Enforcer84 Posted August 17, 2003 Report Share Posted August 17, 2003 The Gunmage Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 13 BODY 6 23 INT 13 18 EGO 16 23 PRE 13 14 COM 2 13/20 PD 6 13/20 ED 6 5 SPD 17 12 REC 8 40 END 0 35 STUN 2 9" RUN 0 2" SWIM 0 6" LEAP 0 Characteristics Cost: 158 Cost Power END 10 Algoth Pistol: (Total: 25 Active Cost, 10 Real Cost) Killing Attack - Ranged 1d6 +1 (vs. ED), 8 Clips of 6 Charges (+0) (20 Active Points); OAF (-1), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 8) plus +1 with OCV (5 Active Points); OAF (-1) (Real Cost: 2) 5 Another Algoth Pistol: 1d6+1 RKA; OAF 8 Clips of 6 Charges +1 OCV (5 Active Points) 15 Rapid Shooting: Up to 30 pts worth of Gun Based RKA, Autofire (5 shots; +1/2) (15 Active Points) 15 Snipe: Find Weakness 12- (Single Attack (Regular Gun Shot)) 13 Searing Sword: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), Required Hands One-Handed (+0), +2 STUN Multiplier (+1/2) (30 Active Points); OAF (-1), No Knockback (-1/4) 3 27 Gun Magic: Multipower, 60-point reserve, all slots: Uses Gun Ammo (+0) (60 Active Points); OIF - Guns of Opporotunity (-1/2), Requires A Gun Magic Roll (-1/2), Incantations (-1/4) 1u 1) Dispel Darkness 10d6 (30 Active Points); Only vs Smokes, Mists, and Related Darkness (-1/2) 3 3u 2) Silver Bullet Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) 6 3u 3) Thunder Bullet: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 6 3u 4) Fire Ball Shot: Killing Attack - Ranged 2 1/2d6 (vs. ED), Explosion (+1/2) (60 Active Points) 6 3u 5) Holy Shot: (Total: 60 Active Cost, 27 Real Cost) Light of Life: Flash 4d6 (Sight Group), Area Of Effect (2" Radius; +1) (40 Active Points) (Real Cost: 40) plus Holy Weapon: Killing Attack - Ranged 1d6 +1 (vs. ED) (Real Cost: 20) 6 2u 6) Ward of Lead: Entangle 4d6, 4 DEF, Cannot Be Escaped With Teleportation (+1/4) (50 Active Points); Can Be Missile Deflected (-1/4) 5 2u 7) Eldritch Whip: Stretching 9", Costs END Only To Activate (+1/4) (56 Active Points); Only for Grabbing, Pulling, & Climbing (-1) 4 1u 8) Eldritch Whip II: Swinging 9" (9 Active Points) 1 2u 9) Wraith Bullets: Drain STR 4d6, Ranged (+1/2) (60 Active Points); Others Only (-1/2) 6 2u 10) Smoke Pellets: Darkness to Sight Group 4" radius, Conforming (+1/2) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2) 8 Ballistae Cloth Armor: Damage Resistance (10 PD/10 ED) (10 Active Points); IIF - Well Concealed Armor (-1/4) 15 Piece Mail Armor: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF (-1/2), Real Armor (-1/4) 15 Senses Everything: Enhanced Perception (+5 to PER Rolls for All Sense Groups) 5 Low Light Vision: Nightvision 5 Sees Everything: Increased Arc Of Perception (240-Degree) (Sight Group) 8 Eagle Eye: Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group) 5 Fist Loads: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 6 Swift: +3" Running (9" total) 1 7 Acrobatic: Leaping +2" (6" forward, 3" upward) (Accurate) 1 Powers Cost: 181 Cost Martial Arts Maneuver Gun Mage Training 4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 2) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away 4 3) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon Strike 4 4) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike 3 5) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike 5 6) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Weapon Strike, +1 Segment 3 7) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon Strike, Half Move Required, You Fall 5 8) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike 3 9) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw 4 10) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike 4 11) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike 4 12) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR to roll 4 13) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike 0 14) Weapon Element: Pistols (Ranged Maneuvers only) 1 15) Weapon Element: Empty Hand (Takeaway Maneuver only) Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 4) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 6) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 7) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 1 8) Weapon Element: Karate Weapons 1 9) Weapon Element: Staffs 1 10) Weapon Element: Blades Martial Arts Cost: 84 Cost Skill 20 +4 with Ranged Combat 10 +5 vs. specific OCV modifier on Hand Guns 3 Acrobatics 14- 2 Animal Handler (Equines) 14- 5 Accurate Sprayfire 5 Rapid Autofire 3 Breakfall 14- 3 Climbing 14- 3 Defense Maneuver: I 3 Fast Draw 14- 6 Gambling (Blackjack, Chess, Craps, Poker, Roulette) 14- 15 Gun Magic (INT-based) 20- 3 Interrogation 14- 5 Rapid Attack (Ranged) 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 14- 2 Survival (Urban) 14- 3 Tracking 14- 2 TF: Riding Animals 10 Two-Weapon Fighting (Ranged) 6 WF: Common Melee Weapons, Early Firearms, Small Arms 4 Weaponsmith (Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 14- 3 Scholar 1 1) KS: Arcane Lore (2 Active Points) 11- 1 2) KS: Artifacts & Lore (2 Active Points) 11- 1 3) KS: Firearms (2 Active Points) 11- 2 4) KS: Gun Mages (INT-based) (3 Active Points) 14- Skills Cost: 136 Cost Perk 5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources) 11- 2 Reputation: Gun Mage (A small to medium sized group; 14-) +2/+2d6 Perks Cost: 7 Cost Talent 3 Ambidexterity (Reduce Off Hand Penalty to -2) 6 Combat Luck (3 PD/3 ED) 25 Danger Sense (Sensitivity: Any Danger) 14- Talents Cost: 34 Val Disadvantages 10 Distinctive Features: Gunman in Fantasy World (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Martial Arts Style: Karate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 50 Past Experience 15 Hunted: Agents of Harm 8- (Mo Pow; Harshly Punish) 20 Hunted: Lord Warwell; the Warlord of Thalos 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: Order of the Emerald Serpant 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Psychological Limitation: Gunslinger mentatlity (sorry I had to use it) cannot refuse a challenge of skill (Common; Total) 10 Psychological Limitation: Loyal to the Howling Voice Guild (Uncommon; Strong) 15 Psychological Limitation: Thrillseeker (Very Common; Moderate) 10 Reputation: Gun Mage 8- (Extreme) 10 Rivalry: Professional (Emil Nelson, Firearm; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 10 Social Limitation: Subject to orders from Guild (Occasionally; Major) Disadvantage Points: 200Cost Summary:Base Points:400Disadvantage Points: 200Total Experience Available: 0Total Character Cost: 600Height: 5' 8"Hair: BrownWeight: 155 lbsEyes: BlueAppearance: A handsome, youthful man wtith blue eyes and brown hair. He wears white with a black overcoat to hide his weapons. His sword is at his back, his guns at his sides.Personality: Jason has changed alot since he arrived. He has become something of an adrenaline junky and seeks to emulate the heros from modern action films. He lives like he's in a John Woo film. Beneith the new bravado is still a disciplined, and kind hearted young man. He has found solace in the disciplined fighting arts that he employs. He practices and meditates daily. Quote:"I know you think you have me covered, but really, I'd drop my weapon if I were you. I am NEVER helpless."Background: Jason Brickell was on a vacation he won as the junior marksman champion of California. A quiet, unassuming, young man who had been taught to shoot by his father and simply loved the sport. When he and the others found themselves in a new world. Jason found to his surprise that the world contained several groups of warriors who used firearms. He was transformed into a Gun Mage, a member of the Howling Voice Guild. During his travels he encountered the organization, and petitioned for true membership. He has come to somewhat regret this descision as the Guild has occasionally asked him to do things he didn't want to. Powers/Tactics: When combat starts, Jason actually prefers to use his sword and hand to hand skills at least until he has an idea as to what he is dealing with. If he finds himself facing other gunmen, he switches to defensive fire fighting, saving his gun magic for the truely difficult combats. Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 17, 2003 Author Report Share Posted August 17, 2003 Fabulous art from Korean Game War of Genesis 3 Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted August 18, 2003 Report Share Posted August 18, 2003 Sorry Chad, but that pic makes my brain hurt. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 18, 2003 Author Report Share Posted August 18, 2003 No Harm No foul. Its not mine, but what don't you like? Quote Link to comment Share on other sites More sharing options...
OddHat Posted August 18, 2003 Report Share Posted August 18, 2003 Originally posted by Enforcer84 No Harm No foul. Its not mine, but what don't you like? Just a guess, but that pick has that Takarazuka androgynous thing going on. Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted August 18, 2003 Report Share Posted August 18, 2003 Nothing to do with the androgynous thing. It looks like his head and feet are on backwards and his arms are upside down. (Check out his left leg; it looks like a knee there on the back.) Quote Link to comment Share on other sites More sharing options...
OddHat Posted August 18, 2003 Report Share Posted August 18, 2003 Originally posted by archer Nothing to do with the androgynous thing. It looks like his head and feet are on backwards and his arms are upside down. (Check out his left leg; it looks like a knee there on the back.) I think that extra knee is meant to be his calf. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 18, 2003 Author Report Share Posted August 18, 2003 Okay, beyond the art. Anything glaringly wrong with the character himself? Quote Link to comment Share on other sites More sharing options...
OddHat Posted August 18, 2003 Report Share Posted August 18, 2003 Originally posted by Enforcer84 Okay, beyond the art. Anything glaringly wrong with the character himself? Nope, cool character. Looks like an interesting campaign. He could use a little point optimizing, maybe drop the Karate and just make his Gun Mage Training fully useable with bare hands, maybe a few other point-saving tweaks. OTOH he's built on enough points that you don't need to micro-manage things that much, and the multiple separate weapons and martial arts do add flavor. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 18, 2003 Author Report Share Posted August 18, 2003 Yeah, for some reason I always end up liking a lot of points with a relatively mundane cap on damage (12-16 d6) and defenses. Quote Link to comment Share on other sites More sharing options...
RadeFox Posted August 19, 2003 Report Share Posted August 19, 2003 Where do you find these great gmae images Enforcer? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted August 20, 2003 Author Report Share Posted August 20, 2003 Rpgamer.com RpgFan.com Look for the Games Section (Former) and Pictures Section (Latter) they list the games alphabetically and often have art samples. Quote Link to comment Share on other sites More sharing options...
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