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The Huntsman (PL 7)


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Player Name: Avorez

Character Name: The Huntsman

Power Level: 7 (105/105PP)

Trade-Offs: +2 Attack /-2 Damage, -2 Defense / +2 Toughness (or "None")

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: British archer-hero come to America.

Alternate Identity: Jonathan Ulster

Identity: Secret

Birthplace: Liverpool, England

Occupation: Mechanical Engineer

Affiliations: ASTRO Labs

Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive)

 

Residence: Jonathan lives in an apartment out in the North End.

Base of Operations: Southside/Lincoln

Catchphrase: â€œThe Hunt has begun!â€

Description:

Age: 28 (April 15th, 1986)

Apparent Age: N/A

Gender: Male

Ethnicity: Caucasian

Height: 5’10

Weight: 157 lbs.

Eyes: Green

Hair: Black

Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness.

 

In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade.

 

Power Descriptions:

Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area.

History:

Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there.

 

As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow.

 

That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying.

 

Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow.

Personality & Motivation:

Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though.

 

Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right.

Powers & Tactics:

Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat.

When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat.

 

Complications:

Secret: Identity

 

Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family.

 

Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died.

 

Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 10 + 8 = 18PP

Initiative: +3

Attack: +5 Base, +5 Ranged, +9 Crossbows

Grapple: +7

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -3 / -0 Flat-Footed

Saving Throws: 3 + 1 + 2 = 6PP

Toughness: +7 (+1 Con, +6)

Fortitude: +4 (+1 Con, +3)

Reflex: +4 (+3 Dex, +1)

Will: +5 (+3 Wis, +2)

Skills: 72R = 18PP

Acrobatics 5 (+8)

Craft (Mechanical) 8 (+12)

Craft (Electrical) 8 (+12)

Climb 3 (+5)

Escape Artist 4 (+7)

Gather Information 3 (+5)

Intimidate 6 (+8)

Investigate 3 (+7)

Knowledge (Physical Sciences) 6 (+10)

Knowledge (Technology) 6 (+10)

Notice 4 (+7)

Search 4 (+8)

Sleight of Hand 4 (+7)

Stealth 8 (+11)

Feats: 21PP

Acrobatic Bluff

Assessment

Attack Specialization (Crossbows) 2

Defensive Roll 3

Dodge Focus 3

Elusive Target

Equipment 5 (25 EP)

Improved Aim

Improved Pin

Inventor

Precise Shot 1

Ranged Pin

 

 

Equipment: 5PP = 25EP

Headquarters (Isolated Cabin, The Huntsman's Lodge)

Toughness: +5 (0 EP) 

Size: Small (0  EP) 

Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP)

 

Vehicle [Motorcycle, 0 EP]

Huntsman's Mask (Night Vision Goggles, Flash Goggles), [2 EP]

 

Utility Belt (14 EP)

Bolos (Snare 4) [8 EP]

Torch (Damage 1 + Drain Tou 1) [1 EP]

Multi-Tool [1 EP]

Power Knuckles (Strike 4 + Mighty) [1 EP]

Smoke Pellets (Obscure 2 (Visual)) [1 EP]

Throwing Blades (Blast 2) [1 EP]

Concealable Microphone [1 EP]

 

 

Powers: 12PP = 12PP

Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP)

Specialty Bolts (10 PP Array, Power Feats: Alternate Power 5) [15 DP]

Base Power: Blast 5 [10/10PP] "Basic Bolts"

Alternate Power: Dazzle 3 (Visual, Hearing) [9/10 PP] "Flash Bang Bolts"

Alternate Power: Super-Movement 3 (Swinging, Wall-Crawling, Slow-fall) [6/10 PP] "Line Bolts"

Alternate Power: Snare 5 [10/10PP] "Net Bolts"

Alternate Power: Stun 4 (Extras: Sleep (+0)Feats: Sedation) [9/10 PP] "Knockout Poison Bolts"

Alternate Power: Obscure 5 (100' Radius, Visual, Extras: Independent [+0]) [10/10PP]

Super-Senses 5 (Scope; Low-Light Vision, Extended 2, Distance Sense, Ultravision 5 PP)

DC Block:

ATTACK            RANGE    SAVE                      EFFECT
Unarmed           Touch    DC17 Toughness (Staged)   Damage (Physical)
Basic Bolt        Ranged   DC20 Toughness (Staged)   Damage (Physical)
Dazzle            Ranged   DC13 Reflex Blind,        Deaf
                           DC13 Fortitude            Recover
Power Knuckles    Touch    DC21 Toughness (Staged)   Damage (Physical)
Snare (Bolo)      Ranged   DC14 Reflex (Staged)      Entangled/Bound
Snare (Bolt)      Ranged   DC15 Reflex (Staged)      Entangled/Bound
Stun              Touch    DC14 Fortitude (Staged)   Dazed/Stunned/Unconscious
                           DC14 Fortitude            Recover
Throwing Blades   Ranged   DC17 Toughness (Staged)   Damage (Physical)
 

Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points

Edited by Fox
Fixing formatting, correcting knockback, adding DC block
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I like this PC!

 

"A Human amongst Gods: Jonathan is merely a man. He has no special powers or abilities outside of his ingenuity and crossbow."
 
An interesting fact or background, but I can't see how that could be a complication?

 

Crunch:

 

Could you annotate toughness as (+1 CON, +6 Defensive Roll), 

 

 

The Crossbow seems odd: a 15 PP base power for the array, and yet all the powers are 10PP or over?

 

Suggestions: Make the base Blast Penetrating (Uranium shell or something), Make  make the Dazzle Rank 5 (and you could probably doing some stuff with the rest), or even reduce the Device to a Rank 3 Device (for 9 PP)

 

.Smoke bolts are probably best conisdered as independent extra (+0). Otherwise, you could eliminate the smoke whenever you want, and it will actually go whenever you use another power in the array (or get stunned)? Or even make it continous. 

 

Otherwise all looks good!

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Oooh, an archer! The crossbow's a nice spin on it - very nice.

Alright, first things first: combat caps. You've listed him as +2 Attack / -2 Damage, but he has the full +7 attack with the crossbow (though see below, in the combat section) and only +5 on damage, which puts him at PL6, rather than PL7. It isn't a huge difference, but you'll feel it in play and may want to take another look.

Combat

With a dex of 16, this character would have an Initiative bonus of +3.

Alright, so quick breakdown of the Attack Focus and Attack Specialization feats: These are basically flawed versions of base attack...in the true M&M use of the term 'flaw'. Attack Focus (Ranged) is just Base Attack +1 (Flaw: Limited [ranged attacks]) [1pp]. Attack Specialization (Crossbow) is just Base Attack +2 (Flaw: Limited 2 [only crossbow attacks]) [1pp]. Note that attacking with a crossbow is also a ranged attack, meaning your full bonus would be (ranged attack bonus + specializations + misc), or (6 + 2 + 0) for a total bonus of +8, not +7. This still puts you a little bit under offensive caps, though if you traded your Ranged Focus for another rank of Attack Spec., you'd be Atk +9 / Dam +5, which meets caps.

With a melee attack bonus of +5 and a strength of 14, this character would have a grapple bonus of +7, not +4.

With a toughness of +7, this character would have a knockback of -3, not -0.

Saves

You should probably note that your character has a defense of +1 when flat-footed, for easy reference by both you and your GMs.

Your character has +3 wis, not +2; will save is thus +5 if you buy two more points of it.

Skills

With a +2 str bonus and 3 ranks, your total Climb bonus is +5, not +4.

With a +3 wis bonus and 4 ranks, your total Notice bonus is +7, not +6.

Equipment

Love the idea of a cabin as a huntsman's HQ. Beats the hell out of the Arrow Cave, that's for sure.

Another fun M&M lesson: an equipment utility belt is actually just an array of equipment 'powers'. It has to obey the rules of arrays, though; everything in the array has a budget. Your powers, with full costs, break down like this:

Bolos (Snare 4) [8ep]

Torch (Damage 1 + Drain Tou 1) [2ep]

Multi-Tool [1ep]

Pepper Spray (Dazzle 5 + Stun 5) [15ep]

Power Knuckles (Strike 4 + Mighty) [5ep]

Smoke Pellets (Obscure 2 (Visual)) [4ep]

Throwing Blades (Blast 2) [4ep]

Note the Pepper Spray, and how expensive it is. If it was a power, it'd be a 15pp power - so it costs 15ep as equipment, and can't be in an equipment array limited to 8ep. The equipment section of the book has pepper spray only because it's already paying 15ep for those explosives; so it becomes an equipment array with a 15ep budget per slot, which snugly fits the spray.

Unfortunately, because you're basing your equipment 'array' on an 8ep power, the pepper spray's too expensive. This would actually be a 15ep array, with a total cost of 21ep, not 14ep.

Powers

You are actually over-paying for your Super-Senses - you are buying four ranks of super-senses, rather than 5, as Low-Light Vision, Extended, and Distance Sense are 1 rank each. So you have a free pp to do something with. :)

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Looks like we got some edits in here! Lesse....

Combat

Attack modifiers are still a little odd - not sure where the +1 bonus to Ranged is coming from, and even without that Attack Spec. 2 would give you a +4 to Crossbows, for a total bonus of +9, not +8.

With a Toughness of +7 (+1 Flat-Footed), Knockback should be +3 / +0 Flat-Footed.

Equipment

Unfortunately, your equipment is over-budget. :( You have 30ep of stuff on a 25ep budget. You may want to strip a few tools out of the utility belt, and buy them back later when you have some spare pp.

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