + Defenses 6 = 86

                    Complications: Crew Required. Vehicle Body: Airships do not have arms or legs. Usually.


                    MEDIUM VULTURESHIP, PL 8, 91 POINTS

                    STR 11 STA - AGL 1 DEX 0 FGT 0 INT - AWE 0 PRE -

                    Powers: Airship (Flight 7 [2 ranks Limited to cruising]), [/b]Armor[/b] (Protection 2, Impervious Toughness 7), Eighteen Meters Long (Growth 10, Permanent, Innate), Light autocannons ([/b]Saturation Fire[/b] (Ranged Cloud Area 2 Damage 7), AE: Targeted Fire (Ranged Multiattack Damage 8, Accurate, Burst Area 3), Machine (Immunity 30 [Fortitude effects]), Features: Radio, Searchlights

                    Advantages: Move-By Action, Ranged Attack 5

                    Skills: Perception 4 (+4)

                    Offense: Initiative +1, Saturation Fire +5 (Ranged Cloud Area 2 Damage 7), Targeted Fire +7 (Ranged Multiattack Damage 8, Burst Area 3)

                    Defense: Dodge 0, Parry -3, Fortitude immune, Toughness 12, Will immune

                    Totals: Abilities -26 + Powers 103 + Advantages 6 + Skills 2 + Defenses 6 = 91


                    HEAVY VULTURESHIP, PL 8, 97 POINTS

                    STR 13 STA - AGL 0 DEX 0 FGT 0 INT - AWE 0 PRE -

                    Powers: Airship (Flight 7 [2 ranks Limited to cruising]), [/b]Armor[/b] (Protection 1, Impervious Toughness 8), Autocannons ([/b]Saturation Fire[/b] (Ranged Cloud Area 2 Damage 8), AE: Targeted Fire (Ranged Multiattack Damage 9, Accurate, Burst Area 4), Machine (Immunity 30 [Fortitude effects]), Twenty-Nine Meters Long (Growth 12, Permanent, Innate), Features: Radio, Searchlights

                    Advantages: Move-By Action, Ranged Attack 5

                    Skills: Perception 4 (+4)

                    Offense: Initiative +0, Saturation Fire +5 (Ranged Cloud Area 2 Damage 8), Targeted Fire +7 (Ranged Multiattack Damage 9, Burst Area 4)

                    Defense: Dodge -2, Parry -4, Fortitude immune, Toughness 13, Will immune

                    Totals: Abilities -28 + Powers 111 + Advantages 6 + Skills 2 + Defenses 6 = 97

                    Complications: Crew Required. Vehicle Body: Airships do not have arms or legs. Usually.
                    [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

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                    • #25
                      Re: Builds on the Sun (Airships)



                      Artist Luke Mancini.



                      Artist Daryl Mandryk.



                      HOPLITE, PL 6

                      STR 5, STA -, AGL 0, DEX 0, FGT 5, INT 0, AWE 0, PRE - * -4 points

                      POWERS:
                      Armor plating: Impervious Protection 2; Protection 2 (Fades) * 5 points
                      Big Robot: Growth 2 (Permanent, Innate); Immunity 50 (Fortitude effects, mental powers); Impervious Toughness 2 * 57 points
                      Machine Gun Arm: Ranged Multiattack Damage 6 * 18 points

                      EQUIPMENT:
                      Hoplon: Strength-based Damage 1; Impervious Protection 2 * 5 points

                      SKILLS:
                      Perception 4 (+4) * 2 points

                      ADVANTAGES:
                      Equipment 1, Interpose, Ranged Attack 6 * 8 points

                      OFFENSE:
                      Initiative +0; Machine gun +6, Ranged Damage 6, Multiattack; Shield bash +5, Close Damage 6; Unarmed +5, Close Damage 5

                      DEFENSE:
                      Dodge 3, Parry 4, Will -, Fortitude -, Toughness 8 * 4 points

                      POWER POINTS:
                      Abilities -4 + Powers 80 + Skills 2 + Advantages 8 + Defenses 4 = 90 Total

                      This is a robot I made while thinking about the Sentinel from Warmachine and the way Multiattack works in M&M. It's a simple build that does one thing: protect its owner. It uses covering fire to give its owner total cover (I assume the intent is total cover rather than partial, just to make covering fire more valuable than an ordinary Aid action), and if that isn't enough to encourage people to target it first, it Interposes to take hits for its owner, too. It even comes in at exactly 90 points, so you can buy your own robot buddy with six ranks in Minion or thirteen in Sidekick.

                      The way I picture "Protection 2 (Fades)" working is that, the first time the Hoplite takes a big enough hit to get through its Impervious 6 and force it to make a save, it counts as one use. So, it loses one rank of Protection even if it doesn't take any other damage. The second time it has to make a toughness save, it loses the other rank. To get them back it has to be repaired by somebody. The protection it gets from its shield can be bypassed by a surprise attack or an affliction like a Snare that makes it Vulnerable, too, but it doesn't get any extra discount for that. That's just part of the cost of using Equipment.

                      So: The Hoplite is a nine foot tall robot that stands next to its owner, or whoever its owner tells it to protect, and spews bullets in the general direction of anything that starts to attack them. That's about it.
                      Last edited by RainOnTheSun; 07-08-2018, 10:19 PM.
                      [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

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                      • #26
                        Re: Builds on the Sun (Hoplite Robot)



                        Pistolero

                        Bernardo Perez is a high school senior, a decent but not great student, with a secret: he's a mutant with psychic powers. An esper, you might say. He was offered an invitation to the Claremont Academy a few years ago, to help him understand and control his powers, but he turned it down. The way he saw it, he already knew all he needed to about his powers. All taking their offer and going to their fancy school would do is teach a bunch of total strangers to understand and control his powers, and why would he trust them with that? He goes to an ordinary school, close to home, and he likes it just fine, thanks.

                        He's runs with a neighborhood group who call themselves the Knights. Teenagers and twentysomethings, mostly male but not completely. They talk themselves up like they're the biggest badasses in the city, but they're mostly harmless. More like a neighborhood watch than a gang, honestly, although they'd be terribly hurt if they heard you say that about them. Everyone in the Knights has a nickname they use with each other, and because the Knights all know about Bernardo's "mind bullets," they call him Pistolero.

                        "Wonder Boy" and "Fingerbang" were also suggested as nicknames. They were declined.

                        Bernardo's powers are a secret to everyone else. They don't leave behind any physical evidence, so he's managed to keep it that way so far, even when using them to help the Knights out of some scrapes. He's never had to fight an actual supervillain, so far, just members of other, more heavily-armed gangs and the occasional career criminal.



                        STR 2, STA 5, AGL 2, DEX 1, FGT 5, INT 1, AWE 9, PRE 1 * 52 points

                        ADVANTAGES:
                        Languages (Spanish), Power Attack, Uncanny Dodge * 3 points

                        SKILLS:
                        Deception 3 (+4), Expertise: Streetwise 7 (+8), Intimidation 7 (+8) Ranged Attack: Mind Bullets 8 (+9), Stealth 5 (+7) * 15 points

                        POWERS:
                        Mental Awareness - Senses 2 (Mental Sense, Radius) * 2 points

                        Mind Bullets - 22 point array * 21 points
                        Magnum - Ranged Damage 7, Alternate Resistance: Will, Extended Range * 1 point
                        Pistol Whip - Affliction 11, resisted and overcome by Will, Extra Condition: Dazed and Vulnerable, Stunned and Defenseless, Unconscious. Linked to Unarmed damage * 1 point
                        Rapid Fire - Ranged Multiattack Damage 5, Accurate, Alternate Resistance: Will * 1 point
                        Spread Shot - Cone Area Damage 7, Alternate Resistance: Will * 1 point

                        Psychic Movement - 5 point array * 4 points
                        Speed 5 * 1 point
                        Teleport 2, Change Direction * 1 point

                        OFFENSE:
                        Initiative +2
                        Magnum +9, Ranged Damage 7
                        Pistol Whip +5, Affliction 11 and Damage 2
                        Rapid Fire +11, Ranged Multiattack Damage 5
                        Unarmed +5, Damage 2

                        DEFENSE:
                        Dodge 11, Parry 11, Toughness 5, Fortitude 7, Will 9 * 17 points

                        TOTAL:
                        Abilities 52 + Advantages 3 + Skills 15 + Powers 33 + Defenses 17 = 120

                        COMPLICATIONS:

                        Relationship: Bernardo's parents and his little sister don't know anything about his psychic abilities, although his parents think the Knights are a bad influence on him (his sister thinks they're cool and wants a nickname too). He's very protective of them, especially his sister. As far as he knows he's the only psychically sensitive one in his family.
                        Responsibility: The Knights think their little corner of the West End is "their turf," and they try to protect it. This frequently gets them into fights with some dangerous people, and when it does, they come to him for help.
                        Secret: Most people don't know about Bernardo's powers, and he likes it that way. His usual disguise when he wants to use them is just a motorcycle helmet.
                        Temper: Bernardo has a short fuse. The easiest way to set him off is to say something about his family, but anyone who puts in the effort can provoke him into a fight without too much trouble.



                        (Pistolero was a character I made for a PbP game so short-lived that I only got to make one post with him and his sister. Real life is tricky and unpredictable, and I hope the GM is doing okay wherever he is now. Bernardo would be a fun character to try again someday.)
                        [url=https://roninarmy.com/threads/6589-Builds-on-the-Sun]Builds on the Sun[/url]

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