Clearly you want Hawkeye to use his Hyperarchery as the basis of his power. The arrows are just special effects on top of his innate ability to hit things with his bow really good.
So, let's build his quiver of arrows as foci. The key is the Operational Skill extra. You create a dice pool for the focus, and you roll the smaller of the focus' dice pool or the skill dice pool. In this case, you want the Hyperarchery to be smaller than the quiver's dice pool. Fortunately you can build the quiver's dice pool with regular dice and still use the Hyperarchery's wiggle dice.
The complication is simulating the depletion nature of the arrows. The Depleted flaw allows you dice in uses and dice in recharges. If you were to put, say, 5 dice in a Depleted power, you'd have a total of 25 uses. That seems fair. However, you get 25 uses per power quality. If each type of arrow has its own quality, you could end up with a ton of reuses. Too many, in fact. You could use the Exhausted flaw instead. That gives you one use of the power quality per scene but then you'd have to buy the power X times for X arrows, and that soon gets too expensive.
My fix for that would be to add an If/Then [Maximum of X Arrows] flaw at -1. I'd set X to something likely, but due to the fact I designed four different types of arrows, setting it to 40 arrows seems reasonable.
I designed four types of arrows: explosive, stun gas, electric shock, and a grapple arrow (with a very light weight rope attached).
Hawkeye's Arrows 10d
Explosive arrows: Qualities: A. Extras and Flaws: Area (regular dice) +1, Depleted -1, Focus -1, If/Then [Maximum of 40 Arrows] -1, Operational Skill (Archery) 0. Cost: 1 per die.
My fix for that would be to add an If/Then [Maximum of X Arrows] flaw at -1. I'd set X to something likely, but due to the fact I designed four different types of arrows, setting it to 40 arrows seems reasonable.
I designed four types of arrows: explosive, stun gas, electric shock, and a grapple arrow (with a very light weight rope attached).
Hawkeye's Arrows 10d
Explosive arrows: Qualities: A. Extras and Flaws: Area (regular dice) +1, Depleted -1, Focus -1, If/Then [Maximum of 40 Arrows] -1, Operational Skill (Archery) 0. Cost: 1 per die.
Stun gas arrows: Qualities: A. Extras and Flaws: Burn +2, Limited Damage -1, Depleted -1, Focus -1, If/Then [Maximum of 40 Arrows] -1, Operational Skill (Archery) 0. Cost: 1 per die.
Electrocution arrows: Qualities: A. Extras and Flaws: Electrocuting +1, Depleted -1, Focus -1, If/Then [Maximum of 40 Arrows] -1, Operational Skill (Archery) 0. Cost: 1 per die.
Grapple arrow: Qualities: U. Extras and Flaws: Depleted -1, Focus -1, If/Then [Maximum of 40 Arrows] -1, Operational Skill (Archery) 0. Cost: 1 per die.
This gives you four types of arrows for a cost of 1 per die per power, or 40 points. Spend 10d and you get 10 arrows of each type with 10 recharges... but that's backed off to a maximum of 40 arrows. For 10 points, you get Hawkeye with 40 arrows of one type. For 40 points, you get Hawkeye with 40 arrows of up to four types. You could design additional arrows (armour piercing might come in handy) that cost more per die, as each power means Hawkeye has that kind of arrow available. You can flaw the power to make it less commonly available.
You have to put at least 5d in the arrows so that the number of dice in the arrows dice pool is equal to or greater than the number of dice in the skill dice pool. You could save some points by only purchasing 5d in the dice pool, but then you'd only have 20 arrows, not 40. That's why I would recommend buying the powers at 10d each.
Hawkeye will need a source for his Hyperarchery, and the Technological source for his arrows (there's another 5 points). He'll also want the Super-Equipment permission to buy all these arrows, and maybe the Mutable intrinsic to buy more types of arrows during play (or the player can just build all the different arrows he's going to have at the beginning with the Super-Equipment permission).
I suggest looking through the focus flaws to see if there are any others you want to add, such as making the arrows manufacturable (and more expensive) or the possibility of someone stealing the arrows/quiver.
I suggest looking through the focus flaws to see if there are any others you want to add, such as making the arrows manufacturable (and more expensive) or the possibility of someone stealing the arrows/quiver.
On Wed, Aug 26, 2015 at 12:47 PM, Winstar <markos.bdn@gmail.com> wrote:
So, after an evening of talking with the player who's going to play Hawkeye, we came up with one conclusion: the two of us see trick arrows as an Augment power, but rules say you should roll the smaller pool if you want the extras. We feel the variable effect route is difficult to understand, and that 'logic' says Hawkeye could put virtually any arrow type where he wanted using his
Our first idea was having this:
Coordination 5D
Hyper Skill (archery) 4D + 1WD (never misses unless oponent is actively dodging or has armor, but he's not always able to strike vitals)
Compound Bow W+1 in K
Explosive Arrow (4D)
Augments (+4)
Area (+1)
Depleted (-1)
If/Then (only augments an archery attack roll) (-1)
Same for Electrical, Gas... trick arrows.
Then, for 20p, you could have 4 charges, with 4 recharges, each charge applying Area to your Coordination+Archery roll. It fits the fact Hawkeye gets a shiny cool arrow from his quiver and everything goes boom. But augments work the other way, obviously for balancing raesons (correct me if I'm wrowng, please). Hawkeye would have to roll 4D if he wants an area attack.
At first we used attached. But attached specifies you have to roll separatedly for each power and skill. That would mean, if we understand, that Hawkeye lands a trick arrow with his Coord. + Archery roll and then the arrow would need to roll with it's own pool to activate... the next round. We felt this wasn't portraying trick arrows the correct way so, we changed to Augment.
Is there any way (rule-wise) to build our idea? Something we can't recall that would work the way we want? We know there's an option to use Willpower to get the extras on Augment, and an extra called "No Willpower Cost x2", but that route seems like cheating (and overpaying). We wanted to ask since we're new to the system.
Thanks a lot.--
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