Weapon Power (Bow) and Ammo Concerns

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Argos
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Weapon Power (Bow) and Ammo Concerns

Postby Argos » Thu Jul 28, 2005 5:49 am

1. Should it be a concern? Is the character assumed to have enough arrows at any given time?
2. If it should be a concern, how should the power be flawed to reflect a quiver
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farik
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Postby farik » Thu Jul 28, 2005 7:15 am

1. Should it be a concern? Is the character assumed to have enough arrows at any given time?
2. If it should be a concern, how should the power be flawed to reflect a quiver?


By default the quiver has an unlimited amount of ammo. If you want the amount of ammo to be a concern then you would use the "magazine X" flaw. When you take this flaw you decide the value of X and after X shots the character must reload.
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Postby ronalmb » Thu Jul 28, 2005 9:35 am

Correct me if I am wrong:

Given that the Weapon has a cost of 1pp/rank, flawing it with Ammo is pretty much a conceptual angle, as the flaw won't get you any savings without doing fractional pp.. unless of course you then give it the "might" extra or sumfin.

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Bow

Postby Rivalsan » Thu Jul 28, 2005 11:17 am

How often have you seen Green Arrow REALLY run out of arrows in mid combat?

Or just treat it like wossname, Ranger's, in the old Dungeons & Dragons cartoon. Shoots energy arrows from a solid bow object. That always kicked butt anyway.

Or you could allow a much larger number of arrows and instead of calling it a flaw, give the character a free power stunt. IIRC the -1 pp/rank level of Uses flaw gives either 8 or 16 shots.. I can't remember at work. :) Give him a quiver of 30 arrows and a free stunt. What archer wont want a stunt?

Alternatively, just make it clear to your archer character that his power's Special Effect has its advantages and its drawbacks (Easier to get a bow and arrows into some places than say, a gun or sword) but that when its especially dramatic, he could run out of ammo. (Device *IS* a flaw after all..) Depends on what your style as a GM is.

But, the only times I recall a bow character running out of arrows is if he was being harried and on the run..
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Re: Bow

Postby dunlaing » Thu Jul 28, 2005 1:53 pm

Rivalsan wrote:But, the only times I recall a bow character running out of arrows is if he was being harried and on the run..


"Just one last arrow,... gotta make this one count..." is a fairly standard dramatic moment (substituting bullet for arrow with gun-based characters)...although it's nto well-modelled by having an ammo or magazine limitation. It's more of a dramatic thing, so it should be some sort of Hero Point mechanic.

I'm thinking that for a Hero Point, you can add 2 ranks to your power and your attack roll can be no lower than 10, but you are out of ammo after that shot (basically, you get the benefit of 2 hero points for the price of one in exchange for running out of ammo)

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Postby tomorrow » Thu Jul 28, 2005 2:27 pm

Its well modelled in that super-hero bows/guns are "never" just Weapon... they invariably have extras and power stunts (trick arrows and bullets) and the reduction from the ammo flaw can balance them out.

Example:

Bowguy's Bow - Weapon-Ranged [Multi-Ammo (Snarex2, Obscurex2, Slowx2, Penetratingx2, Fatiguex2); Power Stunt: Dual Damage; Flaws: Uses (20); Source: Super-Science; Cost 1pp; Total 12pp]

The Bowguy carries and bow with a quiver case that holds 20 arrows, 5 blunt tips, 5 sharp tips, and 10 assorted trick arrows.

Note...

If your Bowguy is less then super-heroic... you might also consider adding in the "slow fire" flaw a bow... as an arrow must be drawn, set, aimed and fired rather than point and squeze with a gun. More limiting... but sort of realistic too and obliges you to either another extra, 5 more power stunts, or even some more features.

If your bow isn't like Speedy's and make a crumby close quarters weapon you could take the Long-Barreled flaw too, opening even more extra/stunt options.

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Postby Batgirl III » Thu Jul 28, 2005 5:03 pm

HKAT and BESM both covered this with the rules for dramatic ammo. Worth the read!


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