THE ANIMATED JUSTICE LEAGUE

GREEN ARROW

Val Char Cost
18 STR 8
23 DEX 39
18 CON 16
13 BODY 6
13 INT 3
14 EGO 8
15 PRE 5
18 COM 4
8 PD 4
6 ED 2
5 SPD 17
8 REC 0
36 END 0
40 STUN 9
7" RUN 2
2" SWIM 0
3 1/2" LEAP 0

Characteristics Cost: 123

Cost Power END
51 Bow and Arrows: Multipower, 76-point reserve, (76 Active Points); OIF (-1/2) [Notes: The quiver of arrows cannot be targeted as a focus during combat. The bow can be targeted as an accessible focus in combat when GA is using it; it is otherwise considered to be inaccessible. Arrows can be used at no range, sometimes with reduced effect at the GM's option, without the bow. The bow can be used as a club even if no arrows are available or if the bowstring has been cut.]
3u 1) The Bow as a Club: (Total: 72 Active Cost, 33 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1) (Real Cost: 5) plus +4 with All Combat (32 Active Points); OAF (-1) (Real Cost: 16) 0
3u 2) Normal Arrows: Killing Attack - Ranged 1 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Indirect (Can "bounce" arrows off any reasonable surface any reasonable number of times but cannot pass through barriers, and arrows can "arch" over certain obstacles; +1/2), 125 Charges (+3/4) (75 Active Points); OAF (-1), No Knockback (-1/4) [125]
3u 3) Counterfire: Missile Deflection (Arrows, Slings, Etc.), +14 to Missile Deflection, Full Range (+1) (76 Active Points); OAF (-1), Each Deflection attempt uses one charge from the Normal Arrows slot (-1/2), Will Not Work Against Heavy Missiles (-1/4) 0
2u 4) Pin: Entangle 2d6, 3 DEF, Invisible to Hearing Group (+1/4), Entangle And Character Both Take Damage (+1/4), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (-1), Each shot uses a charge from the "Normal Arrows" slot (-1/2), Entangle has DEF 0 for anyone other than the target attempting to break the target out of the Entangle (-1/2), Cannot Form Barriers (-1/4), Requires a nearby surface to which to pin the target (-1/4), Can Be Missile Deflected (-1/4) 0
1u 5) Line Arrow: Entangle 3d6, 3 DEF, Reduced Endurance (0 END; +1/2), Area Of Effect (18" Line; +1) (75 Active Points); OAF (-1), Only To Form Barriers (-1), Each shot uses one charge from the Normal Arrows slot (-1/2), Barriers formed are only the width of a thin line, would require several shots to block even a narrow passage (-1/2), The entire Entangle is destroyed if any part of the area effect Entangle is destroyed (-1/2), Can Be Missile Deflected (-1/4), Must have anchor points (-1/4) 0
2u 6) Attachment Line: Stretching 10", Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Cannot Do Damage (-1/2), Each use requires one charge from the Normal Arrows slot (-1/2), Can only be used to grab something and hold on or reel it in (-1/2), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Always Direct (-1/4) 0
1u 7) Zip Line: Gliding 30" (30 Active Points); OAF (-1), Gestures, Requires Gestures throughout (-1/2), Only in straight lines between two anchor points (-1/2), Each Zip Line "setup" uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 0
2u 8) Swing Line: Swinging 30", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Each establishment of a swingline attachment point uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 0
2u 9) Net Arrow: Entangle 4d6, 4 DEF (Larger Wall (+1")), 16 Charges (+0), Area Of Effect (2" radius; +3/4) (73 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), OAF (-1), Can Be Missile Deflected (-1/4) [16]
3u 10) Glue Arrow: Entangle 5d6, 5 DEF, 16 Charges (+0), Sticky (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4) [16]
3u 11) Boxing Glove Arrow: Energy Blast 12d6, STUN Only (+0), 12 Recoverable Charges (+1/4) (75 Active Points); OAF (-1), No Knockback (-1/4) [12 rc]
3u 12) Drill Arrow: Killing Attack - Ranged 3d6+1, 16 Charges (+0), Armor Piercing (+1/2) (75 Active Points); OAF (-1), No Knockback (-1/4) [16]
3u 13) Taser Arrow: Energy Blast 15d6, 16 Charges (+0) (75 Active Points); OAF (-1), No Knockback (-1/4) [16]
3u 14) Explosive Arrow: Energy Blast 10d6, 16 Charges (+0), Explosion (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4) [16]
3u 15) Smoke Screen Arrow: Change Environment 8" radius, -2 to Sight Group PER Rolls, -2 OCV, Multiple Combat Effects, Uncontrolled (+1/2), 12 Continuing Charges lasting 1 Minute each (+1/2) (76 Active Points); OAF (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Can Be Missile Deflected (-1/4) [12 cc]
Expert Archery [Notes: Expert Archery can add up to +1d6/15 Active Points to any bow and arrow attack except GA's own multipower. Autofire can be applied to a maximum of 30 Active Points, so GA will often not be able to apply both of these modifiers at maximum effect simultaneously. Do not consider Reduced Endurance for purposes of determining the maximum Active Points to which Autofire may be applied.]
10 1) Killing Attack - Ranged +1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4) 0
13 2) Naked Modifier: Autofire (5 shots; +1/2) for up to 30 Active Points, Reduced Endurance (0 END; +1) (30 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4) 0
7 Knockout Blow: Hand-To-Hand Attack +2 1/2d6 (13 Active Points); Hand-To-Hand Attack (-1/2), Not vs Resistant PD greater than 6 (-1/4) 1
6 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4) 0

Powers Cost: 124

Cost Martial Arts Maneuver
Super-Archery
8 1) +2 Ranged Damage Class(es)
4 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC
4 3) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +6 DC
5 4) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +2 DC , +1 Segment
5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +2 DC +v/5, Target Falls
4 6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 43 STR to Disarm

Martial Arts Cost: 30

Cost Skill
18 +6 with Bow and Arrows ranged attacks
16 Penalty Skill Levels: +8 vs. Hit Location modifiers with Bow and Arrows
20 Penalty Skill Levels: +10 vs. Range Modifier with Bow and Arrows
6 +2 with Dodge, Dive For Cover, and Roll with the Blow
5 Accurate Sprayfire
5 Concentrated Sprayfire
5 Rapid Autofire
5 Skipover Sprayfire
3 Climbing 14-
3 Concealment 12-
3 Conversation 12-
1 Criminology 8-
3 Deduction 12-
1 High Society 8-
3 Inventor 12-
2 KS: Archers and Archery 11-
2 KS: Chili Recipes 11-
3 Paramedics 12-
15 Power: Bow and Arrows 17-
2 PS: Short-Order Cook 11-
5 Rapid Attack (Ranged)
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
4 Survival (Temperate/Subtropical, Tropical) 12-
3 Tracking 12-
2 WF: Common Missile Weapons
3 Weaponsmith (Arrows, Bolts, And Darts, Muscle-Powered Ranged) 12-

Skills Cost: 147

Cost Perk
5 Fringe Benefit: Membership in the JL
5 Money: Well Off

Perks Cost: 10

Cost Talent
3 Absolute Range Sense
8 Combat Archery

Talents Cost: 11

Total Character Cost: 445

Val Disadvantages
20 Dependent NPC: To Be Defined Later 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
15 Hunted: To Be Defined Later 11- (As Pow, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
10 Psychological Limitation: "Robin Hood" Complex- The rich and powerful don't deserve his protection (Common, Moderate)
5 Psychological Limitation: Unusually strong attraction to Black Canary (Uncommon, Moderate)
15 Social Limitation: Secret ID (Frequently, Major)


Disadvantage Points: 80
Base Points: 200
Experience Required: 165
Total Experience Available: 165
Experience Unspent: 0


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