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Hawkeye (5e, 650pts)


Enforcer84

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Well for the Avengers Draft this month I thought I'd break out a few write ups.

 

HAWKEYE THE ARCHER

Clint Barton

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-/18-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

8+18 PD 4 Total: 8/26 PD (0/18 rPD)

8+18 ED 4 Total: 8/26 ED (0/18 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

10 REC 4

50 END 5

50 STUN 15 Total Characteristic Cost: 159

 

Movement: Running: 8"/16"

Leaping: 6"/12"

Swimming: 3"/6"

Swinging: 20"/40"

 

Cost Powers END

6 Collapsable Fiberglass Compound Bow...of SMACKING!: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

 

118 Quiver Full of Awesome: Variable Power Pool (Gadget Pool), 90 base + 45 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (225 Active Points); Limited Power Can only use 1 Slot Type per phase (-2), VPP Powers Can Be Changed Only at Workshop/Safehouse (-½), Conditional Power Arrow Based Gadgets only (Limited Variety Carried At One Time (15-20) Can Be Changed At Base. Effectively Operates As Multipower with Current Slot Selection; -½), OIF (Quiver of Arrows; -½); all slots Requires Bow; or all attacks become "Range based on Strength" (-¼)

0 1) Acid Arrow: Killing Attack - Ranged 1d6, Uncontrolled (+½), Continuous (+1), Penetrating (x2; +1) (52 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 16 [6]

0 2) Blunt Arrow: Energy Blast 12d6 (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 3) Blunt Boomerang Arrow: Energy Blast 8d6, Indirect (always originates from character but can attack from any direction; +½) (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 4) Broadhead Arrow: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 9 [6]

0 5) Chisel-Point Arrow: Killing Attack - Ranged 2 ½d6, Armor Piercing (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 6) Electro-Arrow: Dispel Electronic Device Powers 10d6, all Electronic Device powers simultaneously (+2) (90 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 28 [6]

0 7) Exploding Arrow: Energy Blast 12d6, Explosion (+½) (90 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 30 [6]

0 8) Extinguisher Arrow: Dispel Fire Powers 10d6, all Fire Powers simultaneously (+2) (90 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 28 [6]

0 9) Extra-Sharp Broadhead Arrow: Killing Attack - Ranged 1 ½d6, Armor Piercing (+½) (37 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 11 [6]

0 10) Firebomb Arrow: Killing Attack - Ranged 1 ½d6, Armor Piercing (+½), Explosion (+½) (50 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 17 [6]

0 11) Flare Arrow, Explosion: Sight Group Flash 8d6, Explosion (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 20 [6]

0 12) Flare Arrow, Screamer Explosion: Sight and Hearing Groups Flash 7d6, Explosion (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 20 [6]

0 13) Flare Arrow: Sight Group Flash 12d6 (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 14) Glue Arrow, Sticky: Entangle 4d6, 4 DEF, Sticky (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Cannot Form Barriers (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 17 [6]

0 15) Glue-Bomb Arrow: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 6 Charges (-¾), Cannot Form Barriers (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 16) Grapnel Arrows: Swinging 20" (20 Active Points); OAF (-1), 12 Charges (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 8 [12]

0 17) Incendiary Arrow: Killing Attack - Ranged 2d6+1, Armor Piercing (+½) (52 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 16 [6]

0 18) Knockout Gas Arrow: Energy Blast 6d6, Area Of Effect (One Hex; +½), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity; +1) (75 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 25 [6]

0 19) Net Arrow, Large: Entangle 5d6, 5 DEF, Entangle And Character Both Take Damage (+¼), Explosion (+½) (87 Active Points); OAF (-1), 6 Charges (-¾), Cannot Form Barriers (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 27 [6]

0 20) Net Arrow: Entangle 5d6, 5 DEF, Entangle And Character Both Take Damage (+¼), Area Of Effect (One Hex; +½) (87 Active Points); OAF (-1), 6 Charges (-¾), Cannot Form Barriers (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 27 [6]

0 21) Oil Slick Arrow, Large: Change Environment 16" radius (-4 to all DEX-based Rolls to move on/through) (34 Active Points); OAF (-1), 6 Charges (-¾), Only Affects Characters Moving On The Ground (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 10 [6]

0 22) Oil Slick Arrow: Change Environment 8" radius (-6 to all DEX-based Rolls to move on/through) (35 Active Points); OAF (-1), 6 Charges (-¾), Only Affects Characters Moving On The Ground (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 11 [6]

0 23) Shrapnel Arrow: Killing Attack - Ranged 2d6, Explosion (+½), Armor Piercing (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 20 [6]

0 24) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 24 [6 cc]

0 25) Smoke Trail Arrow: Darkness to Sight Group 4" radius, 16" long and 2" wide Line (+½) (60 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 24 [6 cc]

0 26) Sonic Arrow: (Total: 90 Active Cost, 28 Real Cost) Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) (Real Cost: 15) plus Hearing Group Flash 6d6, Area Of Effect (4" Radius; +1 ¼) (40 Active Points); OAF (-1), 6 Charges (-¾), Linked (Energy Blast; -½), Requires Bow; or all attacks become "Range based on Strength" (-¼) (Real Cost: 11) Real Cost: 28 [6]

0 27) Strong Boomerang Arrow: Killing Attack - Ranged 2 ½d6, Indirect (always originates from character but can attack from any direction; +½) (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 28) Strong Boomerang Grabber Arrow: Telekinesis (30 STR) (45 Active Points); OAF (-1), 6 Charges (-¾), Only Works On Limited Types Of Objects (objects small enough to be grabbed by the pincer on the arrow; -½), Affects Whole Object (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 12 [6]

0 29) Taser Arrow: Energy Blast 6d6, No Normal Defense (defense is insulated rED covering entire body; +1) (60 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 18 [6]

0 30) Tear Gas Arrow: Sight Group Flash 6d6, No Normal Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; +½), Area Of Effect (5" Radius; +1) (75 Active Points); OAF (-1), 6 Charges (-¾), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 25 [6]

0 31) Variant Bolo Arrow II: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼), Cannot Form Barriers (-¼), Can Be Missile Deflected (-¼), Requires Bow; or all attacks become "Range based on Strength" (-¼) Real Cost: 13 [6]

 

Athletics

7 1) Acrobat: Leaping +2" (6" forward, 3" upward) (Accurate) 1

4 2) Good Eye: +2 PER with Sight Group 0

3 3) Hawkeye: +2 versus Range Modifier for Sight Group 0

1 4) Hottub Training: Swimming +1" (3" total) 1

4 5) Swift: Running +2" (8" total) 1

 

Uniform Basics, all slots OIF (-½)

15 1) Insulated Costume: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Cold, Elctricity, and Fire (-½), OIF (-½) 0

3 2) Insulated Costume: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (-½) 0

24 3) Reinforced Betacloth Bodysuit: Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 0

13 4) Vibranium Soled Boots: Physical Damage Reduction, 75% (40 Active Points); Only Works Against Falling Damage (-1), Requires A Breakfall Roll (-½), OIF (-½) 0

4 5) Vibranium Soles: +5 with Stealth (10 Active Points); Only for Moving Silently (-1), OIF (-½)

 

Uniform Cowl

5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

5 2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-½) 0

6 3) Avengers Communicard: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0

5 4) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-½) 0

5 5) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

 

Archery and Ranged Mastery

Maneuver OCV DCV Notes

4 Basic Shot +0 +0 Strike, +2 DC

3 Defensive Shot -1 +2 Strike

5 Distance Shot +0 -2 Strike , +1 Segment

4 Quick Shot +1 +0 Strike, +2 DC

4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm

4 Trip -1 -1 v/5, Target Falls

1 Weapon Element: Bows

1 Weapon Element: Thrown Knives, Axes, and Darts

 

Avengers Combat Training

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

4 Block +2 +2 Block, Abort

4 Choke Hold -2 +0 Grab One Limb; 3 ½d6 NND

4 Disarm -1 +1 Disarm; 45 STR to Disarm

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Joint Lock/Throw +1 +0 Grab One Limb; 2 ½d6 NND ; Target Falls

3 Legsweep +2 -1 8d6 Strike, Target Falls

4 Nerve Strike -1 +1 3 ½d6 NND

5 Offensive Strike -2 +1 11d6 Strike

4 Strike +0 +2 9d6 Strike

3 Throw +0 +1 7d6 +v/5, Target Falls

1 Weapon Element: Clubs

 

Perks

6 Avenger: Positive Reputation: Member of the Avengers (A large group) 14-, +2/+2d6

5 Avengers Complex, Portland: Vehicles & Bases

3 Avengers Database: Computer Link

1 Avengers Stipend: Money: Well Off

31 Skycycle: Vehicles & Bases

3 Fringe Benefit: Federal/National Police Powers

3 Well-Connected

1 1) Contact: Circus Contacts (2 Active Points) 11-

2 2) Contact: The Great Lakes Avengers (3 Active Points) 12-

1 3) Contact: The Thunderbolts (Contact has useful Skills or resources) (2 Active Points) 8-

 

Talents

2 Aerialist: Environmental Movement (no penalties on tightropes or narrow enclosures)

8 Bullseye: Combat Archery

3 Good Eye: Absolute Range Sense

4 Steady As She Goes: Mounted Warrior (Ranged Combat)

12 Trained Reflexes: Lightning Reflexes: +8 DEX to act first with All Actions

12 Just a Scratch: Combat Luck (6 PD/6 ED)

 

Skills

16 +2 with All Combat

25 +5 with Bows

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Contortionist 14-

3 Demolitions 12-

3 Gambling 12-

3 Navigation 12-

3 PS: Circus Aerialist 14-

3 PS: Performer: Trick Shot 14-

3 Paramedics 12-

3 Persuasion 13-

15 Power: Trick Shot 20-

3 Scholar

1 1) KS: Archery (2 Active Points) 11-

1 2) KS: Avengers and their Foes (2 Active Points) 11-

1 3) KS: Circuses (2 Active Points) 11-

1 4) KS: The Espionage World (2 Active Points) 11-

1 5) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight of Hand 14-

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 12-

1 TF: Avengers Quinjet

3 Tactics 12-

3 Teamwork 14-

4 Transport Familiarity: Common Motorized Ground Vehicles, Riding Animals, Grav Vehicles/Hovercraft, Two-Wheeled Motorized Ground Vehicles

11 Weapon Familiarity: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Boomerangs and Throwing Clubs, Common Melee Weapons, Off Hand, Thrown Sword

2 Weaponsmith: Muscle-Powered (Muscle-powered Weapons) 12-

 

Total Powers & Skill Cost: 548

Total Cost: 707

 

500+ Disadvantages

5 Dependent NPC: Barbara Morse-Barton; Mockingbird 11- (As powerful as the PC)

15 Hunted: Avengers Frequently (Mo Pow; NCI; Watching)

20 Hunted: Avengers Foes Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

5 Hunted: Trickshot II 8- (As Pow; Mildly Punish)

10 Physical Limitation: Hearing Loss (compensated for by hearing aids) (Infrequently; Greatly Impairing)

10 Psychological Limitation: Alpha-male, syndrome (Common; Moderate)

10 Psychological Limitation: Brash, reckless (Common; Moderate)

20 Psychological Limitation: Code of the Hero (Common; Total)

15 Psychological Limitation: In love with Barbara Morse (Common; Strong)

15 Social Limitation: Public Identity (Frequently; Major)

5 Social Limitation: Subject to Avengers Charter (Occasionally; Minor)

77 Experience Points

 

Total Disadvantage Points: 707

 

Background/History: From: Comicvine.com

 

Clint Barton was born into a family of abuse. He and his older brother Barney were the target of an abusive, alcoholic father (Harold) and a mother who didn't care (Edith). Tragedy, or perhaps poetic justice, struck when their parents died in a car accident caused by Clint's father's excessive drinking.

 

Soon after the accident, Clint and Barney were both put into an orphanage. The two bolted soon after, dreaming of a better life. While on the run, the two fell on the doorstep of a traveling circus. Needing food and shelter, Clint and Barney decided to do odd jobs for the performers.

 

Two performers, Swordsman and Trickshot, saw potential in Clint and took him under their wing. Trickshot taught Clint archery while Swordsman taught Clint acrobatics and knife throwing. The duo became heroes to Clint as he began to surpass his masters.

 

Though Swordsman and Trickshot weren't the greatest father figures, they were the best the circus had to offer, or so he thought. While doing an odd job for a performer, Clint overheard that a great sum of money had been stolen from the ringmaster the night before. Clint thought little of this until he saw Swordsman with an inordinately large sum of money and wondered if his hero could have been the thief the night before. He questioned his mentor and got the answer he was dreading; Swordsman had indeed stolen the money.

 

Swordsman was quick to offer Clint a cut of the ill gotten cash if he could keep his mouth shut, but he refused and was soon chased, beaten and left for dead by the Swordsman. Unable to handle the pain he felt, Clint bolted again. Clint was soon contacted by Barney. Disappointed that Clint left the circus and angry that he was alone, Barney lashed out at his brother. Feeling guilty for leaving his brother, Clint reluctantly agreed to return to his old life.

 

Clint felt unappreciated and alone at the circus. His act, "The Amazing Hawkeye" got little attendance. Much to his dismay, his performance was ignored when Iron Man stopped a run away ride. After seeing Iron Man in action, Clint was inspired to use his archery skills to fight crime.

 

The costumed hero Hawkeye's first outing was a major failure; after taking down two jewel thieves, the police arriving on the scene thought him to be the thief. Clint eluded capture, feeling defeated, misunderstood and hurt. He soon ran into the Black Widow, a soviet super-spy, and the two became inseparable. Clint didn't know what he was involved in, but the Widow had convinced him that he needed to defeat Iron Man in order to show his true power to the world. He soon wised up to the Black Widow's game and decided he wasn't going to be her distraction for Iron Man any longer, and the he would try his hand at the hero game once more.

 

 

Avengers Initiative: Hawkeye's leadership potential having long since been realized he's been tasked by SHIELD to head the team in the Pacific Northwest, no it's not a glamour position but that's not what he needs now. Now if only Fury and SHIELD hadn't decided to mess with his personal life...

 

Personality/Motivation: To me, Hawkeye has always wanted the family he never had as well as respect for his hard work. He's a good man, motivated to do well by others; but his self esteem has always seemed kind of low. Clint has a temper, constantly needs to prove himself, and has on occasion rather easily fallen for pretty women who treat him with respect and open admiration; Black Widow and Moonstone have been adept at manipulating him, and he married Bobbi Morse after working one mission with her.

 

As he's matured as a hero and leader he's managed to find the inner peace he lacked in his youth and grown into a leader and teacher for younger heroes. And though his life has been a series of ups and downs and more crazy than you can shake a quiver of arrows at, he's finally sorted out all his feelings for the various friends and foes in his life.

 

Working with Bobbi again is caushing him no end of grief.

 

Powers/Tactics: From ComicVine.com

 

Though he has no superpowers, Hawkeye is still a force to be reckoned with. He is a peak-athlete, possessing exceptional strength, speed, stamina and agility. He is a world class archer and marksman. Hawkeye is also a talented acrobat, performing acrobatic maneuvers that an Olympic gold medalist would envy. He has been trained in hand-to-hand combat by Captain America, making him an accomplished combatant.

 

Hawkeye is also shown to be a fine leader and strategist. As Ronin, Hawkeye also shows that he can use the sword and other melee weapons very effectively, along with being accurate with some types of guns.

 

His most famous ability, Hawkeye is able to hurl or fire projectiles with extreme speed and accuracy. He is also able to fire or throw objects against walls or other obstacles, resulting in complicated rebounding situations. Hawkeye is also known for his utilization of several "trick arrows" containing explosives, electrical discharges, nets, etc.

 

As Goliath, Clint used Hank Pym's "Pym Particles" to increase his height and strength. Hawkeye is one of few people able to handle Captain America's shield.

 

His current equipment consists of a cutting edge beta-cloth costume in his classic colors. He has new earpieces that protect his senses from further damage as well as enhance his damaged hearing beyond their original level. His mask includes polarized clear lenses and insulation to defend against cerain energy attacks. He carries a collapsable fiberglass compound bow and a specailly designed arealist's quiver.

 

Appearance: Tall, good-looking guy with blond hair, blue eyes and an acrobat's build. Wears purple costumes. I'm going classic rather than Movie.

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Re: Hawkeye (5e, 650pts)

 

Is this supposed to represent Hawkeye from any particular era or is it more or less your idealized version?

 

Because I see you referencing some recent stuff, but he hasn't been deaf for years. Many years at this point...

 

All my write ups use my idealized versions. For instance, I won't have Hawk giving Mockingbird the heave ho cause she killed the guy who mind raped her only to have him shoot a skrull in the face with an arrow.

 

And I quit reading comics many years ago

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Re: Hawkeye (5e, 650pts)

 

VPP Powers Can Be Changed Only at Workshop/Safehouse (-½)

 

I know this is just a slight modification of the default Limitation within Hero Designer but you might want to change it since according to RAW it means you have to decide what particular combination of arrows whose REAL cost adds up to 90 he can carry and use at any one time (without changing at a workshop/safehouse). As built the variety would be pretty small.

 

Also, since you didn't choose Powers Can Be Changed As A Zero-Phase Action (+1) & No Skill Roll Required (+1) He has to make a skill roll at up to a -9 every time he wants to use a different arrow slot. And it takes a Half Phase action to do so.

 

Other than that I really like the build. Shows a lot of history about the character. :D

 

 

 

Here's a link to how I built a lower powered but otherwise similar bow & arrow VPP for Green Arrow in 6e.

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Re: Hawkeye (5e, 650pts)

 

Here's one way to port the concept into 5e:

 

122 Bow & Arrows: Variable Power Pool (Gadget Pool), 90 base + 45 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (225 Active Points); Limited Power Can Only Use 1 Slot Type per Phase (-2), Conditional Power Arrow Based Gadgets Only (Limited Variety Carried At One Time (15-20) Can Be Changed At Base. Effectively Operates As Multipower with Current Slot Selection; -1/2); all slots OAF (Bow & Arrows; Requires Multiple Foci or functions at reduced effectiveness; -3/4)

[Notes: Technically, the Quiver of Arrows is OIF and the Bow is OAF. The only special quality of the Bow itself is collapsibility when not in use. If broken, a generic 'sporting good store replacement' could be used in a pinch with possible penalties to OCV and/or Range depending on its quality. All slots need an additional (-3/4) in Limitations beyond Focus (usually Range Based on STR, Charges & either Beam or Can Be Deflected). This represents that most of the arrows can still be used at no range when a bow is not available (OCV penalties may apply).]

0 1) Broad-Head Arrow: Killing Attack - Ranged 3d6+1, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2) (87 Active Points); Beam (-1/4), 12 Charges (-1/4), Range Based On Strength (-1/4) Real Cost: 35

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