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View Full Version : Character for Review: The Bowman



JmOz
Feb 10th, '04, 06:17 AM
Okay, I have posted a couple of threads about this recently, and while I am still working on the disads, I am finaly satisfied with the skills/powers/perks/talents/characteristics of the character (Had to sacrifice some)

Arrow count: 75

<font size=+1><b>Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>7&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 125

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Armored Costume: </i></b>Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Shot: </i></b>Find Weakness 11- (Related Group of Attacks) (20 Active Points); only vs PD portion of defenses, Affects One Type Of Defense (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30&#160;&#160;</td><td><b><i>Bow and Arrow: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Reinforced Bow: </i></b>Hand-To-Hand Attack +5d6, Reduced Endurance 0 END (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>2) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Armor Piercing x1 (+1/2) (60 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Reduced Penetration (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Diamond Tip Arrow: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Blast Arrows: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Concusion Blast Arrows: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Flash Arrows: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Bomb Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. ED), Penetrating (+1/2), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>9) <b><i>Sonic Arrow: </i></b>(Total: 59 Active Cost, 19 Real Cost) Flash 2d6 (Hearing Group), Continuous (+1), Explosion (-1 DC/4"; +1 1/4) (19 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) (Real Cost: 9) <b>plus</b> Energy Blast 2d6 (vs. ED), Explosion (+1/2), Continuous (+1), Attack Versus Limited Defense (+1 1/2) (40 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) (Real Cost: 20)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Smoke Arrows: </i></b>Change Environment 4" radius, -5 PER Roll: Normal Sight, 12 Continuing Charges lasting 1 Turn each (+1/4), Autofire (3 shots; +1 1/4) (57 Active Points); Explosion (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>11) <b><i>Bola Arrows: </i></b>Entangle 3d6, 6 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4) (56 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>12) <b><i>Gas Arrows: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>13) <b><i>Glue Arrow: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>14) <b><i>Sucsion Cup Arrows: </i></b>(Total: 60 Active Cost, 21 Real Cost) Clinging (normal STR) (Real Cost: 10) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Recoverable Charges (-3/4), Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4) (Real Cost: 16) <b>plus</b> Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>15) <b><i>Oil Slck Arrow: </i></b>Change Environment 4" radius, -6 to Dex Based rolls to move through area (30 Active Points); 3 Charges (-1 1/4), Only Characters Moving on the ground (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td><b><i>Utility Belt: </i></b>Multipower, 6-point reserve, all slots: (6 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>3) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>4) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: IIF (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>1) Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>3) Flash Defense (5 points) (Hearing Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td>4) High Range Radio Perception (12 Active Points)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 117


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 vs.Range on Archery&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 Archery&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Climbing 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Concealment 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Deduction 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Paramedics 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Shadowing 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Stealth 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>WF: Bows, Karate Weapons, Small Arms&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>AK: Campeign City (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Conversation 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Persuasion 12-&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Skipover Sprayfire&#160;</td></tr></table><b>Skills Cost: </b>80

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Vehicles & Bases (100 Base, 15 Disad)&#160;</td></tr></table><b>Perks Cost:</b> 22

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 6


<b>Total Character Cost:</b> 350


<b>Base Points:</b> 200
<b>Experience Required:</b> 150
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0


Background Notes: He is a police officer, brother was injured in a gang drive by, brother is a genius, brother is now restricted to a wheel chair (Brother=DNPC/Usefull skills). Character decided to take to the streets, brother helped outfit him, money fo gear comes from aborted drug deals, character is a succesful amature archer (won a few local tournaments). Why bow instead of gun: Guns injured his brother and are the weapon of the enemies, wanted to make sure that it was known that it wasn't just another ganng attacking them. Note in Civilian ID he carries a gun and handcuffs, not pointed as it should be of limited use in game, but worth noting:

Still trying to come up with Explanatin for 75 arrows

He is a detective

JmOz
Feb 10th, '04, 06:22 AM
<font size=+1><b>Arrow Bike</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>24&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>42</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>26</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>20"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>-12</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 54

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td>+5 DEF (15 Active Points); Coverage does not protect passengers (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">36&#160;&#160;</td><td> +20" Ground Movement (20" total), x4 Noncombat (45 Active Points); Only On Appropriate Terrain (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Radio: </i></b>High Range Radio Perception (12 Active Points); OIF Bulky (-1), Sense Affected As Hearing and Radio Groups (-1/4)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 51


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+3 With Ground Movement&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 with Combat Driving&#160;</td></tr></table><b>Skills Cost: </b>10




<b>Total Character Cost:</b> 115

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Physical Limitation: Two Wheeled (Infrequently; Slightly Impairing)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Distinctive Features: Modified Motorcycle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 15

<b>Base Points:</b> 100
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Total Cost: 100/5=20

JmOz
Feb 10th, '04, 06:45 AM
Some art:

Choose the one you like better

JmOz
Feb 10th, '04, 06:48 AM
And choise two

Bengal
Feb 10th, '04, 09:09 AM
the only three things that jumped out to me are:

29 Dex. I don't know what your campaign limits are, but three times the normal human max is a hard one to explain without some sort of enhanced metahuman nature. Not impossible or clearly wrong, just put up a stop sign to me.

30 End. You're going to need at least 40 to get around and do the athletic things you want to do, especially with a 6 speed. I would shoot for 40-50.

75 arrows. Do you really think you will ever need more than 10 or 12? 24 to 36 (depending on the writer) Is how many Hawkeye and Green Arrow carry, and in Hawkeye's case, that includes his trick arrows.

Out of the three, I think that the only one which is going to cause you a headache in play is the 30 End. My suggestion is to sacrifice 3-5 points of Dex in favor of Con. The other two won't cause you any game issues, but you'll have to come up with some metagame answers as to why he's quicker than Batman and carries about three quivvers around with him.

As far as the pictures go, I like the second one marginally better, but they're practically the same.

innominatus
Feb 10th, '04, 09:38 AM
Not a bad little character! Reminds me a lot of the Rainbow Archer from "Enemies III" and "Classic Enemies". A couple of remarks:

1.) I notice the character doesn't have the Weaponsmith skill. Should he? Or does he contract out the construction of his arrows to someone else? (If he farms it out, expect the hero's enemies to use that fact to try to track down your Secret ID; after all, there can't be too many people in the campaign area with that kind of skill).

2.) One lucky Grab or an Area Effect Entangle and the character is TOAST! Have you considered giving him some sort of a backup plan (Martial Arts, Escape Artist Skill, or a Penetrating RKA "acid vial" to break out of Entangles)?

3.) Just some food for thought as an alternate way to construct the Bow & Arrows set. The 3rd Edition version of Rainbow Archer defined her Multipower as *JUST* the arrows in the quiver; she bought the reserve as OIF (since it's hard to just grab away a quiver that's strapped to someone's back) and the individual arrow slots as OAF (once the arrow is out of the quiver, it's easy to grab it out of someone's hand). All the slots also had the Limitation "No Range". Then she bought the bow itself as a separate OAF, and it basically served to just "buy off" the No Range Limitation on the Arrow Multipower. This allowed Rainbow Archer to still use the arrows in hand-to-hand combat (like Legolas when he was stabbing orcs in the eye with handheld arrows), and could be a nasty surprise to an opponent who Grabs away your bow thinking you'll then be helpless...

4.) For the Utility Belt, remember: the cheapest Skill Levels you can apply Limitations to are the 5-pointers; you'd need to increase the Reserve on that MP to 10 pts. at the minimum.

5.) It's spelled "suction".

6.) Be sure to point out to your GM well in advance about the Find Weakness; suddenly springing on your GM that your 60 pt. Multipower is now suddenly Armor Piercing might make him feel like he's been sandbagged. Also, I'd wonder about the value of having Find Weakness on a character like this; since his specialty seems to be attacking opponents from a safe distance, you'll probably have some hefty penalties when you try to Find Weakness from so far away. You might ask your GM is you could buy some Range Levels or the equivalent for the Find Weakness, so you can spot the chinks in the bad guys' armor from further away.

7.) Just my personal preference, but the "Reinforced Bow" MP slot just doesn't pass the "smell test" in my book. In order for it to be sturdy enough to be an effective H-T-H weapon, the bow would be far too rigid for a person with normal human strength to draw back. Better to beef up his hand to hand ability with some Martial Arts, or the aforementioned ability to use arrows with your bare hands....

Blue
Feb 10th, '04, 09:51 AM
If your GM allows those no-END skills and skill levels into the Multi-power then I'd say you're in business. Otherwise I think everything looks fine.

JmOz
Feb 10th, '04, 09:57 AM
Originally posted by innominatus
Not a bad little character! Reminds me a lot of the Rainbow Archer from "Enemies III" and "Classic Enemies". A couple of remarks:

1.) I notice the character doesn't have the Weaponsmith skill. Should he? Or does he contract out the construction of his arrows to someone else? (If he farms it out, expect the hero's enemies to use that fact to try to track down your Secret ID; after all, there can't be too many people in the campaign area with that kind of skill).

2.) One lucky Grab or an Area Effect Entangle and the character is TOAST! Have you considered giving him some sort of a backup plan (Martial Arts, Escape Artist Skill, or a Penetrating RKA "acid vial" to break out of Entangles)?

3.) Just some food for thought as an alternate way to construct the Bow & Arrows set. The 3rd Edition version of Rainbow Archer defined her Multipower as *JUST* the arrows in the quiver; she bought the reserve as OIF (since it's hard to just grab away a quiver that's strapped to someone's back) and the individual arrow slots as OAF (once the arrow is out of the quiver, it's easy to grab it out of someone's hand). All the slots also had the Limitation "No Range". Then she bought the bow itself as a separate OAF, and it basically served to just "buy off" the No Range Limitation on the Arrow Multipower. This allowed Rainbow Archer to still use the arrows in hand-to-hand combat (like Legolas when he was stabbing orcs in the eye with handheld arrows), and could be a nasty surprise to an opponent who Grabs away your bow thinking you'll then be helpless...

4.) For the Utility Belt, remember: the cheapest Skill Levels you can apply Limitations to are the 5-pointers; you'd need to increase the Reserve on that MP to 10 pts. at the minimum.

5.) It's spelled "suction".

6.) Be sure to point out to your GM well in advance about the Find Weakness; suddenly springing on your GM that your 60 pt. Multipower is now suddenly Armor Piercing might make him feel like he's been sandbagged. Also, I'd wonder about the value of having Find Weakness on a character like this; since his specialty seems to be attacking opponents from a safe distance, you'll probably have some hefty penalties when you try to Find Weakness from so far away. You might ask your GM is you could buy some Range Levels or the equivalent for the Find Weakness, so you can spot the chinks in the bad guys' armor from further away.

7.) Just my personal preference, but the "Reinforced Bow" MP slot just doesn't pass the "smell test" in my book. In order for it to be sturdy enough to be an effective H-T-H weapon, the bow would be far too rigid for a person with normal human strength to draw back. Better to beef up his hand to hand ability with some Martial Arts, or the aforementioned ability to use arrows with your bare hands....

Wow, some good food for thought:

1)His background blirp covers this, his brother, a DNPC will be his tech boy

2) I KNOW, MA is on the short list of things to buy

3) Actualy No Range would be wrong, and I hate the LBO method. HOWEVER I considered making it Range Based on Str, then buying the bow as extra Str, only to throw arrows (a -1 or -2, I would say). Put simply I did not have the points to seriously consider this, but as an outlet for XP I will keep it in mind...

4) You are mistaken, the lowest combat skill is 5 points, the lowest skill level is 3 (And what they are built with). See 5E pg 49, c 1 p. 3

5) I so suck at spelling, thank you

6) I need to have a talk to him about the -1 lim on the Find Weakness as is, so he will know about it. However my damage is on the low side for the game (10-18 DC) so I am not to worried about it. I will also point out that with slot 2 I will be essentialy 1/4 damage with a single roll. Plus it is payback, in my campeign he had a ungodly Find Weakness roll and a 14d6 Offensive Strike

7) I will be honest, I'm not that attached to this ability BUT as it stands right now I have VERY little in HtH and felt I needed something but was running out of points...

JmOz
Feb 10th, '04, 09:59 AM
Originally posted by Blue
If your GM allows those no-END skills and skill levels into the Multi-power then I'd say you're in business. Otherwise I think everything looks fine.

MP have no inherent limitations about no END on them, that is only on EC's...HOWEVER Skills as powers are special so I will still need his Okay

JmOz
Feb 10th, '04, 10:03 AM
Originally posted by Bengal
the only three things that jumped out to me are:

29 Dex. I don't know what your campaign limits are, but three times the normal human max is a hard one to explain without some sort of enhanced metahuman nature. Not impossible or clearly wrong, just put up a stop sign to me.

30 End. You're going to need at least 40 to get around and do the athletic things you want to do, especially with a 6 speed. I would shoot for 40-50.

75 arrows. Do you really think you will ever need more than 10 or 12? 24 to 36 (depending on the writer) Is how many Hawkeye and Green Arrow carry, and in Hawkeye's case, that includes his trick arrows.

Out of the three, I think that the only one which is going to cause you a headache in play is the 30 End. My suggestion is to sacrifice 3-5 points of Dex in favor of Con. The other two won't cause you any game issues, but you'll have to come up with some metagame answers as to why he's quicker than Batman and carries about three quivvers around with him.

As far as the pictures go, I like the second one marginally better, but they're practically the same.

75 Arrows is a lot and a concern of mine.

END is also a concern (I hate selling back stats) but I don't think I will be using all that much END (Note the character is a ranged combatant with charges up the wazoo). Only for Movement and an occasional fist fight

No NCM debates pleace, put simply around here human limit is 30 (though rare). Bats would have about 25, Nightwing probably 28. I might put some down, but my defenses are on the low side and I want a high DCV

misterdeath
Feb 10th, '04, 10:09 AM
Assuming a Champions Normal universe, and it's character norms (31+ is superhuman)...

You've got 20PD/ED with 10 Resistant, that's average. So, I'd probably take the Combat Luck away and use the points on giving him back the End you bought down. Or, buy up the Rec, but that's probably not cost efficient.

I don't have a problem with the skills in MP, just like I don't have a problem with the Reinforced Bow problem. But, I'm a kind GM.

He's got a high OCV/DCV (12 with levels) but a low damage (8d6 AF). He does have a few odd attacks (gas, sonic AVLD) that might turn the tide vs someone other than the agents.

He strikes me as someone "Street Level".

Oh, yeah, re: 75 arrows.

Explanation 1: Obviously you don't have that many on you. You just have the right number to do what you want and need to do. You're just lucky that you have the right arrows for the job.

"Good thing I packed all 3 of my Sonic Arrows, isn't it."

Explanation 2: Good thing little brother developed *Pym Particle Analog Quiver*. You've got one each of the multiple types of arrows available, then when you pull that one out, another un-shrinks to full size and is available for use.

D

JmOz
Feb 10th, '04, 10:14 AM
My highest damage is 4d6 RKA 3rc, but otherwise you are right my damage is very low, you are also correct that he screams street level, it was intended...

Doug McCrae
Feb 10th, '04, 11:08 AM
Originally posted by JmOz
No NCM debates pleace, put simply around here human limit is 30 (though rare). Bats would have about 25, Nightwing probably 28. I might put some down, but my defenses are on the low side and I want a high DCV In the comics I don't recall Hawkeye/GA being really good dodgers like Spider-man or Beast. Nor do they have good defences of course. IRL they'd just get shot.

revanick
Feb 10th, '04, 11:47 AM
Since this is high tech, declare you have 24-36 SHAFTS, and the way you remove the shaft from the quiver determines what arrow head gets attached. I could see a three position auto feed since you have autofire. Straight out give you broad head, clockwise spin give you explosive, counterclockwise gives you gas, tug left gives you... etc. This allows you to have a fixed number of charges for a given type of attack with 24-36 total shafts. You could also then use the arrow heads themselves for things if you didn't want to waste the shaft, such as doing a lob, hand granade style, with the explosive arrow head.

Another thought that wouldn't be as pretty would be extending arrows. Have them only 8 inches long in compact form in smaller pouches around the body. The drawing of the bow after they have been nocked on your special bow extends the shaft to full lengh and releases the safety on the specialty arrows.

Enforcer84
Feb 10th, '04, 01:14 PM
Originally posted by Doug McCrae
In the comics I don't recall Hawkeye/GA being really good dodgers like Spider-man or Beast. Nor do they have good defences of course. IRL they'd just get shot.

But its not Hawkeye or Green Arrow, its Bowman.

JohnOSpencer
Feb 10th, '04, 01:38 PM
Looks good. It would fly in my campaign. And looks alot like the ones I've made up.
RE:75 Arrows. Who cares? It's a superhero game. How does Superman conceal his identity with a pair of glasses. How does that death ray work. It's comic book convention. Though I do like Misterdeaths first explanation.


John Spencer

Vorsch
Feb 10th, '04, 02:12 PM
The -1 lim on the find weakness is a bit worrying, i presume it will halve the cost of levels with FW from 5 to 2.5. Cos if it does it is more powerfull than basic FW with 1 attack and cheaper to make better.

Or am i missing something about the only Pd lim, cos it works with most of your offencive arrows bar the bomb types. I presume it FW against armour and damage res not just straight Pd.

Gary Ciaramella
Feb 10th, '04, 02:58 PM
I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D

JmOz
Feb 10th, '04, 03:58 PM
Originally posted by Gary Ciaramella
I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D

I realise that I will not use up all the arrows, the problem comes with the heads. I think I will be adding the following Lim: May only use up to 36 charges before charges must be recovered or return to a location with more arrows (Bike, Base, etc...0 or I might pass it off as a cinimatic type ability (John Wayne walks into a bar and shoots 7 people with a six shooter type of thing)

As for the liefild coment...No reason to get insulting :)...

JmOz
Feb 10th, '04, 04:03 PM
Originally posted by Vorsch
The -1 lim on the find weakness is a bit worrying, i presume it will halve the cost of levels with FW from 5 to 2.5. Cos if it does it is more powerfull than basic FW with 1 attack and cheaper to make better.

Or am i missing something about the only Pd lim, cos it works with most of your offencive arrows bar the bomb types. I presume it FW against armour and damage res not just straight Pd.



Originaly it was going to be on PD based defenses (and under half of my attacks target PD). But now I think I will say it is based on the F/X of Physical Armor, either natural or external so I could use it on someone such as the Thing or Grodd, but not against Superman. By the way this lim is based on what 5e says for value but I need to talk to my GM about it still...

JmOz
Feb 10th, '04, 04:05 PM
Originally posted by JohnOSpencer
Looks good. It would fly in my campaign. And looks alot like the ones I've made up.
RE:75 Arrows. Who cares? It's a superhero game. How does Superman conceal his identity with a pair of glasses. How does that death ray work. It's comic book convention. Though I do like Misterdeaths first explanation.


John Spencer

Thank you for the support.

I have to admit I like it as well, say that I keep extra Shafts on the Bike and I am ready to go.

JmOz
Feb 10th, '04, 04:22 PM
Originally posted by Doug McCrae
In the comics I don't recall Hawkeye/GA being really good dodgers like Spider-man or Beast. Nor do they have good defences of course. IRL they'd just get shot.

I disagree, I have seen Hawkeye runnnig through Hydra agents taking shots, I have see GA (both of them) jumping into the middle of mooks, etc. I have seen both getting shot at and avoiding it. Plus both you listed (Beast and Spiderman) have superhuman agility, this means they have 30+ Dex IMO. Again I'm not saying I won't drop some dex, just that it is still in setting for it to be this high...

Vorsch
Feb 10th, '04, 05:30 PM
Depends purely on what you assume to be superhuman dex, i go with 20 max, 5e says 30, fine as well. depends on the campaign.

Ps alot of my Supers have 20<dex 4<spd, especialy physically normal mutants

JmOz
Feb 12th, '04, 04:15 PM
Okay Version 2.0

Arrows: 60

<font size=+1><b>The Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>7&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 125

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Armored Costume: </i></b>Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 11- (Basic Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: IIF (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>1) Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>3) Flash Defense (5 points) (Hearing Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30&#160;&#160;</td><td><b><i>Bow and Arrow: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Blast Arrows: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Concusion Blast Arrows: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Flash Arrows: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Acid Arrows: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Area Of Effect (One Hex; +1/2), Sticky Standard (+1/2), Continuous (+1), Penetrating (x2; +1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Sonic Arrow: </i></b>(Total: 59 Active Cost, 24 Real Cost) Flash 2d6 (Hearing Group), Continuous (+1), Explosion (-1 DC/4"; +1 1/4) (19 Active Points); Beam (-1/4), 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4) (Real Cost: 13) <b>plus</b> Energy Blast 2d6 (vs. ED), Explosion (+1/2), Continuous (+1), Attack Versus Limited Defense: Flash Defense: Hearing (+1 1/2) (40 Active Points); 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4), Beam (-1/4) (Real Cost: 27)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>9) <b><i>Smoke Arrows: </i></b>Change Environment 4" radius, -6 PER Roll: Normal Sight, Conforming (+1/2) (37 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Explosion (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Gas Arrows: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>11) <b><i>Bola Arrows: </i></b>Entangle 3d6, 6 DEF, Takes No Damage From Normal Physical Attacks Limited Group (+1/4) (56 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4), Cannot Form Barriers (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>12) <b><i>Glue Arrows: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>13) <b><i>Oil Slick Arrow: </i></b>Change Environment 4" radius, -6 to dex based rolls to move through the area (30 Active Points); 3 Charges (-1 1/4), Only characters moving on the ground are affected (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>14) <b><i>Sucsion Cup Arrows: </i></b>(Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (Real Cost: 10) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 23) <b>plus</b> Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Utility Belt: </i></b>Multipower, 12-point reserve, all slots: (12 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Radio: </i></b>High Range Radio Perception (12 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Brass Knuckles: </i></b>Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>3) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>4) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>5) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>6) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 110

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Weapon Element: Clubs, Fist-Loads&#160;</td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Archery&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr></table><b>Martial Arts Cost:</b> 28

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 With Combat Archery&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 vs. range on Archery&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Skipover Sprayfire&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>AK: Campeign City (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Climbing 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Concealment 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Conversation 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Deduction 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Paramedics 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Persuasion 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Shadowing 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Stealth 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>WF: Bows, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>79

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr></table><b>Perks Cost:</b> 2

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 6


<b>Total Character Cost:</b> 350


<b>Base Points:</b> 200
<b>Experience Required:</b> 150
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Agent X
Feb 12th, '04, 04:48 PM
Originally posted by Gary Ciaramella
I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D Shoot, in most of the games I've played in 16 charges of attack powers is more than enough. So what? If the man wants 75 arrows, let him.

Agent X
Feb 12th, '04, 04:49 PM
Originally posted by JmOz
I disagree, I have seen Hawkeye runnnig through Hydra agents taking shots, I have see GA (both of them) jumping into the middle of mooks, etc. I have seen both getting shot at and avoiding it. Plus both you listed (Beast and Spiderman) have superhuman agility, this means they have 30+ Dex IMO. Again I'm not saying I won't drop some dex, just that it is still in setting for it to be this high... You're on the right track. Don't listen to him.:)

Madstone
Feb 12th, '04, 05:00 PM
I like him. And I was glad to see this character posted because I'm working on catapultry (slingshot) character (Madstone), and you gave me some good ideas. I’m still working on some bugs, and now you all gave me more to think about. Hopefully he’ll get to the posting for review stage soon, too.

Re: 75 arrows- I don't really see a problem, but I certainly understand feeling weird about it. Madstone actually uses the high encumbrance posed by such ammunition as one argument for switching weapons.

Re: multipower range: I haven’t actually seen the Rainbow Archer’s new write up. Could someone post the stats on the bow and arrow setup? Madstone is using the Range based on STR lim on the multipower, with full range through the external OAF Slingshot, much like JmOz was positing. And originally I did design the Slingshot as extra strength, but I realized that a brick using a bow or slingshot really can’t shoot any further, so that was out.

As far as the pictures go, I like the black costume better…except for the cheesy smile. Of course, I can’t tell what his mouth is doing at all in the second picture 

Final thought (for now): He needs a signature arrow. There are so many archers out there (not complaining, I love ‘em!) that he needs something to set him apart from the crowd. Like a, oh I don’t know…a boxing glove arrow! Ok, maybe not. But I’d still like to see something in there that no other archer (or very few) would have.

Bengal
Feb 12th, '04, 08:01 PM
what about a lightning EB, sticky? then everyone touching the character or touching metal that's touching the character would get a buzz.

Enforcer84
Feb 13th, '04, 12:26 AM
Or a nuclear arrow?

Sorry, having "Youngblood" Flashbacks.

JmOz
Feb 13th, '04, 04:49 AM
One early Idea I had was that his quiver would be able to make an unlimited (0 End) number of the basic arrow (IIRC it would have been a 1d6+1 rka AF-3,AP,0 End, +1 Stub, Beam)

But I decided I wanted to go more Urban flavor

Okay, I need to find a few extra points, want to add a 4 point ability to the costume...

misterdeath
Feb 13th, '04, 06:45 AM
I was discussing with my wife the "I've got more arrows than any person should be able to carry".

She suggested that on each of the slots where it matters, you put a Burnout Limitation. When it Burns out, you've ran out of those type of arrows.

It sort of splits the difference between my earlier "I just plan right/got lucky in having the right arrows" and gives it a mathematical basis for failure. Plus, you can figure based on the percentage chance of rolling the Burnout how many arrows you technically have.

I dunno if you could parlay the 14- Burnout (-1/4) limitation on the MP slots into enough points to buy your mask gadget.

D

Madstone
Feb 13th, '04, 07:28 AM
Originally posted by misterdeath
...She suggested that on each of the slots where it matters, you put a Burnout Limitation. When it Burns out, you've ran out of those type of arrows.


I like this idea. We rarely see the archers run out of the right arrows, but we do see it. It adds a nice bit of dramatic tension. Just remember, this has to go on the slots, not the multipower!

Also, I saw on the FAQ that they suggest a -0 limitation which is that you can only carry so much at a time.

Bengal
Feb 13th, '04, 07:53 AM
Originally posted by misterdeath
I was discussing with my wife the "I've got more arrows than any person should be able to carry".

She suggested that on each of the slots where it matters, you put a Burnout Limitation. When it Burns out, you've ran out of those type of arrows.



Yep your wife is a smartie all right. great idea, perfect mechanic for what I was trying to suggest originally. And I betcha she's a babe too.

JmOz
Feb 13th, '04, 09:52 AM
Originally posted by misterdeath
I was discussing with my wife the "I've got more arrows than any person should be able to carry".

She suggested that on each of the slots where it matters, you put a Burnout Limitation. When it Burns out, you've ran out of those type of arrows.

It sort of splits the difference between my earlier "I just plan right/got lucky in having the right arrows" and gives it a mathematical basis for failure. Plus, you can figure based on the percentage chance of rolling the Burnout how many arrows you technically have.

I dunno if you could parlay the 14- Burnout (-1/4) limitation on the MP slots into enough points to buy your mask gadget.

D

Actualy talked to the GM, HE said that he is using some house rule about essentialy you get extra points but have to buy your everyman skills (End result was I had about 7 extra points). The abiilty BTW was on the costume itself, a+2 to stealth...

misterdeath
Feb 13th, '04, 10:16 AM
Originally posted by Crisis
I like this idea. We rarely see the archers run out of the right arrows, but we do see it. It adds a nice bit of dramatic tension. Just remember, this has to go on the slots, not the multipower!

Also, I saw on the FAQ that they suggest a -0 limitation which is that you can only carry so much at a time.

Thanks.

There's something similar to that limitation in the Gadgets and Gear playtest stuff when talking about the ... (edit in the interest of NDAs)


Originally posted by Bengal
Yep your wife is a smartie all right. great idea, perfect mechanic for what I was trying to suggest originally. And I betcha she's a babe too.

Thanks again.

Yep. She's a babe.

D

misterdeath
Feb 13th, '04, 10:17 AM
Originally posted by JmOz
Actualy talked to the GM, HE said that he is using some house rule about essentialy you get extra points but have to buy your everyman skills (End result was I had about 7 extra points). The abiilty BTW was on the costume itself, a+2 to stealth...

Well, cool. Glad you got what you want.

So, give us version 2.5...

:)

D

JmOz
Feb 13th, '04, 01:57 PM
Okay, but the GM has not yet reviewed this, so things might change: Also it is far from done, now it is just in tinker mode:

<font size=+1><b>The Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>7&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>1</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 124

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Armored Costume: </i></b>Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Dark Costume: </i></b>+2 Stealth, Shadowing, Concealment (6 Active Points); OIF (-1/2), Only in Appropriate (dark) settings (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 11- (Basic Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: IIF (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>1) Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>3) Flash Defense (5 points) (Hearing Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30&#160;&#160;</td><td><b><i>Bow and Arrow: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Blast Arrows: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Concusion Blast Arrows: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Flash Arrows: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Acid Arrows: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Area Of Effect (One Hex; +1/2), Sticky Standard (+1/2), Continuous (+1), Penetrating (x2; +1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Sonic Arrow: </i></b>(Total: 59 Active Cost, 24 Real Cost) Flash 2d6 (Hearing Group), Continuous (+1), Explosion (-1 DC/4"; +1 1/4) (19 Active Points); Beam (-1/4), 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4) (Real Cost: 13) <b>plus</b> Energy Blast 2d6 (vs. ED), Explosion (+1/2), Continuous (+1), Attack Versus Limited Defense: Flash Defense: Hearing (+1 1/2) (40 Active Points); 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4), Beam (-1/4) (Real Cost: 27)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>9) <b><i>Smoke Arrows: </i></b>Change Environment 4" radius, -8 PER Roll: Normal Sight, Conforming (+1/2) (43 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Explosion (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Gas Arrows: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>11) <b><i>Bola Arrows: </i></b>Entangle 3d6, 6 DEF, Takes No Damage From Normal Physical Attacks Limited Group (+1/4) (56 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4), Cannot Form Barriers (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>12) <b><i>Glue Arrows: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>13) <b><i>Oil Slick Arrow: </i></b>Change Environment 4" radius, -6 to dex based rolls to move through the area (30 Active Points); 3 Charges (-1 1/4), Only characters moving on the ground are affected (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>14) <b><i>Sucsion Cup Arrows: </i></b>(Total: 60 Active Cost, 20 Real Cost) Clinging (normal STR) (Real Cost: 10) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Charges (-1 1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 13) <b>plus</b> Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Utility Belt: </i></b>Multipower, 15-point reserve, all slots: (15 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Radio: </i></b>High Range Radio Perception (12 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Brass Knuckles: </i></b>Hand-To-Hand Attack +2d6, Reduced Endurance 0 END (+1/2) (15 Active Points); Hand-To-Hand Attack (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>3) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>4) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>5) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>6) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 115

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Weapon Element: Clubs, Fist-Loads&#160;</td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Archery&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr></table><b>Martial Arts Cost:</b> 28

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9&#160;&#160;</td><td>+3 With Combat Archery&#160;</td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>+4 vs. range on Archery&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>AK: Campeign City (INT-based) (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Acting 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Climbing (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Concealment (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Conversation (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Deduction (Everyman Skil) 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Language: English (idiomatic; Everyman Skill, literate)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Paramedics (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Persuasion (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>PS: Archer (Everyman Skill) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Shadowing (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Stealth (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>WF: Bows, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>72

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr></table><b>Perks Cost:</b> 2

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 6


<b>Total Character Cost:</b> 347

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Rookie Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local PD 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Police code vs killing (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Protective of Innocence (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity Frequently (11-), Major&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Subject to Orders (Occasionally; Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 140

<b>Base Points:</b> 200
<b>Experience Required:</b> 7
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

JmOz
Feb 14th, '04, 02:49 AM
The version I will be showing my GM, Version 3.0
Total Arrows: 45

You will notice I took off many of his arrows (4 different types)
I also greatly expanded on his UT Belt, including a pistol, something he will use more often in his Civilian ID than in his costumed, but he will carry one in both (two different pistols)

Some skills got changed as well.

<font size=+1><b>The Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>7&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>1</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 124

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Armored Costume: </i></b>Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Dark Costume: </i></b>+2 Stealth, Shadowing, Concealment (6 Active Points); OIF (-1/2), Only in Appropriate (dark) settings (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 11- (Defensive Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: IIF (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>1) Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td>3) Flash Defense (5 points) (Sight Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30&#160;&#160;</td><td><b><i>Bow and Arrow: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Blast Arrows: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Concusion Blast Arrows: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Flash Arrows: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>7) <b><i>Smoke Arrows: </i></b>Change Environment 4" radius, -8 PER Roll: Normal Sight, Conforming (+1/2) (43 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Explosion (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Gas Arrows: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>9) <b><i>Glue Arrows: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Sucsion Cup Arrows: </i></b>(Total: 60 Active Cost, 20 Real Cost) Clinging (normal STR) (Real Cost: 10) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Charges (-1 1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 13) <b>plus</b> Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20&#160;&#160;</td><td><b><i>Utility Belt: </i></b>Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Pistol: </i></b>Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 4 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Collapsible Tonfa: </i></b>(Total: 27 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) <b>plus</b> +1 Combat Skill Level (5 Active Points); OAF (-1) (Real Cost: 2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>3) <b><i>Radio: </i></b>High Range Radio Perception (12 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>4) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>5) <b><i>Flashlight: </i></b>Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>6) <b><i>Tracking Device: </i></b>Detect A Class Of Things 13-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [<b>Notes:</b> Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>7) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>8) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>9) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 121

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Police Training&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Weapon Element: Clubs, Fist-Loads, Karate Weapons&#160;</td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Archery&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>3) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 29

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 With Combat Archery&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>+1 Defensive Shot&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 vs. range on Combat Archery&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>AK: Campeign City (INT-based) (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Acting 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Climbing (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Concealment (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Conversation (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Deduction (Everyman Skil) 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Language: English (idiomatic; Everyman Skill, literate)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Paramedics (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Persuasion (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>PS: Archer (Everyman Skill) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Shadowing (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Stealth (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>WF: Bows, Karate Weapons, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>68

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr></table><b>Perks Cost:</b> 2

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 6


<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Rookie Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local PD 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Police code vs killing (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Protective of Innocence (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity Frequently (11-), Major&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Subject to Orders (Occasionally; Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 140

<b>Base Points:</b> 200
<b>Experience Required:</b> 10
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

JmOz
Feb 14th, '04, 02:57 AM
Also add the following:

10 Psyc Lim: Vengeful (Common, Mod)

Vanderbilt_Grad
Feb 14th, '04, 05:27 AM
re: the pics ... the dark costume looks better for a city based archer IMO ... though I'm not a big fan of that padded armor look Heromachine 2.0 has some better 'armor' stuff.

Bengal
Feb 14th, '04, 05:49 AM
Whose orders is he subject to?

JmOz
Feb 14th, '04, 06:22 AM
Police Department in his Civ ID:

Note: Perk Police Powers
Deduction
PS: Law Enforcement
KS: Criminal Laws

His Civ ID is a cop

JmOz
Feb 16th, '04, 03:50 PM
Version 3.5 is coming (The game is on Friday, so this is getting down to the wire)...

JmOz
Feb 16th, '04, 08:34 PM
Okay, first I have polished the image, and I have gone with the Darker costume, so here it is for the world to see

JmOz
Feb 17th, '04, 05:55 AM
Okay, here are the revised stats, as promised, I think I will be done with him for now, the game is Friday, and once played he will no longer get many revisions (I will probably play with his charges some as he gains p to keep them at 60 as he adds arrows)

F/X wise h carries 36 arrows, 12 broadheads, 12 blunts, and 12 shafts, all are recoverable. The shafts are used for modular arrowheads that are attached, all the other arrows have this design. Thus the reason Broadheads and Blunts can be used AF-3, he is that fast.

Note I have combined his quiver with hsi UT Belt, this was a point savings thing. The Quiver & Harness is now an OIF. The first 3 slots (marked as various Arrows) requires the OAF Bow to be shot, the slots marked "Arrowheads" can be used with the bow as per normal, or as a F/X lim (-0) Range based on Str without bow (Slots 4-9). Also note most slots are still OIF, this is because usualy he will have more of the same type in the quiver

The Suction Cup Arrows are weird in some ways, as while they will normaly be fired they can also be placed and used for line, etc... so they have not taken the OAF lim, but there are some F/X lims that go into works with out the bow (He can't throw the arrowhead and make it stick, but he could no range it, then use the rope normaly)

The Quiver and harness has various pouches that he keeps the UT items in, the pistol is holstered under the left shoulder, the tonfa is actualy in the quiver

The mask gives various sense based powers (and a little flash defense)

The costumes dark colors help him hide

Most of his skills fall into three catagories, if any do not please point them out to me

Law Enforcement/Detective
Archer
Urban Champion

The art I posted earlier is wrong, the pants should be darker

Personality wise, he is a little on the grim side when he is "on the job" this is part act, part real, outside of costume he jokes, etc... Even in costume with friends he will "Lighten up" but when he needs to be he will go dark on people

History: He was an up and coming archer, even was going to try out for the US team to the olympics when a Drive By crippled his brother 2 days before try outs. Instead of trying out he was at the hospital with his borther.

When his brother got out of the hospital he went to the Acadamy and got a job in CC, moving quickly up to detective in the Major Crimes UNit. But it was not enough.

He talked to his brother, who hasrecovred nicely, except that he will never walk again. A month later a new Vigilante prowed the streets, an arrow being the only proof of his involvement: The BOwman

Quote: A Gun...How common, "thwak" now let's try this again...who hired you

Campeign Use: Player Character


<font size=+1><b>The Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>7&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 125

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 11- (Defensive Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Armored Costume, all slots: OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">18&#160;&#160;</td><td>1) <b><i>Balistic Cloth: </i></b>(Total: 27 Active Cost, 18 Real Cost) Armor (7 PD/7 ED) (Real Cost: 21) <b>plus</b> +3 PD (Real Cost: 3) <b>plus</b> +3 ED (Real Cost: 3)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>2) <b><i>Dark Coloring: </i></b>+2 Stealth, Concealment, Shadowing (6 Active Points); Only in appropriate (Dark) Places (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>1) <b><i>Nightscopes: </i></b>Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) <b><i>Telescopic Lenses: </i></b>Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>3) <b><i>Built in Radio: </i></b>High Range Radio Perception (12 Active Points); Sense Affected As Hearing & Radio (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>4) <b><i>Polarised Lenses: </i></b>Flash Defense (5 points) (Sight Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">41&#160;&#160;</td><td><b><i>Quiver & Harness: </i></b>Multipower, 61-point reserve, all slots: (61 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u&#160;&#160;</td><td>2) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); OAF (-1), 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Blast Arrowheads: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Concusion Blast Arrowheads: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Flash Arrowheads: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Smoke Arrowheads: </i></b>Change Environment 4" radius, -8 PER Roll: Normal Sight, Conforming (+1/2) (43 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Explosion (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Gas Arrowheads: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>9) <b><i>Glue Arrowheads: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Sucsion Cup Arrowheads: </i></b>(Total: 61 Active Cost, 20 Real Cost) Clinging (normal STR), Uncontrolled (+1/2) (15 Active Points); 3 Charges (-1 1/4) (Real Cost: 7) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Charges (-1 1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 13) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>11) <b><i>Pistol: </i></b>Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 4 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>12) <b><i>Collapsible Tonfa: </i></b>(Total: 27 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) <b>plus</b> +1 With Tonfa (5 Active Points); OAF (-1) (Real Cost: 2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>13) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>14) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>15) <b><i>Flashlight: </i></b>Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>16) <b><i>Tracking Device: </i></b>Detect A Class Of Things 13-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [<b>Notes:</b> Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>17) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>18) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 116

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Police Training&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Weapon Element: Clubs, Karate Weapons&#160;</td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Archery&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>3) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 28

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>+2 With Combat Archery&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>+1 With Defensive Shot&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 vs. range on Combat Archery&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>AK: Campeign City (INT-based) (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Acting 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Climbing (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Concealment (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Conversation (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Deduction (Everyman Skil) 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>KS: Campeign City Underworld 11-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Language: English (idiomatic; Everyman Skill, literate)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Paramedics (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Persuasion (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>PS: Archer (Everyman Skill) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Shadowing (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Stealth (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>WF: Bows, Karate Weapons, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>70

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr></table><b>Perks Cost:</b> 2

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Range Sense&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 9


<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Rookie Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local PD 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Police code vs killing (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Protective of Innocence (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity Frequently (11-), Major&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Subject to Orders (Occasionally; Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Bengal
Feb 17th, '04, 06:06 AM
wow, you've realy done a great job of getting this guy together. The differences between this write-up and your original one are substantial, without ruining the flavor at all. Well done!

My only concern is one I mentioned up front to, and that's his 29 DEX. There's nothing wrong with it per se, I just don't like it in terms of the flavor of an archer. I would much rather see about DEX 20-23 with skill levels and perhaps lightning reflexes either overall or specifically for shooting.

Vanderbilt_Grad
Feb 17th, '04, 08:55 AM
This character looks fantastic now! The single weakness I see is in regards to movement. Spending 2 points to buy running up to 7" would make a big difference IMO.

A vehicle like a motorcycle wouldn't be a bad future add-on either.

JmOz
Feb 26th, '04, 02:58 AM
Originally posted by Vanderbilt_Grad
This character looks fantastic now! The single weakness I see is in regards to movement. Spending 2 points to buy running up to 7" would make a big difference IMO.

A vehicle like a motorcycle wouldn't be a bad future add-on either.

Talked to the GM,

He said that as long as I do not intend to use it in combat I can have a motorcycle for free (as a plot device to explain how I get to point A to B type thing)

JmOz
Feb 28th, '04, 04:08 PM
Okay this is the final version that got played yesterday:

<font size=+1><b>The Bowman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>25&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>10/20&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>9&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>35&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 133

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 11- (Defensive Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Armored Costume, all slots: OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">18&#160;&#160;</td><td>1) <b><i>Balistic Cloth: </i></b>(Total: 27 Active Cost, 18 Real Cost) Armor (7 PD/7 ED) (Real Cost: 21) <b>plus</b> +3 PD (Real Cost: 3) <b>plus</b> +3 ED (Real Cost: 3)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>2) <b><i>Dark Coloring: </i></b>+2 Stealth, Concealment, Shadowing (6 Active Points); Only in appropriate (Dark) Places (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>1) <b><i>Nightscopes: </i></b>Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) <b><i>Telescopic Lenses: </i></b>Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>3) <b><i>Built in Radio: </i></b>High Range Radio Perception (12 Active Points); Sense Affected As Hearing & Radio (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>4) <b><i>Polarised Lenses: </i></b>Flash Defense (5 points) (Sight Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">41&#160;&#160;</td><td><b><i>Quiver & Harness: </i></b>Multipower, 62-point reserve, all slots: (62 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); OAF (-1), 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Electro Arrow: </i></b>Energy Blast 12d6 (vs. ED) (60 Active Points); 6 Charges (-3/4), Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Blast Arrowheads: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Concusion Blast Arrowheads: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Flash Arrowheads: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Darkness Arrowheads: </i></b>Darkness to Sight and Radio Groups 3" radius, Personal Immunity (+1/4) (44 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>9) <b><i>Gas Arrowheads: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Glue Arrowheads: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>11) <b><i>Sucsion Cup Arrowheads: </i></b>(Total: 61 Active Cost, 20 Real Cost) Clinging (normal STR), Uncontrolled (+1/2) (15 Active Points); 3 Charges (-1 1/4) (Real Cost: 7) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Charges (-1 1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 13) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>12) <b><i>Pistol: </i></b>Killing Attack - Ranged 2d6 (vs. PD) (Custom Adder), 4 Clips of 8 Charges (+0) (30 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>13) <b><i>Collapsible Tonfa: </i></b>(Total: 27 Active Cost, 11 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) <b>plus</b> +1 With Tonfa (5 Active Points); OAF (-1) (Real Cost: 2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>14) <b><i>Micro Recorder: </i></b>Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>15) <b><i>Medical Kit: </i></b>+2 Paramedic, Forensic Medicine, Medicine (6 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>16) <b><i>Flashlight: </i></b>Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>17) <b><i>Tracking Device: </i></b>Detect A Class Of Things 13-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [<b>Notes:</b> Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>18) <b><i>Crime Kit: </i></b>+2 Deduction & Crimology (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>19) <b><i>Lockpicks: </i></b>+2 Lockpicking & Security Systems (6 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 117

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Archery&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>3) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr></table><b>Martial Arts Cost:</b> 11

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9&#160;&#160;</td><td>+3 With Bows&#160;</td></tr><tr><td valign="top" align="right">8&#160;&#160;</td><td>+4 vs. range on Bows&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>AK: Campeign City (INT-based) (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Acting 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Climbing (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Concealment (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Conversation (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Deduction (Everyman Skil) 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>KS: Campeign City Underworld 11-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Language: English (idiomatic; Everyman Skill, literate)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Paramedics (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Persuasion (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>PS: Archer (Everyman Skill) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Shadowing (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Stealth (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>WF: Bows, Karate Weapons, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>75

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Money: Well Off (100K)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation (A small to medium sized group; 11-) +2/+2d6&#160;</td></tr></table><b>Perks Cost:</b> 5

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Range Sense&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 9


<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Rookie Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local PD 8- (Mo Pow; Watching; Extensive Non-Combat Influence; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Police code vs killing (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Protective of Innocence (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity Frequently (11-), Major&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Subject to Orders (Occasionally; Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Madstone
Feb 28th, '04, 08:28 PM
Originally posted by JmOz
Okay this is the final version that got played yesterday...

I see he got a lot stronger. Planning on more hand-to-hand stuff?

JmOz
Feb 29th, '04, 04:28 AM
There is a long borring story, this is the short end:

When I showed up for the game I had eliminated the Police Training Martial Arts, realising that with his dex he would have went through it no problem, but his str was not sufficent to totaly eliminate it so I added:

Athletic Build: 8 +10 STR -1/4 Does not increase lifting (10 Active Points)

The GM Vetoed it because (In his own words): I had the points to buy the Str normaly, so he bought +10 Str (to bring him to 25) You will notice that when he had the MA he was doing 5d6 Unarmed, he still is, just more strait forward

The other five points went to his rep, wealth, and the Electro-Arrow.

Still not planning on much HtH...

For that matter I tried to talk the GM into allowing me to take some of my stats as OIHID after the game because I realised just how above a normal he is in his Civ ID, he said no as the character has been played (I would have given it so his stats were Str 15, Dex 19, Speed 4 in Civ ID)

I also got 5 xp last night, so this is what I have done so far with it:

Heavy Blunt Arrows: 2u 7d6 EB, AP (+1/2), AF-3 (+1/4), OAF (-1), Beam (-1/4), 6 Rec Charges (-1/4); (61 Active Points)

I have put the other 3 away for right now, but will probably crack one out to buy a FAM with Interigation (It would have been useful Friday)

BlackKnight
Mar 30th, '04, 10:58 AM
Since this is high tech, declare you have 24-36 SHAFTS, and the way you remove the shaft from the quiver determines what arrow head gets attached. I could see a three position auto feed since you have autofire. Straight out give you broad head, clockwise spin give you explosive, counterclockwise gives you gas, tug left gives you... etc. This allows you to have a fixed number of charges for a given type of attack with 24-36 total shafts. You could also then use the arrow heads themselves for things if you didn't want to waste the shaft, such as doing a lob, hand granade style, with the explosive arrow head.

Another idea popped into my head while reading this one...you could have a wireless remote control-type thing in the grip of your bow...by pressing the correct combination of buttons, the "tech quiver" could then attach the arrowhead you want next to a shaft before you even reach back for your next arrow. That's a pretty high-tech quiver, but it beats carrying 75 arrows on your back (look out, it's Porcupine man!...oh, it's that Bowman guy...)

JmOz
Aug 28th, '04, 06:14 PM
Well he has just had a radiation accident (a minor one) that included changing his name to Marksman: Here are his new stats

<font size=+1><b>The Marksman</b></font>

Player: Jason Wedel

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>25&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20&#160;&#160;</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>18&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11&#160;&#160;</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/25&#160;&#160;</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>10/25&#160;&#160;</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>6&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>9&#160;&#160;</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30&#160;&#160;</font></td><td><font size=2><b>END</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>35&#160;&#160;</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 133

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">15&#160;&#160;</td><td><b><i>Keen Aim: </i></b>Find Weakness 12- (Defensive Shot)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">75&#160;&#160;</td><td><b><i>Marksman's Equipment: </i></b>See attached (75 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Armored Costume, all slots: OIF (-1/2), Ablative BODY Only (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>1) Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">15&#160;&#160;</td><td>2) Armor (10 PD/10 ED) (30 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>3) +3 PD (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>4) +3 ED (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Dark Colored Costume: </i></b>+2 Stealth, Concealment, Shadowing (6 Active Points); Only in appropriate (Dark) Places (-1/2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Mask, all slots: OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>1) <b><i>Nightscopes: </i></b>Nightvision (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>2) <b><i>Telescopic Lenses: </i></b>Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">7&#160;&#160;</td><td>3) <b><i>Built in Radio: </i></b>High Range Radio Perception (12 Active Points); Sense Affected As Hearing & Radio (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>4) <b><i>Polarised Lenses: </i></b>Flash Defense (5 points) (Sight Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>5) <b><i>Sonic Dampeners: </i></b>Flash Defense (5 points) (Hearing Group) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 131

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">&#160;&#160;</td><td>Combat Shooting&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>3) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>4) Weapon Element: Bows, Handguns&#160;</td></tr></table><b>Martial Arts Cost:</b> 12

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>+5 With Combat Shooting&#160;</td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 vs. Range with Combat Shooting&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>AK: Campeign City (INT-based) (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Acting 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Acrobatics 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Breakfall 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Bureaucratics 12-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Climbing (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Combat Driving 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Concealment (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Conversation (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Criminology 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Deduction (Everyman Skil) 13-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Forensic Medicine 8-&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Interrogation 8-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>KS: Criminal Law (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>KS: Campeign City Underworld 11-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>Language: English (idiomatic; Everyman Skill, literate)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Language: Spanish (fluent conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Mandarin (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Language: Guardians Battle Codes (basic conversation)&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Lockpicking 15-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Paramedics (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Persuasion (Everyman Skill) 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>PS: Archer (Everyman Skill) 11-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>PS: Law Enforcement (INT-based) 13-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Security Systems 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Shadowing (Everyman Skill) 13-&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Stealth (Everyman Skill) 15-&#160;</td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Streetwise 12-&#160;</td></tr><tr><td valign="top" align="right">0&#160;&#160;</td><td>TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>WF: Common Missile Weapons, Karate Weapons, Small Arms&#160;</td></tr></table><b>Skills Cost: </b>80

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Fringe Benefit: Local Police Powers&#160;</td></tr><tr><td valign="top" align="right">1&#160;&#160;</td><td>Money: Well Off (100K)&#160;</td></tr><tr><td valign="top" align="right">2&#160;&#160;</td><td>Reputation (A small to medium sized group; 8-; How Well Known, How Widely Known) +2/+2d6&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Vehicles (52 Base, 50 Disad)&#160;</td></tr></table><b>Perks Cost:</b> 15

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Absolute Range Sense&#160;</td></tr><tr><td valign="top" align="right">6&#160;&#160;</td><td>Combat Luck (3 PD/3 ED)&#160;</td></tr></table><b>Talents Cost:</b> 9


<b>Total Character Cost:</b> 380

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Dependent NPC: Rookie Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; NCI)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local PD 8- (Mo Pow; Watching; NCI; Limited Geographical Area)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Police code vs killing (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">20&#160;&#160;</td><td>Psychological Limitation: Protective of Innocence (Very Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Psychological Limitation: Vengeful (Common; Moderate)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Social Limitation: Secret Identity Frequently (11-), Major&#160;</td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Social Limitation: Subject to Orders (Occasionally; Major)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 30
<b>Total Experience Available:</b> 31
<b>Experience Unspent:</b> 1

JmOz
Aug 28th, '04, 06:16 PM
<font size=+1><b>Marksman's Equipment</b></font>


<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">43&#160;&#160;</td><td><b><i>Quiver & Harness: </i></b>Multipower, 65-point reserve, all slots: (65 Active Points); OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>1) <b><i>Blunted Arrows: </i></b>Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>2) <b><i>Heavy Blunt Arrows: </i></b>Energy Blast 7d6 (vs. PD), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2) (61 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>3) <b><i>Broadhead Arrows: </i></b>Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>4) <b><i>Diamond Tipped Arrows: </i></b>Killing Attack - Ranged 4d6 +1 (vs. PD) (65 Active Points); OAF (-1), 3 Recoverable Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>5) <b><i>Electro Arrow: </i></b>Energy Blast 12d6 (vs. ED) (60 Active Points); 6 Charges (-3/4), Beam (-1/4), Reduced Penetration (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>6) <b><i>Flash Arrowheads: </i></b>Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>7) <b><i>Smoke Arrowheads: </i></b>Darkness to Sight Group 3" radius, Hearing Group, Radio Group, Smell/Taste Group, Personal Immunity (+1/4) (56 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>8) <b><i>Gas Arrowheads: </i></b>Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>9) <b><i>Blast Arrowheads: </i></b>Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>10) <b><i>Concusion Blast Arrowheads: </i></b>Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>11) <b><i>Glue Arrowheads: </i></b>Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>12) <b><i>Bola Arrows: </i></b>Entangle 4d6, 6 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4) (62 Active Points); Beam (-1/4), Cannot Form Barriers (-1/4), 6 Recoverable Charges (-1/4), Can Be Missile Deflected (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u&#160;&#160;</td><td>13) <b><i>Sucsion Cup Arrowheads: </i></b>(Total: 61 Active Cost, 24 Real Cost) Clinging (normal STR), Uncontrolled (+1/2) (15 Active Points); 3 Recoverable Charges (-3/4) (Real Cost: 8) <b>plus</b> Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Recoverable Charges (-3/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 16) <b>plus</b> +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>14) <b><i>Pistol: </i></b>Killing Attack - Ranged 2d6 (vs. PD), 2 Clips of 12 Charges (+0) (30 Active Points); OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>15) <b><i>Flashlight: </i></b>Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>16) <b><i>Micro Rebreather: </i></b>Life Support , Self-Contained Breathing, 1 Recoverable Continuing Fuel Charges lasting 20 Minutes each (+0) (10 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>17) <b><i>Micro Recorder: </i></b>Eidetic Memory, 8 Clips of 2 Continuing Fuel Charges lasting 20 Minutes each (+0) (5 Active Points)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>18) <b><i>Tracking Device: </i></b>Detect A Class Of Things 11-, Increased Arc of Perception, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [<b>Notes:</b> Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>19) <b><i>Skills Kits: </i></b>+2 with all non-combat Skills (16 Active Points)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 75

JmOz
Aug 28th, '04, 06:17 PM
<font size=+1><b>Marksman's Bike</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15&#160;&#160;</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>29&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>12&#160;&#160;</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>20"&#160;&#160;</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>0"&#160;&#160;</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>5"&#160;&#160;</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 34

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td>+2 DEF (6 Active Points); Coverage does not protect passengers (-1/2) (Modifiers affect Base Characteristic)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">18&#160;&#160;</td><td><b><i>Great Handling: </i></b>+9 DEX (27 Active Points); No Figured Characteristics (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">22&#160;&#160;</td><td><b><i>Armor Plating: </i></b>+12 DEF, Hardened (+1/4) (45 Active Points); Ablative BODY Only (-1/2), Visible (-1/4), Limited Coverage (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6&#160;&#160;</td><td> +14" Ground Movement (20" total), x4 Noncombat (33 Active Points); OAF Bulky (-1 1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Jump Jets: </i></b>Leaping +5" (5" forward, 2 1/2" upward) (5 Active Points); IIF Bulky (-3/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Rear Weapons Systems: </i></b>Multipower, 30-point reserve, all slots: (30 Active Points); OIF Bulky (-1), Limited Arc Of Fire One Hex Row (-3/4), Only on same horizontal level (-1/4), No Range (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>1) <b><i>Oil Slick: </i></b>CE 4" radius, -4 Characteristic Roll and all Skill Rolls based on Characteristic, 2 Clips of 12 Charges (+0), Altered Shape Cone (+0) (27 Active Points); Only affects characters moving on the ground (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u&#160;&#160;</td><td>2) <b><i>Smoke Screan: </i></b>Darkness to Sight Group 3" radius, 2 Clips of 6 Continuing Charges lasting 1 Turn each (+0), Altered Shape Cone (+0) (30 Active Points)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 61


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">4&#160;&#160;</td><td>+2 With Ground Movement&#160;</td></tr></table><b>Skills Cost: </b>4

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">3&#160;&#160;</td><td>Anonymity&#160;</td></tr></table><b>Perks Cost:</b> 3



<b>Total Character Cost:</b> 102

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10&#160;&#160;</td><td>Distinctive Features: Modified Motorcycle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Phys. Lim.: Two Wheeled (Infrequently; Slightly Impairing)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Phys. Lim.: Fuel Dependent (Infrequently; Fully Impairing)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Hunted: Kingpin type criminal 8- (As Pow; Harshly Punish; NCI)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Hunted: Local Street Gang 8- (As Pow; Harshly Punish; Limited Geographical Area)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 50

<b>Base Points:</b> 52
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Worldmaker
Aug 28th, '04, 07:36 PM
If this character had been submitted to one of my campaigns, I think my only question would have been "What do you mean by 'Protective of Innocence'? Whose innocence are you talking about?"

Maelstrom
Aug 28th, '04, 08:25 PM
You could drop the charges and just buy 1/2 END, instead -- like Legolas and his arrow-producing, quiver-shaped gland, since you're going to up your CON anyway. It's just a special effect that you have as many as you need -- the GM can fiat you out of arrows, if he needs to.

JeffreyWKramer
Aug 28th, '04, 08:37 PM
Great character! Probably the best take on the archer motif I've ever seen in CHAMPS! Well done.


If this character had been submitted to one of my campaigns, I think my only question would have been "What do you mean by 'Protective of Innocence'? Whose innocence are you talking about?"

LOL! I can see the scene:
Bowman, nocking an arrow - "Pal, you give that gal the shaft, you're gonna get *this* shaft!"

I think you mean Protective of Innocents (innocent people) rather than Innocence, which sounds like he's concerned with protecting the virtue of virgins. :)

Still a great character, though. I like!

Maelstrom
Aug 28th, '04, 08:40 PM
I think you mean Protective of Innocents (innocent people) rather than Innocence, which sounds like he's concerned with protecting the virtue of virgins.

I like it better the other way. Protective of Innocents is too trite. Now a hero obsessed with keeping young girls virgin, especially in a big city, will find all sorts of challenges . . .