Cost |
Power |
END |
7 |
1)
Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)
|
0 |
3 |
2)
Nightvision (5 Active Points); OIF (-1/2)
|
0 |
3 |
3)
Sight Group Flash Defense (5 points); OIF (-1/2)
|
0 |
3 |
4)
Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
|
0 |
20 |
Zen Accuracy:
Find Weakness 11- with with Bow & Arrow Attacks
|
0 |
30 |
Multipower, 60-point reserve, (60 Active Points); all slots OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
Notes:
Total # of arrows carried in quiver = 120. "Zen Archery" manuevers can be used to increase the damage for all the "Standard Arrows". Some of the "Trick Arrows" might still be used for the Ranged Trip or Disarm manuevers . A few "Standard Arrows" are built with the advantage "Autofire" which represents their standard size compared with the rest of the trick arrows. This allows up to 3 arrows of any one standard type to be notched and fired simultaneously (Broad-Head, Flubber-Tipped and Rubber-Tipped). Both the Broad-Head and Rubber-Tipped arrows are also built with the advantage "Invisible Power Effects; Hearing Group" (The Flubber-Tipped one makes a sound similar to a "party-favor" during flight).
|
|
1u |
1)
Club Weapon: Reinforced Long Bow:
(Total: 37 Active Cost, 15 Real Cost) HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Hand-To-Hand Attack (-1/2), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 12)
plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), no Noncombat Stretching (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 3)
Notes:
11d6 Total when combined with Karate Punch.
|
0 |
2u |
2)
Broad-Head Arrow:
RKA 3d6-1 (vs. PD), Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
2u |
3)
Concussion-Blast Arrow:
Touch Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-1/4), 12 Charges (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
2u |
4)
Diamond-Tipped Arrow:
RKA 3d6-1 (vs. PD), Armor Piercing (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
Notes:
Maximum Damage = 3d6+1 & an additional +2 Body & +6 Stun (Zen Archery's Basic Shot: +4 Damage Classes are halved to +2 DC when applied to killing damage & combat skill levels: +2 Zen Archery and +2 Overal add +1 Body & +3 Stun for each 2 levels applied). Armor Piercing and Zen Accuracy (Find Weakness as high as 13- with +2 Overall levels not counting any extra time spent to increase roll) can make this potentially apply vs. 1/4 or LESS of the target's base resistant physical defenses.
|
[12] |
2u |
5)
Flash-Bang Arrow:
Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Can Be Missile Deflected (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
2u |
6)
Flubber-Tipped Arrow:
EB 6d6 (vs. PD), Autofire (3 shots; +1/4), Double Knockback (+3/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
2u |
7)
High-Explosive Arrow:
RKA 3d6-1 (vs. PD), Explosion (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 8 Charges (-1/2), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[8] |
2u |
8)
Knockout-Gas Arrow:
EB 3d6 (vs. ED), NND (Life Support: Self Contained Breathing, Life Support: Immunity Chemical Warfare Agents; +1), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); 6 Charges (-3/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[6] |
2u |
9)
Micro-Net Arrow:
Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
2u |
10)
Rubber-Tipped Arrow:
EB 8d6 (vs. PD), Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 12 Charges (-1/4), Beam (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12] |
3u |
11)
Smoke-Bomb Arrow:
Change Environment 4" radius, -8 to Normal Sight PER Rolls, -7 to Normal Smell PER Rolls, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Explosion (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[12 cc] |
2u |
12)
Sonic-Screech Arrow:
(Total: 60 Active Cost, 20 Real Cost) Hearing Group Flash 3d6, Explosion (+1/2) (13 Active Points); 3 Charges (-1 1/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 4)
plus EB 2d6 (vs. ED), Uncontrolled (+1/2), Explosion (-1 DC/2"; +3/4), Continuous (+1), Attack Versus Limited Defense (Flash Defense Hearing; +1 1/2) (47 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Can Be Missile Deflected (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 16)
|
[3] |
2u |
13)
Suction-Cup Arrow:
(Total: 60 Active Cost, 24 Real Cost) Clinging (normal STR) (10 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 5)
plus Stretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 14)
plus Swinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 2)
plus +2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4) (Real Cost: 3)
|
[3 rc] |
2u |
14)
Taser-Charged Arrow:
Suppress STUN 6d6, Invisible to Hearing Group, SFX Only (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Uncontrolled (+1/2) (60 Active Points); OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Beam (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)
|
[6 cc] |
94 |
Total Powers Cost |
|