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The Grey Hood


fbdaury

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The First member of my Iconic team for a game setting I'm going to try and put together- the team is JLA or Avengers level and is called Testament- a title given to them by the secretary-general of the UN back in 1976 when an early version of the team managed to repel an alien invasion. He pronounced that the team was a "Testament to the strength of the human spirit and what can be accomplished when we work together", as even the early team had heroes from various countries as members.

 

Note: While I was originally going to run the "Emergency Quiver" as a limited VPP, the amount of people that idea upset made me reconsider- I could not think of a huge number of extra arrows for the set when stating the character anyways so it would be just as easy this way for now. And, as someone mentioned in that other thread, 1 or 2 experience points could be spent to add the additional slots for new on the flie emergency trick arrows that he "just happens" to have on him- almost the same effect in the end.

 

The Grey Hood

Real Name: Thomas Morris Cavendish

Age: 62 years old (appears to be 41 years old, cosmetically ages himself in his secret id while using his real looks in his heoric identity)

DOB: March 9th, 1947

Place of Birth: Born on a military base in West Berlin, Germany.

First Heroic Appearance: June 10th, 1975

Height: 5'11" Weight: 179lbs. (starting to lose his muscle tone)

Hair: Chestnut Brown Eyes: Piercing Emerald Green

 

 

STR 13/23 (3) Damage:2.5d6 Lift: 150 kg Leap: 2.5"/1.25" Roll: 12 or less End:1

DEX 18/28 (24) OCV 6/9 DCV 6 Roll: 13 or less (15 or less)

CON 16 (12) Roll: 12 or less

BODY 15 (10)

INT 18 (8) Roll: 13 or less Perception Roll: 16 or less

EGO 14 (8) ECV 5 Roll: 12 or less

PRE 20 (10) Pre Attack:4d6 Roll: 13 or less

COM 18 (4) Roll: 13 or less

Pd 9 (6) 6 rPd/15 Pd

Ed 9 (6) 6 rEd/15 Ed

SPD 4/6 (12) Phases:3,6,9,12 / 2,4,6,8,10,12

REC 8 (4)

END 40 (4)

STUN 30 Total: 111pts.

Equipment:

Compound Bow and Quivers of Arrows(120 active points reserve), all powers are OAF/Real (32)

Weapon (-1 1/4), Str Min 18 (-1), 2 Handed Weapon(-1/2)

Standard Arrow - 2d6 RKA (physical), Autofire:3 shots (+1/4); 10 charges (-1/4)

Blunthead Arrow- 7.5d5 Physical Blast, 10 charges (-1/4) (1u) [10]

Chiselhead Arrow- 2d6-1 RKA (physical) Armor Piercing (+1/2), 10 charges (-1/4) (1u) [10]

Acid Arrow- 1.5d6 RKA Penetrating (+1/2) Continuous (+1) Uncontrolled (+1/2) (Attack (2u) [2C]

does damage until duration ends or doused with water or neutralized with base), 2 Charges of

1 minute duration each (-1/2)

Capture Foam Arrow- 6d6 Def 6 Entangle, 3 charges (-1 1/4), Susceptible: Alcohols or (1u) [3]

Solvents (-1/2)

Cryo Arrow- 4d6 NND (Defense is Intense:Safe Cold or heat generation powers, +1) plus (1u) [2]

2d6 Ranged (+1/2) Dexterity Drain/points recover 5 pts every minute (+1/4), 2 Charges (-1 1/2)

EMP Arrow- 11d6 Dispel vs. all technology based powers at same time (+2) Explosion (2u) [2]

(-1 DC/ 1", +1/2), 2 Charges (-1 1/2)

Extinguisher Arrow- 13d6 Dispel vs. all Fire Based powers at same time (+2), 2 charges (2u) [2]

(-1 1/2),

Explosive Arrow (Concussion)- 8d6 Energy Blast (physical) Explosion (-1 DC/ 1", +1/2), (2u) [3]

3 charges (-1 1/4)

Explosive Arrow (HEAT)- 3d6-1 RKA (Physical) Explosion (-1 DC/ 1", +1/2), 3 charges (2u) [3]

(-1 1/4)

Flash-Bang Arrow- 7d6 Flash to Sight and Hearing groups, Explosion (-1 DC/ 1", +1/2), (1u) [3]

3 charges (-1 1/4)

Grappling Arrow- 20"Swinging (10" half move/ 40" NCM), 4 Recoverable Charges (-3/4) (1u)[4R]

Knockout Gas Arrow- 4d6 NND (defense is Immunity: KO drugs or self contained oxy- (1u) [3]

gen supply, +1) AE: 4" (+1); 3 charges (-1 1/4)

Magnesium Arrow- 3d6-1 RKA (energy) plus 1pt RKA Continuous (+1) Uncontrolled (1u) [3]

(+1/2) 0 End (+1/2) Sticky (Ignites any flammable item it comes into contact with, +1/2);

Requires oxygen to work (-1/4), No Knockback (-1/4), 3 charges (-1 1/4)- burns until

smothered or runs out of flammable material

Parachute Arrow- 12" Gliding, Usable as attack at range (+1/2), limited movement (No (1u) [1R]

Altitude gain and must drop 12" for every 1" forward movement, -1/2), 1 Recoverable charge of

20 minutes duration or until fouled (-1/4)

Rocket Arrow- 20" Flight (10" half move, 80" NCM), 1 charge of 1 minute duration (-1) (1u) [1C]

Screamer Arrow- 5d6 NND (defense is 5 pts resistant Hearing flash defense, +1) Explo- (1u) [2]

sion (-1 DC/ 1", +1/2) plus 6d6 Hearing Group flash Explosion (-1 DC/ 1", +1/2), 2 Charges

(-1 1/2)

Smoke Arrow- Darkness 5" vs sight group and Radar sense, 3 charges of 5 minutes (1u) [3C]

duration (-0)- blows away after 1 minute in high winds or rainy conditions (-0)

Taser Arrow- 4d6 NND (Defense is full coverage rED of forcefield, +1), Does Body (+1), (1u) [3]

3 Charges (-1 1/4)

Vehicle-Killer Arrow- 5d6 Armor Piercing RKA (physical)(+1/2); 2 charges that take one (2u) [2]

full week to recover due to difficulty in building them (-2)

"Emergency Quiver" (90 active point reserve) OAF/Real Weapon (-1 1/4), Str Min 18 (-1), (20) [5]

2 Handed Weapon (-1/2), 5 Total charges (-3/4)

Accelerant Arrow- 9d6 energy blast (fire) Explosion (+1/2, -1DC/1") Time Delay (upto 1 (2u) [1]

minute before the accelerant evaporates, +1/4) Trigger (+1/4, when anyone within the explosion

area of effect uses a fire-based power), 1 charge (-2)

Ball Bearings Arrow- Str 28 Telekinesis and one maneuver: Martial Throw, AE: 4" radius (1u) [1]

(5.5d6 + v/5 damage and target falls), TK only to throw targets in area (-1) and

only affects those targets moving along the ground (-1/4) 1 charge of 1 minute duration (or

until someone spends full turn clearing area of the ballbearings, -1)

Consecrated Arrow- 2d6 RKA (physical) plus 4d6 Armor Piercing (+1/2) RKA (energy/ (1u) [1]

holy), only vs. supernatural beings/creatures (-1/2), 1 charge (-2)

Dehydration Arrow- 6d6 NND (defense is not being lifeform composed mostly of water (1u) [1]

or Immunity to chemicals, +1) Does Body (+1), Does not affect those inside sealed environmental

suits or behind airtight forcefields/forcewalls, -1/2), 1 charge (-2)

Depression Gas Arrow- 4d6 Ranged (+1/2) Drain to Ego and End at same time (+1/2), (2u) [1]

points recover at the rate of 5/5 minutes (+1/2), 1 charge (-2)

Drill Arrow- 2" Tunneling through upto Def 12 materials, Walls/Barriers Only(-1), 1 charge(1u) [1]

(Leaves an 8 inch diameter hole in the barrier/wall)

Hallucinogen Arrow- 12d6 Mind Control Explosion (-1 DC/1", +1/2), No Concious Control (1u) [1]

(Only to make target see their greatest desire come true, -1), 1 charge (-2)

Harmonic Weakening Arrow- 3d6 Ranged (+1/2) Drain to Pd/rPd, AE: 6" radius (+1), pts (2u) [1]

recover at rate of 5 points/5 minutes (+1/2), 1 Charge (-2)

Heavy Gravity Arrow- 20d6 Dispel to Flight, 1 charge (1u) [1]

Limbo-Zone Arrow- A unique gift from the Lord of Limbo (the Null-time zone), he will save (1u) [1]

this arrow for the most dire of situations as he only has one and once its gone, its gone. The arrow

will banish upto 4 people to Limbo, in game terms this acts as: Extradimensional Movement(single

location in Limbo), Usable as attack at range (+1 1/2) on upto 4 people/mass (+1/2), 1 charge that never recovers (-4)

Muscle Relaxant Arrow- 5d6 Ranged (+1/2) Str Drain, points return 5/turn, 1 charge (-2) (1u) [1]

Neural Disruptor Arrow- 4d6 Ranged (+1/2) Int Drain, AE: 1 hex accurate (+1/2), points (2u) [1]

recover at rate of 5/minute (+1/4), 1 charge (-2)

Neural Scrambler Arrow- 7.5d6 Ego Attack, 1 charge (-2) (1u) [1]

Psi-Chaff Arrow- 12d6 Mind Contr ol, AE: 1 hex (+1/2), Single Command: Break effect of (1u) [1]

mental powers on those in area of effect (-1), 1 charge (-2)

Regurgitant Arrow- 2d6 NND (defense is not needing to eat/drink or Immunity to regurgi- (2u) [1]

tant chemicals, +1), AE: 2" radius (+1) plus 2d6 Ranged (+1/2) Drain to Con and Com at same

time (+1/2) AE: 2" (+1) *points recover at rate of 5/turn but in the case of Com it may make

more sense to wait until target has had chance to wash themselves and change out of vomit-covered clothes.

Stinkbomb Arrow- 2d6 Ranged (+1/2) Con Drain Explosion (-1 DC/1", +1/2) plus 10d6 (1u) [1]

Smell and Taste group flash Explosion (-1 DC/1", +1/2), 1 charge (-2)

Super Electromagnet Arrow- Str 40 Telekinesis Explosion (-3Str/1", +1/2), Only Affects (2u) [1]

ferrous objects (-1/2), Only to Grab and pull affected items to the arrow (Acts as Disarm in most

cases or could pull a whole target, dependent on how much affected material they are carrying,

-1/2), 1 charge of 5 minutes duration (-3/4)

White Noise Generator- 6d6 Suppress of the following powers with the Sonic Sfx: EB, (2u) [1C]

RKA, Flash, and Mind Control, at same time (+1/2), AE: 6" radius (+1), 1 charge of 1 minute

duration (-1)

Reticle- all powers are OIF/Fragile (-3/4)

Nightvision (3)

UV Vision (3)

Telescopic Sight- +8 vs sight range penalties (8)

Protective Cowl- 10 points sight and hearing group flash defense, OIF(-1/2) (13)

5 points resistant hearting Group Fd, OIF(-1/2) (2)

LIght Protection Combatsuit- 6 rPd/6 rEd, OIF (-1/2) (12)

Gas Mask/Rebreather- Extended Breathing (1 End/minute) and 20 End/1 Rec reserve (2)

(only for extended breathing, -1), OIF (-1/2)

Immunity: All Chemical agents, Gases only (-1/2), OIF (-1/2) (5)

Testament Wrist Communicator- Radio Perception/Transmission,OIF (-1/2), affected (6)

as heaing as well as radio sense (-1/4)

Scrambler- 4 pt VPP + 2 Control, only for 1 language at a time (-1/2), (5)

OIF (-1/2))

Chronometer- Absolute Time Sense, OIF (-1/2) (2) GPS- Bump of Direction, OIF (-1/2) (2)

Testament Standard Skycycle (39)

Personal Abilities:

Archer's Muscles- +10 Strength at 0 End cost (+1/2), DNAFC (-1/2), Only to meet Str (6) 0 End

Min with Bow/ Crossbow weapons (-1)

Fast Runner- +2" Running (8" Total, 4" half move, 16" NCM running) (4) 2 End

Fast Swimmer- +3" Swimming (5" Total, 3" half move, 10" NCM swim) (3) 1 End

Master Archer- +5 Ranged combat skill levels, Only with Bows/Crossbows (-1/4) (20)

+6 Range penalty skills levels, only with Bows/crossbows (-1/4) (14)

+8 Targeting penalty skill levels, only with Bows/crossbows (-1/4) (19)

Observant- +3 to all perception rolls (9)

Slowed Aging- Has aged at 1/2 humn rate since reaching the age of 18 years old (1)

Strong Willed- 9 points total Mental Defense (5)

Superior Hand-Eye Coordination- + 10 Dexterity, DNAFC (-1/2), Only for skills and rolls (12)

having to do with Hand-Eye Coordination (including ranged combat OCV only)

Zen Archery- +2 Spd, Only With Bows and Crossbows (-1/2) (13)

Lightning Reflexes- +10 Dex (28 total), Only to go first with Bows (12)

and Crossbows (-1/2)

Fast Draw (Common Missle weapons) 18 or less (13)

Perks, Talents, and Skill Modifiers:

Contacts: 20 points worth of contacts in the Superhero, Espionage, and Military worlds (20)

Jack of Trades (3)

Linguist (3)

Perk: Passport (1)

Perk: International Driver's license (1)

Perk: Concealed Weapons Permit (2)

Perk: Licensed Bowyer/Bow Dealer (1)

Reputation: World's Greatest Archer 14 or less +3/3d6 (9)

Scholar (3)

Wealth:Well-Off ($500,000 per year stipend plus all his expenses) (5)

Well-Travelled (3)

Skills:

Kyujutsu (Use with Bows, Use with Crossbows) (26)

Basic Shot OCV+0 DCV+0 Rng+2 Weapon +2 DC Strike

Defensive Shot OCV-1 DCV+2 Rng+0 Weapon Strike

Distance Shot OCV+0 DCV-2 Rng+6 Weapon Strike/1 segment delay

Far Shot OCV+1 DCV-1 Rng+4 Weapon Strike

Quick Shot OCV+1 DCV+0 Rng+0 Weapon +2 DC Strike

Ranged Disarm OCV+0 DCV+0 Rng+0 Disarm, +15 Str (add to active points)

PS:Bowyer 15 or less (4)

KS:Kyujutsu 15 or less (4)

WF: Common missle weapons, Common melee weapons, Small arms, Machine guns, (10)

Shoulder-fired weapons, Grenades, Flamethrowers

Generic Hand to Hand Combat Training (Use barehanded, use with clubs) (24)

Block OCV+2 DCV+2 Block/Abort

Choke OCV-2 DCV+0 Grab 1 limb (neck), 2d6 NND (2)

Dodge OCV- DCV+5 Dodge all attacks/Abort

Grab OCV-1 DCV-1 Grab 2 limbs, Str 23 (4.5d6) for hold

Strike OCV+2 DCV+0 4.5d6 Strike

Throw OCV+0 DCV+1 2.5d6+v/5 strike, target falls

Acrobatics 13 or less (3)

Breakfall 13 or less (3)

Climbing 13 or less (3)

Combat Driving 13 or less (3)

Combat Piloting 13 or less (3)

Conversation 12 or less (2)

Demolitions 16 or less (7)

Electronics 14 or less (3)

Inventor 13 or less (3)

Knowledge Skills: Army Rangers History and Traditions 11 or less (1)

Military Black Bag Operations/World 13 or less (2)

Military History 13 or less (2)

Military/Mercenary/Terrorist World 13 or less (2)

Professional/Competitive Archery World 14 or less (3)

Special Forces History and Traditions 11 or less (1)

Supers' World 14 or less (3)

United States Army History and Traditions 11 or less (1)

Languages Known: (English is Native) Arabic (Fluent w/ Accent) (3)

French (Idiomatic) (2)

German (Idiomatic) (2)

Persian (Fluent w/ Accent) (1)

Russian (Idiomatic) (2)

Vietnamese (Fluent w/ Accent) (3)

Oratory 13 or less (3)

Professional Skills: Instructor 13 or less (2)

Ranger 11 or less (1)

Security Consultant 14 or less (3)

Soldier 11 or less (1)

Special Forces Operative 11 or less (1)

Super Hero 15 or less (4)

Science Skills: Chemistry 13 or less (3)

Electrical Engineering 13 or less (3)

Physics 13 or less (3)

Security Systems 15 or less (5) Shadowing 13 or less (3)

Sleight of Hand 15 or less (H-E Coordination Skill) (3)

Stealth 15 or less (7)

Survival (Desert, Mountains, Temperate and Subtropical, Tropical) 14 or less (8)

Tactics 13 or less (3)

Teamwork 14 or less (3)

Tracking 14 or less (3)

TF: Basic and Advanced Parachuting, Common Motorized Ground Vehicles, SCUBA, (6)

Skycycle, Small and Large wind-powered boats

Weaponsmith (All Catgories) 16 or less (14)Educated- +1 skill level with Demolitions, Electronics, and Security Systems (3)

Special Forces Up-Training- +1 skill level with Survival, Teamwork, and Tracking (3)

Chars: 111 + Equipment/Perks/Talents/Skills:581 = 692 Points

Disandvantages: 200+

Normal Characteristic Maxima (20)

Secret Identity (Thomas Morris Cavendish) (15)

DNPC: Scarlet Quiver (Slightly Less Powerful) 8 or less (5)

Reputation: World`s Greatest Archer 14 or less (15)

Hunted: "Challengers to the Title" (Ls Powerful, NCI, Mild- take his title) 11 or less (10)

Watched: IST/UNTIL/United Nations (MPow/NCI) 11 or less (15)

Hunted: Blue Demon (MPow) 8 or less (15)

Hunted: Hydra (MPow/NCI) 8 or less (20)

Former Professional Soldier- Reluctance to kill but knows it is necessary sometimes (15)

and will if forced to to save lives or in self defense (Common/Strong)

Protective of Innocents (Common/Strong) (15)

Driven to continue pulling his weight, both as a Non superhuman and an older super- (15)

hero as well (Common/Strong)

Experience from 30+ Years of Superheroics (332)

 

Yeah, okay- I apologize, I really suck at formatting these things but at least I was able to get it so it can kinda be read.

 

Comments, critiques, lobbed balls of flaming pitch?

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Re: The Grey Hood

 

Your variety of arrows seems a bit much to me. I understand Cryo Arrow, extinguisher arrows, etc. but things that would be hard to fit in an arrows (IMHO) like the Parachute Arrow, Depression Gas Arrow, Dehydration Arrow should be tossed unless you can fit in by concept.

 

(I.e., anything Green Arrow/Hawkeye had, and the GM thinks is not unbalancing.)

 

Also, you can't use flight on someone else unless you buy the "Usable Buy Others" or "Usable Against Others" advantages. If you want Grey Hood to actually fly (himself) using the Rocket Arrow, etc. you should make that clearer.

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Re: The Grey Hood

 

Your variety of arrows seems a bit much to me. I understand Cryo Arrow, extinguisher arrows, etc. but things that would be hard to fit in an arrows (IMHO) like the Parachute Arrow, Depression Gas Arrow, Dehydration Arrow should be tossed unless you can fit in by concept.

 

(I.e., anything Green Arrow/Hawkeye had, and the GM thinks is not unbalancing.)

 

Also, you can't use flight on someone else unless you buy the "Usable Buy Others" or "Usable Against Others" advantages. If you want Grey Hood to actually fly (himself) using the Rocket Arrow, etc. you should make that clearer.

 

The idea for the parachute arrow cam from either GA or Hawkeye, although I can't remember right now which of them used it- probably GA.

 

With the depression and dehydration arrows, I can see why they seem like odd arrows but the idea is that each is a break-open head that contains a chemical agent, in one case a depression-inducing gas and the other is a powder agent that destroys water it comes in contact with and that is absorbed into the body through the pores, dehydrating the target.

 

I apologize if the rocket arrow wasn't clear but yes, the idea is that GH uses it himself for a short duration movement power, not as an attack effect.

 

Thanks for the comments.

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Re: The Grey Hood

 

They all look OK to me.

 

Suction-Cup Arrow: (Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (10 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 5)

plusStretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 14)

plusSwinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 2)

plus+2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 3)

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Re: The Grey Hood

 

They all look OK to me.

 

Suction-Cup Arrow: (Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (10 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 5)

plusStretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 14)

plusSwinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 2)

plus+2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 3)

 

 

Glad you liked, I wasn't really sure about a suction cup arrow but there is definitely utility in one and I think all the major archers have used it at one time or another.

 

You know, I didn't actually put any bow clubbing ability in there, huh? I know it's something I stated for the heroine Scarlet Quiver, his sometimes DNPC, a young archeress and the daughter of his former sidekick, Arrow Lass (Now Known as Lady Quiver). Maybe I should put that in there somewhere.

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Re: The Grey Hood

 

Is this character for a Champions (supers) or Dark Champions (heroic) game?

 

I ask because supers do not normally need to purchase weapon familiarities. They just pay for the weapons directly instead.

 

Was the character created in Hero Designer v2 or v3?

If so there are several board friendly export formats available we could provide to you.

 

HM

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Re: The Grey Hood

 

Is this character for a Champions (supers) or Dark Champions (heroic) game?

 

I ask because supers do not normally need to purchase weapon familiarities. They just pay for the weapons directly instead.

 

Was the character created in Hero Designer v2 or v3?

If so there are several board friendly export formats available we could provide to you.

 

HM

 

Character would be for Champions but I still aid for the WF because it makes sense with his background for him to hsve experience with thiose weapons even if he does not currently use them and he may someday need to use one of them in combat.

 

Nope, did it by hand and then editted the P!ss out of it until it was at least basically undestandable.

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Re: The Grey Hood

 

your first arrow is not neccesary' date=' you do not have to use AF even if you have it on a power, so slot 2, which is the same as slot one except for AF can cover both slots[/quote']

 

And you know, you're right- I must have completely forgot that fact, thanks for the heads up!

 

FIXED!!

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Re: The Grey Hood

 

They all look OK to me.

 

Suction-Cup Arrow: (Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (10 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 5)

plusStretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 14)

plusSwinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 2)

plus+2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 3)

 

That looks vaguely familiar.

:think:

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