the Hunter, aka Yeoman, aka the Black Archer

An expert Bowman and Ex CIA Agent trained by a tribe of lost Incans.

Description:

the Hunter, aka Yeoman, aka the Black Archer
Player: Mark
Val Char Cost
20 STR 10
21 DEX 33
15 CON 10
13 BODY 6
18 INT 8
11 EGO 2
15 PRE 5
12 COM 1

20 PD 1
15 ED 2
4 SPD 9
7 REC 0
28 END -1
39 STUN 8

8" RUN 4
2" SWIM 0
4" LEAP 0
Characteristics Cost: 98

Cost Power END
21 Combat Body Armor: Armor (15 PD/10 ED) (38 Active Points); OIF (-1/2), Real Armor (-1/4) 0
2 Life Support (Self-Contained Breathing) (10 Active Points); Independent (-2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 0
2 NV Goggles: Nightvision (5 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 0
21 Composite Longbow: Multipower, 52-point reserve, (52 Active Points); all slots OAF (-1), Restrainable (-1/2)
2u 1) Broadhead Arrow: Killing Attack – Hand-To-Hand 2d6+1 (3d6 w/STR), 8 Recoverable Charges (0), Ranged (1/2) (52 Active Points); OAF (; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2), Beam (-1/4) [8 rc]
1u 2) Blunt Arrow: Energy Blast 10d6 (50 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Restrainable (-1/2), Beam (-1/4), 6 Recoverable Charges (-1/4) [6 rc]
1u 3) Flash-Bang Arrow: Sight and Hearing Groups Flash 7d6, Explosion (1/2), Nonselective Target (-1/4) (50 Active Points); 4 Charges (-1), OAF (-1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 4
1u 4) Net Arrow: Entangle 2d6, 4 DEF, Entangle And Character Both Take Damage (
1/4), Area Of Effect (One Hex; 1/2) (52 Active Points); 4 Charges (-1), OAF (-1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 4
1u 5) Sleep Gas Arrow: Energy Blast 4d6, No Normal Defense (Self Contained Breathing or Appropriate Immunity; +1/2), Lingering up to 1 Turn (
1/2), Area Of Effect Nonselective Accurate (2" radius; 1/2) (50 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OAF (-1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) [2 cc]
1u 6) Smoke Arrow: Darkness to Sight Group 3" radius, Alterable Size, Conforming (
1/2) (52 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1/2), Required Hands Two-Handed (-1/2), Restrainable (-1/2) [4 cc]
1u 7) Snare Arrow I: Leaping 20" (20 Active Points); OAF (-1), Only To Carry User Upward (-1/2), 8 Charges (-1/2), Restrainable (-1/2), Cannot Add Leaping From STR (-1/4), no Noncombat movement (-1/4)
1u 8) Snare Arrow II: Swinging 40", combat acceleration/deceleration (+1/4) (50 Active Points); OAF (-1), 8 Charges (-1/2), Restrainable (-1/2), no Noncombat movement (-1/4), Limited Power Shares Charges w/ Snare Arrow I & III (-1/4) 8
1u 9) Snare Arrow III: Telekinesis (20 STR) (30 Active Points); OAF (-1), Only To Pull Objects Towards User (-1/2), Limited Power Shares Arrows with other Snare Arrows (-1/2), 8 Charges (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Range (15"; -1/4) 8
Powers Cost: 56

Cost Martial Arts Maneuver
Commando Training
4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4 2) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
3 3) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
Combat Archery
3 1) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 2) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm
4 3) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
1 4) Weapon Element: Bows
Martial Arts Cost: 24

Cost Skill
20 +2 Overall
6 +2 with any three maneuvers or a tight group of attacks
3 Acrobatics 13-
3 Breakfall 13-
3 Concealment 13-
3 Deduction 13-
5 Stealth 14-
3 Tactics 13-
3 Tracking 13-
5 Rapid Attack (Ranged)
12 Penalty Skill Levels: +6 vs. Range Modifier with a tight group of attacks
Skills Cost: 66

Cost Perk
6 Money: Wealthy
9 Contact: Chief of Chicago Homicide (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
Perks Cost: 15

Total Character Cost: 259

Val Disadvantages
25 Hunted: C.I.A. 11- (Mo Pow, NCI, Capture)
20 Social Limitation: Secret Identity (Frequently, Severe)
10 Psychological Limitation: Hunting Drug Dealers (Common, Moderate)
15 Psychological Limitation: Secretive (Very Common, Moderate)
5 Dependent NPC: Father; Lieutenant Chicago Homicide Division 8- (Normal; Useful Noncombat Position or Skills)

Bio:

Mike Burnham was a field agent for the CIA, based in Guyana. In 2003, a spy satellite crashed into the jungles of Venezuela. Mike and a team of Army Rangers were tasked with crossing into Venezuela and retrieving the satellite. During the op, Mike and his team were detected by the Venezuelan army. The U.S. disavowed all knowledge of Mike and his team, as they were being hunted down.

As the last of the Rangers was killed, Mike was rescued by a seclusive tribe of Amazonian natives. Mike lived among the natives learning their ancient ways of hunting and tracking, and became an expert in the use of the bow.

During one hunting trip the natives showed Mike the lost Incan city of their ancestors, which contained treasures beyond imagining. Mike began to slowly sell of some the treasure at the behest of the natives to provide them with medicine and other comforts of the modern world.

While visiting Guyana on a selling trip, one of Mike’s old contacts informed him that his brother had been killed.

Mike returned home carrying treasure with him. He learned from his father that his brother had become involved in the drug trade. He died in a deal gone bad.

Mike began his own private war on the drug trade in Chicago. Using his now considerable resources to acquire the tools of his new trade, Mike now dons his night-black armor and stalks the night.

the Hunter, aka Yeoman, aka the Black Archer

Chicago 250 Corefire Captain_Chicago