Yay! This image of Speedy is from New Teen Titans, vol 1, #27! There was also a sixteen page preview of "Atari Force" included in this issue! And I have this issue! Yay!
SuperFriend wrote on Jul 27
th, 2009 at 9:05am:
What "old boards"? Did Jack Herman go back and do an official Speedy. That'd be great to see!
The old V&V message boards.
SuperFriend wrote on Jul 27
th, 2009 at 9:05am:
Meantime, several good Green Arrow arrows appear on Tim Hartin's emporium. You could use those as a start for a four-color Speedy.
As requested, here's Roy. I don't recall who posted his stats, but Dr. Foom posted the arrow write-ups.
SPEEDY
Identity: Roy Harper
Side: Good
Affiliation: Teen Titans
Sex: Male
Age: 19
Level: 10 (matching Starfire; just one level below Wonder Girl and Kid Flash, but one level above Changeling)
Training: Accuracy
Powers:
1. Heightened Expertise: +4 with bows.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Special Weapon: Bow & Trick Arrows:
a) Razor Arrow: HTH+1 damage
b) Impact Arrow: Weighted, blunt head. HTH+d8.
c) Tangler Arrow: 3”x3” net. All struck targets who fail % save on Agility are tangled, and must use action to cause 11 points of damage to net to untangle.
d) Flare Arrow: 2” radius. All struck targets must save vs. Intelligence on 2d20 or are blind until % save vs. Endurance is made between turns. 1st turn: save vs. Endurance. 2nd turn: save vs. Endurance x 2. Etc.
e) Sonic Arrow: All struck targets, within 1” of arrow’s line of flight, must save vs. Endurance on 2d20 or are deaf until % save vs. Endurance is made between turns. 1st turn: save vs. Endurance. 2nd: End x 2, etc. May also ‘special hit’ to destroy object.
f) Cable Arrow: Magnetic/ suction tip adheres to any surface. 20” cable for scaling walls, anchoring to heavy object, or reeling in small objects.
g) Parachute Arrow: when shot into the air, one-person mini-parachute deploys.
h) Smoke Arrow: Creates 2” radius of smoke. All within radius are in darkness.
i) Boomerang Arrow: As Impact Arrow and can turn up to 180 degrees to curve around obstacles or hit targets from behind. Targets save vs. detect hidden or are surprised.
j) Extinguisher Arrow: Foam smothers fires. Targets with Flame Power who are struck are extinguished, and must spend action to % save vs. current Power Points to re-ignite and use powers.
k) Corrosive Arrow: Acid tip. Ignores structural invulnerability. Causes 2d8 to any metals struck, and 1d8 per turn for 1-4 turns thereafter, or until removed. Doesn’t harm flesh.
l) Scented Arrow: Releases a pungent, musk-scented arrow upon impact. The non-toxic oil may lure hungry predators, confuse other trackers, mark a 5-foot by 5-foot area, or tag an individual (especially invisible opponents, or sinister shape-shifters).
4. Special Requirement: Recovering drug addict.
*Arrows that he doesn't carry:
-Blast Arrow: 2d8 damage in 2" radius.
-Boxing Glove arrow: +1 more to hit. HTH+d4 damage.
Weight: 170 lbs. (matching Robin and Kid Flash)
Strength: 17 (matching Robin)
Endurance: 16 (matching Robin)
Agility: 22 (matching Kid Flash)
Intelligence: 15 (matching Kid Flash)
Charisma: 18 (matching Changeling)
Hit Mod. (1.4)(1.8)(2.2)(1.2) = 6.6528
Hit Points: 27 (matching Kid Flash)
Power: 70
Accuracy: +4 (+8 with bow/arrows)
Damage Mod.: +3
Carrying Capacity: 554 lbs.
Basic HTH Damage: d8
Background: (American) Social Work/Charity and Sports
I've got write-ups for Jericho, Golden Eagle, and Aqualad if you're interested in seeing them.