Alibear Posted February 7, 2009 Report Share Posted February 7, 2009 I'm playing in an on-line fantasy game and my character is an archer. Waves to Randy and co. I want him to be able to build a perfect arrow. Not magical or anything just the best an arrow can be if someone lovingly spent hours and hours straightening the shaft, sharpening the head, making great glue, perfect fletching etc. So I was thinking: The perfect arrow: +1 ocv and +4 v range. How do I build the limitations? Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted February 7, 2009 Report Share Posted February 7, 2009 Re: Rules: arrow build. What limitations would it have that a normal arrow does not? Real weapon & OAF probably cut it. Doc Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted February 7, 2009 Report Share Posted February 7, 2009 Re: Rules: arrow build. I like the Talent approach myself. I'd do it something like this... Love of the Fletcher's Art 1 1 point Major Transform, Limited Target (-1: Arrows or Fletching Supplies), No Range (-1/2) RSR: PS:Fletcher (-1/2) Extra Time :1 Hour (-3) Limited: Can't add more than 15 AP to arrow (Arbitrary GM limit to keep it feeling "real", -0) Use the "Adding Powers" rules for transforms and voila, you can manufacture individual arrows over the course of several hours each (I figure your basic arrow counts as 1 Body for the transform, so the first couple of hours will be spent making the arrow really nice but still "normal" stat wise, after which you add an extra 5 AP to your inbuilt levels per extra hour you sink into the arrow). The bonus to this is that each arrow can be tailor-built for different purposes. The reversion for the transform is not caring for the arrow properly and letting it get weathered. Really too cheap for a 1 point talent, but hey I suppose it could be boosted to a 1/2 die for another point for a true master fletcher. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted February 7, 2009 Report Share Posted February 7, 2009 Re: Rules: arrow build. Ooh, awesome Talent idea. Repped. Quote Link to comment Share on other sites More sharing options...
braincraft Posted February 8, 2009 Report Share Posted February 8, 2009 Simplicity is the best policy +1 OCV, +4 vs Range, OAF best arrow, 1 charge. Total real cost: 6 points. Assume that he makes another whenever he has enough downtime to replace his other charges, except that in narrative terms one of those arrows is awesome. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted February 10, 2009 Report Share Posted February 10, 2009 Re: Rules: arrow build. The Fool has it right here; what it sounds like you're simulating (more than a Transform, though) is Skill Levels, only with Perfect Arrows. You can also go with Deadly Blow, Charges, Charges are Perfect Arrows [see Text*] where you use The Fool's mechanic to create said Perfect Arrows. [shamless_plug]Or, you can do what I did and just divorce bows & arrows completely, now available at in the http://d3-games.com; it's pretty great. And it comes in hardcover![/shameless_plug] Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted February 10, 2009 Report Share Posted February 10, 2009 Re: Rules: arrow build. I'd probably go the Transform route to add CSLs with OAF and Independent. I'd require the Transform reach enough Body to add the correct number of points as per the Transform rules for adding powers. That's a pretty minor difference though, and probably at most just changes the amount of Extra Time to add (or changes the expected time for crafting the arrows, depending on how you want to approach it). Then again, talk to your GM about this being a normal application of the Weaponsmith skill in a heroic game. Maybe you don't even need to construct a power. Quote Link to comment Share on other sites More sharing options...
SteveZilla Posted February 11, 2009 Report Share Posted February 11, 2009 Re: Rules: arrow build. The Fool has it right here; what it sounds like you're simulating (more than a Transform' date=' though) is Skill Levels, only with Perfect Arrows. You can also go with Deadly Blow, Charges, Charges are Perfect Arrows [see Text*'] where you use The Fool's mechanic to create said Perfect Arrows. [shamless_plug]Or, you can do what I did and just divorce bows & arrows completely, now available at in the http://d3-games.com; it's pretty great. And it comes in hardcover![/shameless_plug] Shameless Plug Fail. That link doesn't work. Was it supposed to be: http://www.d-3games.com/ ? Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted February 11, 2009 Report Share Posted February 11, 2009 Re: Rules: arrow build. I'd probably go the Transform route to add CSLs with OAF and Independent. I'd require the Transform reach enough Body to add the correct number of points as per the Transform rules for adding powers. That's a pretty minor difference though' date=' and probably at most just changes the amount of Extra Time to add (or changes the expected time for crafting the arrows, depending on how you want to approach it).[/quote'] Yeah I thought about that (and pondered slapping Continuous on it at one point as well) but then decided that stacking on one pip Transforms to hit the target body was functionally the same I decided that it'd be fair allowing the progressing AP's grant the "already paid off" CSL's via the "partial transformation" option. Then again' date=' talk to your GM about this being a normal application of the Weaponsmith skill in a heroic game. Maybe you don't even need to construct a power.[/quote'] A totally viable option, tho I kinda like the idea of using something of the sort as a "Mastercrafter" talent. The Transform could also be used to pay the costs for "Fine" enhancements ala Fantasy Hero, I suppose, tho this in general could get out of hand quickly. Quote Link to comment Share on other sites More sharing options...
Alibear Posted February 11, 2009 Author Report Share Posted February 11, 2009 Re: Rules: arrow build. So, Randy, assuming poor wee Jarrid gets any experience points in the future, which limitations are you letting me get away with? 1 charge which takes several hours of loving work to replenish. 13- An activation roll equal to his fletching skill. OAF - The best arrow a man can make. Anything else? Quote Link to comment Share on other sites More sharing options...
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