Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage [2] 29 DEX 57 15- OCV: 10/DCV: 10 28 CON 36 15- 12 BODY 4 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 24 COM 7 14- 22 PD 7 Total: 22 PD (10 rPD) 16 ED 4 Total: 16 ED (6 rED) 6 SPD 21 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 56 END 0 39 STUN 0 Total Characteristics Cost: 176 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Swinging: 15"/30" Cost Powers & Skills 60 Bow And Arrows: Multipower, 120-point reserve, all slots OAF (-1) 3u 1) Drain DEX 4d6, Area Of Effect (One Hex; +1/2), Ranged (+1/2), NND (defense is Clinging; +1); 2 Charges (-1 1/2), OAF (-1), [2] 2u 2) Electrostun Arrow: EB 5d6, Penetrating (+1/2), Double Knockback (+3/4); 2 Charges (-1 1/2), OAF (-1), [2] 2u 3) Explosive Arrow: EB 5d6, Explosion (+1/2), Double Knockback (+3/4); 2 Charges (-1 1/2), OAF (-1), [2] 1u 4) Flash Arrow: EB 3d6, Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect (One Hex; +1/2), NND (defense is Hearing Group Flash Defense; +1); 2 Charges (-1 1/2), OAF (-1), [2] 1u 5) Bola Arrow: Entangle 3d6, 3 DEF; 2 Charges (-1 1/2), OAF (-1), [2] 2u 6) Net Arrow: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2), Sticky (+1/2); 2 Charges (-1 1/2), OAF (-1), [2] 2u 7) Magnesium Arrow: Sight Group Flash 8d6, Area Of Effect (One Hex; +1/2); 2 Charges (-1 1/2), OAF (-1), [2] 2u 8) Acid Arrow: RKA 1d6, 2 Continuing Charges lasting 1 Hour each (+0), Penetrating (+1/2), Sticky (+1/2), Continuous (+1); OAF (-1), [2 cc] 1u 9) Arrow: RKA 1d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2); 3 Charges (-1 1/4), OAF (-1), [3] 1u 10) Magnetic Arrow: Telekinesis (16 STR), Area Of Effect (One Hex; +1/2); 2 Charges (-1 1/2), OAF (-1), Activation Roll 12- (-3/4), Only Works On Limited Types Of Objects (metal; -1/2), [2] 1u 11) Line Arrow: Swinging 15"; 2 Charges (-1 1/2), OAF (-1), [2] 16 Armored Clothing: Armor (10 PD/6 ED); OIF (-1/2) 40 Find Weakness 15- with with Mulitpower 10 Luck 2d6 Perks 30 Follower: 16 followers of up to 75 points, built on a 50-point base 1 Fringe Benefit: Passport 10 Money: Wealthy Skills 3 +1 with Multipower 4 Penalty Skill Levels: +2 vs. Range Modifier with Multipower 3 Acrobatics 15- 3 Breakfall 15- 3 Concealment 12- 3 Fast Draw (bows) 15- 3 High Society 13- 3 Inventor 12- 2 KS: Bow-Making 11- 3 Mechanics 12- 3 Mimicry 12- 2 Navigation (Land) 12- 2 PS: Longbow Hunting 11- 3 Shadowing 12- 3 Stealth 15- 2 Survival (Temperate/Subtropical) 12- 3 Tracking 12- 2 Weaponsmith (Muscle-Powered Ranged) 12- Total Powers & Skill Cost: 235 Total Cost: 411 200+ Disadvantages 0 Hunted: London Watch 11- (As Pow, Limited Geographical Area, Capture) 25 Hunted: MI6 11- (Mo Pow, NCI, Capture) 25 Hunted: Scotland Yard 11- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Flamboyant (Common, Strong) 15 Psychological Limitation: Overconfident (Common, Strong) 10 Psychological Limitation: Prankster (Common, Moderate) 5 Rivalry: Professional (Rainbow Archer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID (Frequently, Major) 101 Experience Points 411 Total Disadvantage Points
Designer's Notes:
1) Rebuilt Hood's Multipower. Many of the Slots were incorrectly designed, and the original Multipower had a 60-point reserve, which was totally incorrect. Anyway, a quick breakdown of the changes I needed to make:
2) The original Find Weakness was with All Attacks, which is unneeded. I rebuilt to work with the Multipower.
3) Hood's Followers are listed as "competent normals." I used the stats for a Competent Normal from HERO System 5th Edition to define them.
4) The original version of the Combat Skill Level was +1 OCV with "Bow and Arrow." I expanded it to +1 with the Multipower.
5) Yes, Hood has the KS of "Bow Making" and the Weaponsmith skill. Sort of redundant. He also has the PS of "Long Bow Hunter," which I find questionable as well.
6) Fixed the point values for all Disadvantages.
7) The original version of Hood cost 385 points. He now costs 411, a 26-point increase. All the points came from rebuilding his Multipower and his Find Weakness properly.
8) Assessment: Hood may be an expert archer and gymnast, but a 25 STR, 29 DEX, 28 CON, and 6 SPD seems a bit much. As someone else has pointed out, these stats put him on the same level as the 4th Edition character Dragon Master, a lifelong student of the martial arts who was a member of a government superhero team. On the other hand, his Rival, Rainbow Archer, is well known for being an Olympic-level archer with a 35 DEX!
Hood's Multipower is a disaster. Many of the Slots are poorly or illogically built with questionable Advantages. Some, like his Magnetic Arrow, are downright useless. And like Casca, he's not much offensively, with several 5d6 EBs and some 1d6 RKAs. And let's not get into the character concept of a British archer villain named "Hood."
Oh, and as a final insult, Hood comes after Huntsman of the Black Forest in the alphabetical listing.
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