Freebooter:
PL: 10
Strength 3
Stamina 3
Agility 4
Dexterity 4
Fighting 4
Intellect 0
Awareness 1
Presence 1
Skills: Acrobatics 6 (+10), Athletics 3 (+6), Deception 7 (+8), Expertise [Criminal] 8 (+8), Insight 7 (+8), Intimidation 7 (+8), Investigation 6 (+6), Perception 8 (+9), Ranged Combat [Archery/Crossbow] 10 (+14), Ranged Combat [Thrown] 10 (+14), Sleight of Hand 4 (+8), Stealth 6 (+10), Vehicles [Land] 4 (+8)
Advantages: Agile Feint, All-Out Attack, Close Attack 10, Defensive Roll 2, Equipment 9, Evasion 2, Follow-Up Strike, Improved Critical [Escrima Sticks] 2, Improved Critical [Crossbow] 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Quick Draw, Takedown 2, Uncanny Dodge
Powers: Free Running:
Enhanced Advantage 1 [Benefit (Up The Walls – Use Acrobatics instead of Athletics for Climb Checks)] (Feat: Innate); (Flaw: Limited [Only in Urban Environments])
Movement 4 [Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2] (Feat: Innate); (Flaw: Limited [Only in Urban Environments])
Speed 1 (Flaw: Limited [Only in Urban Environments])
Martial Artist: Strength-Based Damage 3 (Feats: Improved Critical, Innate)
Uncanny Aim: Feature 4 [Ricochet 4] (Feat: Innate)
Offense: Initiative +8
Melee Attack +14
Ranged Attack +4 // Archery/Thrown Attacks +14
Defense: Dodge +13
Parry +13
Toughness +7*/+5**/+3 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +8
Equipment: Costume: Protection 2 (Feats: Feature [Hidden Pockets], Subtle) [4 ep]
Arsenal: [6 ep]
Escrima Sticks: Strength-Based Bludgeoning Damage 3 (Feats: Improved Critical, Split)
-Throwing Knives: Ranged Strength-Based Piercing Damage 1 (Extra: Multiattack); (Feat: Accurate); (Flaw: Reduced Range)
Crossbow & Trick Bolts: (25 ep)
Rapid Fired Bolts: Ranged Piercing Damage 6 (Extra: Multiattack)
-Bola Bolt: Ranged Affliction 6 [Hindered & Impaired, Immobile & Prone; resisted by Dodge] (Extra: Extra Condition); (Flaw: Limited Degree)
-Flare Bolt: Ranged Affliction 6 [Visually Impaired, Visually Disabled, Visually Unaware; resisted by Fortitude] (Extra: Area [Burst]); (Flaw: Limited [1 sense (visual)])
-Glue Blow: Ranged Affliction 6 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Extra Condition, Contagious); (Flaw: Limited Degree)
-Knockout Gas Bolt: Ranged Affliction 6 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Area [Burst])
-Net Bolt: Ranged Affliction 6 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Standard Bolt: Ranged Piercing Damage 6 (Feat: Improved Critical 2)
-Stun Bolt: Ranged Affliction 6 [Dazed, Stunned, Incapacitated; resisted by Fortitude]
Sportsbike: Size: Medium; Strength: 1; Speed: 6; Defense: 10; Toughness: 8
Hidden Headquarters: (Size: Diminutive; Toughness: 8) Features: Communications, Computer, Fire Prevention System, Garage, Gym, Living Space, Power System, Secret 2 (DC 15), Workshop 10
Costs: Abilities 32+ Skills 32+ Advantages 40+ Powers 16+ Defenses 30= 150 pts.
Real Name: Dennis Ross
Other Aliases: Nock (II)
Height: 6’
Weight: 192 lbs
Hair: Red
Eye Color: Blue
Complications:
Legacy: Freebooter is the former partner of Recurve (II).
Identity: The fact that Freebooter is Dennis Ross is a secret he keeps.
Motivation ~Seeking Justice: Freebooter is dedicated to bringing justice to those in need of it.
Background: Dennis Ross came from a broken family with a deceased mother and a deadbeat father who had been in prison since Dennis was five years old, leaving him in the care of his grandparents. Unfortunately, the elder Ross’ were unable to keep as close of an eye on Dennis as was needed and he would become a streetwise young man in Cortez Hill, one of the more crime ridden parts of San Diego.
One of his criminal cohorts was working a drug deal that went bad, and Dennis’ life changed when Recurve (II) saved him from being gunned down by his friend’s double-crossing contacts. Finally seeing the dead end path, he was heading down Dennis decided to turn his life around
Recurve (II) agreed to train Dennis to be his partner in crime fighting. The training that followed was intense, and extensive, as Dennis learned parts of various fighting styles (including Judo, Karate, and Boxing to name a few) as well as swordsmanship and, of course, archery. Dennis also honed his criminal skills to a much more proficient level, as ironically enough they would be useful in fighting crime.
When the Ahriman War happened Recurve (II) was sent to the Vanguard Academy where he stayed with the other teenaged heroes until the event came to its conclusion. However, Dennis’ mentors both died and the city of San Diego had been destroyed, leaving him effectively homeless. Having nowhere else to go Dennis spent the following year as a student at the Vanguard Academy graduating near the top of his class, then traveled the world abroad for almost three years before returning to the United States.
Deciding to honor his mentor, Dennis moved to Capital City and began fighting crime as he’d been taught to do. Calling himself Freebooter, Dennis has kept himself focused on street level crime since many of the other heroes of the city are busy dealing with Alpha criminals.
And here's Freebooter back when he was a sidekick.
Nock (II):
PL: 8
Strength 2
Stamina 2
Agility 3
Dexterity 3
Fighting 3
Intellect 0
Awareness 0
Presence 0
Skills: Acrobatics 3 (+6), Athletics 3 (+5), Close Combat [Bow Bash] 6 (+9), Close Combat [Unarmed] 6 (+9), Deception 4 (+4), Expertise [Criminal] 5 (+5), Insight 5 (+5), Intimidation 4 (+4), Investigation 3 (+4), Perception 5 (+5), Ranged Combat [Archery] 7 (+10), Sleight Of Hand 2 (+5), Stealth 5 (+8), Vehicles [Land] 2 (+5)
Advantages: All-Out Attack, Defensive Roll, Equipment 7, Improved Aim, Improved Critical [Arrows], Improved Critical [Unarmed], Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Precise Attack [ranged; cover], Quick Draw, Ranged Attack 6, Takedown 2
Powers: Martial Arts: Strength-Based Damage 2 (Feats: Improved Critical, Innate)
Uncanny Aim: Feature 2 [Ricochet 2] (Feat: Innate)
Offense: Initiative +7
Melee Attack +3 // Bow Bash/Unarmed Attack +9
Ranged Attack +10
Defense: Dodge +10
Parry +10
Toughness +6*/+5**/+2 [*Costume & Defensive Roll]
Fortitude +7
Will +6
Equipment: Costume: Protection 3 (Feats: Feature [Hidden Pockets, Subtle])
Bow & Arrows: (17 pts)
Standard Arrow: Ranged Piercing Damage 6
-Bow Bash: Bludgeoning Strength-Based Damage 2
-Exploding Arrow: Ranged Ballistic Damage 4 (Extra: Area [Burst])
-Flare Arrow: Ranged Affliction 6 [Visually Impaired, Visually Disabled, Visually Unaware; Resisted by Dodge/Fortitude] (Extra: Cumulative); (Flaw: Limited [One sense only (vision)])
-Net Arrow: Ranged Affliction 4 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Rope Arrow: Movement 2 [Safe Fall, Swinging]
[4 ep as needed]
Motorcycle (10 ep): Size: Medium; Strength: 1; Speed: 6; Defense: 10; Toughness: 8
Costs: Abilities 28+ Skills 23+ Advantages 26+ Powers 8+ Defenses 25= 110 pts.