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GREEN ARROW I
Identity:  Oliver ("Ollie") Queen
Group Affiliation:  Former member of the Justice League of America
Base of Operations:  Star City
First Appearance:  MORE FUN COMICS #73
Side:  Good
Sex:  Male
Age:  Late 30s/Early 40s
Height:  6'
Hair:  Blond
Eyes:  Blue
Level:  9th
Experience:  44,000
Training:  +1 Accuracy with HTH Combat (Bow)
1. Heightened Agility A  +6
2. Heightened Expertise (Archery Expertise):  Green Arrow receives a +4 bonus to hit when he is using any type of bow.
3. Heightened Senses:  [Exceptional Sight] Green Arrow has excellent vision and as such, he can ignore the Range To-Hit Modifier as if it was one level lower (i.e. +0 for any distance up to 60", -1 from 61 to 120, -2 from 121 to 240, -3 from 241 to 480, etc.).   [Exceptional Tracker] Green Arrow is a superb huntsman and tracker. An Int roll per hour (on d20, -1 per hour of trail) will allow Ollie to follow his opponent.
4. Natural Weaponry (Archery Expertise):  +3 to hit, +6 Damage when using a bow. Green Arrow also gains an Initiative Bonus of +15 when using a bow.
5. Natural Weaponry (Martial Arts/Street Fighting):  +2 to hit, +4 Damage in unarmed (HTH) combat.
6. Special Weapon (Trick Arrows):  Green Arrow has a wide selection of trick arrows. His longbow has a range of 80" and a +3 to hit bonus (unless mentioned otherwise below, Green Arrow's arrows attack as Hand to Hand). His quiver can carry up to 36 arrows with 12 of these being normal arrows (HTH + 1 Damage), 6 of these are broad-bladed arrows (HTH + 1d4 Damage) and the remaining 18 are various trick arrows:

ACETYLENE TORCH ARROW:
            This trick arrow is filled with a highly flammable, Carbon-Hydrogen gas known as acetylene. When lit, it produces an intense flame that can burn/cut its way through most items including metal (attacks as Disintergration Ray and does HTH + 2d20 Damage). The acetylene torch will burn for one hour or until the flame is extinguished by capping the gas flow. Note that neither water nor the lack of oxygen will extinguish acetylene. This arrow can then be held in the hands and used as a close-up cutting torch or fired from a bow at the desired target.
BLACKOUT ARROW
            This trick arrow is based on the bombs used by Dr. Mid-Nite (of Justice Society of America fame). Green Arrow has been known to use a modified version of Dr. Mid-Nite's goggles, allowing him to see within the darkness of the Blackout Arrow explosion (a thick, oily cloud of black smoke). Radius 5", vision is obscured, movement within the smoke requires an Agility Save on 1d20 to avoid an accident causing 1d6 Damage (treat as Darkness Power). The gas will disperse after 1d4+2 turns. If high winds are in the area, then the gas only lasts for 1d3 turns.
BOLA ARROW
            This trick arrow releases three small, metallic balls on a lightweight cable to entwine target (HTH + 1D4 Damage). The target must make a saving throw vs. Agility (d20) to avoid having either his legs or arms entangled (Arms - failure means he drops what ever he was holding; Legs - moves at 1/10th normal movement rate).
BOOMERANG ARROW
            This trick arrow contains an electronic programmable miniature processor that can control it's trajectory (HTH + 1D8 Damage). This unusual arrows flies past its target and then curves back to strike (multiple the victim's chances of being knocked unconscious by 4).
BOXING GLOVE ARROW
            The Boxing Glove Arrow is a standard arrow shaft with a tip that is replaced by a three-pound padded miniature boxing glove. As unusual as this arrow is, it is nothing to laugh at. The arrow has the punch of a Heavyweight Champ (HTH + 1d10 Damage). Damage is considered double for the purposes of Knockback and Unconsciousness, but the arrow's maximum range is 10".
CRYONIC ARROW
            This trick arrow is filled with chemicals that when mixed with oxygen, forms a sheath of ice around the target (HTH + 1d12 Damage). The arrow creates 1 cubic foot of ice for each point of damage done.
EXPLOSIVE ARROW
            This trick arrow contains a composite plastic explosive within the arrowhead that detonates on impact (HTH + 1d20 Damage), Blast Radius 3".
EXTINGUISHER ARROW
            This trick arrow contains a standard fire fighting chemical that can extinguish a 2" radius of flame/fire. For the arrow to be most effective against a standard fire, it must hit either the base or center of the flames. While this arrow causes no actual damage to living beings, it does HTH + 2d10 Damage to fire-based beings (ie fire using characters who can burst into flames).
GLUE ARROW
            This trick arrow contains bulb of highly sticky epoxy glue that bursts upon impact. 2d10 x 50 lbs. vs. target's Carrying Capacity (if over, opponent is immobilized). Special attacks can be used to target specific locations of the body (i.e. hands, arms, legs, etc.).
GRAPPLING HOOK ARROW
            The head of this trick arrow contains a four-pronged grappling hook and a spool with 60-foot length of cable which unreals through shaft. Green Arrow can use this cable to swing from one location to another (Swinging movement rate = 1/4 ground movement rate).
MAGNESIUM FLARE ARROW
            This trick arrow contains a magnesium/iron powder flare that ignites 5 seconds after release. Special Attack to Blind (attacks as Light Control), Radius 4", Endurance save on d100 between-turns to recover. Blinded victims behave as if encircled in Darkness.
NET ARROW
            This trick arrow releases a 10 foot wide net. Radius 2", 2d12 x 50 lbs. vs. target's Carrying Capacity (if over, opponent is immobilized).
OIL SLICK ARROW
            This trick arrow is filled with recycled motor oil. The arrow's tip explodes upon contact, releasing the oil to cause a slippery oil slick (2" radius, Agility save to remain standing, all ground movement is at 1/10th rate).
SMOKE ARROW
            This trick arrow emits thick, bilious clouds of chemical smoke. Radius 4", vision is obscured, movement within the smoke requires an Agility Save on 1d20 to avoid an accident causing 1d6 Damage (treat as Darkness Power).
SONIC ARROW
            This trick arrow emits a emit a subaudible noise. Special Attack to Deafen (attacks as Sonic Abilities), Radius 4", Endurance save on d100 between-turns to recover.
TEAR GAS ARROW
            Releases concentrated cloud of lacrimatory-irritant. Attacks as Chemical Power, Radius 4". The tear gas causes 1d8 damage and the victim must make an Endurance save (on d100) or suffer a -5 penalty to all attacks. This penalty is negated once the target exits the radius of the tear gas attack.

Weight:  185 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  15 Endurance:  18
Agility:  22 Intelligence:  14
Charisma:  18 Reactions from:   Good:  +3     Evil:  -3
Hit Mod. (1.6) (2.2) (1.8) (1.1) =  6.9696 Hit Points:  28
Damage Mod.:  +2 Healing Rate:  2.0
Accuracy:  +4 Power:  79
Carrying Capacity:  481 lbs. Basic HTH Damage:  1d8
Movement Rates:  65" ground.
Det. Hidden:  10% Det. Danger:  14%
Inventing Points:  12.6 Inventing (42%): 
Knowledge Areas:  Business/Sales, Inheritor, Journalism/Broadcasting (Newspaper Columnist) & Sports (Archery)
Origin and Background: (American) 
Legal Status:  Citizen of the United States with no criminal record.
Training Bonuses:
 
2nd Level:   +1 Accuracy with HTH Combat (Bow)
3rd Level:   +1 Damage with HTH Combat (Bow)
4th Level:   +1 Accuracy with HTH Combat (Bow)
5th Level:   +1 Damage with HTH Combat (Bow)
6th Level:   +1 Accuracy with HTH Combat (Bow)
7th Level:   +1 Damage with HTH Combat (Bow)
8th Level:   +1 Accuracy with HTH Combat (Bow)
9th Level:   +1 Damage with HTH Combat (Bow)
Notes: 

To Hit (Unarmed HTH):
+6
Damage (Unarmed HTH):
1D8 + 6
To Hit (HTH Armed - Bow):
+17
Damage (HTH Armed - Bow):
1d8 + arrow + 11

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