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WIP Gun Bunny


Enforcer84

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One of my villains down. The Rascally Rabbit, Gun Bunny. I need to work out her background but the personality/powers kind of jumped off my brain.

Bunny seems crazy - but it's an act for the most part. She's brave to the point of fool hardy and she plays her gimmick to the hilt; emulating Bugs Bunny to a certain degree.

Her powerset - I'm leaning towards her being a Crucible Industries Super Soldier gone rogue - is enhanced physical abilities; particularly lower body so she runs fast and jumps high. Some enhanced senses and toughened flesh let her resist small arms fire, knives, and such.

 

Additionally she's preternaturally skilled with firearms, wielding, creating, identifying. She has an arsenal (she changes at home) and a special variable carbine that she always carries.

 

The rest of her skillset is in the surveillance/bodyguard/assassin vein. Her uniform is armored but revealing, a laughable attempt at a combat playboy bunny. Her comm-gear and sensors look like bunny ears and goggles.

 

Gun Bunny

Barbara Grace Woolney

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

25 DEX 30 14-

20 CON 10 13-

13 INT 3 12- PER Roll 12-/19-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

9 OCV 30

9 DCV 30

3 OMCV 0

5 DMCV 6

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

8 PD 6 8/25 PD (0/17 rPD)

8 ED 6 8/25 ED (0/17 rED)

12 REC 8

60 END 8

15 BODY 5

60 STUN 20

 

Movement Cost Meters Notes

RUNNING 0 22m/88m END [2]

SWIMMING 0 4m/8m END [1]

LEAPING 0 24m 24m forward, 12m upward

 

 

 

 

 

Characteristics Total: 227

 

Cost Powers

77 Arsenal: Variable Power Pool (Gadget Pool), 60 base + 75 control cost, (98 Active Points); OAF (-1), Limited Special Effect Only Firearms (-1/4) - END=

0 1) AA Arms AP9: Killing Attack - Ranged 1d6+1 (25 Active Points); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4), Beam (-1/4), 20 Charges (+1/4) Real Cost: 8 - END=[20]

0 2) Accu-Tek HC-380: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 10 Charges (-1/4), STR Minimum (-1/4), Real Weapon (-1/4), Beam (-1/4) Real Cost: 5 - END=[10]

0 3) Signal Flare Gun: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Radius; +3/4) (38 Active Points); OAF (-1), Set Effect (signal flare of define appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) Real Cost: 9 - END=[1 cc]

50 Modular Carbine: Multipower, 90-point reserve, all slots 4 clips of 16 Charges (+1/4) (112 Active Points); Custom Modifier (Changing Advantages takes 1/2 Phase; -1/4); all slots OAF (-1) - END=

4f 1) Rubber Rounds: Blast 6d6, Variable Advantage (+1 Advantages; +2) (90 Active Points); OAF (-1), 4 clips of 16 Charges (-0) - END=[16]

4f 2) Standard Rounds: Killing Attack - Ranged 2d6, Variable Advantage (+1 Advantages; +2) (90 Active Points); OAF (-1), 4 clips of 16 Charges (-0) - END=[16]

5 Rabbit Ears: Scrambled Transmission Function: Variable Power Pool (Scrambler Pool), 4 base + 4 control cost, (6 Active Points); One Language At A Time (-1); all slots OAF (-1) - END=

Gear - END=

9 1) Armored Clothing: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2), Requires A Roll (11- roll; -1/2) - END=0

4 2) Goggles: +1 with Ranged Combat (8 Active Points); OAF (-1) - END=

5 3) Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) - END=0

12 4) Rabbit Ears: Broadcast Tracking: Detect Source Of Radio Transmissions 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OAF (-1) - END=0

5 5) Rabbit Ears: Comm Link: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight Group, Hearing Group, and Radio Group (-1/2) - END=0

4 6) Rabbit Ears: Hearing-Augmentation: +4 PER with Hearing Group (8 Active Points); OAF (-1) - END=0

6 7) Rabbit Ears: Parabolic: +8 versus Range Modifier for Hearing Group (12 Active Points); OAF (-1) - END=0

3 8) Rabbit Ears: Ultrasonic: Ultrasonic Perception (Hearing Group) - END=0

2 9) Rabbit Vision: Nightsight: Nightvision (5 Active Points); OAF (-1) - END=0

3 10) Rabbit Vision: Sight-Augmenting: +3 PER with Sight Group (6 Active Points); OAF (-1) - END=0

6 11) Rabbit Vision: Telescopic: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1) - END=0

2 12) Rabbit Vision: Thermalsight : Infrared Perception (Sight Group) (5 Active Points); OAF (-1) - END=0

Rabbit Style Powers - END=

24 1) Bullet Proof Nudity (I Kid, I'm indestructible): Resistant Protection (8 PD/8 ED) - END=0

8 2) Just let me Sleep: Regeneration (1 BODY per Hour) - END=0

4 3) Keen Eye: +2 to offset Range modifiers with any Firearm - END=

10 4) Rabbit's Feet!: Luck 2d6 - END=0

15 5) Rabbit's Feet: Running +10m (22m total), x4 Noncombat - END=1

10 6) Strong Will: Mental Defense (10 points total) - END=0

16 7) Tough in a Fight: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4) - END=2

10 8) You think the Bunny was just for Pun?: Leaping +20m (24m forward, 12m upward) - END=1

 

Powers Total: 298

 

Cost Martial Arts

Gun Fu

4 1) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon Strike

4 2) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike

3 3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike

5 4) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Weapon Strike, +1 Segment

3 5) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon Strike, Half Move Required, You Fall

5 6) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike

3 7) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw

4 8) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike

4 9) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike

4 10) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 35 STR to roll

4 11) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike

0 12) Weapon Element: Pistols (Ranged Maneuvers only)

Gun-Fu Melee

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 3) Smash/Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike

5 4) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 30 STR to take weapon away

1 5) Weapon Element: Bayonets

0 6) Weapon Element: Clubs (Hand-to-Hand Maneuvers only)

1 7) Weapon Element: Empty Hand (Takeaway Maneuver only)

 

Martial Arts Total: 62

 

Cost Skills

20 +2 with All Combat

8 +1 with HTH Combat

16 +2 with Ranged Combat

5 Acrobatics 15-

3 Acting 13-

3 Breakfall 14-

3 Charm 13-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 12-

3 Contortionist 14-

3 Criminology 12-

3 Demolitions 12-

3 Disguise 12-

3 Fast Draw: Small Arms 14-

2 Gambling (Card Games) 12-

3 High Society 13-

3 Jack of All Trades

2 1) PS: Assassin (3 Active Points) 12-

2 2) PS: Bodyguard (3 Active Points) 12-

2 3) PS: Courier (3 Active Points) 12-

3 4) PS: Security Analyst (4 Active Points) 13-

3 Lockpicking 14-

3 Mechanics 12-

3 Paramedics 12-

3 SS: Pharmacology/Toxicology 12-

3 Scholar

2 1) KS: Current Events (3 Active Points) 12-

1 2) KS: European Underworld (2 Active Points) 11-

2 3) KS: North American Underworld (3 Active Points) 12-

2 4) KS: Security Systems (3 Active Points) 12-

2 5) KS: The Black Market (3 Active Points) 12-

3 6) KS: The Espionage World (4 Active Points) 13-

2 7) KS: The Military/Mercenary/Terrorist World (3 Active Points) 12-

1 8) KS: The Superhuman World (2 Active Points) 11-

3 Shadowing 12-

5 Stealth 15-

5 Streetwise 14-

3 Survival 12-

3 Systems Operation 12-

3 Tactics 12-

3 Teamwork 14-

3 Tracking 12-

3 Traveler

1 1) CK: Atlanta (2 Active Points) 11-

1 2) CK: Los Angeles (2 Active Points) 11-

1 3) CK: New York (2 Active Points) 11-

1 4) CK: Paris (2 Active Points) 11-

8 WF: Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

9 Weaponsmith (Firearms, Missiles & Rockets) 15-

 

Skills Total: 181

 

Cost Perks

35 Vehicles & Bases

5 Money: Well Off

3 Well-Connected

3 1) Contact: Artifex II (Contact has very useful Skills or resources) (4 Active Points) 11-

8 2) Contact: The Black Market (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

11 3) Contact: the ARMORY (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

Perks Total: 65

 

Cost Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

5 Lightning Reflexes (+5 DEX to act first with All Actions)

6 Combat Luck (3 PD/3 ED)

 

Talents Total: 17

 

Value Complications

5 Distinctive Features: Pheramone based Seductiveness (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Interpol Infrequently (Mo Pow; NCI; Harshly Punish)

10 Hunted: Rival Assassin Infrequently (As Pow; Harshly Punish)

10 Psychological Complication: Enjoys engaging in wacky behavior (Common; Moderate)

10 Rivalry: Professional (Another Security Specialist; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret ID (Frequently; Major)

5 Unluck: 1d6

 

Complications Points: 75

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 850

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One thing I've noticed over the years of making characters, I tend to have higher point totals but not necessarily higher values of X.

Bunny Here is over 800 points but does about the same damage as a high end agent, her CV's Speed, and Defenses are higher than a gunman might be but the bulk of her points are in skills and perks that may or may not matter but fit the idea I had in my head.

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Here's a variant illustration by Mark Brooks. I like the visor, and that it is pushed up on her forehead in this shot. Let's hear more about her Rivals.

Sorry about the pic being sideways - she's really standing up - the forum whatever turned it :P

?ui=2&ik=a464829414&view=att&th=13f6bc23a4455ec9&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P88PG7d5ALAAG23pXXHr-bd&sadet=1371902486936&sads=ZbECHkF1rGoes7LRwCbvkk5YW3c

hmm no picture that time. Her rivals are security specialists, generally of the same mode. I'll have to check who my current roster is.
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Here's a variant illustration by Mark Brooks. I like the visor, and that it is pushed up on her forehead in this shot. Let's hear more about her Rivals.

Sorry about the pic being sideways - she's really standing up - the forum whatever turned it :P

?ui=2&ik=a464829414&view=att&th=13f6bc23a4455ec9&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P88PG7d5ALAAG23pXXHr-bd&sadet=1371902486936&sads=ZbECHkF1rGoes7LRwCbvkk5YW3c

Enforcer84, try viewing my penultimate post with a different device, since I'm seeing the rotated bunny.
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Here's a variant illustration by Mark Brooks. I like the visor, and that it is pushed up on her forehead in this shot. Let's hear more about her Rivals.

Sorry about the pic being sideways - she's really standing up - the forum whatever turned it :P

?ui=2&ik=a464829414&view=att&th=13f6bc23a4455ec9&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P88PG7d5ALAAG23pXXHr-bd&sadet=1371902486936&sads=ZbECHkF1rGoes7LRwCbvkk5YW3c

I can't see it either. I've reloaded the page a few times and even did the Ctrl+F5 a few times.

Still nada.

Edit: I just tried to quote your post with the pic I can't see to get the image address. I googled it and it wasn't found.

Edit2: changed tour to your...stupid fingers.

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