Weldun Posted November 12, 2007 Report Share Posted November 12, 2007 Presenting "Mojo", the Gunfighting UNTIL Super-agent. With apologies to John Ringo. [b]Mojo - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 18 13- HTH Damage 3 1/2d6 END [2] 18 DEX 24 18/26 13- / 14- OCV 6/9 DCV 6/9 15 CON 10 15 12- 10 BODY 0 10 11- 13 INT 3 13 12- PER Roll 12- 10 EGO 0 10 11- ECV: 3 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 6 PD 2 6/20 6/20 PD (0/14 rPD) 4 ED 1 4/18 4/18 ED (0/14 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 7 REC 0 7 30 END 0 30 30 STUN 3 30 7 RUN 2 7" END [1] 3 SWIM 1 3" END [1] 4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward [b]CHA Cost: 69[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 30 [b][i]U-SHL "Shellie" Blaster Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 32 Charges (+1/2) (60 Active Points); OAF (Pistol; -1) - END=[32] 30 [b][i]U-SHL "Shellie" Blaster Pistol[/i][/b]: Energy Blast 8d6, 4 clips of 32 Charges (+1/2) (60 Active Points); OAF (Pistol; -1) - END=[32] U-AS2 Advanced Uniform 16 1) [b][i]Uniform Protection[/i][/b]: Armor (8 PD/8 ED) (24 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 6 2) [b][i]Comm-Uplink[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OIF (UNTIL Uniform; -1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2) - END=0 4 3) [b][i]Noise Compensation[/i][/b]: Hearing Group Flash Defense (6 points) (6 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 10 4) [b][i]GPS System With Emegency Distress Beacon[/i][/b]: Detect Own Location and Direction 12- (Radio Group), Discriminatory, Transmit, Limited Power (Requires GPS Coverage; +0) (15 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 2 5) [b][i]Chronometer[/i][/b]: Absolute Time Sense (3 Active Points); OIF (UNTIL Uniform; -1/2) - END= 5 6) [b][i]Flare Shields[/i][/b]: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 10 7) [b][i]U-M4 Tactical Light[/i][/b]: Hearing Group Images 1" radius, +4 to PER Rolls, Reduced Endurance (0 END; +1/2) (25 Active Points); Only To Create Light (-1), OIF (UNTIL Uniform; -1/2) - END=0 12 8) [b][i]U-FFC Integrated Forcefield[/i][/b]: Force Field (6 PD/6 ED), Reduced Endurance (0 END; +1/2) (18 Active Points); OIF (UNTIL Uniform; -1/2) - END=0 Two Gun Mojo 12 1) +8 DEX (24 Active Points); No Figured Characteristics (-1/2), Limited Power (Only For Actions Invloving Pistols; -1/2) - END= 6 2) Ambidexterity (no Off Hand penalty) (9 Active Points); OIF (Any Pistol; -1/2) - END= 5 3) Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Limited Power (Only For The Purposes Of Shooting Different Targets With Two Pistols; -1) - END=0 7 4) Two-Weapon Fighting (Ranged) (10 Active Points); OIF (Any Two Pistols; -1/2) - END= [b]POWERS Cost: 155[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] UNTIL Combat Training 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 2) Punch: 1/2 Phase, +2 OCV, +0 DCV, 5 1/2d6 Strike 3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls 0 4) Weapon Element: Empty Hand (Default) Gun-Fu 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC 4 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC 4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +5 DC to Disarm 8 4) +2 Ranged Damage Class(es) 1 5) Weapon Element: Handguns (Default), Off Hand [b]MARTIAL ARTS Cost: 32[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 12 +4 with UNTIL Blasters 0 Acting 8- 3 Breakfall 13- (14-) 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Criminology 12- 0 Deduction 8- 3 Fast Draw 13- (14-) 3 Scholar 2 1) KS: International Law And Law Enforcement (INT) 12- 2 2) KS: Pistols (INT) 12- 1 3) KS: The Superhuman World 11- 2 4) KS: UNTIL (INT) 12- 1 5) KS: VIPER 11- 1 6) KS: World Politics 11- 0 Language: English (idiomatic; literate) 2 Language: Spanish (fluent conversation; literate) 0 Paramedics 8- 0 Persuasion 8- 3 PS: UNTIL Agent (INT) 12- 32 Penalty Skill Levels: +16 vs. Rapid Fire Penalties with Pistols 5 Rapid Attack (Ranged) 0 Shadowing 8- 0 Stealth 8- 3 Teamwork 13- (14-) 0 TF: Small Motorized Ground Vehicles 2 Weaponsmith (Energy Weapons, Firearms) 8- 3 WF: Small Arms, Blades [b]SKILLS Cost: 83[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 9 : International Driver's License, International Police Powers, International Weapon Permit, Passport 2 UNTIL Rank: Private [b]PERKS Cost: 11[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: UNTIL Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: UNTIL 11- (Mo Pow, NCI, Watching) 15 Hunted: Enemies of UNTIL 8- (Mo Pow, Harshly Punish, Sometimes NCI) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Psychological Limitation: Love of Combat (Common, Strong) 15 Psychological Limitation: Loyal To UNTIL And It's Ideals (Common, Strong) 10 Psychological Limitation: One World Government Patriot (Common, Moderate) 5 Reputation: Likely To Start Firefights, 8- 50 Mystery Disadvantages [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 You supply the Background. You fill in the last 50 points of disadvantages. You decide if you wish your players to see him as a showboating upstart or a welcome savior. Quote Link to comment Share on other sites More sharing options...
Spidey88 Posted November 12, 2007 Report Share Posted November 12, 2007 Re: [CHAR]Mojo (The Two-gun Variety) I'm not sure if it's "official", but you should be able to buy the second pistol via the "doubling equipment" method - i.e. spend 5 points on a second pistol, not the full 30. With the extra 25 points, you could do quite a bit! Perhaps boost the pistol's power, give him extra limited SPD (only for shooting), or some other thing, like give him a weapon-based multipower for different ammo loads/guns or some such thing. My two cents - looks cool otherwise! Quote Link to comment Share on other sites More sharing options...
Comic Posted November 12, 2007 Report Share Posted November 12, 2007 Re: [CHAR]Mojo (The Two-gun Variety) Groovy, Baby! Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 12, 2007 Author Report Share Posted November 12, 2007 Re: [CHAR]Mojo (The Two-gun Variety) I'm not sure if it's "official", but you should be able to buy the second pistol via the "doubling equipment" method - i.e. spend 5 points on a second pistol, not the full 30. With the extra 25 points, you could do quite a bit! Perhaps boost the pistol's power, give him extra limited SPD (only for shooting), or some other thing, like give him a weapon-based multipower for different ammo loads/guns or some such thing. My two cents - looks cool otherwise! Yeah, I thought about using the "extra equipment" doubler, but as it's an otional rule, I decided not to. And, as he already averages 16 attacks per turn, without penalty at OCV 11, inflicting 12d6 per shot, I figured that he already had enough speed. And I wanted to go with the standard UNTIL sidearm, so... Otherwise, I would normally do everything you said. Quote Link to comment Share on other sites More sharing options...
Spidey88 Posted November 12, 2007 Report Share Posted November 12, 2007 Re: [CHAR]Mojo (The Two-gun Variety) Yeah, I thought about using the "extra equipment" doubler, but as it's an otional rule, I decided not to. And, as he already averages 16 attacks per turn, without penalty at OCV 11, inflicting 12d6 per shot, I figured that he already had enough speed. And I wanted to go with the standard UNTIL sidearm, so... Good point! It was late when I'd looked at the character, so I hadn't seen just how many shots he could deliver... Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 12, 2007 Author Report Share Posted November 12, 2007 Re: [CHAR]Mojo (The Two-gun Variety) Yeah, it can kinda sneak up on you, that one. This is another character who can do the same thing. He's pretty much a blatant Spawn (movie) rip, err, homage. This one trades the 2 DCs for an OCV of 12. [b]Revenant - Phillip Graves[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 25 STR 15 25 14- HTH Damage 5d6 END [2] 20 DEX 30 20/29 13- / 15- OCV 7/10 DCV 7/10 24 CON 28 24 14- 15 BODY 10 15 12- 10 INT 0 10 11- PER Roll 11- 14 EGO 8 14 12- ECV: 5 20 PRE 10 20 13- PRE Attack: 4d6 10 COM 0 10 11- 10 PD 0 10/20 10/20 PD (5/15 rPD) 10 ED 0 10/20 10/20 ED (5/15 rED) 4 SPD 10 4/8 Phases: 3, 6, 9, 12/2, 3, 5, 6, 8, 9, 11, 12 10 REC 0 10 40 END -4 40 40 STUN 0 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 5 LEAP 0 5" 5" forward, 2 1/2" upward [b]CHA Cost: 107[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 50 [b][i]Necroplasmic Body[/i][/b]: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) - END=0 15 [b][i]Necroplasmic Body[/i][/b]: Armor (5 PD/5 ED) - END=0 5 [b][i]Necroplasmic Control[/i][/b]: Elemental Control, 10-point powers - END= 18 1) [b][i]Necroplasmic Regeneration[/i][/b]: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Minute, -1 1/2), Self Only (-1/2), Must Heal Holy and Spirit Damage Normally (-1/2) [Notes: No Healing Max (see 5ER p. 187).] - END=0 20 2) [b][i]Necroplasmic Sheath[/i][/b]: Force Field (10 PD/10 ED), Costs END Only To Activate (+1/4) (25 Active Points) - END=2 5 3) [b][i]Instant Change (Improved)[/i][/b]: Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) - END=1 21 [b][i]Necrokinetic Pistol[/i][/b]: Multipower, 62-point reserve, (62 Active Points); all slots OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END= 2u 1) Killing Attack - Ranged 2d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (61 Active Points); OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END=2 2u 2) Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OAF (-1), Extremely Difficult to obtain Replacement (Must Be The Guns He Died Wielding; -1) - END=2 5 [b][i]Second Necrokinetic Pistol[/i][/b]: Equipment Multiple [Notes: (See 5ER p. 456)] - END=0 - END= 8 [b][i]Bullet Time (Time)[/i][/b]: Endurance Reserve (80 END, 0 REC) - END=0 40 Multipower, 40-point reserve - END= 3u 1) [b][i]Bullet Time (Up-Time)[/i][/b]: +4 SPD, Side Effects (-3" Running, -1" Swimming), (+0) (40 Active Points); Costs Endurance (-1/2) - END=4 4u 2) [b][i]Bullet Time (Down-Time)[/i][/b]: +40 REC for END Reserve (40 Active Points) - END=0 13 +9 DEX (27 Active Points); No Figured Characteristics (-1/2), Linked (Bullet Time (Up-Time); -1/2) - END= [b]POWERS Cost: 211[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Gunfighting 3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 4 2) Acurate Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Strike 4 3) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [b]MARTIAL ARTS Cost: 11[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 +1 w/ Pistols 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 2 KS: Local Underground 11- 0 Deduction 8- 3 Demolitions 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 1 TF: Two-Wheeled Motorized Ground Vehicles 10 Two-Weapon Fighting (Ranged) 2 WF: Small Arms [b]SKILLS Cost: 21[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Dependent NPC: Ms. Baker, Volunteer Worker at Local Homeless Shelter 8- (Normal; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 15 Distinctive Features: Bleeds Necroplasm (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: When Innocents Threatened (Common), go 11-, recover 11- 15 Hunted: Local Mob 8- (As Pow, NCI, Harshly Punish) 5 Physical Limitation: Mild Amnesia (Infrequently, Slightly Impairing) 0 Psychological Limitation: No Code Versus Killing (Uncommon, Moderate) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 0 Money: Destitute (With No Need For Food Or Shelter) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 5 Vulnerability: 1 1/2 x STUN Holy Attacks (Uncommon) 5 Vulnerability: 1 1/2 x STUN Spirit Attacks (Uncommon) 10 Mystery Disadvantage(s) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Quote Link to comment Share on other sites More sharing options...
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