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Character for Review: The Bowman


JmOz

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Okay, I have posted a couple of threads about this recently, and while I am still working on the disads, I am finaly satisfied with the skills/powers/perks/talents/characteristics of the character (Had to sacrifice some)

 

Arrow count: 75

 

Bowman

 

Player: Jason Wedel

 

Val Char Cost
15 STR 5
29 DEX 57
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
15 PRE 5
12 COM 1
10/20 PD 4
10/20 ED 3
6 SPD 21
7 REC 0
30 END -5
30 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 125

 

Cost Power END
20 Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
10 Keen Shot: Find Weakness 11- (Related Group of Attacks) (20 Active Points); only vs PD portion of defenses, Affects One Type Of Defense (-1)
30 Bow and Arrow: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)
1u 1) Reinforced Bow: Hand-To-Hand Attack +5d6, Reduced Endurance 0 END (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)
3u 2) Broadhead Arrows: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4), Armor Piercing x1 (+1/2) (60 Active Points)
2u 3) Blunted Arrows: Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Reduced Penetration (-1/4), Beam (-1/4)
2u 4) Diamond Tip Arrow: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)
2u 5) Blast Arrows: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)
2u 6) Concusion Blast Arrows: Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
2u 7) Flash Arrows: Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)
2u 8) Bomb Arrows: Killing Attack - Ranged 2d6 (vs. ED), Penetrating (+1/2), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
2u 9) Sonic Arrow: (Total: 59 Active Cost, 19 Real Cost) Flash 2d6 (Hearing Group), Continuous (+1), Explosion (-1 DC/4"; +1 1/4) (19 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) (Real Cost: 9) plus Energy Blast 2d6 (vs. ED), Explosion (+1/2), Continuous (+1), Attack Versus Limited Defense (+1 1/2) (40 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) (Real Cost: 20)
2u 10) Smoke Arrows: Change Environment 4" radius, -5 PER Roll: Normal Sight, 12 Continuing Charges lasting 1 Turn each (+1/4), Autofire (3 shots; +1 1/4) (57 Active Points); Explosion (-1/4), Beam (-1/4)
2u 11) Bola Arrows: Entangle 3d6, 6 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4) (56 Active Points); 3 Recoverable Charges (-3/4), Cannot Form Barriers (-1/4), Beam (-1/4)
2u 12) Gas Arrows: Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)
2u 13) Glue Arrow: Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
2u 14) Sucsion Cup Arrows: (Total: 60 Active Cost, 21 Real Cost) Clinging (normal STR) (Real Cost: 10) plus Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); 3 Recoverable Charges (-3/4), Always Direct (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4) (Real Cost: 16) plus Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) plus +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)
1u 15) Oil Slck Arrow: Change Environment 4" radius, -6 to Dex Based rolls to move through area (30 Active Points); 3 Charges (-1 1/4), Only Characters Moving on the ground (-1/4), Beam (-1/4)
4 Utility Belt: Multipower, 6-point reserve, all slots: (6 Active Points); OIF (-1/2)
1u 1) Medical Kit: +2 Paramedic, Forensic Medicine, Medicine (6 Active Points)
1u 2) Micro Recorder: Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
1u 3) Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1)
1u 4) Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1)
Mask, all slots: IIF (-1/4)
4 1) Nightvision (5 Active Points)
2 2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)
4 3) Flash Defense (5 points) (Hearing Group) (5 Active Points)
10 4) High Range Radio Perception (12 Active Points)
Powers Cost: 117

 

 

Cost Skill
4 +2 vs.Range on Archery
6 +2 Archery
3 Acrobatics 15-
3 Breakfall 15-
3 Bureaucratics 12-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: Spanish (fluent conversation)
1 Language: Mandarin (basic conversation)
3 Lockpicking 15-
3 Paramedics 13-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 12-
4 WF: Bows, Karate Weapons, Small Arms
3 KS: Criminal Law (INT-based) 13-
3 AK: Campeign City (INT-based) 13-
3 PS: Law Enforcement (INT-based) 13-
3 Conversation 12-
3 Persuasion 12-
5 Skipover Sprayfire
Skills Cost: 80

 

Cost Perk
2 Fringe Benefit: Local Police Powers
20 Vehicles & Bases (100 Base, 15 Disad)
Perks Cost: 22

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6

 

 

Total Character Cost: 350

 

 

Base Points: 200

Experience Required: 150

Total Experience Available: 0

Experience Unspent: 0

 

 

Background Notes: He is a police officer, brother was injured in a gang drive by, brother is a genius, brother is now restricted to a wheel chair (Brother=DNPC/Usefull skills). Character decided to take to the streets, brother helped outfit him, money fo gear comes from aborted drug deals, character is a succesful amature archer (won a few local tournaments). Why bow instead of gun: Guns injured his brother and are the weapon of the enemies, wanted to make sure that it was known that it wasn't just another ganng attacking them. Note in Civilian ID he carries a gun and handcuffs, not pointed as it should be of limited use in game, but worth noting:

 

Still trying to come up with Explanatin for 75 arrows

 

He is a detective

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Arrow Bike

 

Player:

 

Val Char Cost
15 STR 0
24 DEX 42
12 BODY 1
6 SPD 26
20" RUN-120" SWIM-20" LEAP0Characteristics Cost: 54

 

Cost Power END
10 +5 DEF (15 Active Points); Coverage does not protect passengers (-1/2)
36 +20" Ground Movement (20" total), x4 Noncombat (45 Active Points); Only On Appropriate Terrain (-1/4)
5 Radio: High Range Radio Perception (12 Active Points); OIF Bulky (-1), Sense Affected As Hearing and Radio Groups (-1/4)
Powers Cost: 51

 

 

Cost Skill
6 +3 With Ground Movement
4 +2 with Combat Driving
Skills Cost: 10

 

 

 

 

Total Character Cost: 115

 

Val Disadvantages
5 Physical Limitation: Two Wheeled (Infrequently; Slightly Impairing)
10 Distinctive Features: Modified Motorcycle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Disadvantage Points: 15

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Total Cost: 100/5=20

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the only three things that jumped out to me are:

 

29 Dex. I don't know what your campaign limits are, but three times the normal human max is a hard one to explain without some sort of enhanced metahuman nature. Not impossible or clearly wrong, just put up a stop sign to me.

 

30 End. You're going to need at least 40 to get around and do the athletic things you want to do, especially with a 6 speed. I would shoot for 40-50.

 

75 arrows. Do you really think you will ever need more than 10 or 12? 24 to 36 (depending on the writer) Is how many Hawkeye and Green Arrow carry, and in Hawkeye's case, that includes his trick arrows.

 

Out of the three, I think that the only one which is going to cause you a headache in play is the 30 End. My suggestion is to sacrifice 3-5 points of Dex in favor of Con. The other two won't cause you any game issues, but you'll have to come up with some metagame answers as to why he's quicker than Batman and carries about three quivvers around with him.

 

As far as the pictures go, I like the second one marginally better, but they're practically the same.

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Guest innominatus

Not a bad little character! Reminds me a lot of the Rainbow Archer from "Enemies III" and "Classic Enemies". A couple of remarks:

 

1.) I notice the character doesn't have the Weaponsmith skill. Should he? Or does he contract out the construction of his arrows to someone else? (If he farms it out, expect the hero's enemies to use that fact to try to track down your Secret ID; after all, there can't be too many people in the campaign area with that kind of skill).

 

2.) One lucky Grab or an Area Effect Entangle and the character is TOAST! Have you considered giving him some sort of a backup plan (Martial Arts, Escape Artist Skill, or a Penetrating RKA "acid vial" to break out of Entangles)?

 

3.) Just some food for thought as an alternate way to construct the Bow & Arrows set. The 3rd Edition version of Rainbow Archer defined her Multipower as *JUST* the arrows in the quiver; she bought the reserve as OIF (since it's hard to just grab away a quiver that's strapped to someone's back) and the individual arrow slots as OAF (once the arrow is out of the quiver, it's easy to grab it out of someone's hand). All the slots also had the Limitation "No Range". Then she bought the bow itself as a separate OAF, and it basically served to just "buy off" the No Range Limitation on the Arrow Multipower. This allowed Rainbow Archer to still use the arrows in hand-to-hand combat (like Legolas when he was stabbing orcs in the eye with handheld arrows), and could be a nasty surprise to an opponent who Grabs away your bow thinking you'll then be helpless...

 

4.) For the Utility Belt, remember: the cheapest Skill Levels you can apply Limitations to are the 5-pointers; you'd need to increase the Reserve on that MP to 10 pts. at the minimum.

 

5.) It's spelled "suction".

 

6.) Be sure to point out to your GM well in advance about the Find Weakness; suddenly springing on your GM that your 60 pt. Multipower is now suddenly Armor Piercing might make him feel like he's been sandbagged. Also, I'd wonder about the value of having Find Weakness on a character like this; since his specialty seems to be attacking opponents from a safe distance, you'll probably have some hefty penalties when you try to Find Weakness from so far away. You might ask your GM is you could buy some Range Levels or the equivalent for the Find Weakness, so you can spot the chinks in the bad guys' armor from further away.

 

7.) Just my personal preference, but the "Reinforced Bow" MP slot just doesn't pass the "smell test" in my book. In order for it to be sturdy enough to be an effective H-T-H weapon, the bow would be far too rigid for a person with normal human strength to draw back. Better to beef up his hand to hand ability with some Martial Arts, or the aforementioned ability to use arrows with your bare hands....

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Originally posted by innominatus

Not a bad little character! Reminds me a lot of the Rainbow Archer from "Enemies III" and "Classic Enemies". A couple of remarks:

 

1.) I notice the character doesn't have the Weaponsmith skill. Should he? Or does he contract out the construction of his arrows to someone else? (If he farms it out, expect the hero's enemies to use that fact to try to track down your Secret ID; after all, there can't be too many people in the campaign area with that kind of skill).

 

2.) One lucky Grab or an Area Effect Entangle and the character is TOAST! Have you considered giving him some sort of a backup plan (Martial Arts, Escape Artist Skill, or a Penetrating RKA "acid vial" to break out of Entangles)?

 

3.) Just some food for thought as an alternate way to construct the Bow & Arrows set. The 3rd Edition version of Rainbow Archer defined her Multipower as *JUST* the arrows in the quiver; she bought the reserve as OIF (since it's hard to just grab away a quiver that's strapped to someone's back) and the individual arrow slots as OAF (once the arrow is out of the quiver, it's easy to grab it out of someone's hand). All the slots also had the Limitation "No Range". Then she bought the bow itself as a separate OAF, and it basically served to just "buy off" the No Range Limitation on the Arrow Multipower. This allowed Rainbow Archer to still use the arrows in hand-to-hand combat (like Legolas when he was stabbing orcs in the eye with handheld arrows), and could be a nasty surprise to an opponent who Grabs away your bow thinking you'll then be helpless...

 

4.) For the Utility Belt, remember: the cheapest Skill Levels you can apply Limitations to are the 5-pointers; you'd need to increase the Reserve on that MP to 10 pts. at the minimum.

 

5.) It's spelled "suction".

 

6.) Be sure to point out to your GM well in advance about the Find Weakness; suddenly springing on your GM that your 60 pt. Multipower is now suddenly Armor Piercing might make him feel like he's been sandbagged. Also, I'd wonder about the value of having Find Weakness on a character like this; since his specialty seems to be attacking opponents from a safe distance, you'll probably have some hefty penalties when you try to Find Weakness from so far away. You might ask your GM is you could buy some Range Levels or the equivalent for the Find Weakness, so you can spot the chinks in the bad guys' armor from further away.

 

7.) Just my personal preference, but the "Reinforced Bow" MP slot just doesn't pass the "smell test" in my book. In order for it to be sturdy enough to be an effective H-T-H weapon, the bow would be far too rigid for a person with normal human strength to draw back. Better to beef up his hand to hand ability with some Martial Arts, or the aforementioned ability to use arrows with your bare hands....

 

Wow, some good food for thought:

 

1)His background blirp covers this, his brother, a DNPC will be his tech boy

 

2) I KNOW, MA is on the short list of things to buy

 

3) Actualy No Range would be wrong, and I hate the LBO method. HOWEVER I considered making it Range Based on Str, then buying the bow as extra Str, only to throw arrows (a -1 or -2, I would say). Put simply I did not have the points to seriously consider this, but as an outlet for XP I will keep it in mind...

 

4) You are mistaken, the lowest combat skill is 5 points, the lowest skill level is 3 (And what they are built with). See 5E pg 49, c 1 p. 3

 

5) I so suck at spelling, thank you

 

6) I need to have a talk to him about the -1 lim on the Find Weakness as is, so he will know about it. However my damage is on the low side for the game (10-18 DC) so I am not to worried about it. I will also point out that with slot 2 I will be essentialy 1/4 damage with a single roll. Plus it is payback, in my campeign he had a ungodly Find Weakness roll and a 14d6 Offensive Strike

 

7) I will be honest, I'm not that attached to this ability BUT as it stands right now I have VERY little in HtH and felt I needed something but was running out of points...

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Originally posted by Blue

If your GM allows those no-END skills and skill levels into the Multi-power then I'd say you're in business. Otherwise I think everything looks fine.

 

MP have no inherent limitations about no END on them, that is only on EC's...HOWEVER Skills as powers are special so I will still need his Okay

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Originally posted by Bengal

the only three things that jumped out to me are:

 

29 Dex. I don't know what your campaign limits are, but three times the normal human max is a hard one to explain without some sort of enhanced metahuman nature. Not impossible or clearly wrong, just put up a stop sign to me.

 

30 End. You're going to need at least 40 to get around and do the athletic things you want to do, especially with a 6 speed. I would shoot for 40-50.

 

75 arrows. Do you really think you will ever need more than 10 or 12? 24 to 36 (depending on the writer) Is how many Hawkeye and Green Arrow carry, and in Hawkeye's case, that includes his trick arrows.

 

Out of the three, I think that the only one which is going to cause you a headache in play is the 30 End. My suggestion is to sacrifice 3-5 points of Dex in favor of Con. The other two won't cause you any game issues, but you'll have to come up with some metagame answers as to why he's quicker than Batman and carries about three quivvers around with him.

 

As far as the pictures go, I like the second one marginally better, but they're practically the same.

 

75 Arrows is a lot and a concern of mine.

 

END is also a concern (I hate selling back stats) but I don't think I will be using all that much END (Note the character is a ranged combatant with charges up the wazoo). Only for Movement and an occasional fist fight

 

No NCM debates pleace, put simply around here human limit is 30 (though rare). Bats would have about 25, Nightwing probably 28. I might put some down, but my defenses are on the low side and I want a high DCV

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Assuming a Champions Normal universe, and it's character norms (31+ is superhuman)...

 

You've got 20PD/ED with 10 Resistant, that's average. So, I'd probably take the Combat Luck away and use the points on giving him back the End you bought down. Or, buy up the Rec, but that's probably not cost efficient.

 

I don't have a problem with the skills in MP, just like I don't have a problem with the Reinforced Bow problem. But, I'm a kind GM.

 

He's got a high OCV/DCV (12 with levels) but a low damage (8d6 AF). He does have a few odd attacks (gas, sonic AVLD) that might turn the tide vs someone other than the agents.

 

He strikes me as someone "Street Level".

 

Oh, yeah, re: 75 arrows.

 

Explanation 1: Obviously you don't have that many on you. You just have the right number to do what you want and need to do. You're just lucky that you have the right arrows for the job.

 

"Good thing I packed all 3 of my Sonic Arrows, isn't it."

 

Explanation 2: Good thing little brother developed *Pym Particle Analog Quiver*. You've got one each of the multiple types of arrows available, then when you pull that one out, another un-shrinks to full size and is available for use.

 

D

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Originally posted by JmOz

No NCM debates pleace, put simply around here human limit is 30 (though rare). Bats would have about 25, Nightwing probably 28. I might put some down, but my defenses are on the low side and I want a high DCV

In the comics I don't recall Hawkeye/GA being really good dodgers like Spider-man or Beast. Nor do they have good defences of course. IRL they'd just get shot.
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a gimick fix on the 75 arrows

 

Since this is high tech, declare you have 24-36 SHAFTS, and the way you remove the shaft from the quiver determines what arrow head gets attached. I could see a three position auto feed since you have autofire. Straight out give you broad head, clockwise spin give you explosive, counterclockwise gives you gas, tug left gives you... etc. This allows you to have a fixed number of charges for a given type of attack with 24-36 total shafts. You could also then use the arrow heads themselves for things if you didn't want to waste the shaft, such as doing a lob, hand granade style, with the explosive arrow head.

 

Another thought that wouldn't be as pretty would be extending arrows. Have them only 8 inches long in compact form in smaller pouches around the body. The drawing of the bow after they have been nocked on your special bow extends the shaft to full lengh and releases the safety on the specialty arrows.

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Looks good. It would fly in my campaign. And looks alot like the ones I've made up.

RE:75 Arrows. Who cares? It's a superhero game. How does Superman conceal his identity with a pair of glasses. How does that death ray work. It's comic book convention. Though I do like Misterdeaths first explanation.

 

 

John Spencer

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The -1 lim on the find weakness is a bit worrying, i presume it will halve the cost of levels with FW from 5 to 2.5. Cos if it does it is more powerfull than basic FW with 1 attack and cheaper to make better.

 

Or am i missing something about the only Pd lim, cos it works with most of your offencive arrows bar the bomb types. I presume it FW against armour and damage res not just straight Pd.

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I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

 

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D

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Originally posted by Gary Ciaramella

I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

 

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D

 

I realise that I will not use up all the arrows, the problem comes with the heads. I think I will be adding the following Lim: May only use up to 36 charges before charges must be recovered or return to a location with more arrows (Bike, Base, etc...0 or I might pass it off as a cinimatic type ability (John Wayne walks into a bar and shoots 7 people with a six shooter type of thing)

 

As for the liefild coment...No reason to get insulting :)...

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Originally posted by Vorsch

The -1 lim on the find weakness is a bit worrying, i presume it will halve the cost of levels with FW from 5 to 2.5. Cos if it does it is more powerfull than basic FW with 1 attack and cheaper to make better.

 

Or am i missing something about the only Pd lim, cos it works with most of your offencive arrows bar the bomb types. I presume it FW against armour and damage res not just straight Pd.

 

 

Originaly it was going to be on PD based defenses (and under half of my attacks target PD). But now I think I will say it is based on the F/X of Physical Armor, either natural or external so I could use it on someone such as the Thing or Grodd, but not against Superman. By the way this lim is based on what 5e says for value but I need to talk to my GM about it still...

 

 

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Originally posted by JohnOSpencer

Looks good. It would fly in my campaign. And looks alot like the ones I've made up.

RE:75 Arrows. Who cares? It's a superhero game. How does Superman conceal his identity with a pair of glasses. How does that death ray work. It's comic book convention. Though I do like Misterdeaths first explanation.

 

 

John Spencer

 

Thank you for the support.

 

I have to admit I like it as well, say that I keep extra Shafts on the Bike and I am ready to go.

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Originally posted by Doug McCrae

In the comics I don't recall Hawkeye/GA being really good dodgers like Spider-man or Beast. Nor do they have good defences of course. IRL they'd just get shot.

 

I disagree, I have seen Hawkeye runnnig through Hydra agents taking shots, I have see GA (both of them) jumping into the middle of mooks, etc. I have seen both getting shot at and avoiding it. Plus both you listed (Beast and Spiderman) have superhuman agility, this means they have 30+ Dex IMO. Again I'm not saying I won't drop some dex, just that it is still in setting for it to be this high...

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Okay Version 2.0

 

Arrows: 60

 

The Bowman

 

Player: Jason Wedel

 

Val Char Cost
15 STR 5
29 DEX 57
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
15 PRE 5
12 COM 1
10/20 PD 4
10/20 ED 3
6 SPD 21
7 REC 0
30 END -5
30 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 125

 

Cost Power END
20 Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
10 Keen Aim: Find Weakness 11- (Basic Shot)
Mask, all slots: IIF (-1/4)
4 1) Nightvision (5 Active Points)
2 2) Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group) (3 Active Points)
4 3) Flash Defense (5 points) (Hearing Group) (5 Active Points)
30 Bow and Arrow: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1)
2u 1) Broadhead Arrows: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); 6 Recoverable Charges (-1/4), Beam (-1/4)
2u 2) Blunted Arrows: Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (60 Active Points); Beam (-1/4), Reduced Penetration (-1/4)
2u 3) Diamond Tipped Arrows: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4)
2u 4) Blast Arrows: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 6 Charges (-3/4), Beam (-1/4)
2u 5) Concusion Blast Arrows: Flash 8d6 (Touch Group), Does Knockback (+1/4), Explosion (+1/2), Double Knockback 2x KB (+3/4) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
2u 6) Flash Arrows: Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
2u 7) Acid Arrows: Killing Attack - Ranged 1d6 (vs. ED), Area Of Effect (One Hex; +1/2), Sticky Standard (+1/2), Continuous (+1), Penetrating (x2; +1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)
2u 8) Sonic Arrow: (Total: 59 Active Cost, 24 Real Cost) Flash 2d6 (Hearing Group), Continuous (+1), Explosion (-1 DC/4"; +1 1/4) (19 Active Points); Beam (-1/4), 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4) (Real Cost: 13) plus Energy Blast 2d6 (vs. ED), Explosion (+1/2), Continuous (+1), Attack Versus Limited Defense: Flash Defense: Hearing (+1 1/2) (40 Active Points); 3 Recoverable Continuing Charges lasting 1 Turn each (-1/4), Beam (-1/4) (Real Cost: 27)
1u 9) Smoke Arrows: Change Environment 4" radius, -6 PER Roll: Normal Sight, Conforming (+1/2) (37 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Explosion (-1/4), Beam (-1/4)
2u 10) Gas Arrows: Energy Blast 3d6 (vs. ED), Explosion (+1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4)
2u 11) Bola Arrows: Entangle 3d6, 6 DEF, Takes No Damage From Normal Physical Attacks Limited Group (+1/4) (56 Active Points); 3 Recoverable Charges (-3/4), Beam (-1/4), Cannot Form Barriers (-1/4)
2u 12) Glue Arrows: Entangle 2d6, 4 DEF, Explosion (+1/2), Sticky Standard (+1/2) (60 Active Points); 3 Charges (-1 1/4), Beam (-1/4)
1u 13) Oil Slick Arrow: Change Environment 4" radius, -6 to dex based rolls to move through the area (30 Active Points); 3 Charges (-1 1/4), Only characters moving on the ground are affected (-1/4)
2u 14) Sucsion Cup Arrows: (Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (Real Cost: 10) plus Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2) (40 Active Points); Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) (Real Cost: 23) plus Swinging 3", Reduced Endurance 0 END (+1/2) (4 Active Points) (Real Cost: 4) plus +2 Acrobatics, Breakfall, Climbing (Real Cost: 6)
8 Utility Belt: Multipower, 12-point reserve, all slots: (12 Active Points); OIF (-1/2)
1u 1) Radio: High Range Radio Perception (12 Active Points); OAF (-1)
1u 2) Brass Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
1u 3) Medical Kit: +2 Paramedic, Forensic Medicine, Medicine (6 Active Points)
1u 4) Micro Recorder: Eidetic Memory, 4 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
1u 5) Crime Kit: +2 Deduction & Crimology (6 Active Points); OAF (-1)
1u 6) Lockpicks: +2 Lockpicking & Security Systems (6 Active Points); OAF (-1)
Powers Cost: 110

 

Cost Martial Arts Maneuver
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
2 Weapon Element: Clubs, Fist-Loads
Combat Archery
4 1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
4 2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
3 3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
Martial Arts Cost: 28

 

Cost Skill
6 +2 With Combat Archery
4 +2 vs. range on Archery
5 Skipover Sprayfire
3 AK: Campeign City (INT-based) 13-
3 Acrobatics 15-
3 Breakfall 15-
3 Bureaucratics 12-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 13-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
3 KS: Criminal Law (INT-based) 13-
2 Language: Spanish (fluent conversation)
1 Language: Mandarin (basic conversation)
3 Lockpicking 15-
3 Paramedics 13-
3 Persuasion 12-
3 PS: Law Enforcement (INT-based) 13-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 12-
3 WF: Bows, Small Arms
Skills Cost: 79

 

Cost Perk
2 Fringe Benefit: Local Police Powers
Perks Cost: 2

 

Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6

 

 

Total Character Cost: 350

 

 

Base Points: 200

Experience Required: 150

Total Experience Available: 0

Experience Unspent: 0

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Originally posted by Gary Ciaramella

I have played an archer character off and on for years and have come to the conclusion that 24 arrows is plenty... Most combats do not really last very long and unless you are on an extended mission, far from any avenue of resupply and lose the arrows you have through attrition (not counting the expendable special arrows) you should not have a problem filling up your 24 in between encounters.

 

Besides, where would you store 75 arrows? You'd look like a Liefield character... :D

Shoot, in most of the games I've played in 16 charges of attack powers is more than enough. So what? If the man wants 75 arrows, let him.
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