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
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)
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
Ranged Combat: guns 4 (+12) * 2 points
"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
Unarmed +8 (Close Damage 1)
Pistols +12 (Ranged Damage 4)
Johnny +8 (Ranged Damage 8)
Dodge 8, Parry 8, Toughness 3/8, Fortitude 7, Will 9 * 19 points
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.
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
Ritualist * 1 point
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
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
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)
Dodge 10, Parry 10, Toughness 5/10, Fortitude 5/10, Will 10 * 18 points
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.
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 at 03:25 AM.
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.