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[CHAR]Mojo (The Two-gun Variety)


Weldun

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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.

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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!

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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.

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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...

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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



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