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The Blind Huntsman (PL7) - Portia Labiata


Portia Labiata

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(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

 

Edited by Portia Labiata
Corrected some formatting
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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.

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It's just a matter of we want you to hit caps where possible.

Also, please note the template construction/sheet form:
https://www.freedomplaybypost.com/start/sample-characters/

You will want your Skills, for example to look like this

Knowledge (Technology) 15 (+20, SM)
Notice 8 (+10)
 

Skill"X Ranks' (total bonus including Ability Score/ones for relevant Feat adjustments/etc) notation for Skill Mastery, as needed.

 

The sidekick will need to be stated out as well.

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Okay, so more formatting:

You want to move George after the point breakdown and DC block.

 

Also:
As it stands you character only has a Stun effect and a weak punch to break people down.

And is inefficient at best for when it comes to their skills.  Why is she NOT charismatic, but really, really good at those sills?  Also she has no supporting feats, so all those skills really needed/going to be deployed in play?

 

As for saves, besides Toughness we recommend (but do not force) that a person should sit at PL -2 as an average for their saves.

Also you have misspent for Super Movement.
It's 2pp a rank, you have 4 ranks, so that is 8pp

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George is now below Huntsman properly. I also added his mute drawback (which I had calculated for before, but did not mark for some reason.)

 

I've removed extra ranks of super-movement (Sure-Footed) to maintain the same PP cost. Also, compound bow has been given an alternate damage effect, again maintaining the PP cost of the device.

 

The reason Huntsman has a weak charisma but good interactions is two-fold. First, just because she isn't charismatic does not mean she cannot be manipulative. The interaction skills are primarily there for interaction with animals anyways, and when dealing with humans, she will manipulate them as if they are animals, by appealing to base instinct rather than reason or morals. This is why she has a complication that a GM can take away her bonuses when dealing with people. If any NPC is not easily manipulated, not only will she fail to affect them, but they will also resent her for attempting to manipulate them. Beyond that, she can still feint and demoralize in combat, as those are available to all characters (unless that has been house-ruled? I didn't see it when I looked over them in the thread, but I could have missed them)

 

The second reason is purely mechanical. I don't intend to use other skills based on charisma, so I don't what to pay for them by buying the actual ability score. I can see how that might seem point-scummy, but I don't see it as such. 

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Well the thing to  note is this:

Using it for Animal Empathy doesn't change that it is still a negative for the Cha score, and that there is something offputting/bland about her innately.  While I am not saying that is not a valid thing, more that it should be an angle that should be addressed in the fluff.

I do want to say you have 2 PL10 slots, and you can undercap them, i.e. use PL10 points on a PL7 or 8 character.

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Abilities: 4+6+6+4+10+2=32

 

Strength 14 (+2)

Dexterity 16 (+3)

Constitution 16 (+3)

Intelligence 14 (+2)

Wisdom 20 (+5)

Charisma 12 (+1)

 

Combat:12+12=24

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Attack: +6 (+10 Bows, +8 Knives, +8 Unarmed)

Grapple: +10

Defense:  +9 (+6 Base, +3 Dodge Focus, +3 Flat Footed)

Knockback: -3

 

Saving Throws: 1+2+0=3

Toughness: +5 (+3 Con, + 2 Defensive Roll)

Fortitude:  +4 (+3 Con, +1)

Reflex:  +5 (+3 Dex, +2)

Will: +5 (+5 Wis, +0)

 

Skills: 128 SP= 32PP

Acrobatics 9 (+12)

Bluff 11 (+12)

Climb 8 (+10)

Craft (chemical) 3 (+5)

Craft (mechanical) 3 (+5)

Diplomacy 11 (+12)

Handle Animal 11 (+12)

Investigate 8 (+10)

Intimidate 11 (+12)

Knowledge (physical sciences) 3 (+5)

Knowledge (life sciences) 8 (+10)

Knowledge (streetwise) 3 (+5)

Language 4 

Medicine 5 (+10)

Notice 7 (+12)

Sense Motive 7 (+12)

Stealth 9 (+12)

Survival 7 (+12)

 

Feats: 36PP

Acrobatic Bluff

Animal Empathy

Attack Specialization 2 (Bows)

Attack Specialization 1 (Knives)

Attack Specialization 1 (Unarmed)

Challenge - Improved Acrobatic Bluff

Challenge - Improved Feint

Challenge - Improved Taunt

Defensive Attack

Defensive Roll 1

Dodge Focus 3

Evasion 2

Improved Aim

Improved Critical 2 (Bows and Arrows)

Improved Initiative

Improved Ranged Disarm

Improved Trick

Move-by Action

Power Attack

Precise Shot 2

Quick Draw (Draw)

Ranged Pin

Minion 2

Skill Mastery (Acrobatics, Survival, Notice, Stealth)

Skill Mastery (Climb, Bluff, Acrobatics, Sense Motive)

Taunt

Tracking

Ultimate Effort (Aim)

Uncanny Dodge (Auditory)

 

Powers: 9+3+4+6+4 = 26PP

Device 3 (15PP Container, Flaws: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total

Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows)

Base Power: Blast 4 (FeatsSubtle, Precise) (Normal Arrow) [10DP] 

Alternate Power: Stun 4 (Extras: Ranged, Sleep; Flaws: Unreliable (5 uses, craft (chemical) to recharge); Feats: Subtle) (Tranquilizer Arrow)

Alternate Power: Strike 5 (Extras: Area (40ft Cone)) (Arrow Barrage) [1DP]

Alternate Power: Snare 4 (Feats: Subtle, Tether) (Snaring Arrow) [1DP]

Alternate Power: Obscure 4 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]; Feats: Subtle) (Smoke Arrow) [1DP]

Alternate Power: Speed 3 (Extras: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP]

 

Device 1 (5PP Container, Flaws: Easy to Lose) (Hunting Knife) [3PP] 5DP Total

Strike 4 (Feats: Mighty (+2 str)) (Hunting Knife)

 

Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Reconfigurable Ghillie Suit) 5DP Total 

Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked to Concealment [+/-0]) + Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [5DP]

 

Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) (Enhanced Hearing) [6PP]

 

Super Movement 2 (Trackless; Sure-Footed) [4PP] (Hunter's Step)

 

 

DC Block:

 

Unarmed (+8 Hit, DC 17 Toughness)

Hunting Knife (+8 Hit, DC 21 Toughness)

Standard Arrow (+10 Hit, DC 19 Toughness, 18-20 Crit)

Tranquilizer Arrow (+10 Hit, DC 14 Fortitude, 18-20 Crit)

Net Arrow (+10 Hit, DC 14 Reflex, 18-20 Crit)

Arrow Barrage (DC 15 Reflex half, DC 20 Toughness)

 

Abilities 32 + Combat 24 + Saving Throws 3 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 144/150

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All right, I've taken your suggestion and used a PL10 character but capped them at PL7. Also, with EternalPheonix's help (and by modifying their pre-made archer sheet), I've made a new sheet from scratch, listed above. If you give it the okay, I'll edit my first post with it.

 

George the monkey remains untouched throughout all of this, but he is being converted to a minion.

 

In the end, 6PP are left over, in order to help patch any glaring issues. Assuming none crop up, what would you recommend they be used for?

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