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The Blind Huntsman (PL7/10) - Portia Labiata

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(The Blind) Huntsman
Power Level: 7 (150/151 PP)
Unspent Power Points: 1 
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
Family: Husband (Darrel White)

Granddaughter (Danielle White)


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.




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. While not terribly charismatic, Huntsman has a powerful force of will and a knack for getting under others' skin. When the need arises, she is very good at manipulating those with weaker wills by way of appealing to their base instincts, be they humans or animals. However, those not easily manipulated will find her off-putting. Huntsman is also very contrarian, and hates being told what to do or how to do it.


Personal experience has taught her that the consequences of actions linger far longer than we intend. For Huntsman, the consequences of a war she never lived to see left her blind. In her own life, the consequences of leaving her family alone left them defenseless. Huntsman is very particular in choosing her words and actions, and disdains those who are wanton or careless.


Despite her rugged and standoffish nature, however, Huntsman is still a mother. She has a particular liking towards children and teenagers, and is more protective over them than adults.


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. She has a variety of arrows, each serving a different function. Her normal arrows are standard, wedge-shaped and sharp, but because of her misgivings about physically harming living things, she dislikes using them against human beings. If she must, however, she targets the arms and legs, pinning the down, rather than causing a severe injury. Huntsman's tranquilizer arrows - an invention by her husband - are fantastic, long-ranged weapons for delivering a fast-acting and ultimately safe sleeping agent. Unfortunately, the arrowheads are bulkier, and she can only carry so many with her before she needs to mix more of the drug. Every now and then, she must maintain the mechanical delivery system on these arrows as well. Finally, Huntsman has arrows which can explode into clouds of smoke to give herself cover - she doesn't rely on sight anyways - and a grappling arrow attacked to a rope that she can use to ensnare and drag opponents. The grappling arrow can also be used to help her climb up vertical surfaces or swing from ledge to ledge.


When Huntsman finds an opponent that is difficult to pin down, she can fire multiple arrows at once in a cone, losing precision for the sake of sheer quantity. However, because she cannot actively select targets like this, she runs a greater risk of causing unintended injury or even death, and tries to do so only sparingly.


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 and utterly silent.




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: 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)



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: 3+4+2=9

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

Fortitude:  +6 (+3 Con, +3)

Reflex:  +7 (+3 Dex, +4)

Will: +7 (+5 Wis, +2)


Skills: 128 SP= 32PP

Acrobatics 9 (+12) [Skill Mastery]

Bluff 11 (+12) [Skill Mastery]

Climb 8 (+10) [Skill Mastery]

Craft (chemical) 3 (+5)

Craft (mechanical) 3 (+5)

Diplomacy 11 (+12)

Handle Animal 11 (+12) [Skill Mastery]

Investigate 8 (+10)

Intimidate 11 (+12)

Knowledge (physical sciences) 3 (+5)

Knowledge (life sciences) 8 (+10)

Knowledge (streetwise) 3 (+5)

Language 4 (Laos [Native], Hmong, French, English, Spanish)

Medicine 5 (+10)

Notice 7 (+12) [Skill Mastery]

Sense Motive 7 (+12) [Skill Mastery]

Stealth 9 (+12) [Skill Mastery]

Survival 7 (+12) [Skill Mastery]


Feats: 36PP

Acrobatic Bluff

Animal Empathy

Attack Specialization 2 (Bows)

Melee Focus 2

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, Handle Animal , Sense Motive)



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 9 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 150/151




Minion: George the Monkey

[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. After she saved a whole host of animals from poachers, she let the lot of them free, but George took a liking to her and followed her around. Since then, 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.


To Duab Ntxoo, George has proven invaluable in helping her overcome some of the more persistent difficulties associated with her blindness. Because she relies so much on hearing, she needs George to locate and point out to her things that do not produce sound or simply do not move. More than once, George has alerted Huntsman to an enemy sneaking up on her by screeching and throwing rocks at them.


As a spider monkey, George is not as impish as most other monkeys. He is very docile, and when threatened is unlikely to do more than throw rocks, other than run away, of course. Still, he has been known to steal shiny or interesting things without her direction, and he will occasionally try to steal food as well.


He dislikes the cold, and will hug anyone he sees to get warm again.


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)




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 Fox
+1pp for November 2018
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