
New Version
| Value | Characteristic | Base | Cost | Points | Character Cost | |||
| 25 | STR | 10 | x1 | 15 | Disadvantages | 315 | 266 | Skills & Powers Cost |
| 25 | DEX | 10 | x3 | 45 | Exp Spent + | 41 | ||
| 21 | CON | 10 | x2 | 22 | Base Pts + | 100 | 190 | + Characteristics Cost |
| 18 | BODY | 10 | x2 | 16 | ||||
| 24 | INT | 10 | x1 | 14 | Total Cost = | 456 | 456 | = Total Cost |
| 15 | EGO | 10 | x2 | 10 | Combat: | Skill Rolls: | ||
| 18 | PRE | 10 | x1 | 8 | OCV | 8 | STR Roll: 14- | |
| 18 | COM | 10 | x.5 | 4 | DCV | 8 | DEX Roll: 14- | |
| 10 | PD | 5 | x1 | 5 | ECV | 5 | CON Roll: 13- | |
| 10 | ED | 4 | x1 | 6 | Mental Def | 8 | INT Roll: 14- | |
| 7 | SPD | 3.5 | x10 | 35 | PD/rPD | 19/9 | EGO Roll: 12- | |
| 9 | REC | 9 | x2 | 0 | ED/rED | 19/9 | PER Roll: 14- | |
| 50 | END | 42 | x.5 | 4 | Movement: Run 11", Swim 2", Jump 10", Swinging 15" | |||
| 46 | STUN | 42 | x1 | 6 | ||||
| Chracteristics Cost: | 199 | Phases: 2, 4, 6, 7, 9, 11, 12 | ||||||
| Points | Powers | End |
| 17 | Well-Connected; Jack of All Trades; Scholar; Lightsleep; Cramming | |
| 15 | Acrobatics 14-; Breakfall 14-; Climbing 14-; Computer Programming 14-; Concealment 14- | |
| 15 | Contortionist 14-; Criminology 14-; Disguise 11-; Interrogation 13-; Lip Reading 11- | |
| 15 | Lockpicking 14-; Persuasion 13-; Paramedic 14-; Security Systems 14-; Shadowing 11- | |
| 12 | Sleight of Hand 14-; Stealth 14-; Systems Operation 14-; Tracking 14- | |
| 5 | Transport Familiarity - Planes, Boats, Scuba, Skiing, Parachuting | |
| 5 | Choke Hold (OCV +2, DCV 0, Grab, 3d6 NND) | |
| 4 | Martial Block (OCV +2, DCV +2) | |
| 4 | Martial Disarm (OCV -1, DCV +1) | |
| 4 | Martial Dodge (DCV +5) | |
| 4 | Killing Strike (OCV -2, DCV 0, 2d6 HKA) | |
| 3 | Legsweep (OCV +2, DCV -1, 8d6) | |
| 4 | Martial Strike (OCV 0, DCV +2, 9d6 | |
| 5 | Offensive Strike (OCV -2, DCV +1, 11d6) | |
| 3 | Basic Strike (OCV +1, DCV 0, 9d6) | |
| 3 | Flying Tackle (OCV 0, DCV -1, 7d6+v/5) | |
| 3 | Trip (OCV -1, DCV 0, 7d6) | |
| 3 | Ranged Disarm (OCV 0, DCV 0, STR 35) | |
| 8 | +2 DC with Martial Attacks | |
| 1 | Martial Arts Weapns: Karate | |
| 6 | Knowledge: Boxing 11-; Karate 11-; New York City 11- | |
| 2 | Professional Skill: Lawyer 11-; Magician 11- | |
| 1 | Professional License | |
| 2 | Contacts: Black Diamond 11-; Jennifer Hamilton 11- | |
| 10 | Money (Wealthy) | |
| 1 | Karate Black Belt | |
| 10 | +5 Enhanced Sight Perception | |
| 20 | -5 Lack of Weakness; 8 Pt Mental Defense; 10 Pt Presence Defense | |
| 6 | +5" Running | 1 |
| 4 | Regenerate (1 BODY/Day) | |
| 5 | +5" Superleap | |
| 13 | 9 PD/9 ED Armor, Act on 14- (-½); OIF (-½) | |
| 12 | 50% Damage Reduction, Energy, Only vs. Fire/Heat (-1); OIF (-½) | |
| 24 | 60 pt Multipower - Gadget Belt, Act 14- (-½); OIF (-½) | |
| u-1 | Mini-Recorder: Eidetic Memory, Audio Only | |
| u-1 | Camera: Eidetic Memory, Visual Only | |
| u-2 | 5" Darkness: Smoke Pellets, 8 Charges (-½); Range Based on STR (-¼) | |
| u-2 | 4d6 Flash vs Normal Sight: Flash Pellets, 8 Charges (-½); Range Based on STR (-¼) | |
| u-2 | 2d6 RKA: Thermite Pellets, 6 Continuous Charges, 1 Extra Phase (-½), Range Based on STR (-¼), Armor Piercing (+1), Sticky (+½) | |
| u-2 | 6d6 NND, Defense: Self-Contained Breathing, Holding Breath: 12 Charges (-¼) Range Based on STR (-¼) | |
| u-1 | LS: Breath in Unusual Enviroment: Re-Breather: 4 Charges of 1 hour (+¼) | |
| u-1 | +6 Enhanced Perception: Sight Glass | |
| u-1 | 15" Swinging: Wrist Line Shooter | 3 |
| u-1 | 2" Radius Change Enviorment: Flashlight | |
| u-1 | 9d6 Energy Blast vs PD: Blunt Crossbolt (STUN Only): Beam Attack (-¼); 8 Charges (-½); Range Based on STR (-¼) | |
| u-1 | 2d6 RKA: vs PD: Crossbow Bolt: 8 Charges (-½); Range Based on STR (-¼) | |
| u-1 | Clinging: Climbing Claws (Cling STR +10) | |
| u-1 | 1d6+ HKA vs PD: Climbing Claws (Total 2d6+1) | 2 |
| u-1 | 2 Levels with Paramedics, Lock Picking, Security Systems, Criminology Group: Gadget Belt Tool Kits | |
| u-2 | 4d6 Entangle: Plastic Tie Wraps (DEF 4): Entangle takes no Damage From Attacks (+½); 16 Charges (+0); Affects only hands or ankles (-½) | |
| u-1 | Ultraviolet Sight: Night Sight Lenses | |
| 266 | SKills & Powers Cost | |
| 100+ | Disadvantages |
| 10 | Accidental Change into Were-Huntress 11- |
| 5 | DNPC: Felina (As Powerful, Useful Skills) |
| 15 | Hunted by VIPER 8- (More Powerful) |
| 5 | Psych. Lim: Cat-Like Traits |
| 20 | Psych. Lim: Desire to Live Up to Family Reputation (Very Common, Strong) |
| 20 | Psych. Lim: Takes Law into Own Hands (Very Common, Strong) |
| 15 | Psych. Lim: Vengeful (Common, Strong) |
| 5 | Reputation: Amateur Magician 8- |
| 10 | Reputation: Dark Night Crimefighter 11- |
| 5 | Reputation: Wealthy Lawyer 8- |
| 15 | Secret Identity: Helena Kirby |
| 10 | Style Disadvantage: Karate |
| 10 | Style Disadvantage: Boxing |
| 5 | 1d6 Unluck |
| 20 | Vulnerability: x2 STUN vs. Chemical Based Attacks (Common) |
| 10 | Watched by Black Diamond 11- (More Powerful, Non-Combat Influence) |
| 130 | Heroine Bonus |
| 315 | Disadvantages Cost |
Old Version
| Value | Characteristic | Base | Cost | Points | Character Cost | |||
| 18 | STR | 10 | x1 | 8 | Disadvantages | 266 | 245 | Skills & Powers Cost |
| 21 | DEX | 10 | x3 | 33 | Exp Spent + | 18 | ||
| 18 | CON | 10 | x2 | 16 | Base Pts + | 100 | 139 | + Characteristics Cost |
| 13 | BODY | 10 | x2 | 6 | ||||
| 24 | INT | 10 | x1 | 14 | Total Cost = | 384 | 384 | = Total Cost |
| 15 | EGO | 10 | x2 | 10 | Combat: | Skill Rolls: | ||
| 15 | PRE | 10 | x1 | 5 | OCV | 7 | STR Roll: 13- | |
| 18 | COM | 10 | x.5 | 4 | DCV | 7 | DEX Roll: 13- | |
| 10 | PD | 4 | x1 | 6 | ECV | 5 | CON Roll: 13- | |
| 10 | ED | 4 | x1 | 6 | Mental Def | 8 | INT Roll: 14- | |
| 5 | SPD | 3.1 | x10 | 19 | PD/rPD | 19/9 | EGO Roll: 12- | |
| 8 | REC | 8 | x2 | 0 | ED/rED | 19/9 | PER Roll: 14- | |
| 46 | END | 36 | x.5 | 5 | Movement: Run 9", Swim 2", Jump 4", Swinging 15" | |||
| 38 | STUN | 31 | x1 | 7 | ||||
| Chracteristics Cost: | 139 | Phases: 3, 5, 8, 10, 12 | ||||||
| Points | Powers | End |
| 17 | Well-Connected; Jack of All Trades; Scholar; Lightsleep; Cramming | |
| 15 | Acrobatics 13-; Breakfall 13-; Climbing 13-; Computer Programming 14-; Concealment 14- | |
| 15 | Contortionist 13-; Criminology 14-; Disguise 11-; Interrogation 12-; Lip Reading 11- | |
| 15 | Lockpicking 13-; Persuasion 12-; Paramedic 14-; Security Systems 14-; Shadowing 11- | |
| 12 | Sleight of Hand 13-; Stealth 13-; Systems Operation 14-; Tracking 14- | |
| 5 | Transport Familiarity - Planes, Boats, Scuba, Skiing, Parachuting | |
| 5 | Choke Hold (OCV +2, DCV 0, Grab, 3d6 NND) | |
| 4 | Martial Block (OCV +2, DCV +2) | |
| 4 | Martial Disarm (OCV -1, DCV +1) | |
| 4 | Martial Dodge (DCV +5) | |
| 4 | Killing Strike (OCV -2, DCV 0, 2d6 HKA) | |
| 3 | Legsweep (OCV +2, DCV -1, 6½d6) | |
| 4 | Martial Strike (OCV 0, DCV +2, 7½d6 | |
| 5 | Offensive Strike (OCV -2, DCV +1, 9½d6) | |
| 3 | Basic Strike (OCV +1, DCV 0, 7½d6) | |
| 3 | Flying Tackle (OCV 0, DCV -1, 5½d6+v/5) | |
| 3 | Trip (OCV -1, DCV 0, 6d6) | |
| 3 | Ranged Disarm (OCV 0, DCV 0, STR 28) | |
| 8 | +2 DC with Martial Attacks | |
| 1 | Martial Arts Weapns: Karate | |
| 6 | Knowledge: Boxing 11-; Karate 11-; New York City 11- | |
| 2 | Professional Skill: Lawyer 11-; Magician 11- | |
| 1 | Professional License | |
| 2 | Contacts: Black Diamond 11-; Jennifer Hamilton 11- | |
| 10 | Money (Wealthy) | |
| 1 | Karate Black Belt | |
| 20 | -5 Lack of Weakness; 8 Pt Mental Defense; 10 Pt Presence Defense | |
| 6 | +3" Running | 1 |
| 13 | 9 PD/9 ED Armor, Act on 14- (-½); OIF (-½) | |
| 12 | 50% Damage Reduction, Energy, Only vs. Fire/Heat (-1); OIF (-½) | |
| 24 | 60 pt Multipower - Gadget Belt, Act 14- (-½); OIF (-½) | |
| u-1 | Mini-Recorder: Eidetic Memory, Audio Only | |
| u-1 | Camera: Eidetic Memory, Visual Only | |
| u-2 | 5" Darkness: Smoke Pellets, 8 Charges (-½); Range Based on STR (-¼) | |
| u-2 | 4d6 Flash vs Normal Sight: Flash Pellets, 8 Charges (-½); Range Based on STR (-¼) | |
| u-2 | 2d6 RKA: Thermite Pellets, 6 Continuous Charges, 1 Extra Phase (-½), Range Based on STR (-¼), Armor Piercing (+1), Sticky (+½) | |
| u-2 | 6d6 NND, Defense: Self-Contained Breathing, Holding Breath: 12 Charges (-¼) Range Based on STR (-¼) | |
| u-1 | LS: Breath in Unusual Enviroment: Re-Breather: 4 Charges of 1 hour (+¼) | |
| u-1 | +6 Enhanced Perception: Sight Glass | |
| u-1 | 15" Swinging: Wrist Line Shooter | 3 |
| u-1 | 2" Radius Change Enviorment: Flashlight | |
| u-1 | 9d6 Energy Blast vs PD: Blunt Crossbolt (STUN Only): Beam Attack (-¼); 8 Charges (-½); Range Based on STR (-¼) | |
| u-1 | 2d6 RKA: vs PD: Crossbow Bolt: 8 Charges (-½); Range Based on STR (-¼) | |
| u-1 | Clinging: Climbing Claws (Cling STR +10) | |
| u-1 | 1d6+ HKA vs PD: Climbing Claws (Total 2d6+1) | 2 |
| u-1 | 2 Levels with Paramedics, Lock Picking, Security Systems, Criminology Group: Gadget Belt Tool Kits | |
| u-2 | 4d6 Entangle: Plastic Tie Wraps (DEF 4): Entangle takes no Damage From Attacks (+½); 16 Charges (+0); Affects only hands or ankles (-½) | |
| u-1 | Ultraviolet Sight: Night Sight Lenses | |
| 245 | SKills & Powers Cost | |
| 100+ | Disadvantages |
| 5 | DNPC: Felina (As Powerful, Useful Skills) |
| 10 | Hunted by Card Sharks 8- (More Powerful) |
| 10 | Hunted by the Dragon Lords 8- (As Powerful) |
| 15 | Hunted by VIPER 8- (More Powerful) |
| 20 | Psych. Lim: Desire to Live Up to Family Reputation (Very Common, Strong) |
| 15 | Psych. Lim: Takes Law into Own Hands (Very Common, Strong) |
| 15 | Psych. Lim: Vengeful (Common, Strong) |
| 5 | Reputation: Amateur Magician 8- |
| 5 | Reputation: Dark Night Crimefighter 8- |
| 5 | Reputation: Wealthy Lawyer 8- |
| 5 | Rivalry with Scarlet Sabre (Professional) |
| 15 | Secret Identity: Helena Kirby |
| 10 | Style Disadvantage: Boxing |
| 10 | Style Disadvantage: Karate |
| 10 | Watched by Black Diamond 11- (More Powerful, Non-Combat Influence) |
| 8 | Watched by Police Authorities 8- (More Powerful, Non-Combat Influence) |
| 20 | Vulnerability: x2 STUN vs. Chemical Based Attacks (Common) |
| 5 | 1d6 Unluck |
| 73 | Heroine Bonus |
| 266 | Disadvantages Cost |
Were-Huntress
| Value | Characteristic | Base | Cost | Points | Character Cost | |||
| 35 | STR | 10 | x1 | 25 | Disadvantages | 337 | 181 | Skills & Powers Cost |
| 30 | DEX | 10 | x3 | 60 | Exp Spent + | 0 | ||
| 28 | CON | 10 | x2 | 36 | Base Pts + | 100 | 256 | + Characteristics Cost |
| 25 | BODY | 10 | x2 | 30 | ||||
| 10 | INT | 10 | x1 | 0 | Total Cost = | 437 | 437 | = Total Cost |
| 20 | EGO | 10 | x2 | 20 | Combat: | Skill Rolls: | ||
| 30 | PRE | 10 | x1 | 20 | OCV | 10 | STR Roll: 16- | |
| 10 | COM | 10 | x.5 | 0 | DCV | 10 | DEX Roll: 15- | |
| 20 | PD | 7 | x1 | 13 | ECV | 7 | CON Roll: 15- | |
| 18 | ED | 6 | x1 | 12 | Mental Def | 14 | INT Roll: 11- | |
| 8 | SPD | 4 | x10 | 40 | PD/rPD | 20/0 | EGO Roll: 13- | |
| 13 | REC | 13 | x2 | 0 | ED/rED | 18/0 | PER Roll: 14- | |
| 56 | END | 56 | x.5 | 0 | Movement: Run 21", Swim 2", Jump 17" | |||
| 57 | STUN | 57 | x1 | 0 | ||||
| Chracteristics Cost: | 256 | Phases: 2, 3, 5, 6, 8, 9, 11, 12 | ||||||
| Points | Powers | End |
| 20 | Regeneration (2 BODY/Turn) | |
| 30 | 2d6 HKA (4d6 w/STR) | 3 |
| 30 | +15" Running | 4 |
| 10 | +10" Superleap | 2 |
| 25 | Targeting Sense: Smell; Discriminatory Sense: Smell | |
| 15 | Tracking Scent; Ultraviolet Vision | |
| 9 | +3 Enhanced Perception: All Senses | |
| 15 | -5 Lack of Weakness; 14 pt Mental Defense | |
| 12 | Acrobatics 15-; Climbing 15-; Shadowing 11-; Combat Sense 11- | |
| 15 | Danger Sense 11- (Out of Combat, Self) | |
| 181 | Skills & Powers Cost | |
| 100+ | Disadvantages |
| 15 | Berserk if wounded 11-, 11- (Uncommon) |
| 20 | Distinctive Feature: Catwoman (Not Concealable, Major Reaction) |
| 20 | Hunted by the Avengers 14- (More Powerful, Mild) |
| 25 | Hunted by Police Authorities 14- (More Powerful, NCI) |
| 20 | Phys. Lim: Unable to Speak (All the time, Greatly) |
| 25 | Psych. Lim: Mindless Beast (Very Common, Total) |
| 20 | Reputation: Savage Beast 14- (Extreme) |
| 15 | Secret Identity: Helena Kirby |
| 20 | 2x STUN vs Fire (Common) |
| 10 | 1½ BODY vs Fire (Common) |
| 147 | Savage Beast Bonus |
| 337 | Disadvantages Cost |
Designer Notes:
The Huntress' fighting skills draw heavily upon The Ultimate Martial Artist. Her primary styles are Boxing and Karate and several of the maneuvers overlap as noted on the table. The Style disadvantages are from the Ultimate Martial Artist as well. Ranged Disarm and Trip are ranged martial arts maneuvers from TUMA that the Huntress can do with her crossbow.
You'll note that the Huntress has a Heroine Bonus. These points reflect the free access she has to many of Hunter's Gadgets. The gadgets can only be replaced back at the Hunter's Lair. The Huntress also does not pay CP's for the Hunter's Lair or her father's vehicle, as these were also inherited. The car is essentially a souped-up sports car with stronger than normal armor, an on board computer that is not able to drive the vehicle, and an anti-theft system. The sports car in Dark Champions is a good one to use for this vehicle, just remove the weapons and the computer programs. The Hunter's Lair has a large, non-sentient computer system and labs where Hunter created his gadgets.
The Huntress stores her various pellets in her gadget belt and in hidden pockets in her costume. She can either throw the pellets, giving them range, or use special crossbow bolts to fire the pellets greater distances. These special bolts are not reflected on the character sheet, as they are not meant to be a damaging attack. They're simply a deliver system for the pellets. Likewise, the crossbow is not represented either. It only gives range to the crossbow bolts.
The swing line is fired from a launcher on the back of the Huntress' right wrist. The line itself is connected to special harness worn under her costume that distributes the stress from using the line over her body.
Plastic tie wraps serve as makeshift handcuffs. They only affect a victims hands or feet, depending on where they are placed. The tie wraps are so small as to ignore most attacks against the victims, unless they are an area effect attack or an attack aimed directly at the tie wrap itself. Incidental attacks will not affect the entangle.
The levels with paramedics, lock picking, and criminology reflect a multitude of tools and devices stored in the gadget belt. The activation roll on the belt itself reflects the time and skill needed to locate the desired gadget and produce it.
There are now three versions of the Huntress on this page. The original version, the Were-Huntress version that Helena was changed into after taking the booster shot, and the new version after being made right by Lady Britannia.
The Were-Huntress is a human/feline hybrid. In this state, Helena's body was covered in black fur and she had a feline face, claws, and a tail. She was more animal than human.
The new version of the Huntress as essentially the same as the old but with improved statistics and new abilities. Her strength, agility, and general health have been improved. The new version of the Huntress can run faster, see better, leap farther, and can actually regenerate damage done to her over time.