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Archer II (PL 10) - RocketLord

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Archer II
Power Level: 10 (168/170PP)
Unspent Power Points: 2
Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world.

Theme: Comeback - Redlight King

 

Alternate Identity: Connor King (Secret)
Birthplace: Southside, Freedom City

Residence: Southside, Freedom City
Base of Operations: Southside, Freedom City
Occupation: Adventurer, Crime Fighter
Affiliations: Ethan Keller (Archer I)
Family: Rachel King (Mother, deceased), Fabian King (Father, deceased)

 

Description:
Age: 18 (DoB: 2001, May 4th)
Gender: Male
Ethnicity: Caucasian
Height: 6'
Weight: 190 lbs.
Eyes: Blue
Hair: Brown

 

Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. 

 

As Archer II, Connor  wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow.

 

aScFieq.png

 

History:

Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system.

 

What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. 

 

Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor.

 

For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas.

 

In June 2019, the Archer appeared once again, prowling the streets of Freedom City.

 

Personality & Motivation:

Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle.

 

Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect.

 

Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax.

 

Powers & Tactics:

When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range.

 

Power Descriptions:
Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation.

Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight.

 

Complications:
Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble.

 

Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting

 

Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there.

 

Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero.

 

Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them.

 

Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way.



Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP
Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 18 = 38PP
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged])
Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed

Grapple: +13 (+10 Attack, +3 Strength)
Knockback: -3 (Toughness/2)


Saving Throws: 7 + 6 + 7 = 20PP
Toughness: +6 (+3 Con, +3 Protection [Costume])
Fortitude: +10 (+3 Con, +7)
Reflex: +10 (+5 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 68R = 17PP 

Acrobatics 10 (+15)

Bluff 10 (+12)

Concentration 2 (+5)

Craft [Mechanical] 8 (+9)

Knowledge [Streetwise] 6 (+7)

Knowledge [Tactics] 4 (+5)

Notice 9 (+12)

Search 8 (+9)

Sense Motive 5 (+8)

Stealth 6 (+11) 



Feats: 34PP

Accurate Attack

Acrobatic Bluff

Attack Focus 4 [Ranged]

Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion]

Defensive Attack

Dodge Focus 5

Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]]

Equipment 1

Evasion 2

Improved Aim

Improved Critical 2 [Bow]

Improved Initiative 1

Improved Ranged Disarm

Luck

Move-By Action

Power Attack

Precise Shot 2

Quick Draw 2

Ranged Pin

Takedown Attack

Taunt

Ultimate Effort [Ultimate Aim]

Uncanny Dodge [Visual]

 

Equipment: 1PP = 5EP 

  • Costume (Protection 3) [3EP]
  • Commlink [1EP]
  • Signal Flare [1EP]



Powers: 4 + 21 = 25 PP

 

Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only][4PP] (Training)

 

Device 7 ("Bow and Arrows"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Technology)

Arrows 7 (14DP Array; Feats: Alternate Power 12[26DP] (All Arrow and Technology unless otherwise noted, with additional descriptors)

BPBlast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Bludgeoning/Piercing/Slashing Damage Type)

APBlast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Piercing Damage Type, Multiple Arrows)

APBlast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: Area [General Burst];  Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type, Explosive, Thermite)

APDamage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack{14/14DP} (Bow, Bludgeoning Damage Type, No Arrow descriptor)

APDazzle 6 ("Flashbang Arrow"; Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light)

APDrain 6 ("Hypodermic Arrow"; Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Pharmaceuticals, Needle)

AP: Nauseate 6 ("Vertigo Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Sonic, Vertigo)

APObscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Smoke)

AP: Paralyze 6 ("Strobe Light Arrow"; Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Light, Hypnotic Pattern)

APSnare 6 ("Net Arrow"; Feats: Improved Range 2) {14/14DP} (Net)

AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Electricity, Taser)

APSuper-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Grappling Hook, Swing Line)
AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Bolas)

 

Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3[9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (All Technology with additional descriptors)

BP: ("Rapid Fire Arrows") Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Multiple Arrows)

AP: ("Setup Add-Ons") Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Timer, Proximity sensor, Remote trigger)

AP: ("Shredder Arrowhead") Adds (Extras: Penetrating) to Arrows array {6/6DP} (Arrowhead)

AP: ("Increased Payload") Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Payload)

 


Drawbacks: (-0) + (-0) = -0PP
 

DC Block

Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC18 TOU (staged)

Damage

+10

Standard Arrow

300 ft.

DC21 TOU (staged)

Damage

+14, Crit 18-20

Vertigo Arrow

300 ft.

DC16 FORT (staged)

Damage

+14, Crit 18-20

Hail of Arrows

60-300 ft. cone

DC21 TOU (staged)

Damage

+14, Crit 18-20

Bowsmack

5 ft.

DC25 TOU (staged)

Damage

+10, Crit 18-20

Net Arrow

300 ft.

DC16 REF (staged)

Fail: Entangled
>5: Bound/Helpless

+14, Crit 18-20

Flashbang Arrow

300 ft.

DC16 REF to avoid / DC16 FORT to remove

Blinded

+14, Crit 18-20

Stun Arrow

300 ft.

DC16 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+14, Crit 18-20

Bolas Arrow

150 ft.

DC16 worse of STR or DEX

Tripped, Knockback

+14, Crit 18-20

Strobe Light Arrow

300 ft.

DC16 WILL (staged)

Fail: Slowed
>5: Paralyzed

+14, Crit 18-20

Thermite Arrow

300 ft., 30 ft. radius area

DC16 REF

Reduce damage effect to DC18

Area

 

 

DC21 TOU (staged)

Damage

 

Hypodermic Arrow

300 ft.

DC16 FORT (staged)

Drain one save (TOU/REF/FORT/WILL)

+14, Crit 18-20

 

Totals: Abilities (34) + Combat (38) + Saving Throws (20) + Skills (17) + Feats (34) + Powers (25) - Drawbacks (0) = 168/170 Power Points

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I mentioned this in Character-Creation, but you if there is a mechanical benefit for Archer you will to notate that.

Also standard warning when Equipment is part of your toughness save.

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I've updated the Benefit feat with the mechanical benefit.

 

Put the description in for what Eagle Eyes does, as it can be a pain to look that feat up from personal experience.

 

Expanded the description for the Concealment power under Power Descriptions. 

 

And got it with the equipment. Might make it into a device at some point, but this should be fine for now.

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