Silver Arrow

Status: Semi-Active
System: Originally free-form; currently GURPS 4e and BESM 3e

Silver Arrow is a super-archer intended for a superhero game along the lines of DC's heroic tales, although the rotating chair of GMs tended to throw in more supernatural nemeses than superhuman. I guess that'd be part of the curse of the team name: we got saddled with "Defenders", after the Marvel superteam of the same name that dealt primarily with supernatural threats. As can be guessed by the name, Silver Arrow was inspired, ICly and OOCly, by DC's Green Arrow and Marvel's Hawkeye, among other archer characters. Later in his career, I added wings similar to the Golden and Silver Age Hawkman's; ICly, they were directly inspired by the Hawks'. Power-level, he was among the weakest of the group; this kinda led him to have a more authoritative personality. This personality led to a personality conflict with the team's lone wolf anti-hero (Wolverine wannabe).

Over time, Arrow gravitated into the leadership position of the group (the Defenders). He recently officially relinquished the role, but he still ended up taking charge when it seems no one else is stepping up to the plate.

Silver Arrow is one of those characters whose backstory evolved the more I played him. I originally had him as a high school student (senior) whose parents were generally "not there", enabling him to go out and patrol the city. Later on, it was revealed that his cousin was a voodoo priestess in New Orleans, and that his parents actually knew of his "extracurricular" activities.

One little item I worked into Arrow's backstory was that he was a latent telekinetic; this was simply intended as justification for why the non-aerodynamic trick arrows in his arsenal managed to stay in flight; Arrow was completely oblivious to this fact, and in fact believed himself to not have powers. One of the GMs who prefered to emphasize "super" over "hero" wanted to make him a full-fledged super who could create an energy bow that could penetrate Kryptonian skin and hit targets up to a mile away. I felt that would kill the appeal the character had for me; I wanted to emphasize "hero" rather than "super" - to quote R. J. Brande from Legion of Super-Heroes #0, "It's not what you can do, it's what you choose to do."

I have three different sheets for him because of the way the game shifted. We started as a freeform game, but to avoid endless "Yes, I hit you!"/"No, you didn't!" arguements, we drifted to a more systemized form of play. I and some of the other players prefered GURPS, so we made our sheets in that; I found it suited my vision of him nicely. Others prefered Tri-Stat/BESM; I still don't grok how damage scales in that, so I'm not exactly happy with how that sheet ended up.

Recently, while I was net.comatose and unable to attend, the superhero game folded. Would I play Arrow again? Definitely.

Update: Recently, the game was rebooted, and the GM decided to go with GURPS, 1000 points. The GURPS sheet below represents the most current version of the character. This game didn't last very long due to others not liking the GURPS system.

Original Freeform Bio
GURPS 4e sheet
BESM 3e sheet


Silver Arrow

Real Name: Hugh Burroughs
Occupation: Student, part-time crimefighter
Dual Identity: Secret
Legal Status: Citizen of the United States with no criminal record.
Other Aliases: None.
Place of Birth: Dixon City, California.
Marital Status: Single.
Known Relatives: Edward (father); Belinda (mother); Shaniqah "Cleo" Patra (cousin).
History: When Hugh Burroughs was seven, his life was saved by one of the heroes of that bygone age. After he grew up, having seen the Age of Heroes come to an end, Hugh decided to create an identity for himself when he got older. A talented, self-trained archer with a natural aptitude for mechanics, Hugh decided to combine the two with the heroic identity of Silver Arrow. He doesn't admit it, but he was inspired by the prior generations of archer-heroes, most notably Black Archer, Green Arrow, Hawkeye, and both Speedys.

Hugh is currently a Junior at Dixon City Notre Dame High School, where he works to maintain a steady "B" average. His friend, Jeff Hawkin, is the one person who knows Hugh's identity as Silver Arrow; Jeff helps out Hugh by keeping an ear out for various happenings with the local gangs.
Physical Description: Silver Arrow is a young man standing 5' 9" tall with an athletic build. He has brown eyes and hair.
Strength Level: Silver Arrow possesses the normal human strength of a man his age, height, and build who engages in intensive regular exercise.
Known Superhuman Powers: Silver Arrow professes to not have any superhuman powers. However, those who are familiar with his abilities suspect that he has some form of telekinesis which he unconsciously uses to guide his more tip-heavy and certainly non-aerodynamic arrows in flight.
Other Abilities: Silver Arrow is an archer whose skill exceeds those of Olympic archers. He also has studied basic hand to hand combat, and appears to have some knowledge of chemistry and micro-mechanics. He claims to have invented many of the arrows himself; whether he was working off pre-existing plans or actually did work out the details himself is unknown.
Weapons: Silver Arrow uses a compound bow with a 150 lb pull and a number of arrows. His usual quiver contains 6 target-point arrows, 6 broadhead arrows, and a number of other "specialty" arrows.

Silver Arrow's more common arrows include: explosive-tipped arrows filled with a few ounces of commericially-available explosives; a smoke bomb arrow which releases a thick cloud of black smoke; a magnesium flare arrow which, when struck on a rough surface like that of a brick building, produces a blinding flare for three seconds; a tear gas arrow; an acid arrow filled with concentrated nitric acid; a self-designed bola arrow which he uses to entangle fleeing opponents; an electro-shocking arrow, discharging 20,000 volts upon impact; a grappling hook with a trailing cable; a putty arrow which releases a highly sticky chemical compound; a "boxing glove" arrow, which is able to knock down or knock out opponents without doing lethal damage - but is able to break bone when fired from extremely close range; a suction-tip arrow with hidden superglue reserve; and a sonic whistle arrow. More esoteric arrows he's come up with include a drill arrow; a rocket booster arrow; a set of handcuffs on an arrow shaft; and a net arrow that deploys in mid-flight using a laser distancer and minor explosives.

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Silver Arrow (current GURPS 4e version)

Real Name: Huberto "Hugh" Knight
Gender: Male
From: Los Angeles, CA
Age: 20
Height: 5' 9"
Weight: 150 lbs.
Eyes: Brown
Hair: Brown
Ethnicity: Caucasian/Hispanic mix.
Known Relatives: Richard Knight (father), Maria Knight (mother), Shannon Knight Patra (aunt), Shaniqah Patra (alias Miss Cleo, Voodoo Queen of New Orleans, cousin)

Physical Description:
Hugh is a young man with an athletic build in his late teens to early 20s of mixed caucasian and hispanic ancestry, with short brown hair and brown eyes.
As Silver Arrow, he wears an advanced armored bodysuit which is resistant to conventional firearms and most common hand-held weaponry, painted silver with blue boots, gloves, belt, and cross-straps (for the quivers). While his identity has been revealed to the public, he still wears a mask over the eyes, "as that's what supers do."
Personality:
Hugh tends to be cocky, both in costume and out.
History:
Hugh Knight was born to a well-to-do family in Dixon City, California. When he was a young boy of about 6 or 7, he was caught in a building that collapsed during a fight between two supers. He was rescued by a super, but to this day he is not certain who it was. Not long afterwards, the Purge happened, eliminating Hugh's chances of discovering who it was that saved his life.
As he grew older, Hugh discovered he had a talent for handling the bow. Inspired by fictional super-archers from the comics and history - primarily Hawkeye and Green Arrow, but also Robin Hood, Golden Archer/Black Archer, Speedy/Arsenal, and Arrowette (he emphatically denies the latter, if it's brought up) - he developed the identity of Silver Arrow.
ST: 15 [50] HP: 15 [0]
DX: 16 [120] Will: 13 [0]
IQ: 13 [60] Per: 15 [10]
HT: 14 [40] FP: 14 [0]
Dmg: 1d+2/3d BL: 45 lbs.
Basic Speed: 9 [30]
Basic Move: 7 [-10]
Water Move: 1 [0]
Money: $1,825 (started w/ 50% Starting Wealth) [10]

Starting XP: 1,000
Earned XP: 7
Spent XP: 938
Unused XP: 69

Defenses:
Dodge: 16
Parry (Boxing): 13
Parry (Wrestling): 12
Encumbrance:
None (0) (BL): 45 lbs
Light (-1) (BL x 2): 90 lbs
Medium (-2) (BL x 3): 135 lbs
Heavy (-3) (BL x 6): 270 lbs
Extra Heavy (-4) (BL x 10): 450 lbs
Lifting:
One-Handed Lift (BL x 2): 90 lbs
Two-Handed Lift (BL x 8): 360 lbs.
Shove/Knock Over (BL x 12): 540 lbs
Running Shove/Knock Over (BL x 24): 1,080 lbs
Carry on Back (BL x 15): 675 lbs
Shift Slightly (BL x 50): 2,250 lbs
Leaping:
High Jump: 32 inches
Max Running High Jump: 64 inches
Broad Jump: 11 feet
Max Running Broad Jump: 22 feet
Languages:
English (Native) (Native Language) [0]
Spanish (Native) [6]
Cultural Familiarities:
Western [0]
Advantages:
Appearance (Attractive) [4]
Artificer 3 [30]
Combat Reflexes [15]
Contact (Shaniqa Patra/Miss Cleo, Voodoo Queen of New Orleans) (Skill: Ritual Magic (Voodoo)-18; Freq: 9 or less; Reliability: Completely Reliable) [9]
Enhanced Dodge 3 [45]
Fearlessness 3 [6]
Gadgeteer [25]
Gizmos 3 [15]
Hard to Kill 2 [4]
Hard to Subdue 2 [4]
Heroic Archer [20]
High Pain Threshold [10]
Imbue 3 (Psychokinetic, -10%) [36]
Imbuement Talent 4 [40]
Legal Enforcement Powers 2 (Informal, -50%) [5]
Perfect Balance [15]
Reputation (Noble Crimefighter) 2 (Almost Everyone; All the Time) [10]
Resistant to Disease (+8) [5]
Resistant to Poisons (+3) [5]
Resistant to Psionics (+3) [10]
Signature Gear (Trick Arrows; Consumable) 2 [2]
Striking ST +3 [15]
Very Fit [15]
Wealth (Comfortable) [10]
Weapon Master: Bow [20]
Perks:
Eye For Distance [1]
Skill Adaptation (Disarming defaults to Bow) [1]
Skintight Outfit [1]
Special Exercises (Striking ST) +3 [3]
Strongbow [1]
Style Familiarity: Foot Archery [1]
Weapon Bond (Bow) [1]
Disadvantages:
Code of Honor (Hero's) [-10]
Enemy (Paparazzi; Watcher; Freq: 9 or less) [-7]
On the Edge (12) [-15]
Pacifism (Cannot Kill) [-15]
Sense of Duty (Humanity) [-15]
Xenophilia (9) [-15]
Quirks:
Believes He Has No Powers [-1]
Congenial [-1]
Dual Identity [-1]
Responsive [-1]
_Unused Quirk 1 [-1]
Skills:
Acrobatics (H) DX+1 [4] - 17
includes +1 from Perfect Balance
Arching Shot (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Area Knowledge (Dixon City) (E) IQ+0 [1] - 13
Armoury/TL8 (Missile Weapons) (A) IQ+3 [2] - 16
includes +3 from Artificer
Bank Shot (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Blind Fighting (VH) Per+1 [12] - 16
Bow (A) DX+14 [56] - 30
Boxing (A) DX+2 [8] - 18
Parry - 13
Chemistry/TL8 (H) IQ+1 [8] - 14
Climbing (A) DX+0 [1] - 16
includes +1 from Perfect Balance
Computer Operation/TL8 (E) IQ+1 [2] - 14
Criminology (A) IQ+0 [2] - 13
Crippling Blow (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Current Affairs/TL8 (Headline News) (E) IQ+2 [4] - 15
Current Affairs/TL8 (Science & Technology) (E) IQ+2 [4] - 15
Detect Lies (H) Per+0 [4] - 15
Diplomacy (H) IQ-1 [2] - 12
Driving/TL8 (Motorcycle) (A) DX+1 [4] - 17
Electronics Operation/TL8 (Scientific) (A) IQ+1 [4] - 14
Engineer/TL8 (Microtechnology) (H) IQ+2 [2] - 15
includes +3 from Artificer
Expert Skill (Superhumans) (H) IQ+0 [4] - 13
Explosives/TL8 (Fireworks) (A) IQ+0 [2] - 13
Far Shot (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Fast-Draw (Arrow) (E) DX+2 [2] - 18
includes +1 from Combat Reflexes
Forced Entry (E) DX+0 [1] - 16
Forceful Blow (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Forensics (H) IQ+0 [4] - 13
Gesture (E) IQ+0 [1] - 13
Heraldry (Graffiti Tags) (E) IQ+1 [2] - 14
Hiking (A) HT-1 [1] - 13
Holdout (A) IQ+0 [2] - 13
Homing Weapon (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Intelligence Analysis/TL8 (H) IQ+1 [8] - 14
Literature (Mythic & Legendary Archery) (A) IQ-1 [1] - 12
Mathemtics/TL8 (Applied) (H) IQ+0 [4] - 13
Mechanic/TL8 (Micromachines) (A) IQ+3 [2] - 16
includes +3 from Artificer
Mental Strength (E) Will+2 [4] - 15
Observation (A) Per-1 [1] - 14
Occultism (A) IQ+1 [4] - 14
Penetrating Strike (Bow) (VX) DX+5 [12] - 21
includes +4 from Imbuement Talent
Physics/TL8 (VH) IQ-1 [4] - 12
Piloting/TL8 (Vertol) (A) DX+0 [1] - 16
includes +1 from Perfect Balance
Savoir-Faire (High Society) (E) IQ+0 [1] - 13
Search (A) Per-1 [1] - 14
Shadowing (A) IQ+1 [4] - 14
Stealth (A) DX-1 [1] - 15
Tactics (H) IQ-1 [2] - 12
Wrestling (A) DX+0 [2] - 16
Parry - 12
Zen Archery (VH) IQ+7 [36] - 20
Techniques:
Breakfall (Acrobatics) (A) def+5 [5] - 22
Counterattack (Boxing) (H) def+5 [6] - 18
Disarming (Bow) (H) def+0 [0] - 30
Dual-Weapon Attack (Bow) (H) def+2 [3] - 30
Leg Grapple (Wrestling) (H) def+4 [5] - 20
Targeted Attack (Bow/Weapon) (H) def+3 [4] - 28
Trip (Wrestling Parry) (H) def+1 [2] - 12
Equipment:
At Home
TL8 Personal Computer, $2,400
Complexity 3
Stores 1 TB
16 lbs
TL8 Desktop Printer, $100
10 lbs
Suitcase Chemistry/TL8 Lab, $3,000
20 lbs
Armoury/TL8 (Missile Weapons) Workshop, $15,000
2,000 lbs
Portable Mechanic/TL8 (Micromachines) Took Kit, $600
20 lbs
On Him:
Bluetooth Headset, $30
0.25 lb
T/7 hrs
Cell Phone, $100
0.5 lb
S/6 hrs
Cigarette Lighter, $10
Digital Camera, $75
0.5 lb
2xXS/10 hrs
iPod, $100
0.25 lb
XS/12 hrs (internal, rechargeable)
Multi-Tool, $50
0.5 lb
Wristwatch, $20
In Costume:
Gen-1 Night-Vision Binoculars, $200
3 lbs
gives Night Vision 4, 3x magnification
integral IR Illuminator
2xXS/30 hrs
Directional Microphone, $800
3 lbs.
Amplifies sound 8x
4xS/10 hrs
Evidence Collection Kit, $150
10 lbs
Mini-Flashlight, $10
0.25 lb
5 yard beam
2xXS/10 hrs
Rope, 1/4", $30
0.6 lb
30 feet
Armor:
TL10 Nanoweave Bodysuit
DR: 18/6*
Location: body, limbs
Wt: 6 lbs
Cost: $3,600
LC: 3
Notes: Split DR: Use higher DR against piercing and cutting damage

TL8 Jungle Boots
DR: 3/2
Location: feet
Wt: 3
Cost: $75
LC: 4
Notes: Split DR: Use higher DR against attacks from underneath
Unarmed Damages:
Bite: 1d+1 cr
Boxing Punch: 1d+3 cr
Kick: 1d+2 cr
Weapons:
Composite Bow
Base Damage: 2d+6 imp
Acc: 3
Range: 400/500
Wt: 4 lbs
RoF: 1
Shots: 1 (2)
Cost: $900
ST: 10†
Bulk: -7
Effective Skill: 31
Effective ST: 20
Arrows: (paid for w/ Signature Gear)
Standard: 2d+6 imp
Bodkin/AP: 2d+6 (2) pi
Blunt: 2d+6 cr
Frog Crotch: 2d+6 cut; used to cut cords/rope, or pin arms
Willow Leaf: 2d+6 cut
Acid: 1d-3 cor
Anti-Tangler: spec (2 yds)
Bolas: Binding, ST 15
Boxing Glove: 2d+6 (0.25) cr dbk
Cryonic: ST 15 + 1d-2 fatigue freezing
Drill: 3d (3) pi++
Electro-Shock: HT-5 aff sur (physical stun)
EMP: HT-8 (2) aff (1 yd; electronics only) + 1d-3 cr ex
Explosive: 2d+2 cr ex
Finger: see Blunt
Fire Extinguisher: spec (2 yds)
Flare: HT-3 aff (3 yd radius)
Force: 2d+2 cr dbk ex
Grappling Hook: spec
High Explosive Multi-Purpose: 5d x 2 (5) imp inc + 1d cr ex [1d-1]
Net: ST 24
Plasma: 3d burn ex sur
Psi-Bomb: Will-5 aff (4 yd radius; mental stun)
Putty/Glue: ST 15; sticky
Riot Gas: HT-4 aff (2 yds; nauseating)
Sawblade: 3d (3) cut
Shaped Charge: 5d x 3 (10) cr inc + 2d cr ex [1d+1]
Sleep Gas: HT-6 aff (2 yds; unconsciousness)
Smoke, Radiant Prism: spec (2 yds; -7 penalty to see through; affects lasers, radar, IR vision, UV Vision, Night Vision, and Hyperspectral Vision)
Sonic: HT-3 aff (3 yd radius; deafness + moderate pain; 10 seconds)
Vehicles/Mounts:
TL8 Sport Bike
ST/HP: 30
Hnd/SR: +2/2
HT: 10f
Move: 9/78; road-bound
LWt: 0.42
Load: 0.2
SM: 0
Occ: 1+1
DR: 3
Range: 150 mi
Cost: $11K
Locations: E2W
Point Breakdown:
Attributes: 270
Secondaries: 40
Languages: 6
Cultures: 0
Advantages: 375
Perks: 9
Disadvantages: -75
Quirks: -5
Skills: 293
Techniques: 25

Total: 938

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Silver Arrow (BESM 3e version)

Real Name: Hugh Burroughs
Gender: Male
From: Dixon City, California
Age: 18
Height: 5' 9"
Weight: 150 lbs.
Eyes: Brown
Hair: Brown
Ethnicity: Caucasian/Hispanic mix.

Physical Desciption:
Silver Arrow is a young man of Caucasian and Hispanic ancestry. He stands 5' 9" tall with an athletic build, has brown eyes and brown hair.
Body: 8 [80] HP: 70 ACV: 7
Mind: 6 [60] EP: 60 DCV: 6
Soul: 6 [60] SV: 14
Attributes:
Attack Combat Mastery 1 [10]
+1 to ACV; figured above

Combat Techniques:
Blind Shooting [2]
Reduces penalties for attacking with ranged weapons in darkness or against invisible opponents
Slight penalty (-1) is ignored
Significant penalty (-3) is reduced to slight (-1)
Extreme penalty (-6) is reduced to significant (-3)

Critical Strike [2]
Critical Damage by a margin of 12 on skill is tripled
Critical Damage by a margin of 18 on skill is quadrupled

Dead Eye [2]
Better at hitting fast targets
Slight penalty (-1) is ignored
Significant penalty (-3) is reduced to slight (-1)
Extreme penalty (-6) is reduced to significant (-3)

Extended Range [2]
Double the effective, medium, and long ranges of ranged weapons

Far Shot [2]
Reduces penalties for long range targets
Slight penalty (-1) for medium range is ignored
Significant penalty (-3) for long range is reduced to slight (-1)

Multiple Targets [2]
Reduces penalties for hitting more than one target at once.
Slight penalty (-1) is ignored
Significant penalty (-3) is reduced to slight (-1)
Extreme penalty (-6) is reduced to significant (-3)

Precise Aim [2]
Reduced dice penalties for making attacks of pin-point accuracy
Also applicable for trick shots: shooting around corners, etc

Features: Extreme low-level TK [1]

Item: Kevlar Vest [5]
Armour 6 [12]
Armor Rating: 12
Restrictions: Partial [-1]

Item: Flight Harness [11]
Flight 3 [24]
Spread [-1]
Speed: 100 kph/60 mph

Massive Damage - Focused (Archery) 2 [8]
Increases damage multiplier by 2 for all arrows; factored into damages below

Power Flux: Archery (Minor) [52]
Level: 10 [50]
Duration 2: 1 round [2]
Flux Points: 40

Ranged Attack: Archery 6 [18]
+12 to attack with all arrows
Defects:
Skeleton in the Closet [-1] // Secret Identity
Skills:
Acrobatics (Aerobatics) 1 [3] - +9
Area Knowledge (Dixon City) 2 [2] - +8
Artisan (Bowyer/Fletcher) 4 [4] - +10
Driving (Motorcycle) 2 [4] - +10
Law (Criminal) 2 [2] - +8
Mechanics (Microtechnology) 4 [8] - +10
Physical Sciences (Chemistry, Engineering) 4 [5] - +10
Police Sciences (Criminology) 2 [4] - +8
Commonly Used Arrows:
Bow w/ Standard Broadhead Arrow [9]
Level: 3 [6]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Range 2 (100 m) [2]
Damage: 28

Blunt Arrow [8]
An arrow with a blunted head.
Level: 3 [6]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Non-Penetrating -1 [-1]
Range 2 (100 m) [2]
Damage: 28

Bodkin Point Arrow [10]
An arrow designed to better penetrate armor.
Level: 3 [6]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Penetrating 1 [1]
Range 2 (100 m) [2]
Damage: 28

Frog Crotch Arrow [5]
An arrow with a Y-, C-, or U-shaped head, useful for cutting wires/cables/ropes.
Level: 1 [2]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Range 2 (100 m) [2]
Damage: 14

Willow Leaf Arrow [7]
An arrow with a wider head which cuts rather than impales its target.
Level: 2 [4]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Range 2 (100 m) [2]
Damage: 21

Acid Arrow [13]
A glass-lined bulb and shaft containing 50 ml of 18-Molar sulfuric acid (H2SO4).
Level: 3 [6]
Accurate 1 [1]
Continuing 5 [5]
Hands [-1]
Range 2 (100 m) [2]
Damage: 28

Bolas Arrow [5]
A mechanism that, on impact, releases two steel balls on a steel cable which, due to momentum, shoot forward as they shoot out, causing them to wrap around their target.
Level: 0 [0]
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]
Tangle 3 [3]

Boxing Glove Arrow [11]
A one-pound miniature padded boxing glove affixed to the end of a standard metal shaft.
Level: 5 [10]
Accurate 1 [1]
Hands [-1]
Muscle [1]
Non-Penetrating -3 [-3]
Range 2 (100 m) [2]
Stun [1]
Damage: 42

Cryonic Arrow [6]
A thin cylinder divided into two compartments filled with two different chemicals. When separated, or when combined in an oxygen-less mix, the chemicals are inert. When combined with the ambient oxygen, the chemicals combine, causing an extreme endothermic reaction which changes the ambient temperature in its area to 25 degrees Fahrenheit, causing a sheath of ice around its target area.
Level: 0 [0]
Accurate 1 [1]
Area Effect 2 (3m) [2]
Range 2 (100 m) [2]
Hands [-1]
Tangle 3 [3]

Drill Arrow [13]
The "handy-man special", this arrow consists of a 1/2 inch diameter diamond-tipped steel drill bit fitted to a miniature electric engine designed to produce enough power to quickly bore through most mundane materials.
Level 4 [8]
Accurate 1 [1]
Hands [-1]
Penetrating 3 [3]
Range 2 (100 m) [2]
Damage: 35

Electro-Shock Arrow [7]
Based off a simple stun gun design, the electro-shock arrow has two small metal leads which, when depressed on contact with their target, discharges a low-amperage, 10,000 volt shock. It is stored with a large plastic cap on the end to prevent accidental discharges; when removed from the quiver, the cap stays in the slot.
Level: 2 [4]
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]
Stun [1]
Damage: 21

Explosive Arrow [20]
This arrow has had its head replaced with 4 ounces (a quarter pound) of mid-grade plastic explosives.
Level: 8 [16]
Accurate 1 [1]
Area 2: 3m [2]
Hands [-1]
Range 2 (100 m) [2]
Damage: 63

Fire Extinguishing Arrow [4]
The special arrow head contains enough standard fire extinguishing chemical to put out a 10' by 10' area of flame (chemical makeup of flame retardant: ABC all fire standard dry chemical consisting of monoammonium phosphate, mica, ammonium sulfate, and talc in a base of surfactant [foaming agent] and partially haloginated hydrocarbon liquid [HCFC]).
Environmental Influence 1 [2]
Accurate 1 [1]
Area: 3 m [0]
Hands [-1]
Range 2 (100 m) [2]

Grappling Hook Arrow
This arrow trails a length of high-test cable behind it.
Accurate 1 [1]
Hands [-1]
Muscle [1]
Range 2 (100 m) [2]

Magnesium Flare Arrow
A metal-tipped head with a bulb and part of the shaft filled with magnesium powder for a quick, blinding flash (of less than ten second duration).
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]

Net Arrow
A microfilament net with a 10' x 10' area and weighted corners which is released when an ultraviolet laser distancer in the head indicates that it is a few feet from an object, triggering a small explosion propelling the net's corners in different directions.
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]

Putty Arrow
Also called a "glue arrow"; a bulb with a thin cover which spreads a thick, glue-like substance on impact. Good for gumming up the works of a villain's toys or pinning thugs to walls without injuring them.
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]

Sawblade Arrow [14]
One of Silver Arrow's more compact designs, this is a small circular sawblade on a motorized arrowhead.
Level: 5 [10]
Accurate 1 [1]
Hands [-1]
Penetrating 2 [2]
Range 2 (100 m) [2]
Damage: 42

Smoke Bomb Arrow
This arrow releases a thick cloud of black smoke which fills a 10' x 10' x 10' volume on impact.
Level: 0 [0]
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]

Sonic Arrow
An arrow with a hollowed-out arrowhead which produces a loud sonic scream as the air passes through it. The noise from the arrow is the proper frequency and pitch to nauseate anyone the arrow passes near. Also a good signal. Physical damage is as normal.
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]

Tear Gas Arrow
This arrow uses the same mechanics as the smoke bomb arrow, only to release an equal amount of tear gas.
Accurate 1 [1]
Hands [-1]
Range 2 (100 m) [2]
Point Breakdown:
Stats: 200
Attributes: 119
Defects: -1
Skills: 31

Total: 349

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