
First Appearance: More Fun Comics #73



First Appearance: Detective Comics #60

HELMET [Body: 5] Note: The helmet has no Powers of its own, but the Belt is useless without it.
RADIO BELT [Body: 5, Magnetic Control: 6, Running: 20, Super Hearing: 8, Telepathy: 30, R#: 2] Limitations: Super Hearing can only be used to eavesdrop on phone conversations when he has access to appropriate phone lines; Running may only be used to move along phone lines; Telepathy represents ability to place a telephone call from any location. To receive such a communication, the listener must have access to a telephone receiver.
SPECIAL BOOTS [Body: 4, Cling: 4, Running: 5]

First Appearance: Detective Comics #38

Batarang [Body: 6, Gliding: 2]
Rope [Str: 7, Body: 7] Note: the rope is 4 Aps long
Smoke Capsules (x4) [Body: 1, Fog: 12]
Knockout Gas Capsule [Body: 1, EV: 8, Fog: 12]
Radio Transceiver [Body: 2, Telepathy: 15] Limitation: Telepathy represents the transceiver’s range
6 AP C Omni-Gadget

First Appearance: Detective Comics #27

Batarang [Body: 6, Gliding: 2]
Rope [Str: 7, Body: 7] Note: the rope is 4 Aps long
Smoke Capsules (x4) [Body: 1, Fog: 12]
Knockout Gas Capsule [Body: 1, EV: 8, Fog: 12]
Radio Transceiver [Body: 2, Telepathy: 15] Limitation: Telepathy represents the transceiver’s range
6 AP C Omni-Gadget
BATMOBILE [Str: 7, Body: 8, Running: 7, R#: 2]
BATPLANE [Str: 5, Body: 7, EV: 8, Flight: 9, R#: 2]
BATGYRO [Str: 7, Body: 7, Flight: 8, R# 2]

First Appearance: All-Star Comics #8

Powers: Running
Skills: Acrobatics, Animal Handling, Charisma, Vehicles, Weaponry
BRACELETS [Body: 20]
Lasso of Truth [STR: 12, Body: 22, Control: 15] Limitation: Control may only be used to force a captured target to tell the truth.
INVISIBLE AIRPLANE [STR: 8, Body: 13, Invisibility: 10, Flight: 8, R#: 2]
Mental Radio [Body: 5, Telepathy: 11]

First Appearance: More Fun Comics #73

Skills: Acrobatics, Charisma, Detective, Martial Artist, Thief, Weaponry, Gadgetry
Bow [STR: 7, Body, 4] The bow has a range equal to its STR APs (roughly 400 yards)
Ordinary Arrows (x5) [EV: 3, Body: 1] These are standard arrows. Unless he performs some sort of trick shot with them, Green Arrow automatically enters Killing Combat if he uses them on a living creature.
Bola Arrow [STR: 8, Body: 10, R#: 2] The Bola Arrow Grapples its target with an AV equal to Green Arrow’s Weaponry, and an EV equal to its STR.
Boxing Glove Arrow [EV: 6, Body: 1]
Explosive Arrow [Body: 1, Bomb: 8, R#:2] If the arrow strikes its target, its Bomb Power detonates.
Gas Arrow [AV: 10, EV: 10 Body: 1, Fog: 7, R#: 2} The arrow’s Fog cloud lasts for 2 phases and attacks all targets within range of it’s Fog power with an AV/EV of 10/10.
Grappling Hook Arrow (x3) [Str: 8, Body: 1] The grappling hook arrows trail a swing line (4 Aps long) behind them. Green Arrow makes a Weaponry Action Check against an OV/RV determined by consulting the Universal Modifiers Table to catch the grapple in place (OV/RV of 4/4 for most normal wall—Difficult Action).
Handcuff Arrow [Str: 8, Body: 1, R#: 2] The Handcuff Arrow Grapples its target’s hands with an EV equal to its STR.
Net Arrows (x2) [Str: 8, Body: 8, R#: 2] The Net Arrow Grapples its targets wth an EV equal to its STR. Using a Net Arrow, Green Arrow can Multi-Attack more than one opponent as long as all the targets are tightly clustered.
Smoke Arrow [Body: 1, Fog: 8, R#: 2] The arrow’s Fog cloud lasts for five phases and is released at the point the arrow strikes a target.
6 AP AC Omni-Arrow (x2)
ARROWCAR (sometimes referred to as the Arrowplane, but totally a car.) [Str: 7, Body: 8, Running: 7, Telekinesis: 8 (Limitation: Only to hurl passenger or driver into air) R#: 2]
