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Arrowhawk (PL14/15) - Ecalsneerg (Platinum)


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Player's Name: Ecalsneerg

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Power Level: 14/15 (200/229PP)
Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense
Unspent PP: 29

In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow.

Alternate Identities: John Aaron Fraser
Identity: Secret
Birthplace: Aberdeen, Scotland
Occupation: Vigilante, lab assistant
Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham
Family: No known surviving relatives

Description:
Age: 40 (DoB: 25th August 1970)
Gender: Male
Ethnicity: Caucasian Scot
Height: 6'0''
Weight: 190lbs
Eyes: Grey
Hair: Black

Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk.

Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume.

In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible.

Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal.

When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing.

History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks.

John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads.

Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre."

John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats.

Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy.

So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that.

Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom.

He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there.

Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's.

Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively.

In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm.

Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is.

Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed.

Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance.

Complications:
Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can.
Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk.
Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice.
Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other.
Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest.

Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable.


Abilities 8+10+10+6+6+4 = 44pp
Str: 18 (+4)
Dex: 20 (+5)
Con: 20 (+5)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 14 (+2)


Combat 22+20 = 42pp
Initiative +9
Attack +11 base, +15 ranged, +17 bows
Grapple +15
Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed
Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest)


Saves 5+7+6=18pp
Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll)
Fort +10 (+5 Con, +5)
Reflex +12 (+5 Dex, +7)
Will +9 (+3 Wis, +6)


Skills 168r = 42pp
Acrobatics 5 (+10)
Bluff 8 (+10)
Climb 11 (+15, Skill Mastery)
Craft [Mechanical] 12 (+15, Skill Mastery)
Drive 10 (+15, Skill Mastery)
Gather Information 13 (+15)
Intimidate 18 (+20, Skill Mastery)
Investigate 2 (+5)
Knowledge [Life Sciences] 7 (+10)
Knowledge [Physical Sciences] 7 (+10)
Knowledge [streetwise] 12 (+15, Skill Mastery)
Knowledge [Tactics] 12 (+15)
Notice 17 (+20, Skill Mastery)
Search 7 (+10)
Sense Motive 12 (+15, Skill Mastery)
Stealth 15 (+20, Skill Mastery)


Feats 38pp
Accurate Attack
Attack Focus (Ranged) 4
Attack Specialization (Bows) 1
Defensive Roll 1 (+2 Toughness)
Dodge Focus 4
Equipment 7
Evasion
Fearsome Presence 4
Improved Aim
Improved Critical (Bows) 1
Improved Initiative 1
Jack of All Trades
Luck 2
Master Plan 2
Power Attack
Precise Shot
Quick Draw
Skill Mastery 2 (Climb, Craft [Mechanical], Drive, Knowledge [streetwise], Notice, Sense Motive, Stealth)
Startle
Ultimate Aim
 

 

 

 

Quote

Staff: Strike 2 (PFs: Extended Reach, Mighty, Subtle [collapses]) (5 ep)
Arrowhawk Armour: Protection 3 (3 ep)
Gliding Cape: Flight 2 (Flaws: Gliding) (2ep)
Arrowhawk Mask: Commlink, flash goggles, night vision goggles (2 ep)
Motorcycle: Features: Alarm, Hidden Compartment, Fixed Throttle [can keep moving with no hands on the controls] (13 ep)
Grappling Gun (Super-Movement 1 [swinging] Linked to Speed 1 [10 MPH]) (3ep)
Binoculars, cell phone, handcuffs x2, lock release gun, mini-tracer, rebreather (5 ep)

 

 

 

 

 

Powers: 2+15 = 17pp
Archery Supremacy 1 (Probability Control, Flaws: Limited 2 [Archery]) [2pp]

Device 5 (Bow and trick arrows, 25 points, Easy to Lose) [15pp]

Devices:

 

 

Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers)
BE: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (standard arrows)
AP: Blast 3 (Extras: Autofire [7]; Flaws: Action - Full; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (rapid arrows)
AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (explosive arrows)
AP: Blast 3 (Extras: Targetted Area - Shapeable [7], Selective Attack [7], Flaws: Action - Full, Distracting; PFs: Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (rain of arrows)
AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range [5 increments]) [20PP] (EMP arrows)
AP: Obscure 7 (visual, 500' radius; Extras: Independent) [14pp] (smoke arrows)

 


Drawbacks: [-1]
Disability (Bad leg, uncommon, minor, -1pp)
 

 

Quote

Arrowhawk was hurt badly destroying the headquarters of the supervillain Malice. While it doesn't hurt under most circumstances, if he moves all-out on foot, he must make a Fortitude Save (DC 15) each round. Failure means he loses his move action that round.

 

 

 

 

DC Block:

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 19 Toughness (staged) Damage
Staff Touch DC 21 Toughness (staged) Damage
Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20
Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20
Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20
Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7
EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20

 

 

 

 

Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/229) Power Points

Edited by HG Morrison
+1pp for April 2016
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This character looks great. I'd give you your first approval, but I added up his skills and only had 134, not 136. When you add those two skill points, you will have it.

Also, for a more street-level character, I'd suggest that when sanctioned, you meet up with NIghtrival, played by Shadowboxer. He's working on organizing a street-level team that your character would fit in well with.

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Hmmm... something must've been lost when I transferred from notepad to laptop. Stuck a skill point in Bluff and Diplomacy to bring the totals back up.

As for joining a team... sounds like a good idea. I think a good idea for his first outing is having him just arrived in Freedom City, staying in a cheap bed and breakfast and going out on his first night patrol. Probably the best way to bump into a few supers.

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Did a quick edit while waiting for approvals, dropping a rank of Attack Focus (Ranged) and 1 point of Reflex to up his Base Attack by 1. Brings him up to OPL 6 unarmed, which is respectable for someone who really shouldn't be walking around without his bow. Y'know, the name 'Arrowhawk' and all...

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