The Archer by Hyper-Man 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
24 DEX 10 42 24 14- OCV 8 DCV 8
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
12 PD 5 4 12/17 12/17 PD (3/8 rPD)
12 ED 4 5 12/17 12/17 ED (3/8 rED)
4 SPD 3.4 6 4 Phases: 3, 6, 9, 12
9 REC 9 0 9
40 END 40 0 40
35 STUN 35 0 35
6" Running 6 0 6"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 110 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Swinging 0"/3" [0"/6" NC]
EXPERIENCE POINTS
Total earned: 0
Spent: 25
Unspent: 0
Base Points: 200
Disad Points: 125
Total Points: 350
APPEARANCE
Hair Color:  Hazel
Eye Color:  Blonde
Height:  6' 1"
Weight:  216 lbs
Description:

 The Archer  
DEFENSES
Type Amount Notes
Physical Defense 12/17 Current BODY:
Res. Phys. Defense 3/8 (12)
Energy Defense 12/17 Current END:
Res. Energy Defense 3/8 (40)
Mental Defense 0 Current STUN:
Power Defense 0 (35)

FIGHTING SKILLS
Cost  Maneuver
Zen Archery
8
1) +2 Ranged Damage Classes
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) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
3) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
4
4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm
36 Total Martial Arts Cost

STUNTS & FIGHTING STYLE
COMBAT INFORMATION
OCV: 8 DCV: 8
Combat Skill Levels:
+2 Combat Skill Levels with Zen Archery
+2 Overall Levels
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Basic Shot 1/2 +0 +0 Strike, +4 DC
Ranged Disarm 1/2 +0 +0 Disarm, +5 DC to Disarm
Trip 1/2 -1 -1 v/5, Target Falls
Martial Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Punch/Snap Kick 1/2 +0 +2 7d6 Strike
Martial Disarm 1/2 -1 +1 Disarm; 35 STR to Disarm
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 The Archer  
SUPERPOWERS!
Cost  Power END
Green Arrow Costume
7   1)   Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0
3   2)   Nightvision (5 Active Points); OIF (-1/2) 0
3   3)   Sight Group Flash Defense (5 points); OIF (-1/2) 0
3   4)   Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
20 Zen Accuracy:  Find Weakness 11- with with Bow & Arrow Attacks 0
Bow & Arrows Multipower
30 Multipower, 60-point reserve, (60 Active Points); all slots OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+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).
1u   1)   Club Weapon: Reinforced Long Bow:  (Total: 37 Active Cost, 15 Real Cost) HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/2), 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) (Real Cost: 12)
plus
Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), no Noncombat Stretching (-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) (Real Cost: 3)
Notes: 11d6 Total when combined with Karate Punch.
0
2u   2)   Broad-Head Arrow:  RKA 3d6-1 (vs. PD), Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-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) [12]
2u   3)   Concussion-Blast Arrow:  Touch Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-1/4), 12 Charges (-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) [12]
2u   4)   Diamond-Tipped Arrow:  RKA 3d6-1 (vs. PD), Armor Piercing (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-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: 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.
[12]
2u   5)   Flash-Bang Arrow:  Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Can Be Missile Deflected (-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) [12]
2u   6)   Flubber-Tipped Arrow:  EB 6d6 (vs. PD), Autofire (3 shots; +1/4), Double Knockback (+3/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-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) [12]
2u   7)   High-Explosive Arrow:  RKA 3d6-1 (vs. PD), Explosion (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 8 Charges (-1/2), 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) [8]
2u   8)   Knockout-Gas Arrow:  EB 3d6 (vs. ED), 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 Charges (-3/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-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) [6]
2u   9)   Micro-Net Arrow:  Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-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) [12]
2u   10)   Rubber-Tipped Arrow:  EB 8d6 (vs. PD), Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-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) [12]
3u   11)   Smoke-Bomb Arrow:  Change Environment 4" radius, -8 to Normal Sight PER Rolls, -7 to Normal Smell PER Rolls, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Explosion (-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) [12 cc]
2u   12)   Sonic-Screech Arrow:  (Total: 60 Active Cost, 20 Real Cost) Hearing Group Flash 3d6, Explosion (+1/2) (13 Active Points); 3 Charges (-1 1/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-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) (Real Cost: 4)
plus
EB 2d6 (vs. ED), Uncontrolled (+1/2), Explosion (-1 DC/2"; +3/4), Continuous (+1), Attack Versus Limited Defense (Flash Defense Hearing; +1 1/2) (47 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-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) (Real Cost: 16)
[3]
2u   13)   Suction-Cup Arrow:  (Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (10 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+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) (Real Cost: 5)
plus
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); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-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) (Real Cost: 14)
plus
Swinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+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) (Real Cost: 2)
plus
+2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+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) (Real Cost: 3)
[3 rc]
2u   14)   Taser-Charged Arrow:  Suppress STUN 6d6, Invisible to Hearing Group, SFX Only (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Uncontrolled (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Beam (-1/4), 6 Continuing Charges lasting 1 Turn each (-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) [6 cc]
94 Total Powers Cost

 The Archer  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
Everyman Skills
0
1) AK: Home area 8-
0
2) KS: Players Choice (Everyman) 11-
0
3) KS: Zen Philosophy 8-
0
4) Language: Native (completely fluent; literate) (4 Active Points)
0
5) Paramedics 8-
0
6) Persuasion 8-
0
7) PS: Job or Hobby (Everyman) 11-
0
8) TF: Common Motorized Ground Vehicles, Everyman
1 TF: Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Notes: Custom Mod is Everyman Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Demolitions 12-
3 Inventor 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Survival 12-
2 SS: Chemistry 11-
2 SS: Mechanical Engineering 11-
3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 12-
1 Zen: KS: Philosophy 8-
Zen Archery Tricks
3
1) Fast Draw 14-
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.
5
2) Rapid Attack (Ranged)
Notes: (Hero System Fifth Edition Rule Book, page 47; Revised, page 68) A character with this Combat Skill has a heightened ability to move in combat. Rapid Attack allows a character to make an attack with the Rapid Fire Combat Maneuver, or Autofire Skills as a Half Phase Action.
5
3) Rapid Autofire
Notes: (Hero System Fifth Edition Rule Book, page 33; Revised, page 50-51) A character with this Skill may use Autofire attacks with the Combat Maneuver Rapid Fire (see page 396). He must fire the same number of shots in each burst of Rapid Autofire (i.e., if he fires 3 shots at his first target, he must fire 3 shots at all targets, even if his Autofire could fire up to 5 shots). He suffers Rapid Fire’s cumulative -2 OCV penalty for each burst of Autofire fired after the first, in addition to any standard Autofire penalties.
0
4) Rapid Fire: A Brief Definition (Custom Adder)
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
78 Total Skills Cost
PERKS
Cost  Name
2 Reputation: It's the Green Arrow! (A large group) 11-, +1/+1d6
5 Money: Well Off
13 Suzuki Hayabusa GSX1300R (Motorcycle): Vehicles & Bases
Notes: From page 23, The Hero System Vehicle Sourcebook - Chapter 1.
20 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Range Sense
6 Combat Luck (3 PD/3 ED)
3 Lightning Reflexes: +2 DEX to act first with All Actions
12 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
5 Distinctive Features: Robin Hood Wannabe (Easily Concealed; Noticed and Recognizable; 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: ? (Common, Moderate)
10 Psychological Limitation: Overconfidance (Common, Moderate)
15 Psychological Limitation: ? (Very Common, Moderate)
10 Reputation: Green Arrow, 11-
15 Social Limitation: Secret Identity Frequently (11-), Major
5 Unluck: 1d6
125 Total Disadvantages Cost
Character created with Hero Designer (version 2007121308)