LONGBOWNAME : Stag Johnson PLAYER : Jim Caswell Created by Jim Caswell 15 STR 5 12- 415 lbs.; 3d6, 1 END 18 DEX 24 13- OCV:6 / DCV:6(9) 15 CON 10 13- 14 BODY 8 13- 18 INT 8 13- PER roll: 16- 14 EGO 8 12- ECV:5 15 PRE 5 12- PRE attack: 3d6 16 COM 3 13- 8 PD 5 tPD:18/14 rPD:10/8/6 8 ED 5 tED:18/14 rED:10/6 4 SPD 12 3,6,9,12 |
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7 REC 2 30 END 0 35 STUN 5 8" RUN 4 2 END 3" SWIM 1 1 END 3" JUMP 0 1 END Characteristics Cost: 105 |
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14 Hunter's Perceptions: +3 Enhanced Perception to PER Rolls for All Sense Groups, Tracking Powers Cost: 14 8 Combat Archery 2 Trackless Stride 4 Mounted Warrior, Ranged Combat 2 Environmental Movement: no penalties in wooded areas 12 Combat Luck: 6 PD/6 ED 3 Bump Of Direction Talents Cost: 31 8 Bow: +2d6 Hand-To-Hand Attack(-½), 0 END(+½) plus 1" Stretching, OAF(-1), No Noncombat Stretching(-¼) 1 28 Arrows Multipower, 32 Charges(+¼), OAF(-1) 2 u Steel-tipped Arrows: 1½d6 Ranged Killing Attack, 3 shot autofire(+¼), Armor Piercing(+½) 2 u Blunt-tipped Arrows: 7d6 Energy Blast, 3 shot Autofire(+¼), Reduced Penetration(-¼) 2 u Single-Shot Trick-Shot: 23 STR Telekinesis, Fine Manipulation, Only to push or pull in straight line away from self(-½) 2 u 3-Shot Trick-Shot: 23 STR Telekinesis, 3 shot Autofire(+¼), Only to push or pull in straight line away from self(-½) 1 u 3-Shot Pin-to-wall: Entangle 2 BODY, 3 DEF (standard effect), 3-shot Autofire(+¼), May Not Prevent The Use Of Accessible Foci(-½), Cannot Form Barriers(-¼) 1 u Line Arrow: 15" Swinging, No Noncombat Movement(-¼) 2 u Missile Deflection, Any Ranged Attack, Full Range(+1) plus +1 with Missle Deflection 33 Trick Arrow Heads Multipower, No range but can be thrown or carried by arrow "telekinisis", OAF(-1), Takes half Phase(-¼) 2 u Explosive Heads: 10d6 Energy Blast Explosion(+½), 4 Charges(-1) 2 u Taser Heads: 10d6 Energy Blast, Reduced Penetration(-¼), 4 Charges(-1), OAF(-1) plus 5d6 Energy Blast, STUN Only(+0), No Knockback(+0), 4 Charges(-1), OAF(-1) Total is 15d6 EB; every third d6 is STUN only; the rest are Reduced Penetration. 2 u Acid Head: 3d6+1 Ranged Killing Attack, Penetrating(+½), 2 Continuing Charges lasting 1 Turn each(-¾) 2 u Glue Head: 2d6 6 DEF Entangle, Cannot Be Escaped With Teleport(+¼), Sticky(+½), 4 Charges(-1) 2 u Smoke Head: 3" radius Sight Group Darkness, 3 Continuing Charges lasting 1 Turn each(-½) plus 3½d6 Energy Blast, No Normal Defense: Holding breath or Life Supoort Self Contained Breathing(+½), 3" Any Area Of Effect(+1), 3 Continuing Charges lasting 1 Turn each(-½) 2 u Gas Head: 6d6 Energy Blast, Explosion: -1 DC/1"(+½), No Normal Defense: Holding Breath or Life Support Self Contained Breathing(+1), 3 Continuing Charges lasting 1 Extra Phase each(-¾) 2 u Sonic Head: 3d6 Energy Blast, No Normal Defense: Deaf or Hearing Group Flash Defense(+1), 12" Line Area Of Effect (+1), 3 Charges(-1¼) plus 4½d6 Hearing Group Flash, 10" Line Area Of Effect(+1¼), 3 Charges(-1¼) 2 u Flash Head: 10d6 Sight Group Flash Explosion(+½), 3 Charges(-1¼) 9 Spectra Uniform: 2 PD/0 ED Armor, Variable -½ Limitations(-¼), not vs falling damage(-½) plus 2 PD/4 ED Armor, Variable -½ Limitations(-¼) Limitations alternate between OIF (when in full costume), or IIF and a 15- Activation roll (when wearing sleeveless version of suit or bodysuit under clothes) Champions of Justice Computer Communicator COJ-041: 7 a) Communications: High Range Radio Perception, Flashed as Sight and Hearing Group as well as Radio Group(-½), IIF(-¼) 18 b) Broadcast Tracking: Detect Source of radio transmissions 13-, Analyze, Discriminatory, 360° Increased Arc of Perception, IIF(-¼) 8 c) Onboard Computer: 50 Base, 0 Disads., IIF(-¼) 5 d) Scrambled Transmission Function VPP, Scrambler Pool, only for one Language at a time(-1), IIF(-¼) Equipment Cost: 144 2 Weapon Element: Staffs/Bows, arrow trick shots, default is bare handed 4 Jab Strike +0 OCV +2 DCV Weapon +2d6 Strike 5 Roundhouse / Slash -2 OCV +1 DCV Weapon +4d6 Strike 3 Legsweep +2 OCV -1 DCV Weapon +1d6 Strike, Target Falls 4 Low Blow -1 OCV +1 DCV strike, 2d6 NND 4 Martial Disarm -1 OCV +1 DCV Disarm, +10 STR to Disarm roll 4 Martial Block +2 OCV +2 DCV Block, Abort 4 Martial Dodge -- OCV +5 DCV Dodge, Abort Martial Arts Cost: 30 20 +6 with Ranged Combat, OCV only(-½) 18 Penalty Skill Levels: +6 vs. Range Modifier with All Attacks 12 Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks, only with Ranged Attacks(-½) 15 +3 with DCV 20 +2 Overall 4 Survival: 13- Arctic/Subarctic Forests, Arctic/Subarctic Plains, Temperate/Subtropical Forests, Temperate/Subtropical Plains 9 Power: Archery 16- 5 Cramming 3 Acrobatics 13- 3 Climbing 13- 3 Concealment 13- 3 Fast Draw 13- 3 Riding 13- 3 Shadowing 13- 3 Stealth 13- 3 Deduction 13- 3 Tracking 13- 2 Weaponsmith: 13- Muscle-Powered Ranged 3 AK: Calgary 13- 1 Animal Handler: Equines 8- 1 Computer Programming 8- 1 Contortionist 8- 1 Criminology 8- 1 Oratory 8- 1 Seduction 8- 1 Sleight Of Hand 8- 1 Streetwise 8- 1 Tactics 8- Champions of Justice Package Skills 2 a) AK: Toronto 11- 3 b) Breakfall 13- 3 Scholar 2 a) KS: North American History 13- 2 b) KS: World History 13- 2 c) KS: Historical Politics 13- 1 d) KS: Historical Weaponry 11- 2 e) KS: Native American Myths 13- 1 f) KS: World Myths 11- 1 g) KS: Champions of Justice 11- 1 h) KS: CoJ Enemies 11- 1 i) KS: University Bureaucracies 11- 3 Scientist 2 a) SS: Carbon Dating 13- 2 b) SS: Anthropology 13- 2 c) SS: Archaeology 13- 3 Linguist (note: Literacy is standard for the campaign; however, it was explicitly paid for on the ancient languages that use neither the Latin nor Cyrillic alphabets) 0 a) Language: English, native 3 b) Language: Blackfoot, Idiomatic, native accent 2 c) Language: French, Completely Fluent w/Accent 1 d) Language: Spanish, Fluent Conversation 1 e) Language: Ancient Mayan, Basic Conversation, Literacy* 1 f) Language: Latin, Fluent Conversation 1 g) Language: Eqyptian Heiroglyphics, Basic Conversation, Literacy* Skills Cost: 186 26 Vehicle: Stunt Cycle (130 Base, 22 Disads.) 1 Reputation: The Toronto Archer, A small to medium sized group, 11- +1/+1d6 Champions of Justice Package Perks 3 a) Fringe Benefit: Membership in the Champions of Justice 5 b) Contribution towards CoJ Bases: 25 pts. 5 c) Contribution towards CoJ Vehicles: 25 pts. Perks Cost: 40 Total Cost: 550 Base Points: 350 20 Normal Characteristic Maxima 15 Social Limitation: Secret Identity, Frequently, Major 5 Distinctive Features: African American/First Nation "Half Breed", Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 0 Dependent NPCs: Reginald Johnson and Eagle Feather - Parents, Normal, Infrequently, x2, Unaware of character's adventuring career/Secret ID 5 Dependent NPC: Professor Jacques LeCrux, Normal, Infrequently, Useful noncombat position or skills 15 Psychological Limitation: Code against Killing, Common, Strong 15 Psychological Limitation: Dislikes all bigotry, Common, Strong 10 Psychological Limitation: Proud of heritage, Uncommon, Strong 10 Psychological Limitation: Protective of tribe, Uncommon, Strong 10 Psychological Limitation: Dedicated to Justice, Common, Moderate 10 Psychological Lim.: Distrustful of U.S. Government, Common, Moderate 10 Hunted: Thunder Bow, As Powerful, Occas., Harshly Punish 60 Champion of Justice Bonus Disadvantages Total: 185 Experience Spent: 15 Experience Total: 39 Total Points: 550
Known Background: Shortly after 'Nam, Reginald Johnson found himself back "home" without a job, unable to associate with his family, and still in shock from all of the death and destruction he had seen in the war. While he had been born and raised in the ghettos of New York, he quickly hit the road in search of a friendlier environment. The only thing that he had learned to like was the beauty of nature, which took him north to Calgary, Alberta, Canada. While the townspeople didn't like the strange black man trying to make a home there, Johnson soon found the Blackfoot Reservation and fell in love with a young girl named Eagle Feather. After proving himself to the elders as being worthy, Reginald Johnson became an honorary member of the tribe and married Eagle Feather.
Several years later, a baby boy was introduced to the tribe and was named Running Stag. While the children of the tribe accepted him as one of their own, outsider children and adults alike were fast to point out the fact that he was a "half-breed." Instead of allowing himself to be discouraged, though, he began to take pride in both of his heritages and pursued knowledge of their history as he got older. He learned of the traditions of his Indian heritage, growing in skill as both a storyteller and hunter. By the age of ten, he was making clean kills between the eyes of a deer from 100 yards. While his father had developed an distaste for America, he was more than happy to tell him all about his Black history and the struggles for freedom that were fought.
As Stag reached the trial of manhood, he had no problem passing the tribes ancient tests and was allowed to start down his own path. His desire was to further his education, and requested permission to attend school in Calgary proper. Once again, he excelled in learning, and soon found himself presented with a full scholarship to University of Toronto. As he learned about the "outside world", he maintained regular contact with his home and made regular trips there for visits and ceremonies, as well as to continue to hone his hunting skills.
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It was the values he was brought up with and said skills that came into play in the winter of his fourth year pursuing his bachelor's degree. While out in the woods along the U.S. / Canada border, Stag stumbled across a group of drug smugglers coming across the border. Once he realized the nature of the men, he set out to track them to their base of operations. Using his archery skills, he took out the entire drug cartel. Soon afterwards, the press on both sides of the border was covering the story of the mysterious bowman. A few weeks later, Stag was on the college campus when Professor Jacques LeCrux, a science professor with a reputation for strangeness, confronted him. The professor was quick to deduce that Stag had been the archer and, after a long conversation, convinced the young man that he should continue to pursue a life of crime fighting. With LeCrux's help, Stag created a costume for himself, along with a assortment of trick arrowheads to broaden his arsenal. Less than a month after his initial adventure, Stag was hitting the streets as the hero Longbow. |
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In the years that have followed, Stag has continued his education, now in his final year of a Archeology masters study. He continues to fight crime as Longbow, becoming known as the Toronto Archer. LeCrux still aids with gadgets and weaponry while Stag has taken the martial arts taught to him by his father and expounded upon them to include fighting with his reinforced bow. While his main base of operations is still Toronto, he has been known to take cases around the country given some notification, and was eventually recruited to join the Champions of Justice. Personality: Longbow is a very serious and dedicated man in all that he does. This doesn't keep him from having a good time, but when it comes time for action, he's all business. He pays very close attention to detail and is more likely to pick up on the nuances of the situation than some of his other heroes. He is also very devoted to his teammates, making sure to have their back in any situation and will be among the first to come to a person's aide. Knowing what it's like to be an outsider, even among his "own people," leads him to try to accept everyone for who they are. Powers/Tactics: Longbow's greatest weapon is distance. His skill with a bow is unparalleled, being able to shoot with accuracy at distances well over 300 yards. It is occasionally joked that he can pick the wings off a butterfly from a football field away. With his hunter instincts, he will often look for the best vantage point to monitor the entire battlefield and rain arrows down on his foes from a distance. His wide array of gadget arrowheads also provides him with a weapon for almost any occasion. If forced into close-quarter fighting, however, he is also a skilled hand-to-hand combatant and has been known to toss arrowheads if shafts are not available or necessary. Appearance: Longbow is 6'2" with an athletic build: muscular but not huge. His African American heritage is evident in his skin tone, lightened only slightly by his mixed breeding. His close-cropped black hair is often concealed, but his piercing brown eyes are always scanning the surrounding area. His original costume was a variation on what he was wearing on his accidental first adventure in the woods: a green pullover and pants with fur-lined boots, a scarf and gloves. As he has become more comfortable with the idea of superheroing, however, he decided that he needed a costume that was more in the style of classic heroics, leading him to add color and accentuate his build, still holding onto the roots of being an "emerald archer" while stepping away from "all that green." Longbow was created, designed and played by Jim Caswell. © Copyright 2001, 2012 - James Caswell |