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 19-
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: 1130
Spent: 1130
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 1480
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 9"
V. Leap 4 1/2"
Flight 35"
DEFENSES
Type Amount
Physical Defense 9/29
Res. Phys. Defense 0/20
Energy Defense 8/28
Res. Energy Defense 0/20
Mental Defense 30
Res. Mental Defense 0
Power Defense 15
 
COMBAT INFORMATION
OCV: 12 DCV: 12
 
Combat Skill Levels:
+5 with Mastery of the Bow
+5 with Mastery of the Blade
+1 with Katana
+1 with Wakazashi
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Mastery of the Blade
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
Mastery of the Bow
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)
25 Dependent NPC: The Fireoak Children 8- (Power Level Varies; Group DNPC: x9 DNPCs)
10 Dependent NPC: Sue Freschi 8- (Normal)
0 Dependent NPC: Fire Witch 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
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 considerably reduced though there is no reason to expect that they have given up their campaign against mutants.
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: Will not shoot a 'normal' in the head (Uncommon, Strong)
15 Reputation: Dangerous, 14- (Extreme; Known To Most Criminals)
15 Social Limitation: Secret ID: Aaron Wayne (Frequently, Major)
15 Social Limitation: Seen As Someone To Turn To (Frequently, Major)
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-
3 Animal Handler (Camels, 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
2
1) PS: Crime Scene Investigator 16-
2
2) PS: Dancer 16-
2
3) PS: Fletcher 16-
2
4) PS: Musician 16-
2
5) PS: Private Investigator 16-
3 Linguist
4
1) Language: English (idiomatic)
1
2) Language: French (completely fluent)
0
3) Language: Quenya (idiomatic; Native)
0
4) Language: Sindarin (idiomatic; Native)
0
5) Language: Westron (idiomatic; Native)
3 Lockpicking 16-
3 Mimicry 16-
5 Musical Instrument Familiarity (Aerophones, Chordophones) 16-
27 Navigation (Dimensional, Temporal) 28-
3 Paramedics 16-
3 Persuasion 17-
3 Riding 16-
3 Scholar
2
1) KS: Ballads of the Green 16-
2
2) KS: Cooking 16-
2
3) KS: Dimensions 16-
2
4) KS: Genocide 16-
2
5) KS: Herbology 16-
2
6) KS: Music 16-
2
7) KS: Paranormals 16-
2
8) KS: Songs of Lothlorien 16-
2
9) KS: Way of the Bow 16-
2
10) KS: Way of the Sword 16-
2
11) KS: Wood Lore 16-
3 Scientist
2
1) SS: AI Engineering 16-
2
2) SS: Anti-Matter Engineering/Technology 16-
2
3) SS: Ballistics 16-
2
4) SS: Botany 16-
2
5) SS: Chemistry 16-
2
6) SS: Criminal Psychology 16-
2
7) SS: Criminology 16-
2
8) SS: Electronics Engineering 16-
2
9) SS: Pharmacology 16-
2
10) SS: Teleportation Engineering/Technology 16-
2
11) SS: Toxicology 16-
2
12) SS: Zoology 16-
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, Two-Wheeled Muscle-Powered 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-
2
4) AK: Sherwood Forest 16-
2
5) AK: The Road 16-
2
6) CK: Berkeley 16-
0
7) CK: Cinnabar 11-
2
8) CK: New York City 16-
2
9) CK: Oakland 16-
2
10) CK: San Francisco 16-
2
11) CK: Seattle 16-
10 Two-Weapon Fighting (HTH)
6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms
3 Weaponsmith (Arrows, Bows) 16-
24 : +8 vs. Range Modifier with All Attacks
15 +5 with Mastery of the Bow
15 +5 with Mastery of the Blade
342 Total Skills Cost
PERKS
Cost  Name
100 Base: 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
15 Money: Filthy Rich
6 Reputation: Really Bad News (Criminals Of All Stripe) 14-, +2/+2d6
6 Reputation: The Guy Who Gets Things Done (People In Need Of Help) 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) 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) 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) 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) 11-
1
5) Contact: Pisces of the Zodiac (Contact limited by identity, Good relationship with Contact) 11-
1
6) Contact: Raymond 'Stoney' Jackson, Information Broker (Contact has significant Contacts of his own, Contact limited by identity) 11-
160 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
3 Absolute Range Sense
3 Absolute Time Sense
37 Danger Sense (general area, any danger, Function as a Sense) 19-/16-
2 Environmental Movement: Supreme Balance (no penalties on Balance Manevers)
3 Lightsleep
2 Trackless Stride
20 Universal Translator 16-
79 Total Talents Cost
 
POWERS
Cost  Power END
Equipment
37 Bow and Arrows: Multipower, 112-point reserve, all slots Invisible to Hearing Group, Source Only (+1/4); all slots OAF (-1), Requires two hands (-1/2), Cannot Be Bounced, Pushed or Spread (-1/2), Restrainable (-1/2), Real Weapon (-1/4)
2u
1) Air Concussion Arrow: Energy Blast 9d6, Area Of Effect (5" Radius; +1); 12 Charges (-1/4)
[12]
2u
2) Air Entangle Arrow: Entangle 9d6, 9 DEF; 12 Charges (-1/4)
[12]
2u
3) Air Jet Arrow: Energy Blast 18d6; 8 Charges (-1/2)
[8]
2u
4) Air Soldiification Arrow: Energy Blast 9d6, No Normal Defense (Any Rigid PD; +1); 12 Charges (-1/4)
[12]
2u
5) Electro Arrow: Energy Blast 18d6, STUN Only; 8 Charges (-1/2), No Knockback (-1/4)
[8]
2u
6) Flare Arrow: Sight Group Flash 18d6; 8 Charges (-1/2)
[8]
2u
7) Molecular Scrambler Arrow: Energy Blast 12d6, Affects Desolidified Any form of Desolidification (+1/2); 12 Charges (-1/4)
[12]
2u
8) Rocket Arrow: Killing Attack - Ranged 6d6; 12 Charges (-1/4)
[12]
2u
9) Shape Charge Arrow: Killing Attack - Ranged 4d6, Armor Piercing (+1/2); 12 Charges (-1/4)
[12]
2u
10) Smoke Arrow: Darkness to Sight Group 9" radius; 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 OCV), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)5
16 Wakizashi: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (+1 OCV), Required Hands One-Handed (+0), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4)4
Inherent Powers
71 Walk the Road: Extra-Dimensional Movement (Any Point in Time, Any Physical Location), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Side Effects, Side Effect occurs automatically whenever Power is used (Requires an INT roll the first time entering a new dimension; -1), Extra Time (Full Phase, -1/2), Gate (-1/2), Gestures: Ripping the Fabric of Time and Space (-1/4), Requires A Navigation (Dimensional/Temporal) Skill Roll To Arrive At The Correct Location/Time (At -12; -1/4)0
66 Cosmic Powers: Variable Power Pool, 30 base + 36 control cost, Cosmic (+2); all slots Power Cannot Be Pushed (-1/4)
Notes: This power can create juat about anything Archer dreams up.
0
1) Agile Flight: No Turn Mode (+1/4) for up to 120 Active Points of Flight Real Cost: 24
Notes: Removes turn mode from flight
3
0
2) Alien Attack: Shape Shift (Sight and Touch Groups) plus +17 PRE; Only to induce fear (-1/4) Real Cost: 21
Notes: This was used once as a joke but proved so effective, he decided to keep it in his repertoire.
1
0
3) Alter DNA: Major Transform 1d6+1 (From current DNA to selected DNA, Genetics manipulation), Improved Results Group (Can alter DNA within 'humanoid' types) (+1/2) Real Cost: 24
Notes: See notes in POWERS/TACTICS
3
0
4) Altered Forms: Shape Shift (Sight and Touch Groups, any roughly humaniod shape), Costs END Only To Change Shape (+1/4) Real Cost: 23
2
0
5) Analyze DNA: Detect DNA 19-/16- (Unusual Group), Discriminatory, Analyze Real Cost: 10
0
0
6) Arctic Warmth: Change Environment 4" radius, +2 Temperature Level Adjustment, Long-Lasting 20 Minutes, MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 14
Notes: Will increase the ambiant temperature of about 4 kilometers radius by up to two levels.
3
0
7) Armor Up! I: Armor (10 PD/10 ED) Real Cost: 24
0
0
8) Armor Up! II: Armor (20 PD/0 ED) Real Cost: 24
0
0
9) Armor Up! III: Armor (0 PD/20 ED) Real Cost: 24
0
0
10) Attack from the Road: Transdimensional (Single Dimension; +1/2) for up to 46 Active Points of the Katana Real Cost: 18
Notes: This was a one-shot attempt to attack a target from the Road into a single dimension, successfully, as it turned out. Whether such an attack will be used again in the future is questionable.
2
0
11) Create Water: Major Transform 1d6 (Air Into Water, Evaporation) Real Cost: 12
Notes: This power allows Archer to create small amounts of water byt drawing the moinsture from the air.
1
0
12) Crime Scene Kit: +2 with Criminology; OAF (-1) Real Cost: 2
Notes: Commonly things like evidence bags, tweezers, small jars, fingerprint powder with brush, etc.
0
13) Dexterity Boost: +10 DEX; No Figured Characteristics (-1/2) Real Cost: 17
0
14) Feed the Masses: Life Support (Eating: Creates one week worth of food), Usable Simultaneously (up to 2,048 people at once; +3) Real Cost: 3
Notes: This will create a huge pile of stores that will provide enough sustainance for about 2000 people for a week. Archer tends to produce food suitable for the environment and always 'preserved' in some way. The food produced is not limited to only people food and he has been know to provide a herd or two with an equivalant amount to fodder.
0
0
15) Flight Boost II: MegaScale (1" = 1 km; +1/4) for up to 120 Active Points of Flight Real Cost: 24
Notes: Maximum Speed 33554.03 mph / 54000 kph: Circumbavigation time: 44.53 minutes.
3
0
16) Flight Boost: x64 Noncombat to Flight, combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), No Gravity Penalty (+1/2) Real Cost: 24
Notes: Increases noncombat flight from x8 to x64: Maximum Non-Combat Speed 5011.81 mph / 8064.00 kph.
1
0
17) Gear Storage: Extra-Dimensional Movement (Single Dimension); Combat Gear Only (-2) Real Cost: 6
Notes: Allows him to store his combat gear in a pocket dimension and call it forth when needed.
2
0
18) Gene Splicing: Minor Transform 1d6 (Transforms two seperate DNA strands into a melded DNA strand) Real Cost: 8
1
0
19) Gift of Immortality: Major Transform 1d6 (Mortal Being to Immortal Being, Rejection of Gift), No Normal Defense (Immorality/Power Defense/Undead; +1) Real Cost: 24
Notes: This power will make a target immortal and may take a few phases to exceed the BODY of a target. As it can only be healed by an expressed rejection of the Gift, it will only work on sentient beings.
3
0
20) Gift of Youth: Minor Transform 3d6 (Older creature to younger creature, Normal Aging) Real Cost: 24
Notes: This power reverses the effects of aging only and is 'healed' back through normal aging.
3
0
21) Green Glow: Healing BODY 1d6, Can Heal Limbs, Continuous (+1) Real Cost: 24
Notes: This is probably Archer's most commonly used power and can heal a target back to full health from the brink of death. It will regenerate missing or damaged body parts to the original condition provided the injury does not kill the target before healing is complete. The amount of time required depends on the severity of the wounds.
3
0
22) Healing Aura: Healing BODY 1d6, Area Of Effect (2" Radius; +1), Continuous (+1); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 15
Notes: This power is an extention, literally, of Archer's Green Glow and enables him to heal any number of people within the radius of effect. It takes a full minute for him to prepare for this power.
3
0
23) Instant Change: Cosmetic Transform 2d6 (One Set Of Clothes Into Another Set Of Clothes or Naked, Changing Clothes), Improved Target Group (Any Clothes) (+1/4), Usable Simultaneously (up to 2 people at once; +1/2); Limited Target (Clothing Only) (-1/2) Real Cost: 10
Notes: He has used this power several times to create more approriate clothing for someone in need. It can be as simple as altering the size or repairing rips or worn areas. It is 'healed' by changing the clothes or wearing the hole in it again.
2
0
24) Jungle Chill: Change Environment 4" radius, -2 Temperature Level Adjustment, Long-Lasting 20 Minutes, MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 14
Notes: Will increase the ambiant temperature of about 4 kilometers radius by up to two levels.
3
0
25) Makeover!: Shape Shift (Sight and Touch Groups), Reduced Endurance (0 END; +1/2), Persistent (+1/2) Real Cost: 21
Notes: He uses this only to hide his elvish features.
0
0
26) Medical Kit: +1 with Paramedics Real Cost: 2
Notes: Contains bandages, scalpels, sutures, needles, antibotics, analgesics, surgical scissors, tape, splints, torniquete, alcohol, forecepts, etc. With his healing powers, there is rarely a need, however it is handy should someone else require one while he is otherwise occupied.
0
27) Mind Castle: +10 Mental Defense (30 points total) plus Damage Resistance (20 Mental Def.) Real Cost: 16
Notes: For those nasty killer Mentalists.
0
0
28) Print DNA: Eidetic Memory Real Cost: 4
0
29) Purify Water: Minor Transform 1d6 (Polluted Water To Clean Water, Introduction Of New Pollutants) Real Cost: 8
Notes: This power allows Archer to purify small amounts of water.
1
0
30) Purify Air: Minor Transform 1d6 (Polluted Air To Clean Air, Introduction Of New Pollutants), MegaScale (1" = 1 km; +1/4), Area Of Effect (4" Radius; +1 1/2); Extra Time (1 Minute, -1 1/2) Real Cost: 10
Notes: This power allows Archer to Purify the air over a large area such as in the midst of a forest fire or some form of gas attack. It takes about a minute for him to cover the entire area.
3
0
31) Rain Cloud: Change Environment 4" radius, Long-Lasting 20 Minutes, MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 12
Notes: This power allow Archer to wring rain from the sky and will cover a large area. Once started it will continue for about 20 minutes. It will take about a minute for the clouds to form.
2
0
32) Recovery Boost: +15 REC Real Cost: 24
0
33) Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Real Cost: 10
Notes: This is Archer's usual 'default' power as it provides him with Regeneration.
0
0
34) Speed Boost: +3 SPD Real Cost: 24
Notes: Only used against a Speedster
0
35) Strength Boost: +30 STR; No Figured Characteristics (-1/2) Real Cost: 17
Notes: Commonly used to augment his STR.
3
0
36) Xtreme Survival: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +1/2); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 20
Notes: This power acts as an environmental suit that is proof against most adverse conditions. It can be used by two people at once.
3
40 Molecular Control: Elemental Control, 140-point powers, all slots Does not work in water, vacuum or above 10000' altitude (-3/4)
40
1) Molecular Direction: Flight 35", x8 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2)
Notes: Combat Speed 78.31 mph / 128.00 kph; Non-combat Speed 626.48 mph / 1008.00 kph
0
40
2) 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
3) Molecular Polarization: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Spatial Awareness, Detect and Normal Touch , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2)
0
40
4) Molecular Shield: Force Field (20 PD/20 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1)
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
22 Missile Blocking: Missile Deflection (Any Ranged Attack), +5 with Missile Deflection, Adjacent Hex (+1/2); OAF (Bow, or blade; -1)
Notes: Using either his bow or one of his two blades, Archer is able to deflect incoming attacks targeted at him or anyone in an adjacent hex.
0
16 Strength of Will: Mental Defense (30 points total)0
15 Toughness of Body: Power Defense (15 points)0
10 Elvish Eyes: Sight Group Flash Defense (10 points)0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents)0
9 Trained Observer: +3 PER with all Sense Groups0
5 Elvish Lifespan: Life Support (Longevity Immortal)0
5 Elvish Physiology: Lack Of Weakness (-5) for Normal Defense 0
5 Lungs of a Sea Elf: Life Support (Can Breath Water)0
559 Total Powers Cost
EQUIPMENT
Equipment END
The Wild Hunt Comm Unit: SpockNET: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus SpockINFONET: Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18-  plus Teleporter Locator: Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
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
1
11) Weapon Element: Blades, Staffs
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
1
7) Weapon Element: Bows, Handguns
69 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 hide his face 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 her 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 ignore 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.
CAMPAIGN USE
Ghost Archer is long range fire support when working with a team. In all situations he will most likely be in strategic and tactical command. Out of combat he is an investigator and scout.
DESIGN NOTES
NOTE 1: I feel I must justify in my own mind that it is possible within the game's mechanics to alter the DNA of Raven and Archer's adopted children to a blend of their own. I came up with the following:

It requires a series of powers to accomplish, all within the Cosmic Power Pool, that must be used in the proper order and for the proper duration.

1: Analyze DNA of 1st subject [10 real cost active]
2: Print DNA of 1st subject: Hold this power On [14 real cost active]
3: Drop Analyze DNA of 1st subject [4 real cost active]
4: Analyze DNA of 2nd subject [14 real cost active]
5: Print DNA of 2nd subject: Hold this power On [18 real cost active]
6: Drop Analyze DNA of 2nd subject [8 real cost active]
7: Gene Splicing to 'join' the two 'Printed' DNA strands [16 real cost active]
8: Print DNA of new strand: Hold this power On [20 real points active]
9: Drop Gene Splicing [12 real points active]
10: Drop Print DNA 1st and 2nd [4 real points active]
11: Alter DNA using the Print DNA from the 3rd

At no Step will the total Real Cost of the powers in use exceed the limit of the pool.

Note 2: Some might ask why so many points? Well, I have been playing Ghost Archer for 37 years now and really, with 1130 xp, I have only earned about 30 xp per year or 2.5 XP per month.
Created: Wed, 25 Sep 2019 16:55:53

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