Rainbow Archer
Character Name: Rainbow Archer
Alternate Identities: Marion Locksley
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
35 DEX 10 75 35 16- OCV 12 DCV 12
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
15 INT 10 5 15 12- PER Roll 12-/16-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
3 PD 3 0 15 15 PD (15 rPD)
3 ED 3 0 15 15 ED (15 rED)
6 SPD 4.5 15 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 6 8 10
30 END 30 0 30
35 STUN 26 9 35
6" Running 6 0 11"
2" Swimming 2 0 2"
3" Leaping 3 0 3" 146 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Aw, that's too close, back up another 50 meters!"
EXPERIENCE POINTS
Total earned: 184
Spent: 184
Unspent: 0
Base Points: 200
Disad Points: 140
Total Points: 524
MOVEMENT
Type Total
Run (6) 11"
Swim (2) 2"
H. Leap (3") 3"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 15
Res. Phys. Defense 15
Energy Defense 15
Res. Energy Defense 15
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels: +5 with Ranged Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Defensive Block 1/2 +1 +3 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 30 STR vs. Grabs
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 Technology Or Major Effort)
10 Hunted: Genocide 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
Notes: Following the events of 2 Jan. 2003 in Death Valley California, Genocide has been down-graded to a lesser threat and their area of operation is conciderably reduced though there is no reason to expect that they have given up their campaign against mutants.
20 Hunted: Interpol 11- (As Pow, NCI, Capture)
0 Physical Limitation: Required to visit the Time Ship semi-annually to maintain nanobots (Infrequently, Greatly Impairing)
20 Psychological Limitation: Does everything she can to avoid melee range combat (Common, Total)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
15 Social Limitation: Secret ID: Marion Locksley (Frequently, Major)
30 Vulnerability: 2 x STUN Hand to hand attacks (Very Common)
Notes: This stems from her first encounter with Ghost Archer that resulted in a broken nose and two very black eyes.
140 Total Disadvantages Cost

Character Name: Rainbow Archer
Alternate Identities: Marion Locksley
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 16-
2 AK: Nottinghamshire, UK 11-
2 AK: Great Britain 11-
2 AK: Ireland 11-
0 Acting 8-
3 Breakfall 16-
3 Climbing 16-
1 Combat Piloting 8-
3 Combat Driving 16-
3 Concealment 12-
3 Conversation 12-
0 Deduction 8-
3 Defense Maneuver I
3 Disguise 12-
3 Gadgeteering: Archery Gear Only 12-
6 KS: Bowyer 15-
0 Language: English (idiomatic) (4 Active Points)
3 Language: Irish (completely fluent)
3 PS: Competition Archer 16-
3 Paramedics 12-
0 Persuasion 8-
3 Seduction 12-
3 Shadowing 12-
3 Stealth 16-
3 Teamwork 16-
3 TF: Large Motorized Ground Vehicles, Small Motorized Boats, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles
2 WF: Bows, Crossbows
10 Weaponsmith (Arrows, Bolts, Bows, Crossbows) 15-
25 +5 with Ranged Combat
101 Total Skills Cost
PERKS
Cost  Name
1 False Identity
1 Fringe Benefit: Passport
2 Total Perks Cost
TALENTS
Cost  Name
27 Danger Sense (immediate vicinity, out of combat, Function as a Sense) 12-/16-
27 Total Talents Cost
 
POWERS
Cost  Power END
47 Archery Gear: Multipower, 75-point reserve, all slots Invisible to Normal Hearing, and Normal Sight, SFX Only (+1/4); all slots OAF (Bow and Arrows; -1)
3u
1) Carbon Fiber Net Arrow: Entangle 5d6, 10 DEF; 8 Charges (-1/2)
[8]
3u
2) Flash Bang: Sight and Hearing Groups Flash 9d6, Explosion (+1/2); 8 Charges (-1/2)
[8]
3u
3) Gas Arrow: Energy Blast 5d6, No Normal Defense (Appropriate Life Support; +1), Area Of Effect (5" Radius; +1); 8 Charges (-1/2)
[8]
3u
4) HE Arrow: Energy Blast 10d6, Explosion (+1/2); 8 Charges (-1/2)
[8]
3u
5) HEAT Arrow: Energy Blast 10d6, Armor Piercing (+1/2); 8 Charges (-1/2)
[8]
3u
6) Smoke Arrow: Darkness to Sight and Hearing Groups 7" radius; 8 Charges (-1/2)
[8]
3u
7) TASAR Arrow: Energy Blast 15d6, STUN Only (+0); 8 Charges (-1/2)
[8]
1u
8) Zipline Arrow: Swinging 20"; 8 Charges (-1/2)
[8]
Costume, all slots OIF (-1/2)
10
1) Reinforced: Damage Resistance (15 PD/15 ED)
0
8
2) Padded: +12 PD
8
3) Insulated: +12 ED
7
4) Camouflage: +5 with Concealment
Headset/Visor, all slots OAF (-1)
5
1) SAAT Com Unit: Radio Perception/Transmission (Radio Group)
0
5
2) Audio Limiter: Hearing Group Flash Defense (10 points)
0
4
3) Telescopic Lenses: +5 versus Range Modifier for Sight Group
0
30 Finding the Soft Spot: Find Weakness 13- with TASER / HE / HEAT Arrows0
10 Deflection: Missile Deflection (Any Ranged Attack); OAF: Bow (-1)0
7 Sprinting: Running +5" (11" total); Increased Endurance Cost (x2 END; -1/2)2
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens.
25
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed.
0
12
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4)
0
10
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage.
0
10
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom.
0
8
5) Keen Eyed: +4 PER with Sight Group
0
5
6) Dim Light Vision: Ultraviolet Perception (Sight Group)
0
2
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally.
0
235 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Defensive Training
5
1) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
13 Total Martial Arts Cost

Character Name: Rainbow Archer
Alternate Identities: Marion Locksley
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 9"
Weight: 135 lbs
Description:
Marion is an attractive young woman of about 20 with short brown hair and brown eyes. On a mission her costume is a special fabric that acts an adaptive camouflage under normal conditions. When seen close up the costume appears to be shifting colors over layed by a silver sheen. She also wears a hood and boots of forest green. Out of costume Marion dresses pretty much as one might expect an attractive 20-something with money to burn. She is always dressed in the latest fashion, usually a bit on the flashy side. She'd be a girl you'd see across the dance floor is a tight, short, low cut dress that looked like spray paint.
Marion is actually in her fifties but with the aid of the Time Ship's nanobots, has aged only slighty since she was 'infected' at age 20.
BACKGROUND
She should have put it together ... a 'ghost' archer. That was her target and it really didn't take very long to locate him. It helped that VIPER had eyes all over the Bay Area. Only a few days on the job she'd gotten the call and was told the set up. VIPER would throw away a team of marginal rookie agents to lure the hunter out while she was to lay in wait and kill him.
Several shots from what she recognized as the standard VIPER sidearm put her on the alert. A touch of the tiny stud on the frame of her visor activated the night eyes and the world turned green. Several blocks away streaks of brighter green marked the incoming VIPER team and judging by the angle of their fire, her target was at rooftop level.
"Hold still you morons," she whispered as she nocked an arrow tipped with an explosive.
The beams of her 'assistants' converged and she loosed the shaft. It was an easy shot, less than a hundred meters. The corner of the building exploded raining concrete into an alley. She didn't see a body, at least not up there. There were two stretched out on the pavement though, her guys. Touching the stud again, the bodies zoomed in. Both men had an arrow through the left side of their chest just below the collar bone. One was moving, the other looked dead.
The hair on the nap of her neck had her spinning and forgetting her visor was on magnify, saw only a huge fist.

Her face hurt, she could taste the blood that had probably dripped down through her sinuses.
"Sorry about the black eyes," a male voice came from out of a shadow.
Her visor was gone and with it her night vision. He had propped her up against a wall with her hands cuffed together in front of her. The bow nowhere in sight and the quiver was gone from her back.
"You VIPER or a contractor?"
He waited. As much as she wanted to keep her mouth shut, after a couple of minutes she couldn't stop herself.
"Contractor," she replied.
A soft whisper of clothing and a knee thrust itself from the shadow. He was sitting down.
"That's good," he said. "Means there's no reason to turn you into the cops."
"What?"
A gloved hand rested on his knee and opened, palm up.
"See, if you'd been like the four I chased into your trap, I'd have to turn you in, but since you're not actually VIPER, I don't have anything against you."
Her head was throbbing. He was going to let her go?
"Other then the fact you tried to kill me," he concluded.
Fuck. He was going to just kill her.
The knee disappeared as he stood up in the shadow, invisible once more. She closed her eyes and waited for the arrow.
"I'll be keeping your bow, you have some nice ideas there."
Silence. Had he left? How was she going to get out of the cuffs?
His voice came from some distance, "Don't move."
She flinched and rolled away from the sound of an arrow splintering on the concrete wall near her head. There was a metallic clink as the shaft hit the rooftop. About halfway up the arrow was the handcuff key.
"Don't hunt me again," came the voice. "Marion."
It took her nearly eleven hours to recover from that last word and by that time she was back in the UK. He knew who she was.

The snug of the St. Patrick was deserted on a Tuesday, just the way she liked it. She set the pint down on the scarred tabletop with a thump.
"Another," she called to the bar maid through the curtained doorway of the small room.
An eclipse blotted out what little light that filtered through from the main room. She looked up at the silhouette of a huge man or Bigfoot, maybe it was a bear. A fresh pint appeared. A bear with a pint was okay in her book.
"Ya look like ya lost a fight and could use a little company, lass," the bear said with an Irish lilt.
The bruises around her eyes! Tentatively she finger the area, not as sore. She tried to focus on the bear across the table.
"You seen any snakes?" she asked.
"There're no snake in Ireland, lass."
"This isn't Ireland," she said before downing the pint.
"Was this mornin' when I looked out me front door."
"What?"
"Where do ya thing ya are, lass."
She shrugged. "Woodthorpe? ... Wait. It is Tuesday, right?"
The bear shook his head.
"Thursday and your in Dublin."
"Oh, god, how did I get here?"
The mug dropped heavily and she covered her face with both hands. It was coming back, a little. The guy on the roof in San Francisco, her frantic flight out on the first plane to the UK. The panic when she realized VIPER was not going to be happy about her failure, then the pubs. Was it three days or four?
"Ya don't look so well, lass," the bear said. "Shall I get ya a cab?"
She tilted her head back and closed her eyes. No, she didn't remember any hotel but she seemed to recall something about a boat and vomiting over the side.
"No hotel," she said. That was the last thing she remembered.

There was a giant canary singing though a megaphone just outside the window when she awoke. Her first instinct was to throw the nearest object at it but nothing came to hand when she reached out for her nightstand. Opening one eye she noted the nightstand was gone. Opening both eyes she noted the walls were pale green. Somebody painted her room and move the furniture. A knock on the door made her head feel like the inside of a bass drum.
"What!"
Oh, that was stupid. She pulled the pillow and quilt over her head.
"Coffee?" A male voice asked softly.
Her eyes popped open and the pillow/quilt combination came down. Did she just have a one night stand?
The man that belonged to the voice did make even her sluggish heart skip a beat. He was very handsome but the red hair and freckles ruined it a little. It was like looking at a giant leprechaun, a really buff giant leprechaun.
"Who are you?" she managed, not really caring but needing information ... and coffee. She held out her hands to the offered cup.
"Barney O'Tumey," he said with a little bow. "Savior of English lassies down in their cups."
"Oh, god, I remember, were you that giant bear in the pub?"
"I've been called many things but giant bear is a new one." His chuckle was soft, moderated as if in deference to her hangover.
She lifted the quilt and found she was still fully dressed.
"I'd never take advantage of a girl that wasn't awake to enjoy it," he said. "and to answer your next question, you're still in Dublin, at a flat I keep in town. The police station is two doors up and there's a pub across the street ... whichever way yur leanin'"
"How about I just lean on this coffee for now."
It was hot, with sugar and cream, just the way she liked it. Her questioning look at him from across the cup had him smiling.
"I guessed." He held out a hand with a couple of asprin which she took gratefully.
The hair at the nap of her neck fuzzed. A window shattered in the room below and she found herself enveloped by the huge man. He covered her and rolled the both of them off the bed and against one wall as the explosion propelled the bed into the ceiling. It dropped, tattered by the blast and covered the hole in the floor.
Before her head cleared enough for her to react, Barney was on his feet with her craddled in his arms and running for the back of the flat. Tucking one shoulder, he slammed into the wall and burst through to land cat-like on the garden's small patch of grass. Three of them were waiting for exactly that and she realized that VIPER had found her.
The trio of green-clad agents opened fire and Barney actually laughed. Several shots bounced off the big man and didn't seem to phase him. Setting her on her feet, he swept her behind his body.
"Can ya keep up, lass?" He said as more shots bounced off.
"Yes!"
Then they were moving, Barney plowing stright through anything that moved. Like rag dolls, the VIPER agents soared into the air to land a block away. When they rounded the corner, a van was across the road and two men were busy loading a heavy machinegun. Barney simply ran up to it, grabbed it by the rear bumper and lofted it down the street.
"Who are you?" she managed as they ducked down a side street.
Barney laughed, "I'm your personal shamrock!"

The Aston Martin DB5 she found herself in five minutes later looked like it had just rolled off the set of a James Bond film.
"Time ta get deeper into the Republic," Barney said as they hit the M7 heading south west. "I've got a country place up the road a bit. Now, what did a sweet lass like yourself do to piss off the snakes?"
POWERS/TACTICS
Marion is a world-class archer with a variety of useful arrowhead attachments. These range from High Explosive to Flash Bangs and while both the HE and HEAT have the potential for considerable injury to a living target, Marion will always select her TASER arrow first and uses the more lethal loads only in the case of dire threat to her or a teammate. Her primary role in the team is sniper / high cover. Standard proceedure is for Marion to scout the location of a job and predetermine a number of sniper positions before establishing herself in place. With these predetermined locations she is able to move freely and follow the path the team's to provide cover fire. Though a mutant, Marion's powers are limited to her reflexes, speed and an uncanny awareness of potential threats.
PERSONALITY/MOTIVATION
Marion's first encounter with Ghost Archer shook her to the core. When she had begun her adventuring life, she was surpemely confident in not only her archery skills but in her abilitiy to just seem to know when she was the subject of unwanted and usually dangerous attention. The ease with which Ghost Archer had not only found her but had gotten in close enough to knock her out did more than damage her ego, it scared her to point that she would rather run then risk another hand-to-hand encounter. This has made her particularly vulnerable to being punched. This has not, however, shaken her confidence in her skills with a bow. She still looks forward to a time when she can match her skills against Ghost Archer, a contest she is certain she will win.

When Marion joined up with Shamrock and S.A.A.T. she was something of a show off, always picking the most spectacular of entries but it didn't take long to change her tactics.

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