Gunnars

From Pirates vs. Ninjas Wiki
Jump to: navigation, search

Summary

Gunnars prefer to let their pistols do the talking, and they speak loudly. Gunnars are magnificent attacker that uses their precise shots and rapid fire to eviscerate their foes. Most of them are also accomplished mechanics since they need to be able to fix and repair their own guns.

High Level Gunnars can fire accurately and with many attacks a round. They can draw their weapons with lightning speed, and some of them can even fix and create machines.

History

Pirates and guns go together in sweet harmony and always have, but the Gunnars have taken it to a new level. With a combination of scientific knowledge and experimentation, they have pushed their usage of the gun to its out-limits. In the process, they invented some pretty nifty things too.

The Gunnars have been around forever, but they've drastically changed in the last 40 years. Originally just a group that fired guns with reckless abandon, the Gunnars are now some of the most methodical pirates. This is almost entirely thanks to the guild G&W (Goggles and Wrench) which is responsible for the invention of the steam hydraulics along with various mechanical advancements. Since then, Gunnars have been known just as much as mechanics as they have been crackshots.

Their official leader is a man known as Crackshot Buck Williams, a well-versed Gunnar who could shoot the hair off the back of a fly at 200 yards. However, some view the current head of G&W, Tinkerin' Tim Daughtery, as the true leader of the Gunnars. While the debate is heated, neither of the actual men seem to care. Crackshot is too busy improving his art to care if anyone thinks he's not the real leader and Tinkerin' Tim is too enraptured by his inventions to notice anyone's mentioned his name.

Ultimately, both men are viewed with great respect. Crackshot has been the hero of quite a few battles himself, and Tinkerin' Tim has pushed Pirate science to a point where it's making Ninja society nervous. Having good boats and ruling the seas was fine for the Ninjas, but the second the Pirates were able to take to the skies thanks to Tinkerin' Tim's genius, the ninjas started to take note. No matter who you consider the leader of the group, no good pirate ship is complete without a Gunnar.

Attribute Scores

Gunnars need both precision and agility. Precision to fire their guns properly and repair them, and agility to make multiple attacks and pull off ridiculous stunts.

Abilities

Level 1

Mistarr Good Wrench
Pirate 1
Cost: Passive
Gunnars are master mechanics and know their way around anything mechanical. Gunnars gain a +2 to any check to fix mechanical objects.


Double Tap
Pirate 1
Cost: 2
The Gunnars always make sure to fire twice at a target they intend to kill. The Gunnar rolls precision once to fire a volley of 2 shots up to 20 squares away and does 5 damage twice if he hits.


Spin to Win
Pirate 1
Cost: 1
Gunnars know how to twirl this guns in an impressive display. By delaying their attack until the very last action in the turn, the Gunnar can spin their guns impressively and throw their foes off guard. This stunt gives the opponent a -1 to the opponent's dodge on the Gunnars attack. The Gunnar can't already be going last in the turn to use this.


Level 2

Keep Your Grip
Pirate 2
Cost: 6
Gunnars are expert shots that can even shoot the weapon out of an opponents hand. Gunnars fire against an opponent's agility with a -6 to precision (-4 for large weapons). If they hit, the opponent drops his weapon. Picking it back up takes no real time, but if an ally can get to it before the opponent does, he may have nothing to fight back with.


Mechanical Genius
Pirate 2
Cost: Passive
The Gunnars are brilliant mechanics and can reverse engineer devices that would baffle others. Whenever a Gunnar comes against a piece of technology that he or she does not know what it does, they can spend a day examining it. If the technology is not completely new to them (an artifact or something that uses a new type of science), the Gunnar can reproduce it with the right materials and time.


Black Powder Leap
Pirate 2
Cost: 2
The Gunnar has learned to use his or her guns to change the trajectory of his jump by firing a barrage of shots. This ability has 3 uses. It can be used to increase a jump by 5 squares, it can be used to stall a character in mid-air for 1 turn, or it can be used to allow the character to move horizontally while falling as if they were on the ground.


Dead-Eye Ace
Pirate 2
Cost: Passive
The Gunnar is a master of precision accuracy and gains newfound inner energy from each successfully placed shot. Whenever the Gunnar with this ability rolls to hit and succeeds, they gain back 1 Life. For multiple hit abilities where you roll once, this only gives back 1 life total, but moves with multiple attack rolls give back Life for each hit.

Level 3

Cross Arm Draw
Pirate 3
Cost: Passive
Gunnars have learned through testing that drawing your weapon with the opposite hand allows you to draw your weapon significantly faster. Gunnars with this ability always go first in the first round of combat unless it was a surprise attack or someone spends an awesome point to go first.


Bullet Dance
Pirate 3
Cost: 8
The Gunnar loves to show off with a fancy set of shots over the shoulder and behind the back. The Gunnar rolls only one attack roll at a -2 to precision but makes a number of attacks equal to his Agility score. Each of these attacks does 5 damage. This attack has a range of 10. These attacks can be used on different targets.


Whip it!
Pirate 3
Cost: 4
The Gunnar knows all ways to use a Gun in combat, even as a bludgeoning weapon. The Gunnar flips around and beats his opponent in the head with the gun's handle. This attack does 15 damage.


La' Croiux Missile Spam
Pirate 3
Cost: 12
Sometimes the best solution is just to throw as many explosive devices at the problem as possible. When the Gunnar uses this attack, he unleashes every explosive he has on his person (even if it doesn't ever seem to hit). This attack hits at a -2 to precision. This hits up to 15 squares away and hits everything in a 8 square radius. This attack does 15 damage.


Cannon Training
Pirate 3
Cost: 5
The cannon is the quintessential Gunnar weapon. Something about its raw power just makes people appreciate it all the more. What people DON'T know is that using a cannon well actually requires quite a bit of training and experience. Gunnar's with this ability can use any cannon. The cost for this ability represents the life cost to load and fire the cannon. Mundane cannons do 25 damage. It also takes 2 full turns worth of moves to reload a cannon (3 people in tandem can fire a cannon every round if they're spending 5 life each, but it only costs 5 life total for one person loading it). If a person is not trained in this ability, it instead takes twice the turns and life to use a cannon. Cannons have an average range of around 50 squares. More powerful cannons can do more damage and cost the same life to fire, but often are too big to move from their position.


Canonical Team-up
Pirate 3
Cost: 12
Another Cannon technique. Some Cannoneers have learned to load cannons in a slightly different way. This method allows the Gunnar to fire willing allies (or unwilling corpses) out of the cannon. This technique has 2 benefits. First, this allows the Gunnars to move his or her ally up to 20 squares from the cannon. Secondly, if the ally lands in the same square as an opponent, the ally gets to add 20 damage to their next attack if they use it on that opponent at the moment of impact. If the person fired out of the cannon does not or cannot attack, use the Gunnar's precision and do a flat 20 damage on the attack.


Level 4

Triple Tap
Pirate 4
Cost: 7
If two shots won't take them down, 3 will. The Gunnar rolls precision once to fire a volley of 3 shots up to 10 squares away at a -2 to hit. If he hits, he does 10 damage 3 times.


Point Blank Shotgun
Pirate 4
Cost: 8
Guns hurt. They hurt even more when jammed in your gut and fired. This melee range attack with a gun does 20 damage.


Submachine Fun
Pirate 4
Cost: 10
Gunnars have recently discovered how to make guns that fire very VERY fast. Only they know how to wield these effectively. This attack hits at a range of 10 squares in a 4 square radius. Anyone hit by this attack takes 15 damage.


Eagle Eye
Pirate 4
Cost: 7
Some Gunnar's keep a special lens to help their aim. By spending an entire turn to set it up, the Gunnar gains a +2 to Precision for the rest of combat, but suffers a -1 to agility as they cannot see as many attacks coming. This ability cannot lower agility below 1.


Level 5

Crackshot Trickshot
Pirate 5
Cost: 20
Crackshot's favorite trick, this attack actually works best with another attacker or another trick up the Gunnar's sleeve. This attack is fired with a precision roll. However, the Gunnar fires in a way that the attack's actual damage delays until the Gunnar's next attack. While two precision rolls are required, the two attacks are treated as the same attack for the purpose of piercing Damage Reduction. This attack does 30 damage.


Tinkerin' Fool
Pirate 5
Cost: Passive
Tinkerin' Tim is a fan of inventions that help out an ally in need. These have lead to some brilliant inventions and some horrible flops. When the Gunnar takes this ability, he gain 10 character points for the purpose of creating an item that mimics an ability known by one of his allies (Effectively, 1 level 5 pirate ability). Point costs for Ninja skills still count (they're harder to understand). This allows that ally access to the ability for free. However, the double life cost for using abilities off of items still counts, and the characters cannot use passives off the item without spending points. When done with the invention, the Gunnar can tear it apart and gain the character points back to invent something else. This can be used on multiple inventions and can be taken more than once to get more character points for the purposes of invention. GM's may also approve other uses of this ability to create inventions that are not covered by abilities. For instance, a GM might allow a character with this ability to create a quick burrowing vehicle or a device to keep the party warm in a cold climate.


Bullet #9
Pirate 5
Cost: 20
Some Gunnars have discovered a new bullet formula that, when fired, a beam of explosive energy blows down everything in its path. This attack takes one move action to prep and does 30 damage to everything in a straight line for 100 squares. Any mundane objects in the way of this shot are instantly incinerated.


Overdrive
Pirate 5
Cost: Variable
Well-trained Gunnars know how to unleash an unstoppable barrage of bullets. Upon activating Overdrive, a Gunnar can unleash any number of attack with 10 range each. The damage for these attacks is the average of the Gunnar's agility and precision (round up). Each attack costs the number of attacks that have been activated that turn. So, 1 attack costs 1, 2 attacks cost 3 (1+2), and 3 attacks cost 6 (1+2+3). Roll for every attack.