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Thread: Builds on the Sun (Pistolero)

  1. #21
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    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.

  2. #22
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    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 at 03:25 AM.

  3. #23
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    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.

  4. #24
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    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.

  5. #25
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    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 at 10:19 PM.

  6. #26
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    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.)

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