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Susano

Rocket-propelled Chainsaw

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Re: Rocket-propelled Chainsaw

 

Now yer just talkin' crazy.

 

As opposed to all the preceeding sanity?

 

In regards to the Undead Chainsaw Ninja Hookers, I prefer my Sex Trade Workers not to have counter-rotating blades. I refuse to see a prostitute for "just a little off the top".

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Re: Rocket-propelled Chainsaw

 

As opposed to all the preceeding sanity?

 

In regards to the Undead Chainsaw Ninja Hookers, I prefer my Sex Trade Workers not to have counter-rotating blades. I refuse to see a prostitute for "just a little off the top".

 

Dude Undead Ninja chainsaw hookers don't take just a little...its all or nothin baby!

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Re: Rocket-propelled Chainsaw

 

What, nobody remembers the "Johnny Extreme" (IIRC) video game with bazookas that shot chainsaws?

 

No, I kid you not.

 

Link? Please? I have to see this for myself.

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Re: Rocket-propelled Chainsaw

 

I keep picturing Ash having an evilgasm of this.

 

"Good, bad, I'm the guy with the freaking wrist-mounted rocket propelled chainsaw. Hail to the King, baby."

 

 

I am SO stealing this weapon for my campaign. I picture an army of monkey ninjas using it...ON FIRE!

 

would Cyborg Monkies Do?

 

Character Name: Monkey 1, 3, 7, 11, 15 Campaign name: Den City

Alternate Identities: Genre: Low level Superhero

Player name: GM Gamemaster: Me

Characteristics

Value Char Base Cost Points Roll Notes/Advantages/See also: Powers

13/23 Str 10 x1 3 HTH Damage d6 Lift End( 18 Dex 10 x3 24 OCV:6 DCV:6

14/24 Con 10 x2 8

14/24 Body 10 x2 8

13 Int 10 x1 3 Per Roll

14 Ego 10 x2 8 ECV

30 Pre 10 x1 20 Pre Dice: d6

4 Com 10 x1/2 -3

3/5 PD Str/5 x1 - Resisitant: Total:

3/5 ED Con/5 x1 - Resisitant: Total:

4/5 SPD 1+Dex/10 x10 12 Phases: 1 2 3 4 5 6 7 8 9 10 11 12

6/10 REC (Str/5)+(Con/5) x2 -

28/48 End Conx2 x1/2 -

33/48 Stn Bd+(St/2)+(Cn/2) x1 -

6”/16” Run 6" x2 - x2 non-combat multiplier

2” Swim 2" x1 - x2 non-combat multiplier

1”/2-7” VLeap Str/10 Spl - x2 non-combat multiplier

3”/5-15” HLeap Str/5 Spl - x2 non-combat multiplier

Characteristics Total Cost: 63 (See Cybenetics)

 

Powers:

30 Concealed Cyberware: Multi Power 60 Active points, Restrain able (-1/4), 6 or less charges per weapon (-3/4)

3u Chest Gun: 2d6RKA, Armor piercing (x2, +1), 6 Charges (-3/4), Real weapon (-1/4), limited Arc of Fire (front 60 Degree arc, -1/2), Activation roll (must use attack action to “un-conceal” weapon, -1/4)

3u Right Arm Gun: 4d6 Body Drain, Ranged (+1/2), 6 Charges (-3/4), Activation roll (must use attack action to “un-conceal” weapon, -1/4)

3u Left Arm Gun: 4D6 Major transform target into wounded target (one limb does not function properly until repaired through major surgery or healing that can reach to 1/5 Body available to character), 6 Charges (-3/4), Activation roll (must use attack action to “un-conceal” weapon, -1/4)

3u Leg Grenade Launcher: 6d6 PB, Explosion (+1/2), Penetrating (+1/2), 4 Charges (-1), Restrain able (-1/4), Activation roll (must use attack action to “un-conceal” weapon, -1/4)

3u Field Constriction Inducer: This constricts force fields around the target but does not generate them. 2d6 RKA NND (Defense is not having a Force Field, +1), OAF (Field Constriction Inducer, -1), Gradual Effect: Half Turn (+0), 2 Clips 4 Charges (-3/4)

 

7 Cyber Repair: 4d6 Healing Any Cyber Stat one at a time (+1/4), Gradual Effect (1 minute, -1/2), Extra time (1 minute, -1 ½), 4 clips of 12 charges (+0),

 

-Cyber-wear-

7 Cyber Strength: +10 Strength (10 Active), Restrain able (-1/4), Activation 15- (1/4)

16 Cyber Body: +10 Body (20 Active), Restrain able (-1/4)

16 Cyber Body: +10 Con (20 Active), Restrain able (-1/4), Activation 15- (1/4)

7 Cyber Speed: +1 Speed (10 Active), Restrain able (-1/4), Activation 15- (1/4)

8 Cyber Speed II: +10 Lightning Reflexes (15 Active), Restrain able (-1/4), Activation 15- (1/4)

8 Cyber Mind: +10 Mental Defense (10 Active), Restrain able (-1/4)

16 Cyber Movement: +10” Running (20 Active), Restrain able (-1/4)

11 Cyber Athlete: +10” Flight (20 Active), Super Athleticism (-1/2), Restrain able (-1/4)

16 Cyber Armor: +5 RPD/+3 RED (24 Active), Activation (14-, -1/2)

 

Total Powers Cost:

Skills, Perks and Talents:

3 Acrobatics

3 Breakfall

3 Climbing

3 Concealment

5 Rapid Attack W/ Rapid Fire

4 +2 PSL Vs. Rapid Fire

3 Shadowing

3 Stealth

3 Teamwork

3 Sneaky Monkey: +1 With Concealment, Stealth & Shadowing

9 Monkey: +3 with Acrobatics, Breakfall & Climbing

3 PS: monkey

5 +1 DCV Vs All

5 +1 with ranged Combat

6 +2 with Concealed Cyberwear attacks

6 Animal Senses I: +2 with All Perception Rolls

5 Animal Senses II: Defense Maneuver II (no attackers are considered behind, eliminates Mult att bonus)

Total Skills, Perks and Talents Cost:

 

Disadvantages:

20 Phys Lim: Restrain able limbs: legs, weighs 350 KG due to Cyberwear

20 PSL: Monkey

15 Dist Feat: Evil Monkey Cyborg

15 Sol Lim: Drugs and recharging needed, affects powers

30 Supercharged: On an attack roll of 17 or more Cyber limb breaks off

20 Follows Orders

20 Carries Illegal Military grade Weapons

Characteristics + Powers + Skills, Perks and Talents= Total Character cost

 

Base Points Available 150 + Maximum from disadvantages 100= 250 Maximum + Experience

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RKA 1d6 No END Persistent Uncontrolled Continuous Linked with An Entangle (Mental Paralysis) because the Target can't believe they've got a Chainsaw stuck in their chest.

 

Might be the perfect weapon during a Sharknado.

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RKA 1d6 No END Persistent Uncontrolled Continuous Linked with An Entangle (Mental Paralysis) because the Target can't believe they've got a Chainsaw stuck in their chest.

 

Might be the perfect weapon during a Sharknado.

 

Or if Your name is Ash.

 

"Shop Smart, Shop 'S-Mart!'"

 

~ M

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