Hi @jazzarssoul,
Sure, this is fairly easy in principle. When the user releases the touch, I’d compare that event X and Y to the archer’s X and Y, and subtract the corresponding values to get values like -100, 100. Then, just apply an inverse force of 100, -100 to the arrow.
You’ll probably need to factor down higher values to a certain “threshold” too, so if the touch is far away from the archer (say -400, 300), you don’t fire the arrow at some insane velocity. Say the “max” of any allowed vector is 100 in any direction:
math.abs(-400) / 100 = 4
300 / 4 = 75
factored down forces: -100, 75
inverted: 100, -75
Hope that makes sense… I’m typing quick. 
Brent