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[Character] Marksman


JmOz

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I recently got a PM about my archer, so I thought I would post the current build

 

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

 

10/20 PD 2

10/20 ED 3

6 SPD 21

9 REC 0

30 END -5

35 STUN 0

 

7" RUN 2

2" SWIM 0

5" LEAP 0

Characteristics Cost: 135

 

Cost Power

30 Keen Aim: Find Weakness 15- with Defensive Shot

7 Artfuill Dodger: Energy Damage Reduction, Resistant, 25% (15 Active Points); Combat Luck Based (-3/4), Activation Roll (Dex Based) 15- (-1/4)

7 Artfull dodger: Physical Damage Reduction, Resistant, 25% (15 Active Points); Combat Luck Based (-3/4), Activation Roll (Dex Based) 15- (-1/4)

124 Gadget Pool: Variable Power Pool, 75 base + 49 control cost, Cosmic (+2); Max Real Points of Power is 30 (-1/2), Must Predetermine Load (-1/4); all slots OIF (-1/2)

0 1) Basic Armor: (Total: 39 Active Cost, 25 Real Cost) Armor (5 PD/5 ED) (15 Active Points) (Real Cost: 10) plus Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points) (Real Cost: 5) plus +3 PD (Real Cost: 3) plus +3 ED (Real Cost: 3) plus +2 Concealment, Stealth, Shadowing (6 Active Points); Only in Apropriate Location (-1/2) (Real Cost: 3) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 3) Real Cost: 25

0 2) Basic Mask: (Total: 33 Active Cost, 20 Real Cost) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing (-1/4) (Real Cost: 7) plus Nightvision (5 Active Points) (Real Cost: 3) plus +4 versus Range Modifier for Sight Group (6 Active Points) (Real Cost: 4) plus Sight Group Flash Defense (5 points) (5 Active Points) (Real Cost: 3) plus Hearing Group Flash Defense (5 points) (5 Active Points) (Real Cost: 3) Real Cost: 20

Powers Cost: 168

 

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, 40 STR

3 3) Trip: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike + V/5, Target Falls

3 4) Weapon Element: Bows, Handguns, Thrown Grenades, Thrown Knives, Axes, and Darts

Martial Arts Cost: 13

 

Cost Skill

2 +1 vs. MA Penalties with Combat Shooting

8 +4 vs. Range with Combat Shooting

15 +5 With Combat Shooting

2 AK: Campeign City (INT-based) (Everyman Skill) 13-

3 Acrobatics 15-

0 Acting 8-

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: Campeign City Underworld (INT-based) 13-

3 KS: Criminal Law (INT-based) 13-

0 Language: English (idiomatic; Everyman Skill, literate)

1 Language: Guardians Battle Codes (basic conversation)

1 Language: Mandarin (basic conversation)

2 Language: Spanish (fluent conversation)

3 Lockpicking 15-

0 PS: Archer (Everyman Skill) 11-

3 PS: Law Enforcement (INT-based) 13-

2 Paramedics (Everyman Skill) 13-

2 Persuasion (Everyman Skill) 12-

3 Security Systems 13-

2 Shadowing (Everyman Skill) 13-

2 Stealth (Everyman Skill) 15-

3 Streetwise 12-

1 Systems Operation 8-

0 TF: Everyman Skill, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 13-

3 Teamwork 15-

5 WF: Common Missile Weapons, Small Arms, Karate Weapons

Skills Cost: 96

 

Cost Perk

2 Fringe Benefit: Local Police Powers

1 Money: Well Off (100K)

15 Base

Perks Cost: 18

 

Cost Talent

3 Absolute Range Sense

6 Combat Luck (3 PD/3 ED)

Talents Cost: 9

 

Total Character Cost: 439

 

Pts. Disadvantage

5 Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)

5 Dependent NPC: Crystal Blue 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)

15 Dependent NPC: Floating DNPC 8- (Normal; Unaware of character's adventuring career/Secret ID)

15 Hunted: Kingpin type criminol 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)

10 Hunted: Local Street Gang 11- (As Pow, Limited Geographical Area, Harshly Punish)

10 Hunted: Crossbow 8- (As Pow, Harshly Punish)

5 Hunted: Local PD 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

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)

15 Psychological Limitation: Heroic (Common, Strong)

15 Psych. Lim.: Gunslinger Mentality (Common, Strong)

15 Social Limitation: Secret Identity Frequently (11-), Major

10 Social Limitation: Subject to Orders (Occasionally, Major)

Disadvantage Points: 150

Base Points: 200

Experience Required: 89

Total Experience Available: 89

Experience Unspent: 0

 

 

His VPP is next

 

 

Armor

 

Standard Armor: The standard Armor worn, a special weave of synthetic fibers makes it extremely light to wear and resilient to most forms of damage. The suit comes in a variety of camouflage patterns; normally the one worn is appropriate for dark settings or an urban pattern

Armor (5 PD/5 ED) (15 Active Points) (Real Cost: 10) plus Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points) (Real Cost: 5) plus +3 PD (Real Cost: 3) plus +3 ED (Real Cost: 3) plus +2 Concealment, Stealth, Shadowing (6 Active Points); Only in Appropriate Location (-1/2) (Real Cost: 3) plus Lack Of Weakness (-5) for Resident Defense; (Real Cost: 3)

Real Cost: 25

 

Heavy Armor: The Heavy Armor is similar to the standard armor, except it adds the protection of polymer plates. This adds to the toughness of the armor but if the damage is too excessive it will cause the armor to be less protective in the long run. While camouflaged, the plates prevent it from being as good in stealth situations

Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Ablative BODY Only (-1/2) (Real Cost: 3) plus +13 PD (13 Active Points); Ablative BODY Only (-1/2) (Real Cost: 9) plus +13 ED (13 Active Points); Ablative BODY Only (-1/2) (Real Cost: 9) plus Damage Resistance (15 PD/15 ED) (15 Active Points); Ablative BODY Only (-1/2) (Real Cost: 7) plus +1 Concealment, Stealth, Shadowing (3 Active Points); Only in Appropriate Location (-1/2) (Real Cost: 1) plus Lack Of Weakness (-5) for Resident Defense; Ablative BODY Only (-1/2) (Real Cost: 2)

Real Cost: 25

 

Riot Gear: Similar to the Heavy armor, but with extra padding and plating. Unfortunately this armor is quite bulky, making it less than ideal in both combat and in stealth situations

Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) (Real Cost: 10) plus Armor (8 PD/8 ED) (24 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) (Real Cost: 10) plus Damage Resistance (7 PD/7 ED) (7 Active Points); OIF Bulky (-1) (Real Cost: 3) plus Lack Of Weakness (-5) for Resident Defense; OIF Bulky (-1), Ablative BODY Only (-1/2) (Real Cost: 2)

Real Cost: 25

 

Masks

 

Standard Mask: The standard mask worn combines many useful devices, first is a High Range Radio Second is a variety of lenses including nightvision lenses, polarized lenses to protect from flashes, and telescopic lenses. Finally sonic dampeners protect against loud noises and other harmful sounds

HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing (-1/4) (Real Cost: 7) plus Nightvision (5 Active Points) (Real Cost: 3) plus +4 versus Range Modifier for Sight Group (6 Active Points) (Real Cost: 4) plus Sight Group Flash Defense (5 points) (5 Active Points) (Real Cost: 3) plus Hearing Group Flash Defense (5 points) (5 Active Points) (Real Cost: 3)

Real Cost: 20

 

Vehicles

 

Motorcycle: The much teased “Arrow-Bike” is one of the finest motorcycles ever built, based loosely on the Kawasaki Ninja. It has a top speed of just over 200 mph, and handles like a dream (note no turn mode). It also features jump jets, and a protective front that is able to protect the rider from some attacks.

Running +17" (6"/23" total), x4 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+1/4); OAF (-1), Only On Appropriate Terrain (-1/4) plus Armor (5 PD/5 ED), Hardened (+1/4); OAF (-1), Ablative BODY Only (-1/2), Does not protect from rear attacks (-1/4) plus Leaping +2" (3"/5" forward, 1 1/2"/2 1/2" upward), 4 clips of 12 Charges (+0); OAF (-1)

Real Cost: 30

 

 

 

 

 

 

 

Normal Arrows

 

Blunt Arrows: One of the most common arrows, these arrows are specially made to do little lasting damage to the individual hit. It does not use the modular arrow system so may be fired in volley’s of three arrows

Energy Blast 10d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (75 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4)

Real Cost: 30

 

Brodhead Arrows: These are the basic razor sharp arrowheads, as they do not use the modular arrowhead system they may be fired in volleys of three arrows

Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Armor Piercing x1 (+1/2) (67 Active Points); OAF (-1), Beam (-1/4)

Real Cost: 30

 

Heavy Blunt Arrows: These Modular arrowheads are a solid mass that cause a good amount of blunt trauma.

Energy Blast 10d6, Armor Piercing x1 (+1/2) (75 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)

Real Cost: 30

 

Crystal Tipped Arrows: Synthetic Crystals make up these modular arrowheads, the crystal is extremely hard and sharp (sharper than a razor) allowing it to do a massive amount of damage

Killing Attack - Ranged 5d6 (75 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)

Real Cost: 30

 

Exploding Arrowheads

There are two variety’s of all exploding arrowheads, the focused version (IE Focused Blast Arrowheads) would use the AE 1 hex advantage instead of the explosion advantage

 

Blast Arrowheads: The standard exploding arrowhead, primarily used against large numbers of healthy individuals

Energy Blast 10d6, Explosion (+1/2) (75 Active Points); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Bomb Arrowheads: This arrowhead is primarily used against inanimate objects. It has the potential of destroying the hardest of barriers

Killing Attack - Ranged 2d6, Explosion (+1/2), Penetrating (x2; +1) (75 Active Points); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Concussion Blast Arrows: This arrowhead is primarily meant to shake people up and throw them around; it uses a large burst of force that will cause extreme knock back and some disorientating

Touch Group Flash 10d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (75 Active Points); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Firebomb Arrowheads: These arrowheads explode setting everything around them on fire

RKA 1d6+1, +1 Increased STUN Multiplier (+1/4), Explosion (+1/2), Uncontrolled (+1/2), Sticky (+1/2), Continuous (+1); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

 

Sense Effecting Arrowheads

 

Flash Arrowheads: These arrowheads cause a bright flash of light that blinds those in the area of the flash

Sight Group Flash 10d6, Explosion (+1/2) (75 Active Points); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Blinding Arrowheads: Similar to a Flash Bang, it also includes a small EMP scrambling device to affect radios

Sight, Radio and Hearing Groups Flash 8d6, Explosion (+1/2); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Smoke Arrowhead: These arrowheads create a billowing smoke cloud; small particles in it prevent echo-location and radio transmitting.

Darkness to Sight and Radio Groups, and Active Sonar 3” radius, Personal Immunity (+1/4), 16 Continuing Charges lasting 1 Turn each (+1/2) (61 Active Points); Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

White Sound Arrowheads: This arrowhead broadcasts a loud squeal that causes extreme pain to all around it, as with the explosion arrows this one comes in two varieties one that uses AoE 1 Hex, the other explosion.

Energy Blast 5d6, Explosion (+1/2), Attack Versus Limited Defense (+1 1/2) (75 Active Points); 8 Charges (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

 

 

Entrapment Arrowheads

 

Bola Arrowheads: This arrowhead releases a bola upon contact with its target, tying the target up

Entangle 4d6, 8 DEF, 8 Recoverable Charges (+0), Takes No Damage From Normal Attacks Limited Group (+1/4) (75 Active Points); Set Effect (May Choose) (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 27

 

Glue Arrowheads: This arrowhead releases sticky glue like substance over an area entrapping all who come in contact with it. There is a counter agent; it will also dry up after approximately an hour becoming quite brittle. As with the explosion arrows these come in two varieties a focused and a larger yield version

Entangle 3d6, 4 DEF, Explosion (+1/2), Sticky (+1/2) (70 Active Points); 12 Charges (-1/4), Beam (-1/4), Cannot Form Barriers (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 28

 

Capture-Foam Arrowheads: These arrowheads upon contact release a foam that quickly hardens into a super tough material holding the unlucky individual until he is able to break out. There is a counter agent

Entangle 5d6, 10 DEF; Beam (-1/4), Cannot Form Barriers (-1/4), 12 Charges (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Oil Slick Arrowheads: This arrowhead releases a large puddle of slick liquid that causes people moving through the area to slip and fall unless they make a dex roll at -6 or breakfall roll at -3. If the roll fails they take damage equal to v/3

Change Environment 8" radius, -6 to Dex Rolls for movement, Long-Lasting 20 Minutes; 12 Charges (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Only vs people on the ground (-1/4)

 

 

Miscellaneous Arrowheads

 

Gas Arrowheads: These arrowheads release a potent version of KO gas that lingers in the persons system eventually knocking them out. As with other arrowheads a more focused version that only affects the hex hit is also available

Energy Blast 3d6, Sticky (+1/2), Explosion (+1/2), Continuous (+1), No Normal Defense ([standard]; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 24

 

Electro Arrowheads: These arrowheads have a large electrical charge capable of rendering many unconscious

EB 15d6 (75 Active Points); Beam (-1/4), 12 Charges (-1/4), Reduced Penetration (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

Line Arrowheads: This arrowhead has a sticky tip and an attached synthetic cord (100’ line). It is somewhat hard to target as the line can cause some drag.

Clinging (30 STR), Uncontrolled (+1/2) (22 Active Points); Cannot Resist Knockback (-1/4) (Real Cost: 12) plus Stretching 2", x8 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4), No Velocity Damage (-1/4) (Real Cost: 12) plus +3 with Acrobatics, Breakfall, Climbing (9 Active Points) (Real Cost: 6)

Real Cost: 30

 

Fire Suppression Arrowheads: These Arrows fire off a fast acting chemical that puts out fire

Dispel 4d6, Continuous (+1), Cumulative (96 points; +1), Explosion (-1 DC/4"; +1 1/4), all Fire powers simultaneously (+2); 4 Continuing Charges lasting 1 Turn each (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

Real Cost: 30

 

 

 

Utility Devices

These devices are small personal devices of a multitude of uses

 

Gun: A custom high caliber pistol, Each Clip holds 12 shots

RKA 2d6, 4 clips of 12 Charges (+0) (30 Active Points); OAF (-1), Beam (-1/4)

Real Cost: 13

 

Swinglines: A pair of small device that launches a swingline, quickly enabling movement in cityscapes

Swinging 20", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) Real Cost: 15

 

Tracking Device: This device is a small hand held unit that tracks mini radio transmitters, it is assumed to come with 12 of these mini transmitters. Variable Advantage is used for Megascale effects and difficult to dispel

Detect A Class of Things 11- (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+3 versus Range Modifier): +3, Transmit, Variable Advantage (+1/4 Advantages; +1/2) (28 Active Points); OAF (-1)

Real Cost: 14

 

Rebreather: This small device is placed in the mouth and then provides fresh air for up to 20 minutes

Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 20 minutes (-1/4) (10 Active Points)

Real Cost: 6

 

Micro-Camera: A small digital video Camera, the clips represent memory sticks, it can hold two simultaneously. The camera may be plugged into various radio’s (such as the mask above) to transmit the recordings out.

Eidetic Memory, 4 clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points)

Real Cost: 3

 

Skill Kits: These are a variety of small tools that provide a skill bonus; some examples include lock picks, crime scene kits, PDA with relevant KS information on it, etc…

+2 with all non-combat Skills (16 Active Points)

Real Cost 11

 

And now the background

 

History/Background: Jack Tyler early life was not that unusual, growing up in (Name of City Here). His father was a cop, his mother worked at a local teen shelter as a teacher (the shelter kept a single teacher on as a tutor); he also had two younger brothers, Kevin and John. His father would take him down to the shooting range every week, where John proved to be remarkable; within a day or two of practice he would hit the bulls-eye at least 9 out of 10 times.

 

The First time he handled a bow was at the age of 14, his father had taken him down to the shooting range. This day however a friend of his father was there with a bow, soon Captain Dan, as he was introduced was instructing Jack in how to shoot a bow.

 

At 18 he decided to join the USMC. While in the Marines he was spec forces, with emphasis on Urban Warfare & counter terrorism. He continued to practice the bow (at times he even took it in the field with him). His skill was such that he was going to be put on special assignment so that he could participate in the Olympics. The day he was to get on the plane to go he got a telegram, his father and Captain Dan had both died in a drive by shooting in his old neiborhood, his brother Kevin had also been severely injured. He never made it to the Olympics; his place was with his family.

 

His brother Kevin had taken to technology like Jack had taken to shooting, but as he laid in the hospital bed it did not look good for him. Jack sat at his bedside, after a couple of weeks the doctors were sure that Kevin would live, but also doubted that he would ever walk again. While Kevin recovered Jack thought about the way his old neighborhood, and the city had gone down hill, how it needed more than the overworked and underfinanced police. The answer came the day Kevin was discharged from the hospital (but with plenty of outpatient physical therapy in the future), when a layer came to him and told him that he had been named in Captain Dan's will.

 

Captain Dan had bequeathed his house, and all possessions not otherwise named to Jack, including an old signet ring with a Raptor's head (bird not dinosaur). At first David planed on selling the old house (The house is nice nice and largish, but not a mansion, say 5-6 rooms, 3 baths, 3 stories with the 3 being attic/loftish), but as he walked around he noticed that in the downstairs bedroom (used as a den/library) was a small indenture on a bookcase in the same shape as the ring. On a guess, whim, curiosity, hand of fate or what have you he placed the ring in the indenture, when he did the bookcase pivoted, revealing a staircase underneath. Under the house he found a tunnel leading to an old warehouse. In the warehouse he found a number of things, including a motorcycle, a car, a gyrocopter, filing cabinets full of reports on criminals, an old forensics lab (Woefully out of date), but most importantly was a scrapbook and a journal. Both were a history dating back to the mid 30's of a masked vigilante named the marksman, an archer who fought for justice, outside the law.

 

Jack found he was not surprised when reading the journal to find that Captain Dan had been the second man to call himself this, that he had used his inside connections at the police station to help him find criminals and capture them (While the first Marksman seemed to kill some criminals, the second one avoided it when he could).

 

The next week David entered the Police Academy. With his military experience he quickly got a position in (city name here) SWAT department, but after a year there he was able to get a position in the Major Crime Unit, a catch all unit that provides extra man power to Vice, homicide, narcotics, organized crime, etc...

 

All this time he had talked to Kevin, going as far as to show him the warehouse. Kevin put his great mind to it, updating the warehouse, acquiring a suit of next generation body armor for his brother, making an arsenal of Trick Arrows, Hacking various government/municipal Computers, etc... By the time he got assigned to MCU the New Marksman was ready to make an appearance. In a strange twist of fate he has sense been put in charge of capturing himself.

 

Personality: Some people would say he is cold, this is not a fair assessment, while he is very serious about his job, he is also very caring. He has a somewhat dry and morbid sense of humor, not surprising for a man who has seen and caused so much death. As for killing, he does not like it, but is willing to if he sees no other option. He is willing to let a non dangerous criminal get away before taking a kill shot (But is willing to kill if it is a mass murderer, rapist, etc…)

 

Equipment:

Armor: the suit is bullet proof (Within reason, it will stop mid caliber but will leave him bruised), knife proof, light weight, Insulated for both cold and warm weather

 

Mask/Hood, includes a miniature radio/Camera, IR vision lenses, flash suppression system, something to protect from loud noises as well

 

Pouches: while most pouches hold the arrowheads, some will have other useful items, like field crime kits, flashlights, handcuffs (Zip tie version), a gun, extra clips, swing lines, etc...

 

Quiver, the quiver holds 36 arrows, 2/3 are modular headed, the other 1/3 are not

The modular head system works as follows, he is able to quickly load a trick arrowhead onto the tip of the arrow and fire it, in a pinch he could also just throw the arrowhead.

 

Motorcycle: Main mode of movement is a supped up motorcycle, no weapons on it, but some armor plating, should be faster than most things that would be perusing him, the city architecture should also make it easy for him to avoid air pursuit, a couple secret entrances into the sewer system can help here as well

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Re: [Character for Review] Marksman

 

As for the costume

 

It is a Urban Cammo suit of armor, wears a pouch based UT Belt and criss crossed utility pouch bandalear, the bandalear has a pistol holster on it. The costume also has a hood that covers a half cowl face mask, the eye slits are tinted green.

 

The pattern has been known to switch (a Night Cammo is also common)

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Re: [Character for Review] Marksman

 

Very nice, Jm. Seems a bit powerful (to me and the campaigns I'm used to), but well designed. Good write ups on the arrows and equipment. I appreciate a working example of a trick arrow hero.

 

Is there a pic of him that you use?

 

Richard

 

As a lark, I repointed him as a 250 point character, some deap cuts were needed but here you go

 

The Marksman

 

Player: Jason Wedel

 

Val Char Cost

15 STR 5

23 DEX 39

18 CON 16

12 BODY 4

13 INT 3

11 EGO 2

13 PRE 3

12 COM 1

 

10/15 PD 4

10/15 ED 3

5 SPD 17

7 REC 0

26 END -5

30 STUN 1

 

7" RUN 2

2" SWIM 0

3" LEAP 0

Characteristics Cost: 95

 

Cost Power

Costume, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)

3 2) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 3) Nightvision (5 Active Points); OIF (-1/2)

7 4) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Hearing & Radio (-1/4)

3 5) +2 with Stealth, Concealment, Shadowing (6 Active Points); Appropriate Terrain (-1/2), OIF (-1/2)

40 Equipment Multipower: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)

2u 1) Blunt Arrows: Energy Blast 8d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4)

2u 2) Broadheads: Killing Attack - Ranged 2d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2) (52 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4)

2u 3) Blast Arrows: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), OIF (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Must be used at Maximum effect (-1/4)

2u 4) Electro-Arrows: Energy Blast 12d6 (60 Active Points); OIF (-1/2), Beam (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Reduced Penetration (-1/4), 12 Charges (-1/4)

2u 5) Capture Foam Arrows: Entangle 4d6, 8 DEF (60 Active Points); 6 Charges (-3/4), OIF (-1/2), Beam (-1/4), Cannot Form Barriers (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4)

2u 6) Flashbang Arrows: Sight and Hearing Groups Flash 7d6, Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), OIF (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Must be used at Maximum effect (-1/4)

2u 7) Gas Arrows: Energy Blast 3d6, Explosion (+1/2), Sticky (+1/2), No Normal Defense ([standard]; +1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), OIF (-1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Must be used at Maximum effect (-1/4)

1u 8) Gun: Killing Attack - Ranged 2d6, 4 clips of 12 Charges (+0) (30 Active Points); OAF (-1), Beam (-1/4)

1u 9) Swignlines: Swinging 20", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

1u 10) Skill Kits: +2 with all non-combat Skills (16 Active Points); OIF (-1/2)

Powers Cost: 83

 

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, 30 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

2 +1 vs. MA Penalties with Combat Shooting

0 AK: Campeign City (Everyman) 11-

0 Acting 8-

3 Breakfall 14-

1 Bureaucratics 8-

0 Climbing 8-

0 Combat Driving 8-

3 Concealment 12-

0 Conversation 8-

3 Criminology 12-

3 Deduction 12-

1 Forensic Medicine 8-

1 Interrogation 8-

0 KS: Campeign City Underworld 8-

3 KS: Criminal Law 12-

0 Language: English (idiomatic; Everyman Skill, literate)

1 Language: Mandarin (basic conversation)

2 Language: Spanish (fluent conversation)

3 Lockpicking 14-

0 PS: Archer (Everyman) 11-

3 PS: Law Enforcement 12-

0 Paramedics 8-

0 Persuasion 8-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 12-

1 Systems Operation 8-

1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

0 Teamwork 8-

5 WF: Common Missile Weapons, Small Arms, Karate Weapons

Skills Cost: 48

 

Cost Perk

2 Fringe Benefit: Local Police Powers

1 Money: Well Off (100K)

Perks Cost: 3

 

Cost Talent

6 Combat Luck (3 PD/3 ED)

3 Absolute Range Sense

Talents Cost: 9

 

Total Character Cost: 250

 

Pts. Disadvantage

5 Dependent NPC: Kevin, Brother/Tech Genius 8- (Normal; Useful noncombat position or skills)

5 Dependent NPC: Crystal Blue 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)

15 Dependent NPC: Floating DNPC 8- (Normal; Unaware of character's adventuring career/Secret ID)

15 Hunted: Kingpin type criminol 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)

10 Hunted: Local Street Gang 11- (As Pow, Limited Geographical Area, Harshly Punish)

10 Hunted: Crossbow 8- (As Pow, Harshly Punish)

5 Hunted: Local PD 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

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)

15 Psychological Limitation: Heroic (Common, Strong)

15 Psych. Lim.: Gunslinger Mentality (Common, Strong)

15 Social Limitation: Secret Identity Frequently (11-), Major

10 Social Limitation: Subject to Orders (Occasionally, Major)

Disadvantage Points: 150

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: [Character for Review] Marksman

 

What kind of trick arrows would a villainous trick arrow archer have? Would it just consist of a bunch of clever takes on Killing Attacks? Or would there be some more interesting arrows in his quiver?

 

Radiation Tipped arrow - CON or BODY Drain with a weeks-long return rate

Acid Bomb arrow - AOE RKA

Industrial Goo arrow - an Entangle with a STR Drain mixed in

Numb Dum arrow - Flash Touch Group... what happens in-game if your Touch sense is gone for awhile?

Paralytic arrow - Dex Drain

 

What else?

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Re: [Character for Review] Marksman

 

What kind of trick arrows would a villainous trick arrow archer have? Would it just consist of a bunch of clever takes on Killing Attacks? Or would there be some more interesting arrows in his quiver?

 

Radiation Tipped arrow - CON or BODY Drain with a weeks-long return rate

Acid Bomb arrow - AOE RKA

Industrial Goo arrow - an Entangle with a STR Drain mixed in

Numb Dum arrow - Flash Touch Group... what happens in-game if your Touch sense is gone for awhile?

Paralytic arrow - Dex Drain

 

What else?

 

Flash: touch gives the victim a -3 OCV penalty

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