Viewing Effect - Bows and Arrows
Become a pro with your bow, or string up a new one

Create a Bows and Arrows Power

Description

This Power grants access to an array of powers relating to the usage of bows and arrows (but not crossbows, those are considered a firearm due to the trigger mechanism).

System

Passive, always in effect. Successful attacks with bows and arrows will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].

Eratta

Mastery powers are not obviously supernatural by default, you do not need to take the Concealed Enhancement.

Enhancements

Only Cowards Run (Attacking foes that are fleeing counts as a point blank attack)

Silent Killer (If your shot kills a target, they are unable to cry out as they die, and their body hits the ground silently.)

Swift Shooter (You may move your full sprint distance and attack with a firearm without a dice penalty.)

Razor String (You are proficient in using your bow as a melee weapon in dire circumstances. Your parameters apply to this use of the bow as well as your arrows.)

Leave No Trace (Your arrows collapse into dust after impact, leaving no trace of your assault beyond the wounds they leave.)

Payload (Your projectiles can carry a payload of up to 3 lbs without a penalty.)

Broad-Head Arrow (If your arrow hits, it knocks the target down. Standing up is usually considered a Quick Action [-2 dice].)

Arc the Arrow (You suffer no penalties for attacking targets behind cover.)

Bullet Parry (You may parry enemy bullets out of the air as you would any other attack.)
This is a standard Perry Reaction.

Mercy (You may limit the damage of any Attack that has an outcome of at least 3 Successes.)

Pin Down (When your arrow hits, if the target is near a wall or floor, your arrow pierces through them, pinning them to the wall or floor. Unpinning oneself quickly worsens the arrow's Injury by one Severity.)
If you have the Enhancement Mercy, you may still pin targets while limiting the damage.

Drawbacks

Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Unique Weapon (This Power takes the form of a specific, unique weapon, which can be borrowed, lost, or stolen.)
This Drawback either applies to an existing weapon or can be used to create an entirely new weapon. If a new weapon is created, its base stats are equal to a similar, mundane weapon.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Additional Damage

Default Level: 1

Seasoned Threshold: 4

Veteran Threshold: 7

  1. +0
  2. +1
  3. +2
  4. +3
  5. +4
  6. +5
  7. +6

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 5

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Example Powers