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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 15, 2015 1:10 am Post subject: Hawkeye's quiver/arrow tips?? |
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If you was going to play a PC based on the Avengers character, Hawkeye (Clint barton), what skills do you think would be needed to re-create his arrow quiver, where he can select specialty warheads, or to even MAKE those warheads...
Bow repair and demolitions is a must, but would he need bow engineering/demolitions engineering as well?
What other skills should be needed? _________________ Confucious sayeth, don't wash cat while drunk! |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Thu Oct 15, 2015 8:08 am Post subject: |
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Pretty much. If there was any in-universe item that already had the desired functionality I'd allow the use of a repair skill, but I'd ask for an Advanced skill roll to make items that had no equivalent in-universe. Some, such as the arrows Hawkeye has that are based on Pym Particles, I might outright ban.
For the more unusual arrows (I'm looking at you, Boxing Glove arrow), I might even ask for a new Advanced (Dex) bow skill to even shoot the thing. For items where size matters, I might reduce the effect and/or range - this is particularly true for stuff like explosive arrows.
You might also get unique weapons for Star Wars - something like a cortosis filament warhead, which might release a light dusting of cortosis filaments, possibly shorting out lightsabers and similar technology.
Or, if you have a reliable source of crystals, perhaps even warheads that project a lightsaber-like 'blade' for an instant before impact. These would likely be Advanced in nature as well.
So, a partial list of what I might ask for repair rolls for:
Acid, blast, bola, cable, flare, glue, electric, net, rocket boost, smoke, suction, tear gas, incendiary, toxic gas.
Any of the gas arrows would likely have their effect reduced as compared to the hand thrown item, just because of the size constraints on an arrow.
And the boxing glove arrow? Instead of an actual boxing glove, I might take advantage of the high energy density batteries or other power sources that are available in Star Wars, and possibly use something like a one-shot (burnout) repulsor generator.
The Repulse-Hand is already available as a cyber prosthetic; the same technology should be capable of being adapted to an arrow. |
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KeldorKatarn Ensign
Joined: 05 Feb 2012 Posts: 48
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Posted: Thu Oct 15, 2015 12:56 pm Post subject: |
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A Vibro tipped arrow? For killing armored targets? |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Oct 15, 2015 7:43 pm Post subject: |
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If building from pre-fab components (such as motor that rotates the quiver), then I think repair should suffice. If building from scratch, then I think engineering moves to the fore.
I actually have a character like this, but haven't spent much time on the manufacturing aspect yet.
I was thinking about converting from a basic compound bow to something like the Dathomiri laser bow for a more Star Wars-y effect.
But selective ammo is definitely fun to have. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Oct 16, 2015 1:28 am Post subject: |
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This might help. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Oct 16, 2015 2:24 am Post subject: |
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Rats. Completely forgot about that thread. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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