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Portia Labiata

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  1. All right, I lowered her defense and took away some ranks of dodge focus and reflex save, putting the points into Constitution. Defense/Toughness trade off is now +2/-2, and no other shifting around of the character was necessary. She is still using defensive roll for a couple points, but she is no longer at 0 when flat-footed.
  2. Hey there! After a very long period of not playing M&M, I just can't fight that itch any longer. I need to run some games, and boy, do I have a lot of ideas bouncing around in my head. So, I propose two games to start with, complete with combat, mystery, and intrigue. One will feature my own character, fresh from the presses (once she is approved), and the other will be just me GMing. Now for the pitch: Dark Red Tide (PL10-11) A trip to the Freedom City Aquarium should always be a fun occasion. After all, even heroes need some R&R from time to time. But this particular field trip quickly goes horribly awry... Monsters in the Night (PL7-10) A young girl has gone missing from the Westend. In your efforts to find her, you cross paths with the Blind Huntsman, who seems to be following the same lead for different reasons... I ask that you only sign up for one or the other, even if you have multiple characters. I am hoping to get at least two for each, upwards of four. First come, first serve. I'd like to see what kind of interest this gets before moving on to making the actual threads. In addition, I would like to open a purely social thread, so I can have Huntsman meet some of your characters, and build some affiliations! For anyone interested, please mention it below and you can join me in the Wharton State Forest for One Quiet Evening. And if anyone has an interest in pitching me THEIR ideas for a team-up with the Blind Huntsman, social or otherwise, let me know! I'd love to hear it
  3. (The Blind) Huntsman Power Level: 7 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. Her stand-offish behavior often means that she has an easier time with animals than people. Huntsman is also very contrarian, and hates being told what to do or how to do it. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. In compliance with Huntsman's disdain for killing, she only uses tranquilizer arrows. At point blank range, a full draw would still certainly be enough to kill... but she would have to intentionally try to do so. As long as the arrows strike center mass (or any limb) from a reasonable distance, the worst they can do is break a bone or leave nasty bruise. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 0 + 0 + 6 + 0 + 0 - 2 = 4PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 6 + 6 = 12PP Initiative: +0 Attack: +3 Base, +9 Bow Defense: +9 (+3 Base, +6 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 7 + 2 = 9PP Toughness: +5 (+3 Con, +2 [Defensive Roll]) Fortitude: +3 (+3 Con, +0) Reflex: +7 (+0 Dex, +7) Will: +2 (+0 Wis, +2) Skills: 112 = 28PP Bluff 13 (+12) Climb 12 (+12) Intimidation 13 (+12) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 12 (+12) Notice 12 (+12) Persuasion 13 (+12) Stealth 12 (+12) Swim 9 (+9) Survival 12 (+12) Feats: 26PP Animal Empathy Attack Specialization 3 (Compound Bow) Defensive Roll Dodge Focus 6 Ranged Pin Improved Ranged Disarm Improved Aim Improved Critical 3 (Compound Bow) Precise Shot 2 Uncanny Dodge Sidekick 6 Equipment: 0PP = 0EP Powers: 4 + 6 + 4 + 12 = 26PP Device 1 (Reconfigurable Ghillie Suit; 5PP Container; Flaws: Hard-To-Lose) [4PP] (Technology) Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked) [3PP] Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [2PP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) [6PP] (Training) Super Movement 2 (Trackless; Sure-Footed) [4PP] (Training) Device 4 (Compound Bow / Doused Arrows; 20PP Container; Flaws: Easy to Lose) [12PP] (Technology) Stun 5 (Extras: Ranged, Sleep; Feats: Subtle 1, Precise, Alternate Effect 1) {17/20PP} Blast 5 (Feats: Subtle 1, Precise) {12/17PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 10 Toughness Damage Compound Bow (Stun) Ranged (50/500) DC 20 Fortitude Stun / Sleep Compound Bow (Damage) Ranged (50/500) DC 15 Toughness Damage Totals: Abilities (4) + Combat (12) + Saving Throws (9) + Skills (28) + Feats (26) + Powers (26) - Drawbacks (0) = 105/105 Power Points _______________________________________________________________________________________________________________________________________ Sidekick: George Monkey Preset (pg 231 core rules) with higher skills George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  4. WIP Huntsman Power Level: 7 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +5 Defense / -5 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman, and is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. Her stand-offish behavior often means that she has an easier time with animals than people. Huntsman is also very contrarian, and hates being told what to do or how to do it. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. In compliance with Huntsman's disdain for killing, she only uses tranquilizer arrows. At point blank range, a full draw would still certainly be enough to kill... but she would have to intentionally try to do so. As long as the arrows strike center mass (or any limb) from a reasonable distance, the worst they can do is break a bone or leave nasty bruise. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 0 + 0 + 0 + 0 + 0 - 2 = -2PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 6 (2PP / Base Attack) + 8 (2PP / Base Defense) = 14PP Initiative: +0 Attack: +3 Base, +9 Bow Defense: +12 (+4 Base, +8 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 10 (1PP / Reflex) + 2 (1PP / Will) = 12PP Toughness: +2 (+0 Con, +2 [Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +2 (+0 Wis, +2) Skills: 108 = 27PP Language 4 (Laos [Native], Hmong, French, English, Spanish) Climb 12 Swim 5 Survival 12 Medicine 12 Notice 12 Bluff 13 Intimidation 13 Persuasion 13 Stealth 12 Feats: 28PP Animal Empathy Attack Specialization 3 (Compound Bow) Defensive Roll Dodge Focus 8 Ranged Pin Improved Ranged Disarm Improved Aim Improved Critical 3 (Compound Bow) Precise Shot 2 Uncanny Dodge Sidekick 6 Equipment: 0PP = 0EP Powers: 4 + 6 + 4 + 12 = 26PP Device 1 (Reconfigurable Ghillie Suit; 5PP Container; Flaws: Hard-To-Lose) [4PP] (Technology) Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked) [3PP] Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [2PP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) [6PP] (Training) Super Movement 4 (Sure-footed 3; Trackless) [4PP] (Training) Device 4 (Compound Bow / Doused Arrows; 20PP Container; Flaws: Easy to Lose) [12PP] (Technology) Stun 5 (Extras: Ranged, Poison, Sleep) [20PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Compound Bow Ranged (50/500) DC 20 Toughness Stun / Sleep Totals: Abilities (-2) + Combat (14) + Saving Throws (12) + Skills (27) + Feats (28) + Powers (26) - Drawbacks (0) = 105/105 Power Points Sidekick: George Monkey Preset (pg 231 core rules) with higher skills George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. Str 3 Dex 15 Con 10 Int 2 Wis 12 Cha 5 Skills: Acrobatics 8 (+10), Climb 17 (+13), Notice 9 (+10), Stealth 11 (+13), Sleight of Hand 11 (+13) Powers: Additional Limbs 1 (tail), Shrinking 8 (Power Feats: Innate; Flaws: Permanent) Combat: Attack +6 (includes +2 due to size), Damage –3 (unarmed), Defense +4 (includes +2 due to size), Initiative +2 Saving Throws: Toughness –1, Fortitude +2, Reflex +4, Will +1 Abilities –5 + Skills 14 (56 ranks) + Feats 0 + Powers 10 + Combat 12 + Saves 3 – Drawbacks 4 = 30PP
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