paigeoliver Posted December 9, 2004 Report Share Posted December 9, 2004 Anyone have a writeup for a super archer? Heck, I don't even need or want the whole writeup, just the ability score/defenses part would be fine. Quote Link to comment Share on other sites More sharing options...
JmOz Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Here is the Marksman, he has quite a little bit of xp however The Marksman Player: Jason Wedel Val Char Cost 25 STR 15 29 DEX 57 20 CON 20 12 BODY 4 18 INT 8 11 EGO 2 15 PRE 5 12 COM 1 10/25 PD 2 10/25 ED 3 6 SPD 21 9 REC 0 30 END -5 35 STUN 0 6" RUN02" SWIM05" LEAP0Characteristics Cost: 133 Cost Power END 20 Keen Aim: Find Weakness 13- (Defensive Shot) 81 Marksman's Equipment: See attached (81 Active Points) Armored Costume, all slots: OIF (-1/2), Ablative BODY Only (-1/2) 3 1) Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points) 15 2) Armor (10 PD/10 ED) (30 Active Points) 1 3) +3 PD (3 Active Points) 1 4) +3 ED (3 Active Points) 3 Dark Colored Costume: +2 Stealth, Concealment, Shadowing (6 Active Points); Only in appropriate (Dark) Places (-1/2), OIF (-1/2) Mask, all slots: OIF (-1/2) 3 1) Nightscopes: Nightvision (5 Active Points) 2 2) Telescopic Lenses: Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points) 7 3) Built in Radio: High Range Radio Perception (12 Active Points); Sense Affected As Hearing & Radio (-1/4) 3 4) Polarised Lenses: Flash Defense (5 points) (Sight Group) (5 Active Points) 3 5) Sonic Dampeners: Flash Defense (5 points) (Hearing Group) (5 Active Points) Powers Cost: 142 Cost Martial Arts Maneuver Combat Shooting 3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 4 2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR 3 3) Trip: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike + V/5, Target Falls 2 4) Weapon Element: Bows, Handguns, Thrown Grenades Martial Arts Cost: 12 Cost Skill 15 +5 With Combat Shooting 2 +1 vs. MA Penalties with Combat Shooting 4 +2 vs. Range with Combat Shooting 2 AK: Campeign City (INT-based) (Everyman Skill) 13- 0 Acting 8- 3 Acrobatics 15- 3 Breakfall 15- 3 Bureaucratics 12- 2 Climbing (Everyman Skill) 15- 3 Combat Driving 15- 2 Concealment (Everyman Skill) 13- 2 Conversation (Everyman Skill) 12- 3 Criminology 13- 2 Deduction (Everyman Skil) 13- 1 Forensic Medicine 8- 3 Interrogation 12- 3 KS: Criminal Law (INT-based) 13- 2 KS: Campeign City Underworld 11- 0 Language: English (idiomatic; Everyman Skill, literate) 2 Language: Spanish (fluent conversation) 1 Language: Mandarin (basic conversation) 1 Language: Guardians Battle Codes (basic conversation) 3 Lockpicking 15- 2 Paramedics (Everyman Skill) 13- 2 Persuasion (Everyman Skill) 12- 0 PS: Archer (Everyman Skill) 11- 3 PS: Law Enforcement (INT-based) 13- 3 Security Systems 13- 2 Shadowing (Everyman Skill) 13- 2 Stealth (Everyman Skill) 15- 1 Systems Operation 8- 3 Streetwise 12- 3 Teamwork 15- 0 TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles 5 WF: Common Missile Weapons, Karate Weapons, Small Arms Skills Cost: 88 Cost Perk 2 Fringe Benefit: Local Police Powers 1 Money: Well Off (100K) 10 Vehicles (52 Base, 50 Disad) Perks Cost: 13 Cost Talent 3 Absolute Range Sense 6 Combat Luck (3 PD/3 ED) Talents Cost: 9 Total Character Cost: 397 Val Disadvantages 5 Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills) 10 Dependent NPC: Ex- Partner 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills) 15 Dependent NPC: Reporter, advisirial 8- (Normal; Unaware of character's adventuring career/Secret ID) 15 Hunted: Kingpin type criminol 8- (As Pow; Harshly Punish; NCI) 10 Hunted: Super Villain 8- (As Pow; Harshly Punish) 10 Hunted: 2nd Super Villain 8- (As Pow; Harshly Punish) 10 Hunted: Local Street Gang 11- (As Pow; Harshly Punish; Limited Geographical Area) 5 Hunted: Local PD 8- (Mo Pow; Watching; NCI; Limited Geographical Area) 5 Rivalry: Professional (Other Archers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Psychological Limitation: Police code vs killing (Common; Strong) 20 Psychological Limitation: Protective of Innocence (Very Common; Strong) 5 Enraged: When Brother is endangered (Uncommon), go 8-, recover 14- 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Social Limitation: Subject to Orders (Occasionally; Major) Disadvantage Points: 150 Base Points: 200 Experience Required: 47 Total Experience Available: 47 Experience Unspent: 0 Cost Power END 43 Quiver & Harness: Multipower, 65-point reserve, all slots: (65 Active Points); OIF (-1/2) 2u 1) Blunted Arrows: 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) 2u 2) Heavy Blunt Arrows: 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) 2u 3) Broadhead Arrows: 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) 2u 4) Diamond Tipped Arrows: Killing Attack - Ranged 4d6 +1 (vs. PD) (65 Active Points); OAF (-1), 3 Recoverable Charges (-3/4), Beam (-1/4) 2u 5) Electro Arrow: Energy Blast 12d6 (vs. ED) (60 Active Points); 6 Charges (-3/4), Beam (-1/4), Reduced Penetration (-1/4) 2u 6) Flash Arrowheads: Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4) 2u 7) White Sound Arrow: Energy Blast 4d6 (vs. ED), Area Of Effect (One Hex; +1/2), Attack Versus Limited Defense: Flash Defence: Hearing (+1 1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4) 3u 8) Acid Arrow: 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 Minute each (-1/2), Beam (-1/4) 2u 9) Smoke Arrowheads: 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) 2u 10) Gas Arrowheads: Energy Blast 3d6 (vs. ED), Sticky Standard (+1/2), Area Of Effect (One Hex; +1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) 2u 11) Blast Arrowheads: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4) 2u 12) Concusion Blast Arrowheads: 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) 2u 13) Glue Arrowheads: Entangle 2d6, 4 DEF, Sticky Standard (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4) 2u 14) Bola Arrows: 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) 2u 15) Sucsion Cup Arrowheads: (Total: 61 Active Cost, 24 Real Cost) Clinging (normal STR), Uncontrolled (+1/2) (15 Active Points); 3 Recoverable Charges (-3/4) (Real Cost: 8) plus 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) plus +2 Acrobatics, Breakfall, Climbing (Real Cost: 6) 1u 16) Pistol: Killing Attack - Ranged 2d6 (vs. PD), 2 Clips of 12 Charges (+0) (30 Active Points); OAF (-1) 1u 17) Flashlight: Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1) 1u 18) Micro Rebreather: Life Support , Self-Contained Breathing, 1 Recoverable Continuing Fuel Charges lasting 20 Minutes each (+0) (10 Active Points) 1u 19) Micro Recorder: Eidetic Memory, 8 Clips of 2 Continuing Fuel Charges lasting 20 Minutes each (+0) (5 Active Points) 1u 20) Tracking Device: 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) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs] 1u 21) Skills Kits: +2 with all non-combat Skills (16 Active Points) 1u 22) Stim Patches: Succor 6d6 (max. Aided Points: 36) (30 Active Points); 6 Charges (-3/4), Only Restores to Starting Values (-1/2) Powers Cost: 81 Marksman's Bike Val Char Base Points Total Roll Notes 1 SIZE 0 5 1 Length 1.26", Width 0.63", Area 0.79" Mass 200 kg KB -1 15 STR 15 0 15 12- HTH Damage 3d6 END [1] 20 DEX 10 30 29 15- OCV 10 DCV 9 3 SPD 3.0 0 3 Phases: 4, 8, 12 2 DEF 2 0 4/16 12 BODY 11 1 12 11- 6" Ground Movement 6 0 20" 0" Water Movement 2 -2 0" 0" Leaping 0 0 5" 34 Total Characteristics Points Cost Powers END 2 +2 DEF (6 Active Points); Coverage does not protect passengers (-1/2) (Modifiers affect Base Characteristic) 18 Great Handling: +9 DEX (27 Active Points); No Figured Characteristics (-1/2) 22 Armor Plating: +12 DEF, Hardened (+1/4) (45 Active Points); Ablative BODY Only (-1/2), Visible (-1/4), Limited Coverage (-1/4) 6 +14" Ground Movement (20" total), x4 Noncombat (33 Active Points); OAF Bulky (-1 1/2) 3 Jump Jets: Leaping +5" (5" forward, 2 1/2" upward) (5 Active Points); IIF Bulky (-3/4) 8 Rear Weapons Systems: 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) 1u 1) Oil Slick: 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) 1u 2) Smoke Screan: Darkness to Sight Group 3" radius, 2 Clips of 6 Continuing Charges lasting 1 Turn each (+0), Altered Shape Cone (+0) (30 Active Points) Perks 3 Anonymity Skills 4 +2 With Ground Movement Total Powers & Skills Cost: 68 Total Cost: 102 52+ Disadvantages 10 Distinctive Features: Modified Motorcycle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Phys. Lim.: Two Wheeled (Infrequently; Slightly Impairing) 15 Phys. Lim.: Fuel Dependent (Infrequently; Fully Impairing) 15 Hunted: Kingpin type criminal 8- (As Pow; Harshly Punish; NCI) 5 Hunted: Local Street Gang 8- (As Pow; Harshly Punish; Limited Geographical Area) Total Disadvantages Points: 50 Quote Link to comment Share on other sites More sharing options...
JMHammer Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Here is my take on Green Arrow as seen on the Justice League Unlimited television show. You can get more about him on this thread. Hmm... Apparently, I've exceeded my "attachment quota" so I can't provide an image file or Hero Designer file. So go to that thread if you want those. Green Arrow Player: Val** Char*** Cost 18** STR 8 23** DEX 39 18** CON 16 13** BODY 6 13** INT 3 14** EGO 8 15** PRE 5 18** COM 4 * 8** PD 4 6** ED 2 5** SPD 17 8** REC 0 36** END 0 40** STUN 9 *7"**RUN22"**SWIM03 1/2"**LEAP0Characteristics Cost: 123 Cost** Power END 51** Bow and Arrows: Multipower, 76-point reserve, (76 Active Points); OIF (-1/2) [Notes: The quiver of arrows cannot be targeted as a focus during combat. The bow can be targeted as an accessible focus in combat when GA is using it; it is otherwise considered to be inaccessible. Arrows can be used at no range, sometimes with reduced effect at the GM's option, without the bow. The bow can be used as a club even if no arrows are available or if the bowstring has been cut.]* 3u** 1) The Bow as a Club: (Total: 72 Active Cost, 33 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1) (Real Cost: 5) plus +4 with All Combat (32 Active Points); OAF (-1) (Real Cost: 16)* 0 3u** 2) Normal Arrows: Killing Attack - Ranged 1 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Indirect (Can "bounce" arrows off any reasonable surface any reasonable number of times but cannot pass through barriers, and arrows can "arch" over certain obstacles; +1/2), 125 Charges (+3/4) (75 Active Points); OAF (-1), No Knockback (-1/4)* [125] 3u** 3) Counterfire: Missile Deflection (Arrows, Slings, Etc.), +14 to Missile Deflection, Full Range (+1) (76 Active Points); OAF (-1), Each Deflection attempt uses one charge from the Normal Arrows slot (-1/2), Will Not Work Against Heavy Missiles (-1/4)* 0 2u** 4) Pin: Entangle 2d6, 3 DEF, Invisible to Hearing Group (+1/4), Entangle And Character Both Take Damage (+1/4), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (-1), Each shot uses a charge from the "Normal Arrows" slot (-1/2), Entangle has DEF 0 for anyone other than the target attempting to break the target out of the Entangle (-1/2), Cannot Form Barriers (-1/4), Requires a nearby surface to which to pin the target (-1/4), Can Be Missile Deflected (-1/4)* 0 1u** 5) Line Arrow: Entangle 3d6, 3 DEF, Reduced Endurance (0 END; +1/2), Area Of Effect (18" Line; +1) (75 Active Points); OAF (-1), Only To Form Barriers (-1), Each shot uses one charge from the Normal Arrows slot (-1/2), Barriers formed are only the width of a thin line, would require several shots to block even a narrow passage (-1/2), The entire Entangle is destroyed if any part of the area effect Entangle is destroyed (-1/2), Can Be Missile Deflected (-1/4), Must have anchor points (-1/4)* 0 2u** 6) Attachment Line: Stretching 10", Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Cannot Do Damage (-1/2), Each use requires one charge from the Normal Arrows slot (-1/2), Can only be used to grab something and hold on or reel it in (-1/2), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Always Direct (-1/4)* 0 1u** 7) Zip Line: Gliding 30" (30 Active Points); OAF (-1), Gestures, Requires Gestures throughout (-1/2), Only in straight lines between two anchor points (-1/2), Each Zip Line "setup" uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)* 0 2u** 8) Swing Line: Swinging 30", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Each establishment of a swingline attachment point uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)* 0 2u** 9) Net Arrow: Entangle 4d6, 4 DEF (Larger Wall (+1")), 16 Charges (+0), Area Of Effect (2" radius; +3/4) (73 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), OAF (-1), Can Be Missile Deflected (-1/4)* [16] 3u** 10) Glue Arrow: Entangle 5d6, 5 DEF, 16 Charges (+0), Sticky (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4)* [16] 3u** 11) Boxing Glove Arrow: Energy Blast 12d6, STUN Only (+0), 12 Recoverable Charges (+1/4) (75 Active Points); OAF (-1), No Knockback (-1/4)* [12 rc] 3u** 12) Drill Arrow: Killing Attack - Ranged 3d6+1, 16 Charges (+0), Armor Piercing (+1/2) (75 Active Points); OAF (-1), No Knockback (-1/4)* [16] 3u** 13) Taser Arrow: Energy Blast 15d6, 16 Charges (+0) (75 Active Points); OAF (-1), No Knockback (-1/4)* [16] 3u** 14) Explosive Arrow: Energy Blast 10d6, 16 Charges (+0), Explosion (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4)* [16] 3u** 15) Smoke Screen Arrow: Change Environment 8" radius, -2 to Sight Group PER Rolls, -2 OCV, Multiple Combat Effects, Uncontrolled (+1/2), 12 Continuing Charges lasting 1 Minute each (+1/2) (76 Active Points); OAF (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Can Be Missile Deflected (-1/4)* [12 cc] ** * ** Expert Archery [Notes: Expert Archery can add up to +1d6/15 Active Points to any bow and arrow attack except GA's own multipower. Autofire can be applied to a maximum of 30 Active Points, so GA will often not be able to apply both of these modifiers at maximum effect simultaneously. Do not consider Reduced Endurance for purposes of determining the maximum Active Points to which Autofire may be applied.]* 10** 1) Killing Attack - Ranged +1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4)* 0 13** 2) Naked Modifier: Autofire (5 shots; +1/2) for up to 30 Active Points, Reduced Endurance (0 END; +1) (30 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4)* 0 ** * 7** Knockout Blow: Hand-To-Hand Attack +2 1/2d6 (13 Active Points); Hand-To-Hand Attack (-1/2), Not vs Resistant PD greater than 6 (-1/4)* 1 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4)* 0 Powers Cost: 124 Cost** Martial Arts Maneuver ** Super-Archery* 8** 1) +2 Ranged Damage Class(es)* 4** 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC* 4** 3) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +6 DC* 5** 4) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +2 DC , +1 Segment* 5** 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +2 DC +v/5, Target Falls* 4** 6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 43 STR to Disarm* Martial Arts Cost: 30 Cost** Skill 18** +6 with Bow and Arrows ranged attacks* 16** Penalty Skill Levels: +8 vs. Hit Location modifiers with Bow and Arrows* 20** Penalty Skill Levels: +10 vs. Range Modifier with Bow and Arrows* 6** +2 with Dodge, Dive For Cover, and Roll with the Blow* ** * 5** Accurate Sprayfire* 5** Concentrated Sprayfire* 5** Rapid Autofire* 5** Skipover Sprayfire* 3** Climbing 14-* 3** Concealment 12-* 3** Conversation 12-* 1** Criminology 8-* 3** Deduction 12-* 1** High Society 8-* 3** Inventor 12-* 2** KS: Archers and Archery 11-* 2** KS: Chili Recipes 11-* 3** Paramedics 12-* 15** Power: Bow and Arrows 17-* 2** PS: Short-Order Cook 11-* 5** Rapid Attack (Ranged) * 3** Shadowing 12-* 3** Stealth 14-* 3** Streetwise 12-* 4** Survival (Temperate/Subtropical, Tropical) 12-* 3** Tracking 12-* 2** WF: Common Missile Weapons* 3** Weaponsmith (Arrows, Bolts, And Darts, Muscle-Powered Ranged) 12-* Skills Cost: 147 Cost** Perk 5** Fringe Benefit: Membership in the JL* 5** Money: Well Off* Perks Cost: 10 Cost** Talent 3** Absolute Range Sense* 8** Combat Archery* Talents Cost: 11 Total Character Cost: 445 Val** Disadvantages 20** Dependent NPC: To Be Defined Later 8- (Incompetent; Unaware of character's adventuring career/Secret ID)* 15** Hunted: To Be Defined Later 11- (As Pow, Harshly Punish)* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 10** Psychological Limitation: "Robin Hood" Complex- The rich and powerful don't deserve his protection (Common, Moderate)* 5** Psychological Limitation: Unusually strong attraction to Black Canary (Uncommon, Moderate)* 15** Social Limitation: Secret ID (Frequently, Major)* Disadvantage Points: 80 Base Points: 200 Experience Required: 165 Total Experience Available: 165 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
phydaux Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Slightly less powerful, but very well rounded, is The Archer: THE ARCHER STAT BASE VAL COST STR 10 20 10 CON 10 15 10 BODY 10 15 10 DEX 10 27 51 INT 10 13 3 EGO 10 13 6 PRE 10 15 5 COM 10 10 - SPD 3.7 6 23 PD 4 12/24 8 ED 3 12/24 9 REC 7 7 - END 30 30 - STUN 32 32 - TOTAL STATS COST 135 TOTAL POWERS COST 162 DISADVANTAGES -100 TOTAL CHARACTER 197 DISADVANTAGES COST DESCRIPTION 15 Secret ID 20 Code Versus Killing 15 DNPC Secretary 8 or < 15 Overconfident 15 Hunted by VIPER 8 or < 15 In Love With Mind Maiden 5 Rivalry with Lightning Fist POWERS COST DESCRIPTION 24 60 Point Multipower – OAF Bow And Arrows, Requires 2-Handed Gestures 2 8D6 APEB 16 Charges 2 8D6 Explosive EB 16 Charges 2 6D6 Entangle 16 Charges 2 6D6 Flash (Normal Sight) 16 Charges 2 6D6 NND (Knock Out Gas) 16 Charges 2 40†Swinging 0 END 24 12PD/12ED Armor OIF Costume 3 Infrared Vision OIF Visor 5 8 Points Flash Defense OIF Visor 7 Radio Perceive/Transmit OIF Headset 4 Self Contained Breathing OAF Mask, Need to Don 10 +2 DCV 12 +3 OCV with Multipower 3 National Police Powers (BHL Member) 5 Team Base 4 Team Vehicle Martial Arts 5 Kick 8D6 -2 OCV +1 DCV 4 Chop 6D6 +0 OCV +2 DCV 4 Dodge +5 DCV 4 Block +2 OCV +2 DCV Skills - Acting 8 or < 3 Climbing 14 or < 3 Concealment 12 or < 3 Conversation 12 or < 3 Deduction 12 or < 3 Paramedic 12 or < 3 Persuasion 12 or < 2 PS Real Estate 12 or < 3 Shadowing 12 or < 3 Stealth 14 or < 2 AK: Campaign City 12 or < 3 Acrobatics 14 or < 3 Breakfall 14 or < 3 Piloting 14 or < 3 Teamwork 14 or < 5 5 Contacts 11 or < Worker at City Hall (Normal ID) Beat Cop (Normal ID) Newspaper Reporter (Normal ID) Public Defense Attorney (Normal ID) Mob Boss (Hero ID) Quote Link to comment Share on other sites More sharing options...
Corven_Ren Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Here is my archer type feel free to use him and make changes as necessary Seminole Member of the Forces of Nature Real Name: Joshua Spottedhorse Characteristics Val Char Base Cost Roll Special 15 STR 10 5 12- 3D6 H-H Dmg 30 DEX 10 30 15- OCV: 10 DCV: 10 15 CON 10 10 15 BOD 10 10 20 INT 10 10 13- PER 13- 20 EGO 10 20 13- ECV: 7 16 COM 10 3 8 PD 3 5 8/38 PD (30rPD) 8 ED 3 5 8/38 ED (30rED) 6 SPD 3 10 Phases: 2, 4, 6, 8, 10, 12 8 REC 6 4 50 END 30 10 50 STN 31 19 Total Char Cost 151 Skills Cost Skill 3 Electronics 13- 3 Inventor 13- 4 Language: English Completely Fluent, literate 3 Language: Cheyenne Completely Fluent 7 KS: Seminole Culture 17- 7 KS: Cheyenne Culture 17- 3 Mechanics 13- 3 Security Systems 13- 2 Survival: Temperate/Sub-Tropical 13- 2 System Operations: Communications Systems 13- 3 Tracking 13- 1 WF: Bows 3 Weaponsmith: Bows, Arrows, Bolts, Darts 44 Total Skill Cost Powers Cost Power 40 Arrows Multi Power 60 pt reserve (60 Active pts) All Slots OIF (-1/2) 2u 1) Bola Arrow: Entangle 4D6, Backlash (+ 1/2); (60 Active pts) 4 Charges (-1) 2u 2) Extenguisher Arrow: Supress Fire 12D6; (60 Active Pts) 2 Charges (-1 1/2) 2u 3) Gas Arrow: Energy Blast 4D6; Area of Effect 1 Hex (+1/2) NND Self Contained Breathing (+1) (50 Active pts) 4 Charges (-1) 1u 4) Grapnel Arrow: Swinging 12" (12 Active pts); 1 recoverable charge (-1 1/4) 2u 5) Impact Arrow: Energy Blast 12D6 vs PD (60 Active pts) 4 Charges (-1) 2u 6) Scream Arrow: Hearing Group Flash 7D6, Area of Effect (16" Long, 2" Tall, 2" Wide Line +1 3/4); (50 Active Pys); 4 Charges (-1) 2u 7) Stun Arrow: Drain Stun 6D6 (60 Active pts) 4 Charges (-1) 2u 8) Titanium Edged Arrow: Ranged Killing Attack 2 1/2 D6; Armor Piercing (+1/2) (60 Active pts) 4 Charges (-1) Movement Enhancement Boots; All Slots OIF (-1/2) 15 +10 DEX; (30 Active Pts) No Figured Characteristics (-1/2) 13 +2 Speed (20 Active Pts) 8 Running +6" (12" Total) (12 Active pts) 7 Leaping +6" (9" foreward, 4 1/2" upward [Acurate]) (11 Active Pts) 20 Titanium Bow: Hand to Hand Attack +8D6 (40 Active pts); H-H (-1/2) OIF (-1/2) 30 Titanium Mesh Suit: Armor 15 PD & 15 ED; OIF (-1/2) 40 Energy Belt: Force Field 15 PD & 15 ED, Protects Carried Items; Reduced End (0 END +1/2) (60 Active pts) OIF (-1/2) 3 Domino Mask I: Nightvision (5 Active pts) OIF (-1/2) 10 Domino Mask II: Sight Group Flash Defense 15 Pts (15 Active pts) OIF (-1/2) 201 Total Power Cost 151 Total Characteristic Cost 44 Total Skill Cost 201 Total Power Cost 396 Total Character Cost Disadvantages Cost Disadvantage 25 Enraged if Heritage is Insulted, Go 14-, Rec 8- 15 Hunted by Sinister Squadron 8-, (Mo Pow, Harshley Punish) 15 Hunted by Terror Inc. 8-, (Mo Pow, Harshley Punish) 20 Physical Limitation: Normal Charcteristics Maxima 20 Psych Limitation: Won't Let Bystanders Come to Harm 20 Psych Limitation: Will Not Kill 15 Social Limitation: Public ID 20 G.M's Native American Hero Bonus 150 Total Disadvantage Cost Total Character Cost = 396 = 200 Base + 150 Disadvantages + 46 Experiece Spent Hgt: 6' Wgt: 185 lbs Hair: Black Eyes: Brown Origin Joshua Spottedhorse is the son of a Cheyenne father and Seminole mother. He lived on a reservation, learning the histories of both his parents tribes, until lhe turned 18 at which time he attended college at Florida State University. While he was at college he recieved tragic news. The villain group know as Terror Inc. had attacked his reservation, stealing the money from the casino's, and killing everyone. Joshua swore he would see Muerte and his band brought to justice. Using his new education he constucted his bow, trick arrows, and costume elements, after which he traveled to his father's home in Florida. While there he learned of the hero group know as The Forces of Nature and learned that they fought Terro Inc on a regular basis. He has since joined the group and through several battles managd to gain the enimity of Terror Inc, especially Fuer who dislikes his extenguiser arrows. Quote Link to comment Share on other sites More sharing options...
sbarron Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Anyone have a writeup for a super archer? Heck' date=' I don't even need or want the whole writeup, just the ability score/defenses part would be fine.[/quote']I've never conducted a poll, but I think super archer might be the favorite character type on these boards. Seriously. Quote Link to comment Share on other sites More sharing options...
MechaGM Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Well, the super archer I have is a guy I designed to be something of a hand-out character in case I had a player who wanted to play, but didn't have the time to work up a character yet. Ergo, his background isn't written up or anything (I would have left that up to the player). I've not used him yet though, so I may end up using him at some point myself, if I get to be a player in another game. Here he is. (his bow multipower is basically pulled right out of the Champions Genre book, from the "Trick Ammo Specialist" powerset... I do like using the "random Superhero Generator" in that book for basic ideas for quick superheroes/supervillians) Quote Link to comment Share on other sites More sharing options...
levi Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? This is an Extreme Athlete charcter who turned Hero after his brother was paralyzed by street crime (cliche alert). He was built for a Fairly high-powered Dark Champions Style game that never actually took place. Anyway, here he is... Trickshot Player: Levi Val** Char*** Cost 20** STR 10 23** DEX 39 20** CON 20 15** BODY 10 13** INT 3 10** EGO 0 15** PRE 5 14** COM 2 * 10/20** PD 6 10/20** ED 6 5** SPD 17 10** REC 4 40** END 0 40** STUN 5 *9"**RUN02"**SWIM07"**LEAP0Characteristics Cost: 127 Cost** Power END 13** High Tensile Compund Longbow: Multipower, 30-point reserve, all slots 32 Charges (+1/4) (37 Active Points); all slots OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)* 1u** 1) Arrows: RKA 2d6, 32 Charges (+0) (30 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)* [32] 1u** 2) Blunt Arrows: EB 6d6 (30 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)* 0 2** Accurate Weapon: +1 OCV (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)* 3** Farsighted: +2 versus Range Modifier for Sight Group* 0 35** Archer's Eye: Find Weakness 14- with with Bows* 0 17** Rapid Fire: Autofire (3 shots; +1/4) for up to 70 Active Points of Bow RKA / EB (17 Active Points)* 2 20** Kevlar Mesh Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)* 0 3** Polarized Mask Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0 6** Athletic: Running +3" (9" total)* 1 3** Athletic: Leaping +3" (7" forward, 3 1/2" upward)* 1 Powers Cost: 104 Cost** Martial Arts Maneuver ** Bow Expertise* 0** 1) Weapon Element: Bow & Arrow* 3** 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +4 DC* 4** 3) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +6 DC* 4** 4) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC* 4** 5) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +8 DC* 5** 6) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC* 5** 7) Farther Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +4 DC , +1 Segment* 4** 8) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls* 5** 9) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls* 4** 10) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 55 STR to Disarm* 16** 11) +4 Ranged Damage Class(es)* ** Self-Defense* 1** 1) Weapon Element: Empty Hand, Staff / Bow Shaft* 5** 2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike* 4** 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike* 4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm* 4** 5) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 16** 7) +4 HTH Damage Class(es)* Martial Arts Cost: 92 Cost** Skill 3** Breakfall 14-* 3** Fast Draw 14-* 3** Paramedics 12-* 5** Rapid Attack (Ranged) * 7** Weaponsmith (Arrows, Bows) 14-* 2** PS: Athlete 11-* 7** KS: Archery 16-* 15** +5 with Bows* 3** Traveler* 1** 1) CK: Chicago (2 Active Points) 11-* 1** 2) CK: London (2 Active Points) 11-* 1** 3) CK: Los Angeles (2 Active Points) 11-* 1** 4) CK: Miami (2 Active Points) 11-* 1** 5) CK: New York City (2 Active Points) 11-* 1** 6) CK: Paris (2 Active Points) 11-* 1** 7) CK: San Diego (2 Active Points) 11-* 1** 8) CK: San Francisco (2 Active Points) 11-* 1** 9) CK: Seattle (2 Active Points) 11-* Skills Cost: 57 Total Character Cost: 380 Val** Disadvantages 15** DNPC: Savion (paralyzed younger brother) 11- (Normal)* 15** DNPC: Sally Long (Agent) 11- (Normal)* 20** Hunted: Warpath 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 10** Physical Limitation: Farsighted (-1 Sight PER Rolls within 4 hexes) (Frequently, Slightly Impairing)* 15** Psychological Limitation: Competitive (Common, Strong)* 15** Psychological Limitation: Showoff (Common, Strong)* 20** Psychological Limitation: Code vs. Killing (Common, Total)* 5** Rivalry: Professional (Athletic), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry* 15** Social Limitation: Public Identity (Olympic Athlete turned TV Star turned Superhero) (Frequently, Major)* 20** Vulnerability: 2 x Effect Sight Group Flash Attacks (Common)* Disadvantage Points: 150 Base Points: 200 Experience Required: 30 Total Experience Available: 30 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Ghost Archer Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? An archer? Right . . . um . . . I think I have one someplace. Oh, how about the one I have been playing for twenty-two years? Probably not the level you're looking for but what the heck. Ghost Archer Player: Phil Val Char Cost 45 STR 35 35 DEX 75 40 CON 60 15 BODY 10 33 INT 23 18 EGO 16 38 PRE 28 16 COM 3 9/29 PD 0 8/28 ED 0 6 SPD 15 20 REC 6 80 END 0 58 STUN 0 6" RUN02" SWIM09" LEAP0Characteristics Cost: 271 Cost Power END 34 Bow and Arrows: Multipower, 112-point reserve, (112 Active Points); all slots OAF (-1), Requires two hands (-1/2), Does not work in water (-1/4), Cannot be spread (-1/4), Real Weapon (-1/4) 3u 1) Air Jet Arrow: Energy Blast 18d6, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2) [8] 3u 2) Electro Arrow: Energy Blast 18d6, STUN Only, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2), No Knockback (-1/4) [8] 3u 3) Flare Arrow: Sight Group Flash 18d6, Invisible to Hearing Group, Source Only (+1/4); 8 Charges (-1/2) [8] 3u 4) Molecular Scrambler Arrow: Energy Blast 12d6, Invisible to Hearing Group, Source Only (+1/4), Affects Desolidified Any form of Desolidification (+1/2); 12 Charges (-1/4) [12] 3u 5) Air Soldiification Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), No Normal Defense (Any Rigid PD; +1); 12 Charges (-1/4) [12] 3u 6) Air Concussion Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), Area Of Effect (6" Radius; +1); 12 Charges (-1/4) [12] 3u 7) Air Entangle Arrow: Entangle 9d6, 9 DEF, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4) [12] 3u 8) Rocket Arrow: Killing Attack - Ranged 6d6, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4) [12] 3u 9) Shape Charge Arrow: Killing Attack - Ranged 4d6, Invisible to Hearing Group, Source Only (+1/4), Armor Piercing (+1/2); 12 Charges (-1/4) [12] 3u 10) Smoke Arrow: Darkness to Sight Group 9" radius, Invisible to Hearing Group, Source Only (+1/4); 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc] 20 Katana: Killing Attack - Hand-To-Hand 2d6+1 (4 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV 4 16 Wakizashi: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4) plus +1 OCV 3 10 Earplug Comm Unit: High Range Radio Perception (Radio Group), Encrypted (+1/4); Does Not Work In Water (-1/4), IIF (-1/4) 0 60 Cosmic Powers: Variable Power Pool, 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); all slots All Powers Must Cost END (-1/4), Power Cannot Be Pushed (-1/4) 40 Molecular Control: Elemental Control, 140-point powers, all slots Powers Do Not Work In A Vacuum Or At High Altitude (-1/2), Powers Do Not Work In Water (-1/4) 40 1) Molecular Dispersal: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Sight Group (+1/2), Usable Simultaneously (up to 8 people at once; +1) 0 40 2) Molecular Direction: Flight 30", x8 Noncombat, Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2) 0 40 3) Molecular Shield: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) 0 40 4) Molecular Polarization: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Spatial Awareness and Detect , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) 0 22 The Joining: Mind Link , Any Member Of His Family, Any Dimension/Any Distance, Number of Minds (x16), Psychic Bond; Only With Others Who Have Mind Link (-1) 0 16 Walk the Road: Extra-Dimensional Movement (Any Dimension, Any Location, Any Point in Time), x256 Increased Weight; Increased Endurance Cost (x8 END; -3 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; Must make an INT roll or lose memory; -1 1/4), Extra Time (Full Phase, -1/2) 80 16 Strength of Will: Mental Defense (20 points total) 0 15 Toughness of Body: Power Defense (15 points) 0 10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0 10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory 0 10 Elvish Eyes: Sight Group Flash Defense (10 points) 0 5 Elvish Lifespan: Life Support (Longevity Immortal) 0 5 Lungs of a Sea Elf: Life Support (Can Breath Water) 0 5 Elvish Physiology: Lack Of Weakness (-5) for Normal Defense 0 Powers Cost: 484 Cost Martial Arts Maneuver Martial Arts Mastery of The Blade 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll 4 4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove 5 7) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away 4 9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 55 STR 1 10) Weapon Element: Bind, Block, Disarm, Evade, Takeaway Only: Empty Hand 0 11) Weapon Element: Blades Martial Arts Mastery of the Bow 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 5 6) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove 0 7) Weapon Element: Bows Martial Arts Cost: 67 Cost Skill 3 Acrobatics 16- 3 Acting 17- 2 Animal Handler (Equines) 17- 3 Breakfall 16- 3 Bribery 17- 3 Climbing 16- 3 Combat Driving 16- 3 Combat Piloting 16- 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 16- 3 Concealment 16- 3 Conversation 17- 3 Criminology 16- 3 Deduction 16- 3 Demolitions 16- 3 Electronics 16- 3 Fast Draw: Blades 16- 3 Fast Draw: Bows 16- 3 Fast Draw: Hand Guns 16- 3 Forensic Medicine 16- 3 Gadgeteering 16- 3 Inventor 16- 3 Jack of All Trades 1 1) PS: Dance (2 Active Points) 11- 2 2) PS: Fletcher (3 Active Points) 16- 2 3) PS: Musician (3 Active Points) 16- 2 4) PS: Private Investigator (3 Active Points) 16- 3 Linguist 4 1) Language: English (idiomatic) 1 2) Language: French (completely fluent) 0 3) Language: Quenya (idiomatic; Native) 0 4) Language: Sindarin (idiomatic; Nativer) 0 5) Language: Westron (idiomatic; Native) 3 Lockpicking 16- 3 Mimicry 16- 2 Navigation (Dimensional) 16- 3 Paramedics 16- 3 Persuasion 17- 3 Riding 16- 3 Scholar 2 1) KS: Ballads of the Green 16- 1 2) KS: Cooking 11- 2 3) KS: Dimensions 16- 1 4) KS: Genocide 11- 1 5) KS: Herbology 11- 2 6) KS: Music 16- 2 7) KS: Paranormals 16- 2 8) KS: Songs of Lothlorien 16- 2 9) KS: String Instruments 16- 2 10) KS: Way of the Bow 16- 2 11) KS: Way of the Sword 16- 2 12) KS: Wind Instruments 16- 2 13) KS: Wood Lore 16- 3 Scientist 1 1) SS: Ballistics 11- 1 2) SS: Botany 11- 1 3) SS: Chemistry 11- 1 4) SS: Criminal Psychology 11- 2 5) SS: Electronics Engineering 16- 1 6) SS: Pharmacology 11- 1 7) SS: Toxicology 11- 1 8) SS: Zoology 11- 3 Security Systems 16- 3 Seduction 17- 3 Shadowing 16- 3 Sleight Of Hand 16- 3 Stealth 16- 3 Streetwise 17- 12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 16- 7 Systems Operation (Communications Systems, Medical Systems, Radar, Sensor Jamming Equipment, Sonar) 16- 8 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles 3 Teamwork 16- 3 Tracking 16- 3 Trading 17- 3 Traveler 2 1) AK: Bay Area 16- 2 2) AK: New York City Underground 16- 2 3) AK: Northern California 16- 1 4) AK: Sherwood Forest 11- 2 5) AK: The Road 16- 1 6) CK: Berkeley 11- 0 7) CK: Cinnabar 11- 1 8) CK: New York City 11- 1 9) CK: Oakland 11- 2 10) CK: San Francisco 16- 1 11) CK: Seattle 11- 10 Two-Weapon Fighting (HTH) 5 WF: Common Melee Weapons, Small Arms, Bows 3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 16- 50 +5 Overall 24 : +8 vs. Range Modifier with All Attacks Skills Cost: 308 Cost Perk 50 Base 2 Fringe Benefit: Concealed Weapon Permit (where appropriate) 1 Fringe Benefit: International Driver's License 5 Fringe Benefit: International Police Powers 1 Fringe Benefit: Passport 2 Fringe Benefit: Private Investigator License 5 Money: Well Off 6 Reputation: Grim Crimefighter (A large group) 14-, +2/+2d6 6 Reputation: Leader (A large group) 14-, +2/+2d6 3 Well-Connected 4 1) Contact: Charles Driscole, SFPD Police Captain (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11- 5 2) Contact: Director of the FBI (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) (6 Active Points) 11- 6 3) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (7 Active Points) 11- 2 4) Contact: Jessica Lorenzo, Reporter, San Francisco Chronicle (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11- 1 5) Contact: Raymond 'Stoney' Jackson, Information Broker (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11- 1 6) Contact: Taurus of the Zodiac (Contact limited by identity) 11- Perks Cost: 100 Cost Talent 9 Ambidexterity (no Off Hand penalty) 37 Danger Sense (general area, any danger, Function as a Sense) 16- 3 Lightsleep 20 Universal Translator 16- Talents Cost: 69 Total Character Cost: 1299 Val Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 0 Dependent NPC: The Fireoak Children 8- (Incompetent; Group DNPC: x9 DNPCs) 10 Dependent NPC: Sue Freschi 8- (Normal) 5 Dependent NPC: Fire Witch 8- (Slightly Less Powerful than the PC) 25 Hunted: Genocide 11- (Mo Pow, NCI, Harshly Punish) 25 Psychological Limitation: Protector of Innocents (Very Common, Total) 15 Psychological Limitation: Code of Chivalry (Common, Strong) 10 Psychological Limitation: Vengeful (Uncommon, Strong) 0 Psychological Limitation: In love with Raven (Common, Total) 0 Psychological Limitation: In love with ******* Grey (Uncommon, Total) 0 Psychological Limitation: Will not shoot a 'normal' in the head (Uncommon, Strong) 15 Reputation: Dangerous, 14- 15 Social Limitation: Secret ID: Aaron Wayne (Frequently, Major) 10 Vulnerability: 1 1/2 x STUN Sonic Attacks (Common) 10 Vulnerability: 1 1/2 x BODY Sonic Attacks (Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 949 Total Experience Available: 949 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Ghost Archer Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Argh! Why does this thing insist on changing the name T h i s t l e to ******* when I type in on one line? That's the only why I can get the name out. Anyone? Hello? Quote Link to comment Share on other sites More sharing options...
Rapier Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer?Do I have a super-archer? Is a frog's butt water-tight? I present to you, one William Tell. William TellPlayer: Mark Crosson (Villain) Val Char Cost 16 STR 6 25 DEX 45 16 CON 12 14 BODY 8 25 INT 15 18 EGO 16 15 PRE 5 12 COM 1 8/18 PD 5 7/17 ED 4 6 SPD 25 15 REC 18 50 END 9 60 STUN 30 11" RUN102" SWIM03" LEAP0Characteristics Cost: 209Cost Power END 27 Bow Multipower: Multipower, 67-point reserve, (67 Active Points); all slots OAF (Bow & Arrows; -1), Beam (-1/4), Costs END (Only Costs END to Activate; -1/4) 2u 1) Straight Arrow: RKA 4d6+1 (vs. PD) (65 Active Points); 6 Charges (-3/4) 6 2u 2) Blunt Arrow: EB 13d6 (vs. PD) (65 Active Points); 4 Charges (-1) 6 2u 3) Armour Piercing Arrow: RKA 3d6 (vs. PD), AP (+1/2) (67 Active Points); 4 Charges (-1) 7 2u 4) Electric Arrow: Energy Blast 13d6 (vs. ED) (65 Active Points); 6 Charges (-3/4) 6 1u 5) Trick Arrow: RKA 3d6+1 (vs. PD), Indirect (Same origin, always fired away from attacker; +1/4) (62 Active Points); 2 Charges (-1 1/2) 6 1u 6) KnockOut Gas Arrow: Energy Blast 4 1/2d6 (vs. ED), Area Of Effect Nonselective (5" Radius; +3/4), No Normal Defense ([standard]; Self Contained Breathing; +1) (63 Active Points); 2 Charges (-1 1/2), Cannot be Bounced (-1/4) 6 1u 7) Smoke Arrow: Darkness to Sight and Smell/Taste Groups and Radar 4" radius (50 Active Points); 2 Charges (-1 1/2), Cannot be Bounced (-1/4) 5 2u 8) KnockAbout Arrow: Energy Blast 7d6 (vs. PD), Double Knockback (+3/4) (61 Active Points); 4 Charges (-1) 6 1u 9) Explosive Arrow: Energy Blast 8d6 (vs. ED), Explosion (+1/2), Nonselective Target (-1/4) (50 Active Points); 4 Charges (-1), Cannot be Bounced (-1/4) 5 1u 10) Paralyzer Arrow: Entangle 2 1/2d6, 2 DEF, Takes No Damage From NonMental Attacks (+1/4), Cannot Be Escaped With Teleportation (+1/4), Based On ECV (Mental Defense applies; +1) (62 Active Points); 3 Charges (-1 1/4), Cannot Form Barriers (-1/4) 6 2u 11) Flash Arrow: Sight Group Flash 13d6 (65 Active Points); 6 Charges (-3/4) 6 23 Put an Apple on Their Head: (Total: 30 Active Cost, 23 Real Cost) Sight Group Images 1" radius (10 Active Points); Limited Power Can Create Targetting Apple Image Only (-2), IIF (Targeting Laser; -1/4) (Real Cost: 3) plus Penalty Skill Levels: +5 vs. Range Modifier with Bow MultiPower (Real Cost: 10) plus Penalty Skill Levels: +5 vs. Hit Location modifiers with Bow MultiPower (Real Cost: 10) 1 15 Armoured Tunic: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0 5 Protective Goggles: Sight Group Flash Defense (7 points) (7 Active Points); OIF (-1/2) 0 9 Zen Mentality: Mental Defense (13 points total) 0 Powers Cost: 96Cost Skill 14 Penalty Skill Levels: +7 vs. Hit Location modifiers with Bow MultiPower 10 Penalty Skill Levels: +5 vs. Range Modifier with Bow MultiPower 3 PS: Bowyer/Fletcher (INT-based) 14- 3 Disguise 14- 3 Inventor 14- 3 Paramedics 14- 3 Tactics 14- 3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 14- 9 Fast Draw 17- 5 Rapid Attack (Ranged) 6 PS: Shakespearean Actor (INT-based) 17- Skills Cost: 62Cost Talent 3 Lightsleep Talents Cost: 3Val Disadvantages 15 Enraged: When Reminded/Teased About Son's Death (Uncommon), go 11-, recover 11- 30 Enraged: vs SuperHeroes (Common), go 14-, recover 8- 15 PsychLim: Risk Taker (Common, Strong) 15 PsychLim: Wants to be Caught/Punished (Manifests as Overconfidence) (Common, Strong) 15 PsychLim: Protective of Young Boys (Under Approx 14 Years Old) (Common, Strong) 15 PsychLim: Guilt Ridden (Common, Strong) 10 PsychLim: Despises Heroes (Liable to Hunt/Stalk) (Common, Moderate) 20 Vulnerability: 2 x STUN Electricity (Common) 15 PhysLim: Hard of Hearing (-3 PER) (All the Time, Slightly Impairing) Disadvantage Points: 150Base Points: 200Experience Required: 20Total Experience Available: 20Experience Unspent: 0Total Character Cost: 370 Height: 1.82 m Hair: Black Weight: 82.00 kg Eyes: Blue Appearance: William Tell dresses in green leggings, tunic and felt archer's hat (with a large yellow feather). His quiver appears to be covered in deer hide. He is often mistaken, by the unknowing, to be some kind of Robin Hood.Personality: At his son's death, Dan developed a borderline split personality, upon that day William Tell was born. Over time, the William Tell persona has been gaining ascendency. Since his joining of GRIMM, the Dan Simpson persona has been pushed back even further. At this point, it is doubtful if Dan Simpson even exists. William is riddled with guilt for causing Dan's son's death. He has turned to a life of crime in a misguided (and unconscious) desire to be punished for Dan's crime. If it were not for the actions of Rapunzel and the rest of GRIMM, William Tell would have been captured long ago. William is a very moody person, apt to have rather dramatic mood swings. William Tell is completely protective of young boys, going so far as to attack his teammates if they have or are about to harm a boy. William Tell also despises all heroes to the core of his very being, he is likely to stalk, hunt and try to kill them. This is all but guaranteed if a hero has done anything to endanger or harm a young boy. Quote:"Care you NOTHING for the lives you destroy in your pursuit of 'Justice!?!'"Background: Dan Simpson and his son Jeremy were members of a travelling circus. Their act was based upon the William Tell story. Jeremy would stand at one end of the ring and perform acrobatic leaps, while keeping apples balanced/held somewhere on his person. Dan would stand at the other end of the ring and shoot the apples with trick arrows. During an afternoon performance, The Magnificent Seven (the Lubbock based supergroup) pursued a bank robber into the circus, disrupting the act. Because of the disruption Dan shot his son through the heart. Dan rushed to his son's side, only to hear Jeremy's last words ("It's not your fault, dad."). Jeremy died in his arms. No charges were ever filed against Dan, Jeremy's death was ruled accidental -- caused by the disruption in the performance. No charges were ever even considered against any member of the Magnificent Seven. Suffering greatly from death of his son, Dan set out to get even with the Mag7. He turned his circus skills to deadly effect. Over the next 4 months, each member of the Magnificent Seven were killed...by an arrow. However, killing all the members of the Magnificent Seven did not assuage Dan's guilt. While no official charges have ever been filed, Dan Simpson is wanted for questioning in the city of Lubbock (and the state of Texas). Dan went on to committing more and more dangerous crimes (it has been postulated that he was becoming more and more sloppy in an unconscious effort to be captured so that he could pay for his crimes). During a midday bank robbery, Dan was nearly apprehended by the local DFW Texas Rangers SPT. Dan was narrowly saved, and helped to escape by the supervillainess known as Rapunzel. Shortly after, Dan publicly took the name William Tell and has become a member of the fairy-tale based supervillain team GRIMM. Powers/Tactics: William Tell has a remarkable stock of trick arrows, which he uses to great efficiency. He is also very versed in tactics and will frequently bounce attacks, use the environment, sneak attacks and his trick arrows to make life for any hero very difficult. William Tell is a formidable foe on his own. He does not work well as part of a team, since he frequently gets caught up in his prejudices and hatreds. Because of this, another member of GRIMM will frequently stay close to William to ensure that he does not get out of control (and to force him to pull back if the team retreats). Because of his psychlims, William Tell is a balls-to-the-wall kind of fighter and will give no quarter. Campaign Use: William is one messed up dude. He has more rage inside him than your average eight supervillains. He truly hates heroes and will break ranks with GRIMM (to Rapunzel's frequent displeasure) to hunt and kill heroes that he feels are a danger to the public. If William is captured he will do everything in his power to escape (if handcuffed to a pipe, he would be likely [EGO roll] to cut off his own hand to escape). His captor had then best watch his/her back. Quote Link to comment Share on other sites More sharing options...
Rapier Posted December 9, 2004 Report Share Posted December 9, 2004 Re: Anyone have a writeup for a super archer? Crud, forgot the file. Not going to edit the character, since I think it puts * at the cell borders. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 10, 2004 Report Share Posted December 10, 2004 Re: Anyone have a writeup for a super archer?Here's my most recent archerAzure ArcherPlayer: NPC Hero, member of the Watch Val Char Cost 15 STR 5 20 DEX 30 18 CON 16 11 BODY 2 18 INT 8 13 EGO 6 20 PRE 10 16 COM 3 6/15 PD 3 6/15 ED 2 5 SPD 20 8 REC 2 40 END 2 30 STUN 2 6" RUN02" SWIM03" LEAP0Characteristics Cost: 111Cost Power END 54 AC-2 Model Composite Longbow (w/ Arrow Arsenal): Multipower, 90-point reserve, 64 Charges (+1/2) (135 Active Points); all slots OAF (-1), Extra Time (Full Phase, -1/2) 1u 1) Acid Arrow: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 2) Acid Bomb Arrow: Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Explosion (+1/2), Continuous (+1) (52 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 3) Blunt Arrow: Energy Blast 8d6 (40 Active Points); OAF (-1), 6 Charges (-3/4), Extra Time (Full Phase, -1/2), Beam (-1/4) [6] 1u 4) Blunt Boomerang Arrow: Energy Blast 8d6, Indirect (always originates from character but can attack from any direction; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 5) Bolo Arrow: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4), Cannot Form Barriers (-1/4) [2] 1u 6) Boomerang Arrow: Killing Attack - Ranged 2d6, Indirect (always originates from character but can attack from any direction; +1/2) (45 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 7) Broadhead Arrow: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4] 1u 8) Chisel-Point Arrow: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4] 2u 9) Electro-Arrow: Dispel Electronic Device Powers 10d6, all Electronic Device powers simultaneously (+2) (90 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 10) Exploding Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2] 2u 11) Extinguisher Arrow: Dispel Fire Powers 10d6, all Fire Powers simultaneously (+2) (90 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 12) Flare Arrow: Sight Group Flash 8d6 (40 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [4] 1u 13) Glue Arrow: Entangle 4d6, 4 DEF (40 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4), Cannot Form Barriers (-1/4) [2] 1u 14) Glue-Bomb Arrow : Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) [2] 1u 15) Grapnel Arrow: Swinging 20" (20 Active Points); OAF (-1), 6 Charges (-3/4), Extra Time (Full Phase, -1/2) [6] 1u 16) Incendiary Arrow: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 17) Knockout Gas Arrow: Energy Blast 5d6, Area Of Effect (One Hex; +1/2), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity; +1) (62 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2] 2u 18) Net Arrow: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2) (70 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4) [2] 1u 19) Oil Slick Arrow: Change Environment 8" radius, -4 to all DEX-based Rolls to move on/through (29 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Only Affects Characters Moving On The Ground (-1/4) [2] 1u 20) Smoke Arrow: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1/4) [6 cc] 1u 21) Sonic Arrow: Energy Blast 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2] 1u 22) Taser Arrow: Energy Blast 4d6, No Normal Defense (defense is insulated rED covering entire body; +1) (40 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2), Beam (-1/4) [2] 1u 23) Tear Gas Arrow: Sight Group Flash 6d6, No Normal Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; +1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Extra Time (Full Phase, -1/2) [2] 18 Armored Betacloth Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0 Mask 2 1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0 5 2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0 5 3) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0 6 4) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0 5 5) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0 3 6) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0 5 7) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0 8 8) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0 Powers Cost: 137Cost Martial Arts Maneuver Kyujutsu 4 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 4 5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 4 6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR 0 7) Weapon Element: Bows Martial Arts Cost: 25Cost Skill 12 +4 with any three maneuvers or a tight group of attacks 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Demolitions 13- 3 Electronics 13- 3 Fast Draw 13- 3 Inventor 13- 3 KS: Kyujutsu 12- 2 KS: Superheroic History 11- 3 Lockpicking 13- 3 Mechanics 13- 2 PS: Bowyer 11- 3 Paramedics 13- 3 Riding 13- 3 Streetwise 13- 1 WF: Bows 3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13- Skills Cost: 59Cost Perk 6 Contact: Bradley Winston (formerly the Scarlet Archer) (Contact has significant Contacts of his own, Very Good relationship with Contact) 12- Perks Cost: 6Cost Talent 3 Absolute Range Sense 6 Combat Luck (3 PD/3 ED) 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 12Val Disadvantages 10 Dependent NPC: Monica Pierce, Assistant Principal at Carver Middle School (Younger sister) 8- (Normal) 10 Distinctive Features: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Hunted: Ankylosaur 8- (As Pow, Harshly Punish) 10 Hunted: Shadow Dragon 8- (As Pow, Harshly Punish) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Warpath 8- (As Pow, Harshly Punish) 20 Psychological Limitation: Code vs Killing (Common, Total) 15 Psychological Limitation: Gunslinger Mentality;treats other weapons masters as "the competititon" (Common, Strong) 15 Psychological Limitation: Overconfident (Very Common, Moderate) 15 Psychological Limitation: Thrill seeker (Common, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.88 m Hair: Black Weight: 88.00 kg Eyes: Green Appearance: A sleeveless body suit, blue with black belt and bracers. Blue arm bands, a black quiver on his back and on his waist, a black full face mask, with blue eye pieces. His bow is black wth blue trim. Andrew is a lean, athletic, young man with great upper body strength. He has close cropped black hair and green eyes.Personality: Idealistic and fearless, Andrew always wanted to be a superhero. He knew from the moment he held a bow in his hand he'd become one. He's respected for his skill and admonished for his recklessness and thrill seeking ways, but he enjoys his job. He watches over his little sister who decided to "save mankind" by becoming a middle school principal. He wonders at times if she didn't take the more dangerous job.Quote:"I never miss."Background: Andrew Pierce followed the career of his hero, the Scarlet Archer, for most of his childhood. He visited both Scarlet Archer's restraunts by the time he was a teenager, and had met his idol on at least one occasion. Seeking to emulate his hero, he took up the bow and arrow at a young age. He entered competitions all throughout his early years and studied Kyujutsu when he turned 20. He knew he would be a hero, and he approached his idol, this time as a young man and asked if he could use the name the Scarlet Archer, to carry on the legacy. However; the meeting went badly. Winston, going through financial troubles, had trademarked the name and wasn't willing to give the young hero his blessing to use it. As a matter of fact, he brought up the possibility of a lawsuit. Fuming, Andrew simply designed a unique costume, and dubbed himself the Azure Archer. Shortly after his career began, Andrew was approached by Bradley Winston; it seemed much of his financial troubles may have been caused by one of his old enemies. Andrew investigated, and was able to get enough evidence to implicate Gene Oldenburg, formerly known as the Highwayman. He then watched in amusement as the two older gentlemen tried to beat the snot out of eachother. After Oldenburg was arrested, Winston's financial troubles began to ease. He offered Andrew the use of the Scarlet Archer name, but Andrew turned it down; he'd decided to make his own way in the superhero world. The two remain close. Azure Archer has recently joined the Watch, a team of up and coming heroes in the Chicago Area. Powers/Tactics: An archer with a lot of trick arrows. He carries 64 arrows on his person (two quivers, one on his back on on his waist) He has the arrows further broken up by type, generally carrying 2 of each type of "special Arrows" and three or more of his most used arrows. His Kyujutsu manuevers work only on the broad tipped and blunt arrows. The other arrows cause damage via special effect and don't get the bonus of his precision shooting. OCV and DCV modifyers apply. Andrew is realizing that his "up close" combat is severly limited and has been training in combat with the Shield. Campaign Use: A beginning level Archer character. The Watch are a 350 pt superteam modeled after members of Marvel Comics, the Avengers. If you want to limit AA's combat effectiveness, drop some of his special arrows, decrease the number he carries with him and eliminate his martial arts. To imrpove him, or for a more experienced version: Increase his STR, DEX, CON, and SPD (as part of his martial arts training); give him Karate or some such hand to hand, a few CSL's with hand to hand combat, increase his bow CSL's, give him Range levels with his bow, increase his lightning reflexes, give him some of the Archery Talents from Fantasy hero, and increase his arrow payload, though much more than 64 arrows is a stretch. Quote Link to comment Share on other sites More sharing options...
levi Posted December 10, 2004 Report Share Posted December 10, 2004 Re: Anyone have a writeup for a super archer? So far, my favorotes are (in no particular order)... Ghost Archer and The Marksman with an honorable mention for Azure Archer (I like the Kyujutsu package) Quote Link to comment Share on other sites More sharing options...
Russell Posted December 10, 2004 Report Share Posted December 10, 2004 Re: Anyone have a writeup for a super archer? Wrong thread sorry Quote Link to comment Share on other sites More sharing options...
red_eagle123 Posted December 10, 2004 Report Share Posted December 10, 2004 Re: Anyone have a writeup for a super archer?Here's a version of my archer character.Red Eagle Val Char Cost 23 STR 13 23 DEX 39 14 CON 8 12 BODY 4 16 INT 6 15 EGO 10 10 PRE 0 12 COM 1 11/21 PD 6 10/20 ED 7 6 SPD 27 9 REC 2 28 END 0 53 STUN 22 16" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 145Cost Power END 45 Bows and Arrows: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points); all slots OAF (-1) 2u 1) Blinding Arrow: Sight Group Flash 9d6, Area Of Effect Nonselective Target (One Hex; +1/4) (56 Active Points); OAF (-1), 12 Charges (-1/4) [12] 3u 2) Taser Arrow: Energy Blast 12d6, STUN Only (+0) (60 Active Points); OAF (-1), 15 Charges (-1/4) [15] 2u 3) Web Arrow (Net): Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1), Cannot Form Barriers (-1/4), 15 Charges (-1/4) [15] 1u 4) Smoke Arrow: Darkness to Hearing Group 6" radius (30 Active Points); OAF (-1), 8 Charges (-1/2), Nonselective Target (-1/4), Range Based On Strength (-1/4) [8] 2u 5) Gas Arrow: Drain Stun 2d6, No Normal Defense (Equally Common Defense; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); OAF (-1), 8 Charges (-1/2) [8] 2u 6) Grenade Arrow: Energy Blast 8d6, Explosion (+1/2), Nonselective Target (-1/4) (50 Active Points); OAF (-1), 12 Charges (-1/4) [12] 2u 7) Hunting Arrow: Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1), 9 Charges (-1/2) [9] 3u 8) Regular Arrow: Energy Blast 8d6, Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1) 0 2u 9) Swingline Arrow: Swinging 40", 16 Charges (+0) (40 Active Points); OAF (-1) [16] 1u 10) Sapping Arrow: Dispel Strength 6d6, Continuous (+1) (36 Active Points); OAF (-1), 6 Charges (-3/4) [6] 10 Knowledge of the Ancestors: Variable Power Pool, 8 base + 2 control cost, (12 Active Points); Extra Time (Extra Segment, -1/2), Incantations (Must ask the right questions; -1/4) 10 Too Many Minds: Mental Defense (13 points total) 0 20 Run like the Wind: Running +10" (16" total) 2 30 Body Suit: Armor (10 PD/10 ED) 0 Powers Cost: 135Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 7 Electronics 14- 7 Fast Draw 16- 3 Inventor 12- 4 Language: Iroquois (idiomatic) 3 Stealth 14- 3 SS: Electrical Engineering 12- 2 WF: Common Missile Weapons 15 +5 with any three maneuvers or a tight group of attacks Skills Cost: 50Cost Perk 2 Reputation (A small to medium sized group) ; 14-, +2/+2d6 2 Contact (Contact has significant Contacts of his own) 8- 1 Contact 8- 1 Contact 8- 1 Favor 1 Favor Perks Cost: 8Cost Talent 6 Ambidexterity (-1 Off Hand penalty) 6 Danger Sense (self only, in combat, Function as a Sense) (17 Active Points); No Conscious Control (-2) 12- Talents Cost: 12Val Disadvantages 15 Secret ID 10 Mystery Disadvantage 5 Money: Poor 10 Psychological Limitation: Short Tempered (Common, Moderate) 10 Psychological Limitation: Sense of Duty (Common, Moderate) 10 Psychological Limitation: Impulsive (Common, Moderate) 15 Social Limitation: Talks to Self (Very Frequently, Minor) 15 Hunted: Unknown Pursuer 8- (Mo Pow, Harshly Punish) 10 Hunted: Iroquois Council of Elders 11- (As Pow, NCI, Watching) 10 Distinctive Features: Many Souls, One Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Dependent NPC: Younger Sister (Jessica Skyfather) 11- (Normal) 15 Psychological Limitation: Frequent Nightmares of Ancestors deaths (Very Common, Moderate) 10 Psychological Limitation: Resents Own Stereotypical Image (Common, Moderate) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.98 m Hair: Brown Weight: 99.00 kg Eyes: Brown Appearance: Personality: Quote:Background: James Skyfather was born to a mixed relationship. His father, Jimmy Skyfather, was of the Cherokee Tribe from the Qualla Reservation. His mother, Maria Pavlovic, was the daughter of Americanized Immigrants. When they met, Jimmy was working for the FBI as an undercover agent of some sort. Maria and Jimmy settled down, finding a nice house near the Qualla Reservation to raise their family. Jimmy even stopped working for the government, instead finding other work elsewhere. Not long after the birth of their second child, a daughter they named Jessica, Jimmy started acting odd. He took to talking to himself, and responding to questions nobody asked. He also started staying out late, and coming home with bruises on his body. Maria feared for her family, and especially her two children. After a particularly nasty argument, Maria took the 5 year old James and 1 year old Jessica and moved to Texas to be near her family. James grew up in Texas, knowing he was a half breed. His mother never taught him anything about his heritage, and James never bothered to learn. Growing up in the ‘White Man’s World’, James had a much different upbringing than he would had he stayed on the reservation. Upon going to college, he found he had a strong electrical engineering knack, and so he focused his studies in that field. It was during James’ graduation from college, when he was 21, his father died. Halfway across the stage to accept his diploma and he suddenly felt the voices of 10 generations of ancestors talking in his head. He crumpled mid-stride, awaking later in the hospital with 9 voices attempting to calm him down and a 10th voice just as confused as he was. It was the voice of his father. At first James worried that he had gone mad, as his mother told him his father did. It was a week later, when his 17-year-old sister mentioned being able to see the spirits inhabiting James’ body. James took the time to question the voices, coming to understand that each of the 10 voices were his ancestors, including his father. It turns out, the Skyfather family has an unusual family legacy. For some generations now, the soul of the father passed onto the body of the son. It started when Napua EyesHigh called upon the gods to grant him the ability to defend his tribe. The gods granted him enhanced speed, strength and agility, which he used as the tribal champion. When he died, his soul passed onto his oldest son, RedEagle. RedEagle had been taken under the care of the tribal shaman, as an understudy as it were. When the spirit of his father passed into him, he found himself blessed with the same enhanced strength, speed and agility as his father. He used what little shaman skills he’d picked up to continue his father’s goal of defending the tribe. Thus began the legacy of the Red Eagle Now knowing that he wasn’t insane, James began to formulate a plan. Understanding his heritage, as explained to him the ancestors, James took inspiration from the costumed super-heroes in the world, and fashioned himself a costume, a bow and put his engineering skills to use to formulate a series of trick arrows. Emerging onto the Dallas scene, a new super hero calling himself Red Eagle began fighting crime, in the spirit of his ancestors. After a particularly rough battle with a group of powered foes, the retired hero Warhawk saved Red Eagle. Warhawk took the neophyte hero under his belt, augmenting his arsenal with new suggestions for arrows, as well as teaching him some combat techniques. Since then, Red Eagle has been slowly groomed to be Warhawk’s replacement, or at least one of them. Quote: "My Ancestors cry out for your justice criminal, what do yours say?" Personality:. James is dedicated young man. Prior to taking up the mantle of Red Eagle, James was a straight-A student. Now with his Ancestors around to teach him, he is slowly learning what it means to be a member, and more importantly protector, of the Cherokee peoples. Still feeling a bit overwhelmed with his current situation, he finds himself leaning on the knowledge and experience of his forefathers in many situation. Whenever he is faced with a situation he doesn’t feel comfortable with, he always immediately queries his entourage for assistance. This need to ask for help is something some of his Ancestors are trying to correct as best they can, by forcing James to learn on his own. The whole spiritual connection is something that James can’t yet easily explain, his background in the technical sciences clouding his perspective. One the one hand he’s got undeniable proof that mysticism and spirits exist, and yet everything he was raised to believe says that such things are false beliefs. It’s something that he’s still having trouble working out. James has gotten a bit more irritable since the 10 spirits inhabited his body. Considering he can’t control them, and they are able to talk to him whenever they want (or are ‘awake’), this is understandable to some extent. He also has gotten into the bad habit of responding to his Ancestors at normal speaking tones in public. The Ancestors and James can only communicate verbally, neither side can read the others minds. However nobody else, except his sister, can see the Ancestors so it appears to most that James is talking to himself. Appearance: James is a athletic young man of 26, with long flowing black hair he keeps in braids. In the past 5 years since he received his family ‘inheritance’, James has taken to wearing more traditional clothing, including leather vests with beadwork, beads worked into his hair, and twin braids for his hair streaming down his back. In costume as Red Eagle, James wears a full body suit of deep crimson red. The Full face mask has ‘warpaint’ stripes going from the bridge of the nose down to the cheeks. Strapped onto either thigh and onto his back are quivers of his specially designed trick arrows. Over the body suit he wears a leather vest with fringes on the pockets, and a stylized eagle on each pocket. He also wears fringed leather boots on his feet. To complete the look, he has an armband on each upper arm made of gold, with twin eagle feathers hanging from the band. Powers: The powers of Red Eagle come primarily from his arsenal of trick arrows. In each of the quivers he has a series of arrows each with a specialized arrowhead. James has gotten used to finding the arrows he needs by touch, each arrow having a series of notches or marks on one end to identify them. The arrows are held in place by a simple locking mechanism that doesn’t release the arrow until a certain amount of force is applied. This allows James the ability to hang upside down without fear of losing his arrows, and yet still be able to retrieve them when needed. The bow he uses is an specially designed collapsible bow, that can be carried on the outside of his backpack quiver. To most it appears to be made of simple wood, with cleverly designed hinges to facilitate the folding without weakening the pull strength of the bow when in use. Other than his equipment, his ‘heritage’ blesses him with an increased level of physical ability. He is stronger, faster and more coordinated than he was prior to the spirits occupying his body. Each bearer of the heritage expressed the powers slightly differently, and it’s been theorized by some of the ancestors that with enough training all the prior abilities of the ancestors could be expressed in the current host. The ancestors themselves are disembodied spirits that are somehow tied to the body of James Skyfather. None of the ancestors knows what the source of this connection is, nor whether it can be broken by magic of any sort. What they do know that so long as a male descendent is alive, they will be forever tied to this plane of existence. It is for this reason that many of the ancestors are currently trying to pressure James into finding a wife and having children. There are two further concerns the ancestors haven’t expressed to James yet. One is that there is a gap in the ancestors. Nobody knows what happened to this missing generation, or why the generation was skipped. Second is, James’ sister Jessica is the first person to be able to see the ancestors besides the body being inhabited Powers/Tactics: Campaign Use: Quote Link to comment Share on other sites More sharing options...
JmOz Posted December 10, 2004 Report Share Posted December 10, 2004 Re: Anyone have a writeup for a super archer? So far, my favorotes are (in no particular order)... Ghost Archer and The Marksman with an honorable mention for Azure Archer (I like the Kyujutsu package) Thank you very much, Marksman is my current PC, as such there is an atachment to him... Quote Link to comment Share on other sites More sharing options...
Hawksmoor Posted December 11, 2004 Report Share Posted December 11, 2004 Re: Anyone have a writeup for a super archer?MineBowcasterPlayer: Hawksmoor Val Char Cost 18 STR 8 26 DEX 48 23 CON 26 12 BODY 4 13 INT 3 14 EGO 8 18 PRE 8 12 COM 1 18 PD 5 18 ED 4 5 SPD 14 9 REC 0 46 END 0 33 STUN 0 9" RUN62" SWIM03 1/2" LEAP0Characteristics Cost: 135Cost Power END 12 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0 7 Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0 20 Equipment Pack: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) 1u 1) Bow: +30 STR (30 Active Points); Limited Power Power loses about half of its effectiveness (-1), OAF (-1), No Figured Characteristics (-1/2) [Notes: Only to throw Arrows] 3 1u 2) Laser Sword: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0 2u 3) Blaster Pistol: Killing Attack - Ranged 1d6+1, Penetrating (+1/2) (30 Active Points); OIF (-1/2), 2 clips of 8 Charges (-1/4) [8] 1u 4) Combat Baton: (Total: 20 Active Cost, 9 Real Cost) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 6) plus Another Combat Baton (5 Active Points); OIF (-1/2) (Real Cost: 3) 0 1u 5) Mirrored Buckler: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4) 0 2u 6) Force Feild Pads: Force Field (6 PD/6 ED) (Protect Carried Items), 6 Continuing Charges lasting 1 Minute each (+0), Usable By Other (+1/4) (27 Active Points); OIF (-1/2) [6 cc] 1u 7) Scent Breaking Gas Grenade: Darkness to Sight and Smell/Taste Groups 2" radius (25 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc] 1u 8) Trauma Pack: Healing 3d6 (30 Active Points); 6 Charges (-3/4), OIF (-1/2) [6] 7 Mask: Multipower, 10-point reserve, (10 Active Points); all slots OIF (-1/2) 1u 1) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0 1u 2) Respirator: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0 1u 3) Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0 1u 4) Lenses: Nightvision (5 Active Points); OIF (-1/2) 0 1u 5) Lenses: +3 versus Range Modifier for Sight Group (5 Active Points); OIF (-1/2) 0 45 Quiver: Multipower, 67-point reserve, (67 Active Points); all slots OIF (-1/2) 2u 1) Target Arrows: Energy Blast 12d6 (60 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Range Based On Strength (-1/4) [6] 2u 2) Sharp Tipped Arrows: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Range Based On Strength (-1/4) [6] 2u 3) Electric Blast Arrow: Killing Attack - Ranged 4d6+1 (65 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-1/4) [4] 2u 4) Macrobomb Arrow: Energy Blast 9d6, Explosion (+1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 2u 5) Microbomb Arrow: Energy Blast 9d6, Area Of Effect (One Hex; +1/2) (67 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 2u 6) Shaped Charge Arrow: Tunneling 2" through 21 DEF material (67 Active Points); 4 Charges (-1), OAF (-1) [4] 2u 7) Entangle 7d6, 6 DEF (65 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 2u 8) Fog Arrow: Darkness to Sight, Smell/Taste and Radio Groups 5" radius (10" Cone; +0) (60 Active Points); OAF (-1), Can Be Missile Deflected (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) [6 cc] 2u 9) Strobe Arrow: Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 2u 10) Shreiker Arrow: Hearing Group Flash 11d6, Area Of Effect (8" Cone; +1) (66 Active Points); 4 Charges (-1), OAF (-1), Range Based On Strength (-1/4) [4] Powers Cost: 126Cost Martial Arts Maneuver 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike , FMove 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 33 STR Martial Arts Cost: 16Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 10 +2 with Ranged Combat 5 Defense Maneuver I-II 3 Paramedics 12- 3 Security Systems 12- 2 Weaponsmith (Muscle-Powered Ranged) 12- 3 PS: Architect 12- 3 KS: Engineering 12- 3 SS: Mechanical Engineering 12- 3 SS: Electrical engineering 12- Skills Cost: 41Cost Perk 10 Follower [Notes: George Gillian, weapon systems specialist] 10 Money: Wealthy Perks Cost: 20Cost Talent 6 Combat Luck: 3 PD/3 ED 6 Lightning Reflexes: +4 DEX to act first with All Actions Talents Cost: 12Val Disadvantages 10 Dependent NPC: Date of the week 8- (Infrequently), Normal 10 Dependent NPC: Campaign City SCU 11- (Occasionally), Slightly Less Powerful than the PC, Useful noncombat position or skills, Group DNPC (x2 DNPCs) 10 Enraged: When made to look silly Uncommon, go 8-, recover 11- 5 Rivalry: The Rainbow Archer (best at what we do) Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID Frequently (11-), Major 10 Hunted: Ripper 8- (Occasionally), As Powerful, Harshly Punish 10 Hunted: The Ooze 8- (Occasionally), As Powerful, Harshly Punish 5 Hunted: Weapon Designing Corporation 11- (Frequently), Less Powerful, NCI, Watching 15 Vulnerability: 1 1/2x STUN Fire Very Common 15 Psychological Limitation: Does not understand Magic Uncommon, Total 10 Psychological Limitation: Loves the Ladies Common, Moderate 20 Psychological Limitation: Code Against Killing Very Common, Strong 15 Psychological Limitation: Brash (Common, Strong) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.91 m Hair: Brown Weight: 88.00 kg Eyes: Brown Appearance: Bowcaster appears in a high tech armored suit carrying a number of packs and gadgets around his uniform. His favored weapon is of course the bow, but his equipment pack holds more than a few surprises.Personality: Quote:Background: Cameron Roth is an adventurer. Using his wealth he has found trainers, purchased equipment and secured the services of a leading weapons designer. As Bowcaster he intends to right wrongs, become famous and save the world. Powers/Tactics: Campaign Use: Hawksmoor Quote Link to comment Share on other sites More sharing options...
Ghost Archer Posted December 11, 2004 Report Share Posted December 11, 2004 Re: Anyone have a writeup for a super archer? Good to see an updated version of you, Red Eagle. May I change the older version on my site for the newer or do you want to keep the older you around for nostalga's sake? http://the-wild-hunt.org/seattle/redeagle/redeagle.html GA Quote Link to comment Share on other sites More sharing options...
Moody Loner Posted December 11, 2004 Report Share Posted December 11, 2004 Re: Anyone have a writeup for a super archer? Maybe this thread should be, "Who DOESN'T have a writeup for a super archer?" Well, I don't. Yet. The hard part now is doing one without ripping off any of these excellent characters Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted December 11, 2004 Report Share Posted December 11, 2004 Re: Anyone have a writeup for a super archer? deleted Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted December 12, 2004 Report Share Posted December 12, 2004 Re: Anyone have a writeup for a super archer? deleted Quote Link to comment Share on other sites More sharing options...
megaplayboy Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Anyone have a writeup for a super archer? Here's a 4th Ed. writeup for an archer villain, kind of a zen assassin: Blood Bow Value Characteristic Points 20 STR 10 27 DEX 51 20 CON 20 15 BODY 10 18 INT 8 20 EGO 20 20 PRE 10 16 COM 3 10 PD 6 10 ED 6 5 SPD 13 8 REC 0 40 END 0 40 STUN 5 Total 162 Points Powers END 22 2d6 RKA--bow; Focus: Obvious Accessible, -1; Charges: +60, +½; Range: 225 0 29 Invisibility (Normal Sight, Sight, Hearing, Smell/Taste); Concentrate: ½ DCV, -¼; Limited Power--only vs. single target: Seriously, -½ 5 24 Multipower (60-pt reserve); Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 u-2 4d6 Drain vs. running (Return/turn); Range: 300; Ranged: +½; Affects: Single Power, +0; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 u-2 4d6 Drain vs. body (Return/turn); Range: 300; Ranged: +½; Affects: Single Power, +0; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 u-2 4d6 Drain vs. dex (Return/turn); Range: 300; Ranged: +½; Affects: Single Power, +0; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 u-2 4d6 Drain vs. int (Return/turn); Range: 300; Ranged: +½; Affects: Single Power, +0; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 u-2 2d6 RKA; Based on EGO Combat Value: vs. ECV, +1; Range: 300; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 6 u-2 4d6 Entangle (DEF 4); Entangle Damage: Entangle Takes no Damage From Attack, +½; Range: 300; Linked to RKA: -½; Focus--bow: Obvious Accessible, -1 6 30 Missile Deflection (Arrows, At Attacker, OCV 9); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 9 10 Armor (5 PD/5 ED); OIF: -½ 25 Spatial Awareness 6 Telescopic Sense (Sight, +4 to PER) 158 Total Powers Points Skills, Talents, Perks Roll 3 Breakfall 14- 3 Climbing 14- 24 +3 level w/All Combat 15 +3 level w/Ranged Combat 3 Concealment 13- 4 Japanese (Native Accent); Literacy: Standard, 0 12 +4 level w/All Ranged Attacks 3 Tactics 13- 3 Stealth 14- 3 Shadowing 11- 25 Find Weakness with bow RKA; Attack Type: One, +0 14- 30 Danger Sense (Against All Attacks, General Area); Works: Against All Attacks, +10; Range: General Area, +10 11- 3 Fast Draw 14- 3 Lightsleep 134 Total Skills, Talents, Perks 200+ Disadvantages 25 Hunted--Crusaders (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Hunted--Japanese Superteam (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Rivalry with Troubleshooter; Situation: Professional, 5; Position: Equal, +0; Rival: PC, +5 15 Always Obeys Orders of Superiors (Very Common, Moderate) 65 Total Disadvantages COSTS: Char. Powers Total Total Disadv. Base Exp. 162 + 292 = 454 454 = 65 + 200 + 189 OCV DCV ECV Mental Def. PD/rPD ED/rED Phases 9 9 7 0 15/5 15/5 3, 5, 8, 10, 12 ___________________ the basic arrows are tipped with various kinds of poisons, except for the BOECV attack, which is kind of a "spirit arrow" attack. By focusing, he can make himself undetectable by his chosen target. That, combined with the Find Weakness, and the linked carrier attacks, makes him quite lethal, even against many supers. the disads weren't finished at the time I did the writeup Quote Link to comment Share on other sites More sharing options...
Rapier Posted December 14, 2004 Report Share Posted December 14, 2004 Re: Anyone have a writeup for a super archer? Here's a 4th Ed. writeup for an archer villain, kind of a zen assassin: the disads weren't finished at the time I did the writeup You using HD? What template are you using? I only ask because I find that template difficult to scan through. Quote Link to comment Share on other sites More sharing options...
Great Beyond Posted August 7, 2007 Report Share Posted August 7, 2007 Re: Anyone have a writeup for a super archer? *Thread Necromancy Powers ACTIVATE!* The hard part now is doing one without ripping off any of these excellent characters Mine doesnt count - I found this thread searching for ideas for a Boomerang Villian to match up against my archer. However, while I'm here I might as well post Scarlet for you guys (and for future posterity): [b]Scarlet Arrow - Kennedy Lovecraft[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 15 CON 10 15 12- 15 BODY 10 15 12- 18 INT 8 18 13- PER Roll 13-/16- 13 EGO 6 13 12- ECV: 4 19 PRE 3 19 13- PRE Attack: 3 1/2d6 15 COM 1 15 12- 8 PD 5 8/23 8/23 PD (8/23 rPD) 8 ED 5 8/23 8/23 ED (8/23 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 12 REC 12 12 50 END 10 50 50 STUN 20 50 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 133[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 33 [b][i]Bow and Arrow[/i][/b]: Multipower, 80-point reserve, all slots Indirect (Same origin, always fired away from attacker; +1/4) (100 Active Points); all slots OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END= 3u 1) [b][i]Arrow Attack[/i][/b]: Energy Blast 16d6, 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 2) [b][i]Snap Shot[/i][/b]: Killing Attack - Ranged 5d6, 16 Charges (+0) (75 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 3) [b][i]Sniper Shot[/i][/b]: Energy Blast 7d6, 16 Charges (+0), Increased Maximum Range (1,750"; +1/4), Penetrating (+1/2), Armor Piercing (+1/2) (79 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Extra Time (Extra Segment, -1/2), Requires Both Hands (-1/2), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 4) [b][i]Acid Arrow[/i][/b]: Drain PD 5d6+1, 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (79 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 5) [b][i]EMP Burst[/i][/b]: Energy Blast 5d6, 16 Charges (+0), Area Of Effect (5" Radius; +1), No Normal Defense ([standard]; +1) (75 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 6) [b][i]Suction Cup Arrow[/i][/b]: Telekinesis (53 STR), 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Works only towards character (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 7) [b][i]Flash Arrow[/i][/b]: Sight and Hearing Groups Flash 7d6, 16 Charges (+0), Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 8) [b][i]Glue Arrow[/i][/b]: Entangle 4d6, 4 DEF, 16 Charges (+0), Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 9) [b][i]Ice Arrow[/i][/b]: Entangle 8d6, 8 DEF, 16 Charges (+0) (80 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16] 2u 10) [b][i]Magnesium Flare Arrow[/i][/b]: Sight Group Images Increased Size (128" radius; +1 3/4), +/-3 to PER Rolls, 16 Continuing Charges lasting 5 Minutes each (+1) (71 Active Points); Only To Create Light (-1), OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=[16 cc] 2u 11) [b][i]Sonic Arrow[/i][/b]: Energy Blast 5 1/2d6, Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4), Area Of Effect (5" Radius; +1) (77 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4), Conditional Power Does Not Work In Water (-1/4) - END=8 - END= Equipment - END= 30 1) [b][i]Body Armor[/i][/b]: Armor (15 PD/15 ED) (45 Active Points); IIF (-1/4), Real Armor (-1/4) - END=0 1 2) [b][i]That Costume Makes You Look Good[/i][/b]: +3 COM (2 Active Points); IIF (-1/4) - END= 5 3) [b][i]That Costume Makes You Look Scary[/i][/b]: +6 PRE (6 Active Points); IIF (-1/4) - END= 10 4) [b][i]Polerized mask[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); IAF (-1/2) - END=0 3 5) [b][i]Advanced Optics[/i][/b]: Nightvision (5 Active Points); IAF (-1/2) - END=0 - END= Natural Abilities - END= 8 1) Damage Resistance (8 PD/8 ED) - END=0 20 2) [b][i]Good Ears[/i][/b]: Targeting with Hearing Group - END=0 3 3) [b][i]Damn good ears[/i][/b]: +3 PER with Normal Hearing - END=0 1 4) [b][i]Hover[/i][/b]: Flight 1", Difficult To Dispel (x256 Active Points; +2) (6 Active Points); Increased Endurance Cost (x7 END; -3) - END=7 2 5) [b][i]Quick Change[/i][/b]: Cosmetic Transform 1d6 (Street Clothes into Hero Clothes) (5 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), OIF (-1/2) - END=1 [b]POWERS Cost: 139[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm [b]MARTIAL ARTS Cost: 4[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Stuff 12 1) +4 with any three maneuvers or a tight group of attacks 6 2) Penalty Skill Levels: +3 vs. Range Modifier with a tight group of attacks 3 3) Fast Draw 13- Stealth Stuff 3 1) Stealth 13- 3 2) Shadowing 13- 3 3) Lockpicking 13- 3 4) Security Systems 13- 3 Climbing 13- 3 Inventor 13- 7 Weaponsmith (Arrows, Bolts, And Darts, Bows) 15- 3 Combat Driving 13- 3 Paramedics 13- 3 KS: Kyujutsu 13- 2 KS: Team Sports 11- 2 PS: Assorted Arts and Crafts 11- 2 Language (fluent conversation) [b]SKILLS Cost: 61[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 11 Vehicles & Bases [b]PERKS Cost: 11[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Ambidexterity (-2 Off Hand penalty) 8 Combat Archery 3 Amazing Spelling Skills 3 Absolute Range Sense 3 Lightning Reflexes: +2 DEX to act first with All Actions [b]TALENTS Cost: 20[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Minor Metagene (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests) 5 Reputation: "Hey, aren't you the one who got thrown out of the Olympics for cheating?", 8- 10 Psychological Limitation: Justice, not the Law (Common, Moderate) 10 Psychological Limitation: Sucker for the underdog (Uncommon, Strong) 10 Psychological Limitation: Wont Kill (Uncommon, Strong) 15 Psychological Limitation: Vegitarian (Common, Strong) 5 Psychological Limitation: Self Esteem issues/depression prone (Uncommon, Moderate) 5 Unluck: 1d6 15 Social Limitation: Secret ID (Frequently, Major) 20 Hunted: Her Supervillian Brother 8- (Mo Pow, NCI, Capture) [Notes: Father was especialy hard on Kennedy's twin brother Jonathan, to the point where he ran away. Determined to make something of himself, he joined The World Crime League, a superpowered military group specializing in providing mercenaries, hardware and weapons to any number of clients. He excelled with his new career and quickly climbed through the ranks to a position of reasonable importance. He's not a villain in the traditional sense of the word (and he very much loves scarlet), but he's determined to make something of himself on his own terms.] 5 Hunted: Adoring Fan 8- (As Pow, Mildly Punish) [Notes: This would be Selina Corvus, Kennedy's closest friend on the Olympic team. When she found out about Kennedy's lone power, she sold her out to the officials and was promoted to team captain. Since then, there's been bad blood between the two, with Selina antagonizing her former friend whenever she can.] 20 Dependent NPC: Adoring Fan 8- (Incompetent; Unaware of character's adventuring career/Secret ID) [Notes: While Selina hates Kennedy, she is a HUGE fan of Scarlet Arrow, almost to the point of obsession and getting in the line of fire. Little does she know that her idol is her former friend. Kennedy, on the other hand hates her friend but will rescue as necessary - because that's what heroes do.] 10 Watched by: Athena 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: For whatever reason, the Goddess said "Hey, you'd make a great avatar!", gave her enough superpower to get Kennedy thrown off the Olympic team and pressed her into service. Kennedy, of course is less than thrilled by this turn of events - but she'll the dirty work, mostly because its still helping people, and she likes that. She'll still grinch about it though.] 10 Physical Limitation: Under orders from Athena (Infrequently, Greatly Impairing) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 18 Total Exp Available: 20 Exp Unspent: 2 Total Character Cost: 368 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.