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The_Wizard_Burke

Work in Progress: Rusty Sprocket

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Alright, so here's the write-up for my first character, Rusty Sprocket. I think I've got everything right, but I figured I'd post it here where it can get picked apart before I try and get him approved. So, if anyone sees any places where I messed up, or suggestions on how to make him more effective, please let me know. I ran an M&M campaign once, but it was a while ago, so I'm a bit rusty on making stuff.

 

 

 

Player Name: The Wizard Burke

Character Name: Rusty Sprocket

Power Level: 10 (150/150PP)

Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")

Unspent Power Points: 16

Progress To Bronze Status: 0/30

 

In Brief: Mystically animated mechanical cowboy with old-school morals, a-mean-as-hell quick draw, and a knack for shooting off trigger-fingers.

 

Identity: Public

Birthplace: Wild Sands Amusement Park, Arizona

Occupation: Wandering Do-Gooder/Bouncer at Mother Theresa’s Saloon

Affiliations: the Mother Theresa’s Saloon (Dive bar in the Fens).

Family:None.

 

Description:

Age: 5 (DoB: 2010

Gender:Male

Ethnicity: Robot

Height: 6 feet 7 inches.

Weight: 230 lbs.

Eyes:Black

Hair: Black

 

A tall, lanky humanoid android whose chassis has been shaped and painted to resemble a brown, leather vest overtop a red shirt. Overtop this he wears a duster (real leather), and ammo-filled bandolier (also real leather) across his chest, as well as a Winchester on his back. Two revolvers are strapped to his hips, on top of a pair of chaps. His face is vaguely humanlike, with a strong jaw, a metal mustache just below his nose, and thick, glowering steel eyebrows.

 

Power Descriptions:

        Rusty Sprocket is possessed of lightning fast reflexes and hand-eye coordination, making him an incredible pistoleer. He is so supernaturally proficient with firearms that normally impossible shots such as shooting weapons out of peoples’ hands, or removing trigger fingers come off as almost routine to him.

        Another interesting ability of Rusty’s is the sense of bravery he emits, affecting anyone who sees him. It’s an interesting and uncontrolled effect, possibly stemming from his mystical connection to the idea of a Wild West hero.

 

History:

        Rusty Sprocket began as one of several nameless animatronic cowboys used as attractions at the struggling Wild Sands Amusement Park. By the time of the “incident,” the park had fallen into a certain amount of disrepair, with the animatronics in particular suffering from a lack of attention. As a result, everyone was surprised when in the wake of a fight between the mystical supervillain Arcanix, and the hero Gatekeeper one of the robots came alive and in perfect condition, declared that it was time for it to move on, and sauntered out of the park.

        Since then the metal cowboy, who goes by the name Rusty Sprocket, has been sighted across the United States, oftentimes appearing in the middle of magical crises. In all such cases, Sprocket immediately jumped into the fray, firing away with his six guns, disappearing shortly after claiming “my work here is done. Probably best if ol’ Rusty moves on.”

        Within the last four months, Sprocket has appeared and apparently settled in Freedom City, possibly drawn by the high level of magical activity in the city. He has gotten a job at Mother Theresa’s Saloon, a dive bar even by the standards of the Fens. Sprocket appears to take his work as a bouncer, and has taken it upon himself to protect the bars regulars, as well as the people in the neighborhood. This has led the animatronic gunslinger into several conflicts with local gangs, all of which have gone Sprocket’s way…so far.

 

Personality & Motivation:

In regards to basic personality, Rusty Sprocket is the archetypal Wild West hero. He’s honest, straightforward, honorable, brave, and chivalrous, all to a fault. No matter the situation, Rusty will try and do what’s right, as he sees it.

        What’s interesting about Rusty is his memory. Despite being only five years old, he has a full set of memories spanning the entirety of the Wild West, mixed in with fragments drawn from Western films and folklore. He claims to have participated in the Earp Vendetta Ride (complete with disturbingly accurate and vivid anecdotes), been trained to shoot by Pecos Bill, and believes he travelled with Rooster Cogburn on a couple occasions. If the contradictions or impossibility of his recollection are ever brought up, Rusty simply shrugs them off. He is singularly uninterested in exploring the mysteries of his nature or origins.

        He just keeps moving forward, fighting the good fight.

 

Powers & Tactics:

        You wanna know what I can do? Well, son it’s pretty darn simple. I’m a bit of a pistolero, not the fastest or the best shot, but pretty close. Been trained by the best, ol’ Pecos, Wild Bill, Doc, I even got a few pointers from Annie Oakley back when she was with Buffalo Bill. With that kind of training, there ain’t much I can’t hit with a six-gun. Pecos even showed me how to shoot a man’s trigger finger off, so’s you don’t have to kill him. Good man, Pecos. Miss the old dog.

        As for the other thing? I dunno, it’s just one of them things. Folks just seem to get some iron in their spine when I’m around. From what I hear it’s something to do with what I am, some kinda “in-car-nat-ed arch-e-type.” Anyway, it helps folks, and that’s what matters.


 

Complications

:

Honor

: The Cowboy Code (Never lie, never cheat, never curse or spit in front of women and children, never shoot an unarmed man, think John Wayne in most John Ford films.)

 

Responsibility

: Mother Theresa’s Saloon (A bar full of outcasts, screw-ups, ne’er do wells, and hard-luck cases who Rusty gets along with and feels responsible for.)

 

 

 

Abilities
: 4 + 14 - 10 + 0 + 6 + 6 = 20PP
Strength: 14 (+2)
Dexterity: 24 (+7)
Constitution: - (-)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 16 (+3)
 
 
Combat
: 10 + 10 = 20PP
Initiative: +7
Attack: +5 Melee, +5 Ranged (+9 Blast)
Grapple: +0
Defense: +7 (+5 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -0
 
 
Saving Throws
: 0 + 8 + 4 = 12PP
Toughness: +10 (+0 Con, +10 [Tough])
Fortitude: - (-)
Reflex: +15 (+7 Dex, +8)
Will: +7 (+3 Wis, +4)
 
 
Skills
: 16R = 4PP
[Concentration] [4] (+[7])
[Craft (Mechanical)] [3] (+[3])
[Ride] [4] (+[11])
[Language (Spanish)] [1]
[Notice] [1] [+4]
[Intimidate] [1] [+4] 
[Sense Motive] [1] [+4]
[Diplomacy] [1] [+4]
 
 
Feats
: 16PP
[Ambidexterity]
[Attack Specialization (Blast) 2]
[Improved Ranged Disarm]
[Dodge Focus 2]
[Quickdraw]
[Tough 10]
 
 
 
Powers
: 31 + 26 + 21 = 78PP
 
Immunity 30 (Fortitude
, Descriptors; 
Feats
: Innate; 
)
 {31PP}
 
 
Emotion Control 8 (
The Spirit of Hope, Magic; 
Extras
: Burst (+1), Duration (Continuous, +1), Contagious (+1); 
Flaws
: One emotion (Hope), Sense-dependent: visual, (seeing Rusty); 
Feats
: Subtle 2; 
)
 {26PP}
 
 
Device 7 (
Rusty’s Six-Shooters, magical, Justice; 5PP Container;  
Flaws
: Easy-To-Lose, ???; 
[21PP]
[device]
Blast 10 (
Magic bullets, magical, Justice; 
Extras
: Penetrating
Feats
: Affects Insubstantial (2), Precise, Ricochet, Split Attack; 
)
 [35PP][/device]
 
 
 
DC Block
 
 
 
ATTACK      RANGE      SAVE                                      EFFECT
 
Unarmed     Touch        DC15 Toughness (Staged)     Damage (Physical)
 
Blast       Ranged       DC 25 Toughnesss            Damage (Physical, magical)
 
 
 
 
 
Totals: Abilities (20) + Combat (20) + Saving Throws (12) + Skills (4) + Feats (16) + Powers (78) - Drawbacks (0) = 150/150 Power Points

 

 

 

 

Edited by The_Wizard_Burke

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Now I'm seeing more mistakes/ways to make this work better now that I'm starting to remember more about M&M. So...I'm going to take this back to the drawing board, and repost it when I get it better worked out.

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