OK, here's a build I've been tinkering with but it's tricky. It's a PL7 four armed girl with Matrix-style Gun-Fu. Meet...
The Gunslinger
Player Name: Souffle_Girl Character Name: The Gunslinger Power Level: 7 (105/105PP) In Brief: Four-armed reformed villainess with an unusual gun-fu combat style. Catchphrase: "You think I'll go easy on you because I'm a hero? Think again, I'm no hero."
Alternate Identity: Allison Rodriguez Identity: Public Birthplace: Occupation: Security systems consultant. Description:
Age: 26 Gender: female Ethnicity: Caucasian (Mediterranean) Height: 170 cm Weight: 71 Kg Hair: Dark brown. Eyes: Brown
Allison is a young and fit woman with a perpetual sneer on her face. She prefers practical clothes, and in action she wears a comfortable but sturdy lightweight armor, all in black. Hewr most unusual feature are her two extra arms.
Power Descriptions:
The Gunslinger's only superhuman trait is the couple of addition arms that grow out of her shoulders. Each of her four arms is fully functional and she can move them independently. Her mutation also enhanced her coordination somewhat, adding to her legendary combat skills and leaving her with no specific dominant hand.
Everything else is hard earned training. Allison exercises regularly following a strict regimen and keeps practicing her marksmanship and hand to hand combat skills.
History:
Allison Rodriguez was born in 1988 in a small town, the only child of a family of Spanish descent. Her early life was pretty uneventful; she was a fairly sociable kid, good at sports and a bit of a tomboy. She started studying martial arts in her early teens, and even managed to compete at State level when she was 15.
At 16, her life changed completely when her genes betrayed her. She was a mutant, and when her powers took hold she started growing two additional arms. The process was fairly painful, and took a couple of weeks to complete. Of course, the news flied in town, getting to the ears of a local anti-mutant militant group.
One night, six armed men stormed Allison's home, looking for "the freak". When her father tried to grab his hunting rifle, he was simply shot and when Allison's mom threw herself at the men to buy time for her to run, she was beaten mercilessly. The girl however managed to recognize one of the aggressors - and he was the town's Sheriff himself!
Allison ran from home. Unable to turn to the authorities for fear that they'd betray her, and not knowing the fate of her mother, she grabbed a bus to Freedom, joining the many homeless kids of the big city.
Quickly, her desperation put her on the way to crime. It was just small thefts at first, a bag here and a wallet there, and by the time she was 20 Allison found herself a full time thief, living mainly off burglaries. She had her share of run-ins with superheroes, but she always managed to get away with as little violence as necessary - only using her guns against the hardiest targets.
Hoping to make more money, she fell in with a gang of other metas. Together, they decided to scale up their "jobs" and assaulted a bank.
The heist was a complete failure. They never even made it to the vault before the cops jumped them. One of the gang members panicked, and the situation turned into a bloodbath, with a dead cop and three injured ones, while the gang member was killed. The rest of the gang made a rough escape, just barely.
That night, Allison couldn't sleep. Stealing had been something she used to do out of desperation and necessity, but she had always despised killing and was horrified to now be an accomplice to murder. Knowing that such a thing might, and probably would, happen again, she decided she couldn't just stand by.
The next day, she marched into the local police station and turned herself over.
Allison's help was crucial to find and capture the rest of her gang; in the trial that followed the judge took this into account along with the fact she had never injured or killed anyone personally and sentenced her to five years of jail time.
As her sentence drew to an end, Allison started growing restless. She didn't know what she would do once she was free again, but she had learned her lesson and she wasn't going to turn to crime again, but she knew it would be very hard for her to live a normal life. So, she considered her skills and decided to keep fighting - just on the other side of the fence.
Personality & Motivation:
Powers & Tactics:
Character Sheet
Tradeoffs: +1 Def/ -1 Tou; +4 Attack / -4 DC (unarmed; machine pistol); +3 Attack / -3 DC (heavy pistol)
Abilities: 6 + 4 + 4 + 0 + 0 + 0 = 14PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 10 (0)
Combat: 10 + 4 = 16PP
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Attack: Unarmed +11 (+5 Base, +6 Attack Specialization); Ranged +10 (+5 Base, +5 Attack Focus)
Grapple: +8
Defense: +8 (+3 base, +5 Dodge Focus)
Knockback: -1
Saving Throws: 4 + 5 + 6 = 15PP
Toughness: +6 (+2 Con, +4 Tactical Vest); +6 flat-footed
Fortitude: +6 (+2 Con, +4 Base)
Reflex: +7 (+2 Dex, +5 Base)
Will: +6 (0 Wis, +6 Base)
Skills: 104R = 26PP
Acrobatics 8 (+10)
Bluff 10 (+10)
Climb 12 (+15)
Diplomacy 5 (+5)
Disable Device 10 (+10)
Drive 3 (+5)
Gather Information 10 (+10)
Intimidate 5 (+5)
Investigate 4 (+4)
Notice 10 (+10)
Search 5 (+5)
Sense Motive 4 (+4)
Sleight of Hand 5 (+5)
Stealth 8 (+10)
Survival 5 (+5)
Swim 2 (+5)
Feats: 30 PP
Ambidexterity
Attack Focus (Ranged) 5
Attack Specialization (Unarmed) 3
Defensive Attack
Dodge Focus 5
Equipment 7
Evasion
Improved Block
Improved Grapple -> Free for extra arms
Improved Initiative
Instant Up
Power Attack
Precise Shot
Quick Draw
Uncanny Dodge (Hearing)
Powers: 2 = 2 PP
Additional Limbs 2 (Extra Arms, biological, mutant) [2PP]
Equipment:
Binoculars 1 ep
Commlink 1 ep
Heavy Pistol 8 ep
Lock Release Gun 1 ep
Machine Pistol w/laser sight 9+1 ep
Tactical Vest 4 ep
Motorcycle
Drawbacks: 0
Totals: Abilities (14) + Combat (16) + Saving Throws (15) + Skills (26) + Feats (30) + Powers (2) = 103/105 Power Points
DC Block:
Unarmed: +11, DC 18
Machine Pistol: Damage 3 (Extras: Autofire, Range [Ranged]) +11 DC 18.
Heavy Pistol: Damage 4 (Extras: Range [Ranged]) +10 DC 19
I'm still floating 2 points, and there's a lot of stuff I'm considering:
- 10 points of equipment, including better break & enter gear
- Luck 1
- More guns. I originally envisioned her wielding dual machine pistols, but that gives no benefit except having a spare gun.
- A utility belt of some sort
The main weakness of this build is the low damage output, I'll be using Power Attack most of the time. Thoughts?