Ghost Archer
Character Name: Ghost Archer
Alternate Identities: Aaron Wayne: Cufaen: Fletch Walker
Player Name: Phil
CHARACTERISTICS
Val Char Base Points Total Roll Notes
45 STR 10 35 45 18- HTH Damage 9d6 END [4]
35 DEX 10 75 35 16- OCV 12 DCV 12
40 CON 10 60 40 17-
15 BODY 10 10 15 12-
33 INT 10 23 33 16- PER Roll 16-
18 EGO 10 16 18 13- ECV: 6
38 PRE 10 28 38 17- PRE Attack: 7 1/2d6
16 COM 10 3 16 12-
9 PD 9 0 9/29 9/29 PD (0/20 rPD)
8 ED 8 0 8/28 8/28 ED (0/20 rED)
6 SPD 4.5 15 6 Phases: 2, 4, 6, 8, 10, 12
20 REC 17 6 20
80 END 80 0 80
58 STUN 58 0 58
6" Running 6 0 6"
2" Swimming 2 0 2"
9" Leaping 9 0 9" 271 Total Characteristics Points
CHARACTER IMAGE
QUOTE
Before the loss of Thistle: "No, you can't turn yourself into the police."
After the loss of Thistle: "Why should I let you live?"
After the coming of Raven: "What do we do with this one, little elf?"
EXPERIENCE POINTS
Total earned: 1159
Spent: 1159
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 1509
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (9") 9"
V. Leap (5") 4 1/2"
DEFENSES
Type Amount
Physical Defense 9/29
Res. Phys. Defense 0/20
Energy Defense 8/28
Res. Energy Defense 0/20
Mental Defense 20
Power Defense 15
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels: +5 Overall , +1 OCV , +1 OCV
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Defensive Block 1/2 +1 +3 Block, Abort
Disarm 1/2 -1 +1 Disarm; 55 STR to Disarm roll
Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort
Lightning Stroke 1/2 +2 +0 Weapon +2 DC Strike
Running Stroke 1/2 +1 +0 Weapon +v/5; FMove
Slashing Stroke 1/2 -2 +1 Weapon +4 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 55 STR to take weapon away
Weapon Bind 1/2 +1 +0 Bind, 55 STR
Basic Shot 1/2 +0 +0 Strike, +2 DC
Defensive Shot 1/2 -1 +2 Strike
Distance Shot 1+1 +0 -2 Strike , +1 Segment
Far Shot 1/2 +1 -1 Strike
Quick Shot 1/2 +1 +0 Strike, +2 DC
Moving Shot 1/2 -1 +0 Strike, FMove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
0 Dependent NPC: The Fireoak Children 8- (Incompetent; Group DNPC: x9 DNPCs)
10 Dependent NPC: Sue Freschi 8- (Normal)
5 Dependent NPC: Fire Witch 8- (Slightly Less Powerful than the PC)
25 Hunted: Genocide 11- (Mo Pow, NCI, Harshly Punish)
25 Psychological Limitation: Protector of Innocents (Very Common, Total)
15 Psychological Limitation: Code of Chivalry (Common, Strong)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
0 Psychological Limitation: In love with Raven (Common, Total)
0 Psychological Limitation: In love with Thistle Grey (Uncommon, Total)
0 Psychological Limitation: Will not shoot a 'normal' in the head (Uncommon, Strong)
15 Reputation: Dangerous, 14-
15 Social Limitation: Secret ID: Aaron Wayne (Frequently, Major)
10 Vulnerability: 1 1/2 x STUN Sonic Attacks (Common)
10 Vulnerability: 1 1/2 x BODY Sonic Attacks (Common)
150 Total Disadvantages Cost

Character Name: Ghost Archer
Alternate Identities: Aaron Wayne: Cufaen: Fletch Walker
Player Name: Phil
SKILLS
Cost  Name
3 Acrobatics 16-
3 Acting 17-
2 Animal Handler (Equines) 17-
3 Breakfall 16-
3 Bribery 17-
3 Climbing 16-
3 Combat Driving 16-
3 Combat Piloting 16-
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 16-
3 Concealment 16-
3 Conversation 17-
3 Criminology 16-
3 Deduction 16-
3 Demolitions 16-
3 Electronics 16-
3 Fast Draw: Blades 16-
3 Fast Draw: Bows 16-
3 Fast Draw: Hand Guns 16-
3 Forensic Medicine 16-
3 Gadgeteering 16-
3 Inventor 16-
3 Jack of All Trades
1
1) PS: Dancer 11-
2
2) PS: Fletcher 16-
2
3) PS: Musician 16-
2
4) PS: Private Investigator 16-
3 Linguist
3
1) Language: English (idiomatic)
2
2) Language: French (completely fluent)
0
3) Language: Quenya (idiomatic; Native)
0
4) Language: Sindarin (idiomatic; Nativer)
0
5) Language: Westron (idiomatic; Native)
3 Lockpicking 16-
3 Mimicry 16-
2 Navigation (Dimensional) 16-
3 Paramedics 16-
3 Persuasion 17-
3 Riding 16-
3 Scholar
2
1) KS: Ballads of the Green 16-
1
2) KS: Cooking 11-
2
3) KS: Dimensions 16-
1
4) KS: Genocide 11-
1
5) KS: Herbology 11-
2
6) KS: Music 16-
2
7) KS: Paranormals 16-
2
8) KS: Songs of Lothlorien 16-
2
9) KS: String Instruments 16-
2
10) KS: Way of the Bow 16-
2
11) KS: Way of the Sword 16-
2
12) KS: Wind Instruments 16-
2
13) KS: Wood Lore 16-
3 Scientist
1
1) SS: Ballistics 11-
1
2) SS: Botany 11-
1
3) SS: Chemistry 11-
1
4) SS: Criminal Psychology 11-
2
5) SS: Electronics Engineering 16-
1
6) SS: Pharmacology 11-
1
7) SS: Toxicology 11-
1
8) SS: Zoology 11-
3 Security Systems 16-
3 Seduction 17-
3 Shadowing 16-
3 Sleight Of Hand 16-
3 Stealth 16-
3 Streetwise 17-
12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 16-
7 Systems Operation (Communications Systems, Medical Systems, Radar, Sensor Jamming Equipment, Sonar) 16-
8 TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles
3 Teamwork 16-
3 Tracking 16-
3 Trading 17-
3 Traveler
2
1) AK: Bay Area 16-
2
2) AK: New York City Underground 16-
2
3) AK: Northern California 16-
1
4) AK: Sherwood Forest 11-
2
5) AK: The Road 16-
1
6) CK: Berkeley 11-
0
7) CK: Cinnabar 11-
1
8) CK: New York City 11-
1
9) CK: Oakland 11-
2
10) CK: San Francisco 16-
1
11) CK: Seattle 11-
10 Two-Weapon Fighting (HTH)
5 WF: Common Melee Weapons, Small Arms, Bows
3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 16-
50 +5 Overall
24 : +8 vs. Range Modifier with All Attacks
308 Total Skills Cost
PERKS
Cost  Name
260 Valley of the Wild Hunt: Base
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
1 Fringe Benefit: International Driver's License
5 Fringe Benefit: International Police Powers
1 Fringe Benefit: Passport
2 Fringe Benefit: Private Investigator License
5 Money: Well Off
6 Reputation: Grim Crimefighter (A large group) 14-, +2/+2d6
6 Reputation: Leader (A large group) 14-, +2/+2d6
3 Well-Connected
4
1) Contact: Charles Driscole, SFPD Police Captain (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11-
5
2) Contact: Director of the FBI (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) (6 Active Points) 11-
6
3) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (7 Active Points) 11-
2
4) Contact: Jessica Lorenzo, Reporter, San Francisco Chronicle (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 11-
1
5) Contact: Raymond 'Stoney' Jackson, Information Broker (Contact has significant Contacts of his own, Contact limited by identity) (2 Active Points) 11-
1
6) Contact: Taurus of the Zodiac (Contact limited by identity) 11-
310 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
37 Danger Sense (general area, any danger, Function as a Sense) 16-
3 Lightsleep
20 Universal Translator 16-
69 Total Talents Cost
 
POWERS
Cost  Power END
34 Bow and Arrows: Multipower, 112-point reserve, (112 Active Points); all slots OAF (-1), Requires two hands (-1/2), Does not work in water (-1/4), Cannot be spread (-1/4), Real Weapon (-1/4)
3u
1) Air Jet Arrow: Energy Blast 18d6, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2)
[8]
3u
2) Electro Arrow: Energy Blast 18d6, STUN Only, Invisible to Hearing Group, SFX Only (+1/4); 8 Charges (-1/2), No Knockback (-1/4)
[8]
3u
3) Flare Arrow: Sight Group Flash 18d6, Invisible to Hearing Group, Source Only (+1/4); 8 Charges (-1/2)
[8]
3u
4) Molecular Scrambler Arrow: Energy Blast 12d6, Invisible to Hearing Group, Source Only (+1/4), Affects Desolidified Any form of Desolidification (+1/2); 12 Charges (-1/4)
[12]
3u
5) Air Soldiification Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), No Normal Defense (Any Rigid PD; +1); 12 Charges (-1/4)
[12]
3u
6) Air Concussion Arrow: Energy Blast 9d6, Invisible to Hearing Group, Source Only (+1/4), Area Of Effect (6" Radius; +1); 12 Charges (-1/4)
[12]
3u
7) Air Entangle Arrow: Entangle 9d6, 9 DEF, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4)
[12]
3u
8) Rocket Arrow: Killing Attack - Ranged 6d6, Invisible to Hearing Group, Source Only (+1/4); 12 Charges (-1/4)
[12]
3u
9) Shape Charge Arrow: Killing Attack - Ranged 4d6, Invisible to Hearing Group, Source Only (+1/4), Armor Piercing (+1/2); 12 Charges (-1/4)
[12]
3u
10) Smoke Arrow: Darkness to Sight Group 9" radius, Invisible to Hearing Group, Source Only (+1/4); 6 Continuing Charges lasting 1 Turn each (-1/4)
[6 cc]
20 Katana: Killing Attack - Hand-To-Hand 2d6+1 (4 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) plus +1 OCV4
16 Wakizashi: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4) plus +1 OCV3
10 Earplug Comm Unit: High Range Radio Perception (Radio Group), Encrypted (+1/4); Does Not Work In Water (-1/4), IIF (-1/4)0
60 Cosmic Powers: Variable Power Pool, 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1); all slots All Powers Must Cost END (-1/4), Power Cannot Be Pushed (-1/4)
40 Molecular Control: Elemental Control, 140-point powers, all slots Powers Do Not Work In A Vacuum Or At High Altitude (-1/2), Powers Do Not Work In Water (-1/4)
40
1) Molecular Dispersal: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Sight Group (+1/2), Usable Simultaneously (up to 8 people at once; +1)
0
40
2) Molecular Direction: Flight 30", x8 Noncombat, Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2)
0
40
3) Molecular Shield: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1)
0
40
4) Molecular Polarization: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Spatial Awareness and Detect , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2)
0
22 The Joining: Mind Link , Any Member Of His Family, Any Dimension/Any Distance, Number of Minds (x16), Psychic Bond; Only With Others Who Have Mind Link (-1)0
16 Walk the Road: Extra-Dimensional Movement (Any Dimension, Any Location, Any Point in Time), x128 Increased Weight; Increased Endurance Cost (x8 END; -3 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; Must make an INT roll or lose memory; -1 1/4), Extra Time (Full Phase, -1/2)80
16 Strength of Will: Mental Defense (20 points total)0
15 Toughness of Body: Power Defense (15 points)0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents)0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory0
10 Elvish Eyes: Sight Group Flash Defense (10 points)0
5 Elvish Lifespan: Life Support (Longevity Immortal)0
5 Lungs of a Sea Elf: Life Support (Can Breath Water)0
5 Elvish Physiology: Lack Of Weakness (-5) for Normal Defense 0
484 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Martial Arts Mastery of The Blade
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll
4
4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
5
6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
5
7) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5
8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away
4
9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 55 STR
1
10) Weapon Element: Bind, Block, Disarm, Evade, Takeaway Only: Empty Hand
0
11) Weapon Element: Blades
Martial Arts Mastery of the Bow
4
1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3
2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5
3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4
5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
5
6) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove
0
7) Weapon Element: Bows
67 Total Martial Arts Cost

Character Name: Ghost Archer
Alternate Identities: Aaron Wayne: Cufaen: Fletch Walker
Player Name: Phil
APPEARANCE
Hair Color: Black
Eye Color: Green
Height: 6' 4"
Weight: 220 lbs
Description:
Archer is tall, 6'4' and weights around 220 lbs. He has black hair that is usually a bit shaggy and intense jade green eyes. Often his face is covered with stubble as he is commonly to busy to shave. Because he is half elven he uses his powers to modify his appearance to appear human when acting as Aaron Wayne. He is lanky, almost raw-boned with a long easy stride. His shoulders are broad and powerful, his legs muscular and lean. He has never worn a formalized costume but almost always wears red leather mariners boots. At times he wears a hood to protect his identity and other times a black mask. He carries a heavy long bow for ranged combat and a katana for melee combat.
BACKGROUND
The man called Ghost Archer was born in the city of Cinnabar, the Nexus of all the Known Universes. From this city all things flow, magic AND technology. Here his parents, the Sorceress Rilia and the Horse Lord, Joram, found refuge with the aid of the renegade Corsair, Rathorn.
Rilia gave birth to the couple's first child only a few hours after arriving in Cinnabar only to have that child, a son named Turin, stolen from his cradle by the demon Omac. Though Joram swore vengeance on the demon, the oath has yet fulfilled.
Joram and Rilia settled into their new world and went on to have three more children. Their first daughter, called Rachel, proved to have inherited her father’s wanderlust and none or her mother’s magical skill. Both parents found nothing in the girl to endow them with more than a familial love and she grew up mostly alone. It was to Rathorn to whom she turned for the renegade Corsair understood the role of the outcast. Shortly before her brother Cufaen was born she disappeared from Cinnabar with the Corsair. Ghost Archer has searched many worlds for his lost sister and her mentor but has found only scant rumors of the pair.
When Rilia announced to her husband that she borne their next child and that child was a boy, Joram used his growing power in Cinnabar to enlist the finest minds of science in the city. After Rilia was given a drug, this team of scientists removed the child from her womb and manipulated his DNA to create something more than the sum of the two parents. The fetus was then restored to his mother and grew to full term and was born. From the beginning Cufaen, as he was named, proved far more extraordinary then his father could have wish. But nature was not to be so easily altered and had a few ideas of it’s own to give as gifts to the child.
Cufaen was faster, stronger, smarter and hardier than his parents and before he was six could best his powerful father hand to hand. It was the strange gifts of nature that proved to be so amazing. As he came to discover, Cufaen could control his very molecules to an amazing degree.
For the first few years, Cufaen was alone save for the fighting instructors and his father’s stern hand for in him.  His mother saw nothing of herself in him and was disappointed. With her son just three years old, she found she was once again pregnant and knew this time the child, a girl, would carry the full power of magic within her. When Laure was born, Cufaen at last learned love for and devotion to another being.
From the moment this child came into the home with her flaming red hair and crystal blue eyes, Cufaen was her slave for he loved her before all things including his own life. Rilia more or less ignored the girl while she was a baby as she must be able to understand to learn the magic and for those years Laure was Cufaen’s. They became inseparable.
Like a plague Omac and Turin descended on Cinnabar and destroyed most of the city. Turin captured his family, bound them and stood over them, gloating. Raving he explained what perverse and terrible plans he had for his mother and sister and the horrible agonies he would inflict on his father and brother. All the while, Cufaen lay against his family and listened.
He was very calm and did not fear this brother so steeped in evil. Instead his mind worked. The bindings were nothing to him and they slipped through his very flesh and bones. Slowly he gripped his sister’s wrist then pressed his back against his mother and so against his father. With a twist of thought the four vanished from Cinnabar and the ranting of his depraved sibling.
And so Cufaen and Laure came to a desolate land, separated along the Road from their parents and totally lost. After many hours of wandering, Cufaen noticed a strange shimmer in the air and, taking Laure’s hand, stepped into it. The world they stepped into was like nothing they’d ever seen. Having lived all their young lives in a great city, they’d never seen trees. Nor had they seen mountains, but it was the open water of the stream fed lake that fascinated.
The children had landed in a valley deep in the Cascade Mountains of Northern California. There they were found by a couple on a camping trip. William and Harriet Wayne took the two into their lives and hearts when they discovered neither spoke a word of any Earthly language.
William found contacts and legally adopted the children without the normal interference of the government and social services. Though it cost them most of their life savings both of the Waynes knew they would never have it any other way. Cufaen became Aaron and Laure became Laura.
POWERS/TACTICS
Ghost Archer has incredible control of his own molecular structure and can extend that control to others as well. With a thought he can alter stray molecules and produce a stunning array of effects. His archery arsenal provides his long range hitting power and over the years he has become a master of the katana. Perhaps the oddest ability he possesses is his extra-dimensional movement. This he calls Walking the Road. He can cover time and space by merely stepping onto the Road and knowing where to exit. Small groups may travel with him and he loves to explore different worlds and times. Over the years Ghost Archer has developed a reputation as an extremely implacable foe and a highly desirable ally.
PERSONALITY/MOTIVATION
Archer has a restless soul that leads him to travel constantly. In his journeys through time he has taken the identity of many mythical figures. As Theseus he solved the Minoan Maze and defeated the minotaur who was to become Taurus of the Zodiac. Later, when the entire Wild Hunt was trapped for several years in 7th century England, their exploits led to the legend of Camalot with Archer the template for Lancelot. Of course Archer traveled to Sherwood Forest of the late 12th century and brought into being the Legend of Robin Hood. Archer is very stern to the world. A fire blazes in his eyes that terrorizes lesser beings. He is quiet, thoughtful, a planner but when a rage is on him he becomes heartless and will stop at nothing to accomplish his goal. A strong sense of chivalry used to preclude surprise attacks by Ghost Archer and as ever he strives to help all, in any way he can.

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