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Calling all Archers


JmOz

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Re: Calling all Archers

 

Marvel:

 

Hawkeye

Hawkingbird? - okay

Trickshot

Golden Archer/Black Archer (Squadron Supreme)

 

I assume we're not counting Scarlett, Storm Shadow, Spirit and Zartan from GIJoe...

 

I'm sure that each of the Zodiacs had an archer in its ranks by the name of Sagitarius. ;)

 

Also, in DC, I remember being pretty cooled out by Shado in the Longbow Hunter.

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Re: Calling all Archers

 

not to send this descending on a tangent BUT: Restainable is not really appropriate if it is built as an OAF, but would be if built as an OIF/Restrainable..same lim value for both BTW...

 

Thought of another one BTW

 

She-Ra Cartoon's: Bow (saw season one in a store last night)

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Re: Calling all Archers

 

Hi JmOz,

 

I posted a HD file for a Green Arrow/Hawkeye 350 pt tribute a while back to "the Vault"

http://www.herodesigner.com/characters.htm?genre=&template=&userID=183700

 

here's the board friendly output:

 

[b]Aoi-Ya (The Japanese Green Arrow) - Steven Wang[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
25    STR     15   25      14-       HTH Damage 5d6  END [2]
29    DEX     57   29      15-       OCV 10 DCV 10
23    CON     26   23      14-
15    BODY    10   15      12-
18    INT     8   18      13-       PER Roll 13-
15    EGO     10   15      12-       ECV: 5
10    PRE     0   10      11-       PRE Attack: 2d6
10    COM     0   10      11-
13    PD      5   13/21             13/21 PD (3/11 rPD)
13    ED      5   13/21             13/21 ED (3/11 rED)
6    SPD     21   6                 Phases:  2, 4, 6, 8, 10, 12
10    REC     0   10
46    END     0   46
40    STUN    0   40
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
9    LEAP     4   9"                9" forward, 4 1/2" upward

[b]CHA Cost: 161[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     [b][i]Aoi Bulletproof Spandex Costume[/i][/b]: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) - END=0
      - END=
    Aoi Mask, all slots OIF (-1/2) - END=
3     1)  Nightvision (5 Active Points) - END=0
3     2)  Sight Group Flash Defense (5 points) - END=0
3     3)  Hearing Group Flash Defense (5 points) (5 Active Points) - END=0
      - END=
20     [b][i]Zen Accuracy[/i][/b]: Find Weakness 11- with with Bow & Arrow Attacks - END=0
      - END=
24     [b][i]Aoi Bow & Arrows[/i][/b]: Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1), Arrangement (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) [Notes: Total # of arrows carried in quiver = 120.  "Zen Archery" manuevers can be used to increase the damage for all the "Standard Arrows".  Some of the "Trick Arrows" might still be used for the Ranged Trip or Disarm manuevers . A few "Standard Arrows" are built with the advantage "Autofire" which represents their standard size compared with the rest of the trick arrows. This allows up to 3 arrows of any one standard type to be notched and fired simultaneously (Broad-Head, Flubber-Tipped and Rubber-Tipped).  Both the Broad-Head and Rubber-Tipped arrows are also built with the advantage "Invisible Power Effects; Hearing Group" (The Flubber-Tipped one makes a sound similar to a "party-favor" during flight).] - END=
1u     1)  [b][i]Club Weapon: Reinforced Long Bow[/i][/b]: (Total: 44 Active Cost, 14 Real Cost) HA +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 12) [b]plus[/b] Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); no Noncombat Stretching (-1/4) (Real Cost: 2) [Notes: 12d6 Total when combined with Karate Punch.] - END=0
2u     2)  [b][i]Broad-Head Arrow[/i][/b]: RKA 3d6-1, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]
2u     3)  [b][i]Concussion-Blast Arrow[/i][/b]: Touch Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (60 Active Points); Can Be Missile Deflected (-1/4), 12 Charges (-1/4) - END=[12]
2u     4)  [b][i]Diamond-Tipped Arrow[/i][/b]: RKA 3d6-1, Armor Piercing (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [Notes: Maximum Damage = 3d6+1 & an additional +2 Body & +6 Stun (Zen Archery's Basic Shot: +4 Damage Classes are halved to +2 DC when applied to killing damage & combat skill levels: +2 Zen Archery and +2 Overal add +1 Body & +3 Stun for each 2 levels applied).  Armor Piercing and Zen Accuracy (Find Weakness as high as 13- with +2 Overall levels not counting any extra time spent to increase roll) can make this potentially apply vs. 1/4 or LESS of the target's base resistant physical defenses.] - END=[12]
2u     5)  [b][i]Flash-Bang Arrow[/i][/b]: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); 12 Charges (-1/4), Can Be Missile Deflected (-1/4) - END=[12]
2u     6)  [b][i]Flubber-Tipped Arrow[/i][/b]: EB 6d6, Autofire (3 shots; +1/4), Double Knockback (+3/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]
2u     7)  [b][i]High-Explosive Arrow[/i][/b]: RKA 3d6-1, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2) - END=[8]
2u     8)  [b][i]Knockout-Gas Arrow[/i][/b]: EB 3d6, NND (Life Support: Self Contained Breathing, Life Support: Immunity Chemical Warfare Agents; +1), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Can Be Missile Deflected (-1/4) - END=[6 cc]
2u     9)  [b][i]Micro-Net Arrow[/i][/b]: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]
2u     10) [b][i]Rubber-Tipped Arrow[/i][/b]: EB 8d6, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) - END=[12]
2u     11) [b][i]Smoke-Bomb Arrow[/i][/b]: Change Environment 4" radius, -7 to Normal Sight PER Rolls, -7 to Normal Smell PER Rolls, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4) (57 Active Points); Explosion (-1/4) - END=[12 cc]
2u     12) [b][i]Sonic-Screech Arrow[/i][/b]: (Total: 58 Active Cost, 16 Real Cost) Hearing Group Flash 2d6, Explosion (-1 DC/2"; +3/4), Continuous (+1) (16 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Can Be Missile Deflected (-1/4) (Real Cost: 4) [b]plus[/b] EB 2d6, Explosion (-1 DC/2"; +3/4), Continuous (+1), Attack Versus Limited Defense (Flash Defense Hearing; +1 1/2) (42 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Can Be Missile Deflected (-1/4) (Real Cost: 12) - END=[3 cc]
2u     13) [b][i]Suction-Cup Arrow[/i][/b]: (Total: 60 Active Cost, 20 Real Cost) Clinging (normal STR) (10 Active Points) (Real Cost: 4) [b]plus[/b] Stretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4) (Real Cost: 12) [b]plus[/b] Swinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points) (Real Cost: 2) [b]plus[/b] +2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points) (Real Cost: 2) - END=[3 rc]
2u     14) [b][i]Taser-Charged Arrow[/i][/b]: EB 3d6, Sticky (Freeing one victim frees all victims; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Continuous (+1), No Normal Defense (Power Defense; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Beam (-1/4) - END=[4 cc]
      - END=

[b]POWERS Cost: 92[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Zen Archery
8      1)  +2 Ranged Damage Classes [Notes: Added Damage Included In Totals]
4      2)  Basic Shot:  1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +4 DC
4      3)  Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +5 DC to Disarm
4      4)  Trip:  1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

     Karate
4      1)  Punch/Snap Kick:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
4      2)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm

[b]MARTIAL ARTS Cost: 28[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman Skills
0      1)  Acting 8-
0      2)  AK: California 8-
0      3)  Language:  Japanese (Idiomatic, native accent; Custom Adder) [Notes: Native Language]
0      4)  Conversation 8-
0      5)  Deduction 8-
0      6)  Paramedics 8-
0      7)  Persuasion 8-
0      8)  PS: Sporting Goods Importer 8-
1      9)  TF:  Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

3      Breakfall 15-
3      Climbing 15-
3      Concealment 13-
3      Stealth 15-
3      Inventor 13-
3      Shadowing 13-
3      Tactics 13-
3      Power 13-
1      Language (basic conversation)
2      SS:  Chemistry 11-
2      SS:  Mechanical Engineering 11-
3      Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-
1      KS: Philosophy 8-

     Zen Archery Tricks
3      1)  Fast Draw 15- [Notes: (Hero System Fifth Edition Rule Book, page 39-40; Revised, page 59)
This Agility Skill  represents the ability to ready and use a weapon quickly. A character with Fast  Draw can draw a weapon as a Zero-Phase Action instead of the usual Half-Phase  Action. Characters must buy Fast Draw separately for each type of weapon they wish  to use the Skill with.]
0      2)  [i]Rapid Fire[/i]: A Brief Definition   [Notes: from page 396 5ER:
This (Free but Optional) Manuever allows a character to fire a Ranged attack more than once in a Phase, either at a single target or at multiple targets.  Rapid Fire requires a Full Phase and reduces the character to 1/2 DCV.  He also suffers a cumulative -2 OCV Penalty for each shot after the first.  If he misses any of his Attack Rolls, all remaining shots in that sequence automatically miss also.]

     Zen Combat Levels
6      +2 Combat Skill Levels with Zen Archery
20      +2 Overall Levels


[b]SKILLS Cost: 63[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED) [Notes: (Hero System Fifth Edition Rule Book, page 62; Revised, page 87)
This Talent represents a  character's ability to avoid damage in combat. Although referred to as Combat Luck,  it can indicate a character's skill in dodging attacks.]

[b]TALENTS Cost: 6[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     DNPC:  Tall American Girlfriend 8- (Normal)
15     Distinctive Features:  Japanese-American Superhero  who always armed with a Green (Aoi) Bow & Arrows (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5     Enraged:  When Children Are Harmed (Uncommon), go 8-, recover 14-
20     Hunted:  ?? 14- (Mo Pow, NCI, Watching)
20     Hunted:  ?? 11- (As Pow, NCI, Harshly Punish)
10     Psychological Limitation:  Code Against Killing (Common, Moderate)
10     Psychological Limitation:  Perfectionist (Common, Moderate)
10     Psychological Limitation:  Overconfidance (Common, Moderate)
15     Psychological Limitation:  Doesnt Hurry (Very Common, Moderate)
10     Reputation:  Aoi-Ya (Japanese-American Green Arrow), 11-
5     Rivalry:  Professional and Romantic (Female Super-Archer), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry
15     Social Limitation:  Secret Identity Frequently (11-), Major
5     Unluck: 1d6

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



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Re: Calling all Archers

 

In DCU' date=' Merlyn was the antagonist that put Oliver Queen into his pre-OneYearLater coma. I had never heard of him before.[/quote']

Merlyn'd been around, he was just never a big player. His schtick was pretty simple ("Evil Green Arrow" about sums him up), and he never got much screen time outside of GA comics. Since there were no GA comics for a while, well, he just never got much screen time.

 

He played a pretty large role in Identity Crisis, too (not just the lead-in to Infinite).

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Re: Calling all Archers

 

Merlyn'd been around, he was just never a big player. His schtick was pretty simple ("Evil Green Arrow" about sums him up), and he never got much screen time outside of GA comics. Since there were no GA comics for a while, well, he just never got much screen time.

 

He played a pretty large role in Identity Crisis, too (not just the lead-in to Infinite).

Didn't he make an appearance in Villains United too?

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Re: Calling all Archers

 

Ok, this project never got done, and I am tempted to start it up again. This time I want to include characters from the comics as well, furthermore history. My ultimate goal is to have (for my private use) two documants, the Ultimate Archer, and and Equipment guide called the Ultimate Quiver

 

so lets see some archers

 

DC Comics

Green Arrow

Arsenal

Speedy

Huntress

Arrowette

Spider? (I think is his name, he is used as a contnincy implant for GA)

 

 

Marvel Comics

Hawkeye

Hawkingbird (Aka Hawkeye II)

 

Image Comics/Wildstorm

Shaft

 

Will make a compound list later

 

 

Now here's a question I had in mind--to my knowledge, none of these characters have any innate super-powers; they're all just exceptionally talented weapon-masters and/or combat artists. Have there ever been any super-archers possessing their own super-powers, either by accident, birth or design? Has anyone here ever designed a super-archer with his own super-abilities?

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Re: Calling all Archers

 

I'm not sure if he would count, but I think a Marvel What-If had a sort of "next generation of Avengers!" story in it, at one point. She-Hulk and Hawkeye had a kid who went by Stallion, that was a pretty cool Brick/Archer hybrid. Imagine Hawkeye taking shots with a bow so powerful you need She-Hulk's strength to draw it back. It was a fun read.

 

And I'm not sure if you're asking only for official comic book characters, or just people's Champions stuff -- but I'm in an on-line game with a character I threw together who goes by The Warden. He's (in summary) got Daredevil style super senses, and Green Arrow style trick arrows and stuff. Haven't gotten in TOO much play time yet (it's kind of a slow moving game), but I think he's got some potential.

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Re: Calling all Archers

 

Now here's a question I had in mind--to my knowledge' date=' none of these characters have any innate super-powers; they're all just exceptionally talented weapon-masters and/or combat artists. Have there ever been any super-archers possessing their own super-powers, either by accident, birth or design? Has anyone here ever designed a super-archer with his own super-abilities?[/quote']

 

DC's Green Arrow (Oliver Queen) is a Mata-Human, power has never been stated, I would guess some kind of enhanced accuracy (or some kind of "Dinah will forgive me for being a scumbucket again power...)

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Re: Calling all Archers

 

I'm not sure if he would count, but I think a Marvel What-If had a sort of "next generation of Avengers!" story in it, at one point. She-Hulk and Hawkeye had a kid who went by Stallion, that was a pretty cool Brick/Archer hybrid. Imagine Hawkeye taking shots with a bow so powerful you need She-Hulk's strength to draw it back. It was a fun read.

 

And I'm not sure if you're asking only for official comic book characters, or just people's Champions stuff -- but I'm in an on-line game with a character I threw together who goes by The Warden. He's (in summary) got Daredevil style super senses, and Green Arrow style trick arrows and stuff. Haven't gotten in TOO much play time yet (it's kind of a slow moving game), but I think he's got some potential.

 

 

Well let me tell you the real goal:

 

I am looking for ideas for my own archer (Who is kind of a combination of Green Arrow, Batman, & Punisher with a touch of Hawkeye as well)

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Re: Calling all Archers

 

Well JmOz here is my archer maybe it will help you maybe not.

 

Seminole

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 30 15- OCV: 10/DCV: 10

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

8/38 PD 5 Total: 8/38 PD (0/30 rPD)

8/38 ED 4 Total: 8/38 ED (0/30 rED)

6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

8 REC 2

50 END 5

50 STUN 12 Total Characteristic Cost: 156

 

Movement: Running: 16"/32"

Leaping: 10"/20"

Swimming: 2"/4"

Swinging: 15"/30"

 

Cost Powers END

50 Trick Arrows: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)

1u 1) Smoke Arrow: Darkness to Sight and Smell/Taste Groups 3" radius (35 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 2) Stun Arrows: Drain BODY 7d6 (70 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 3) Impact Arrow: EB 15d6 (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 4) Gas Arrow: EB 6d6, Area Of Effect (One Hex; +1/2), NND (LS: Self Contained Breathing; +1) (75 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 5) Bola Arrows: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

2u 6) Scream Arrow: Hearing Group Flash 9d6, Area Of Effect (22" Line; +1 1/4) (61 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

3u 7) Titanium Razor Arrows: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc]

2u 8) Extunguisher Arrows: Suppress Fire 15d6 (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

1u 9) Grapnel Arrow: Swinging 15" (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2) [1 rc]

2u 10) Concussion Arrow: EB 6 1/2d6, Explosion (+1/4), Double Knockback (+3/4) (66 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

20 Titanium Alloy Bow: HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 4

30 Titanium Mesh Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

3 Domino Mask I: Nightvision (5 Active Points); OIF (-1/2)

5 Domino Mask II: +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2)

7 Domino Mask III: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

15 Energy Belt I: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

13 Energy Belt II: +2 SPD (20 Active Points); OIF (-1/2)

33 Energy Belt III: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (Protect Carried Items) (50 Active Points); OIF (-1/2) 5

13 Enhancement Moccasins I: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

8 Enhancement Moccasins II: Leaping +7" (10" forward, 5" upward) (Accurate) (12 Active Points); OIF (-1/2) 1

 

Perks

2 Fringe Benefit: Florida Police Powers

 

Skills

3 Systems Operation 13-

3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-

3 Tracking 13-

4 Survival (Temperate/Subtropical, Tropical) 13-

3 Mechanics 13-

3 Inventor 13-

3 Electronics 13-

3 Language: Seminole (completely fluent)

3 Language: Cheyenne (completely fluent)

7 CuK: Seminole 17-

7 CuK: Cheyenne 17-

3 Demolitions 13-

12 +4 with Trick Arrow MP

15 +3 with DCV

 

Total Powers & Skill Cost: 294

Total Cost: 450

 

200+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation: Public Identity (Frequently, Major)

15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish)

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

10 Hunted: Florida State Police 8- (Mo Pow, NCI, Watching)

20 Psychological Limitation: Will Not Kill (Common, Total)

20 Psychological Limitation: Wont Allow Bystander to Come to Harm (Common, Total)

25 Enraged: if Heritage is Insulted (Uncommon), go 14-, recover 8-

10 Native American Hero Bonus

100 Experience Points

(1 points unspent)

 

Total Disadvantage Points: 150

 

Background/History: Jeremiah Spottedhorse is the son of a Cheyenne father and a Seminole mother. He spent his early years on a reservation learning the history of his people. After graduating high-school he attended Florida State University . While in college he learned that the super villain group, Terror Inc., had attacked his reservation, stole all the money from the casino & killed everyone. Jeremiah swore to see Muerte and his band brought to justice. Using his newly aquired education, he constructed his bow, trick arrows and costume. He then traveled to his mothers home in Florida, where he had heard of the group of heroes, the Forces of Nature. He had heard that they fought Terror Inc quite often. He has since joined the forces and earned the hatred of Terror Inc, especially Fuer who dislikes his extenguisher arrow.

 

Personality/Motivation: Seminole is very proud of his heritage and if you insult that you are likely to piss him off. His major goal as a hero is to see Muerte locked up forever for his crimes.

 

Quote:

 

Powers/Tactics: Seminole generally keeps his distance in battle, but if drawin in to H-H combat he will use his bow like a staff.

 

Campaign Use:

 

Appearance: Seminole is well muscled and lean. His hair is long and he wears a costume that looks like street close. He always wears his boot moccasins with the built in enhancements.

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Re: Calling all Archers

 

Exasperated spluttering is heard in the distance...

 

:no::stupid:

 

Similarly, Hawkeye's been touted as having exceptional eyesight - maybe he'e a mutant.

 

Really, a lot of this highlights the difficulty in drawing the line between "normal human" and "superhuman" - an archer could certainly be designed as a mutant or metahuman whose power is "emhamced accuracy". Anyone remember the Liberty Project character whose "superpowers" were mechanical aptitude and accuracy?

 

To the topic, one of the New Mutants, Danielle Moonstar, directed her mutant talents through a pseuado-bow, didn't she?

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Re: Calling all Archers

 

I have no problem saying that Ollie is a low level meta. Actually I like the idea. I typically dislike trained normals, though. My archer characters do tend to have something superhuman about them. Madstone was an alchemist; Crackshot was a luckster. Another (whose name is lost to senility) was a winged archer. (No, his name wasn't Cupid, but I think the confusion is why I quit playing him, honestly.)

 

Bullseye has the adamantium skeleton now, not sure if there's anything else superhuman about him. And of course Hawkeye transforms into Goliath every now and then.

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Re: Calling all Archers

 

Well let me tell you the real goal:

 

I am looking for ideas for my own archer (Who is kind of a combination of Green Arrow, Batman, & Punisher with a touch of Hawkeye as well)

 

Boudicca, a Green Arrow homage with elements from many other characters. Uses a bow, a sword, a staff, and a pistol.

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Re: Calling all Archers

 

I have no problem saying that Ollie is a low level meta. Actually I like the idea. I typically dislike trained normals' date=' though. [/quote']

 

Unfortunately I reread The Longbow Hunters recently.

 

This was, of course, one of the original Iron Age masterpieces. It firmly separated him from his old silliness. And saying he is a meta is a step back from that...

 

Of course, I liked the old silliness, don't get me wrong. I haven't suddenly gone over to the Dark Side. But Longbow Hunters was good.

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Re: Calling all Archers

 

DC's Green Arrow (Oliver Queen) is a Mata-Human' date=' power has never been stated, I would guess some kind of enhanced accuracy (or some kind of "Dinah will forgive me for being a scumbucket again power...)[/quote']

I...don't think he is. Unless you're just joking, I mean. I'm pretty sure his main schtick is that he's a sort of "everyman" hero, who has an amazing natural talent (but not even the drive and genius of Batman, to back it up). I'm fairly certain he's not a meta.

 

And on Bullseye, it's been pretty established that only his spine has any adamantium on it (and that was to help him get over being crippled, IIRC), and it doesn't really add to his combat effectiveness any. He's certainly not got the "yes, please, murder me with adamantium poisoning!" levels of reinforcement Wolverine does, head to toe, or anything like that.

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Re: Calling all Archers

 

INVASION! #3

 

The alien invaders drop a "Meta-Bomb" that makes any human who has metahuman powers sick/dying, it's up to the non powered heroes, aliens, and tech based heroes to save the world and they companions

 

Green Arrow got sick

 

so he is a meta human

 

It should be noted that ALOT of people who had no apparent power got sick, large chunk of the population of normal (non-hero/villain) wound up having some power (The meta bomb basicaly awakened alot of people's powers)

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Re: Calling all Archers

 

And on Bullseye, it's been pretty established that only his spine has any adamantium on it (and that was to help him get over being crippled, IIRC), and it doesn't really add to his combat effectiveness any. He's certainly not got the "yes, please, murder me with adamantium poisoning!" levels of reinforcement Wolverine does, head to toe, or anything like that.

 

That's a retcon. He has varying levels of adamantium in his bones depending on the writer. In the 1990 Gamer's Handbook of the Marvel Universe, he's described as having a full adamantium skeleton, with the bonding done by Lord Dark Wind.

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