Drake J. McIntosh
formerly known as Hitman
ex-vigilante, special ops agent
Taco Bell's XXL Grilled Stuff Burrito
➳Favorite music genre:
➳Favorite trick arrow:
Putty arrow for the amount of pranks pulled off with it
cut at right hand's middle finger (trying to cut a carrot when he was younger), bullet-shaped mark on left shoulder (bullet passed clean off through his shoulder during a heist), slice on abdomen (shouldn't have hit on the ninja when he was out drinking during an op), weakened sense of smell (they should have warned him they were using chemicals, but alas they didn't), cut on nose's bridge (don't engage a swordsman on close-quarters if all you have is a bow) and other minor scars
Drake's by no means an unique superhuman of any sort, simply excelling on the one factor that has led him to believe he is a cut above the average human being: his extreme precise aim. It can be attributed to a plethora of things, his athletic dexterity, his constant training to improve his aim, or simply due to his genetic disposition.
Drake wasn't born similarly to others, in a way he was blessed with an absolute eyesight, not unlike the breathtaking capabilities of an eagle. The flatter backside of his eyes, perhaps malformed due to an unnatural mutation, and his incredible retina, possessing up many more rod cells and cone cells as compared to a human's (neighboring one million as opposed to the average man's 200 thousands) grant him an awe-inspiring sight, spotting details within details without much aid.
A brilliant sight, though, is only partially what grants him the rank of ace when it comes to firing any sort of projectile. As a matter of fact, the quintessential benefit to his aim comes from his not-so-unusual brain. It is known that time seems to slow down whenever one's in danger or when an extreme outburst of adrenaline kicks in, studies have proved it is nothing but an illusion played by our brain's amygdala, releasing an extra set of memories of the event, hence granting us the illusion of something that took roughly three times less than our brain actually processed it.
This sensation of slowing down is even more frequent for Drake, whenever he picks up the bow or attempts to dodge a blow, the world seems to move slower as it truly is, and his entire body believes in those memories, making it much easier to dodge faster attacks than normal or performing ostensibly impracticable trick shots.
Drake's quiver and bow were specifically made for his quick mind and preferences of combat. First of all, his recurve bow is perfectly adaptable to the situation at hand, its limbs entirely readjustable, even being able to retract well-nigh entirely to be concealed within a bag or even his back, making it easier to carry. Its material is rather resistant itself, able to withstand impact to an extent he often uses it to hit enemies that are too up-close. The bow's grip has four buttons, which can be used to signal to his quiver which arrowhead will be used next, if nothing is pressed, the quiver gives McIntosh the normal tip. His quiver houses nothing but arrow shafts in its main cavity, a different compartment housing the distinct trick arrowheads he has. A system will choose the proper arrowhead and attach it flawlessly to a shaft upon the bow's signal.
- Blunt arrow: A blunt, weighed tip that is mostly used for shots that would otherwise be lethal.
- Explosive-tip arrow: A small, impact-triggered amount of explosives is housed on its tip. For controlled explosions, capable of breaking through concrete walls and damaging vehicles.
- Rocket arrow: A rocket-propelled arrow with enough ounces of C4 to down a helicopter or tank, not the safest of options to use during urban ops.
- Thermite arrow: Nano-thermites are housed within the arrowhead, the tip itself covered on small quantities of semtex explosive. These are mostly used to take down armored vehicles or foes without much trouble, unlike the rocket arrows.
- Net arrow: An arrow used to seize targets, when its motion sensor identifies a target nearby, the tip will promptly open and send an expanding net towards its target.
- Bolas arrow: Similarly to the net arrow, this one will instead release a string attached to two metallic spheres, tying them around limbs to prevent/hinder movement.
- Taser arrow: Possessing adjustable potency, the taser arrow is nothing but an average arrow that will release a certain amount of electricity, depending on the input made by Drake himself. It can be enough to kill a human or simply stun one.
- Corrosive arrow: Housing a special plastic casing within its tip, these arrows carry Hydrofluorric acid that will be released as soon as impact happens. Good to penetrate shields and superhumanly durable skin and flesh.
- Putty arrow: Upon impact, the arrowhead will outburst, releasing an incredibly sticky super-glue that will promptly expand. It is considered non-lethal, but if it covers both mouth and nose, you will probably be unable to breathe. Drake carries the solvent with him at all times.
- Sonic arrow: An arrow that will confuse enemies due to the loud sounds replicated by it seconds after it is shot. The pitch is perfectly adjustable and can permanently deafen someone if Drake deems necessary.
- Boomerang arrow: This arrow won't always return to its owner, the idea behind it is a surprise strike. When it reaches a certain speed, a quick outburst will revert its path, and the weight once present above the arrowhead will spin, now favoring the back of the arrow. It can only be used fired upwards, otherwise it won't work.
- Cable arrow: An arrow with three small, claw-like prongs that was made to function as a form of grappling hook. When fired, a high tension cable remains attached to Drake's bow,. As the arrowhead makes contact with a surface the three prongs become embedded and a series of micro-explosives remove portions of the arrow shaft from the cable at its core, allowing the cable to pivot from the arrowhead/grappling hook itself.
- Multi-arrow: When fired, Drake can prompt a command for the arrowhead to split into multiple projectiles, not nearly as effective upon impact, but a great way to divert the opponent's attention.
- Smoke-screen arrow: Releases thick smoke upon impact, great for coverage on covert ops.
- Flare arrow: Exactly the same as the smoke-screen, but with a purple-colored flare instead.
- Flashbang arrow: Exactly the same as the smoke-screen, but with a bright flash of light instead.
- Tear-gas arrow: Exactly the same as the smoke-screen, but with tear-gas instead.
- Suction cup arrow: The tip serves no other purpose aside from sticking to a surface. It can be great to support allies climbing surfaces or not falling off of a moving vehicle.
- Tracer arrow: An arrow embedded with a tracking device that can be activated from Drake's phone. Once it hits a target, the tiny device will stick to the surface and be entirely removed from the arrowhead. It can, however, still be activated whilst inside the projectile.
- Cryo arrow: An arrow with a compartment carrying a synthetic liquid that, once in contact with air, solidifies whatever it is coating promplty and replicates the sensations of a frozen surface thoroughly. Be it slipping or benumbing senses through sheer cold. Drake carries the necessary counter-measures in case it needs to be removed as well.
- EMP arrow: An arrow with an EMP grenade glued to its tip, clearly added to Drake's gear to assist whenever fighting mechanical enemies or enemies that hinge on unprotected technology. Anything within 10 ft. of the outburst shall be affected by it.
- Impact concussion grenade arrow: An arrowhead embedded with a concussive grenade, a weaker variant of his explosive-tip arrow to knock down targets without risking ending a life.