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Arrowette - PL 8

Strength 0, Stamina 1, Agility 4, Dexterity 5, Fighting 8, Intellect 1, Awareness 2, Presence 1

Advantages
Agile Feint, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Improved Aim,
Improved Critical 2: Arrows, Improved Initiative, Move-by Action, Power Attack, Quick Draw,
Ranged Attack 5, Throwing Mastery

Skills
Acrobatics 6 (+10), Athletics 6 (+6), Insight 4 (+6), Investigation 4 (+5), Perception 8 (+10),
Sleight of Hand 4 (+9), Stealth 6 (+10), Technology 4 (+5), Vehicles 4 (+9)

Powers
Bow and Arrows (Easily Removable)
. . Arrows
. . . . Bow Fighting Staff
. . . . . . Parry: Enhanced Trait 2 (Traits: Parry +2 (+10))
. . . . . . Strike: Strength-based Damage 2 (DC 17; Reach (melee): 5 ft.)
. . . . Cable Arrow: Movement 1 (Swinging)
. . . . Flash Arrow: Cumulative Perception Area Affliction 3 (1st degree: Impaired, 2nd
degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC
13 - Sight, Cumulative, Increased Range: ranged; Limited: Sight)
. . . . Flight Arrow: Strength-based Damage 3 (DC 18; Accurate: +2, Extended Range,
Increased Range: ranged, Precise)
. . . . Parachute Flare Arrow: Environment 4 (Light, Radius: 250 feet; Increased Duration:
continuous, Selective; Unreliable (5 uses))
. . . . Sleep Gas Arrow: Cumulative Affliction 3 (1st degree: Fatigued, 2nd degree:
Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 13; Cumulative, Increased Range:
ranged)
. . . . Smoke Arrow: Cloud Area Concealment 2 (Sense - Sight; Cloud Area: 15 feet radius
sphere, DC 12, Extended Range, Increased Range: ranged)
. . . . Taser Arrow: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd
degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)
Light Body Armor: Protection 2 (+2 Toughness; Impervious)
Mask: Senses 6 (Extended: Vision 1: x10, Infravision, Low-light Vision, Tracking: Infravision 2:
full speed, Ultravision)
Throwing Knives: Strength-based Damage 1 (DC 16; Increased Range: ranged)

Equipment
Camo Clothing, Cell Phone (Smartphone), Commlink, Costume [Light Body Armor: Protection
2, +2 Toughness; Impervious; Mask: Senses 6, Extended: Vision 1: x10, Infravision, Low-light
Vision, Tracking: Infravision 2: full speed, Ultravision], Flashlight, Mini-tracer, Multi-tool,
Rebreather, Restraints, Throwing Knives [Throwing Knives: Strength-based Damage 1, DC 16;
Increased Range: ranged]

Offense
Initiative +8
Flash Arrow: Cumulative Perception Area Affliction 3 (DC Fort 13)
Flight Arrow: Strength-based Damage 3, +12 (DC 18)
Grab, +8 (DC Spec 10)
Sleep Gas Arrow: Cumulative Affliction 3, +10 (DC Fort 13)
Strike: Strength-based Damage 2, +8 (DC 17)
Taser Arrow: Cumulative Affliction 3, +10 (DC Fort 13)
Throw, +10 (DC 16)
Throwing Knives: Strength-based Damage 1, +10 (DC 16)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 10/8, Fortitude 4, Toughness 5/1, Will 6

Power Points
Abilities 44 + Powers 10 + Advantages 23 + Skills 23 (46 ranks) + Defenses 13 = 113

Suzanne King-Jones is the new apprentice of Green Arrow after Artemis Crock left the
superhero life at the end of her commitment to the Young Justice team. Her mother was a
champion competitive archer and she was on course to surpass her when she saw Green Arrow
and Artemis in action together, swinging past her bedroom window on some adventure.
Deeply impressed by this she started training herself not just in target shooting but active
combat shooting. Before long she thought she was ready and took to the rooftops in a
homemade costume and a set of customized arrows for her best bow. At first she just did
small time work, shooting arrows from a distance at street muggers or dealers in her area,
often from the safety of a concealed position on a roof or fire escape. Suzanne is much less
inclined than Artemis to fight in melee. The phenomenon of someone using a bow to fight
crime soon attracted attention, though Suzanne always did her best to recover any arrows she
shot off. Green Arrow soon located and challenged her, but rather than be cowed she gushed
with excitement and pleaded to be taken on as his apprentice. She was a really good archer
but she knew she needed advanced training and proper equipment. Oliver was doubtful but
had to consider that if he declined she might well carry on doing this by herself, and if she
got hurt he would partially responsible as it was his example that had prompted her.

Suzanne has taken the codename Arrowette, declining to be Artemis 2.0. That was her
predecessor and she wants to establish her own identity. After a period of training she has
been placed onto the new Young Justice team formed by Superman around his daughter
Linda. The two young women have formed an immediate bond based on jokes about their
rather overbearing and anxiously protective mentors. Oliver does not regard Suzanne as being
as tough and capable as Artemis yet, but on the other hand he knows what Artemis went
through to get that way and wants to protect Suzanne from being subject to the same. He has
made it clear to all parties that Suzanne is off-limits to the League of Assassins and their
associates, and he will be very angry if they defy him on this. For now Suzanne is adventuring
with her YJ teammates, although the teenage heroes are all chafing at only being given
assignments that are milk runs for people with their level of skills and powers. They are
considering finding their own more challenging and significant missions.

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