I looked up http://www.bashrpgbuilds.org/builds/mar ... es/hawkeye
Took some ideas from it.
He said he wanted a pushing arrow, fire arrow with area, and stun arrows.
Haven't figured out which "stun" he wants, so I listed the three I thought of. I know the stun one uses Mind, but I ran out of points to boost mind for arrows. Should I make it like this, what would you change?
I'm assuming his points with Special Attack would be for damage, not chance to hit. Also, would he be using Agility to hit, then Mind for damage for Fire Arrow? Also, how do I make it into Fire?
Brawn 1, Agility 2, Mind 1
Powers:
Push Arrow – Push 3, Range, Area (2 Range, Enh: Variable, Limit: Gadget: Charges 0000) 5 pts
Fire Arrow – Special Attack 2, Range, Area (2 Range, 1 Area, Limit: Gadget: Charges 0000) 4 pts
Stun Arrow – Confusion/Daze/Immobilize 2, Range, Area (2 Range, Limit: Gadget: Charges 0000) 3 pts
Bow – Damage X3, Range 20
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Making a 20pt Marvel Hawkeye for a friend
- themaster408
- Sidekick
- Posts: 21
- Joined: Fri Oct 26, 2012 11:00 pm
- doktorelektron
- Costumed Crimefighter
- Posts: 105
- Joined: Tue Mar 15, 2011 11:00 pm
hi there,
I would suggest that you put all your arrow types into a multipower to keep the cost down. I would go for something like this:
Speciality Arrows: Multipower 5 (Variable,Ammo gadget) 1pt
Strike Arrow: Special Attack 5 5pts
Boxing Glove Arrow: Push 5 1pt
Stun Arrow: Immobilization 5 1pt
Incendiary Arrow: Continual Damage 5 1pt
I'm guessing that your player wants a 'sticky' fire arrow that keeps burning the target. Continual Damage should do the trick.
Also I would go for Immobilization for the stun effect as it's cheaper to include it in the multipower and the Brawn roll to recover can reasonably be interpreted as 'shaking it off'.
Variable will let you add area effects as required, albeit at reduced accuracy. So your archer guy could fire a handful of stun arrows into a gang of mooks with a single shot for example.
I'd recommend spending any spare points on some Intense Training powers, especially Attack Weak Point and Weapon Technique.
Hope this is helpful
I would suggest that you put all your arrow types into a multipower to keep the cost down. I would go for something like this:
Speciality Arrows: Multipower 5 (Variable,Ammo gadget) 1pt
Strike Arrow: Special Attack 5 5pts
Boxing Glove Arrow: Push 5 1pt
Stun Arrow: Immobilization 5 1pt
Incendiary Arrow: Continual Damage 5 1pt
I'm guessing that your player wants a 'sticky' fire arrow that keeps burning the target. Continual Damage should do the trick.
Also I would go for Immobilization for the stun effect as it's cheaper to include it in the multipower and the Brawn roll to recover can reasonably be interpreted as 'shaking it off'.
Variable will let you add area effects as required, albeit at reduced accuracy. So your archer guy could fire a handful of stun arrows into a gang of mooks with a single shot for example.
I'd recommend spending any spare points on some Intense Training powers, especially Attack Weak Point and Weapon Technique.
Hope this is helpful

- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
- Contact:
With comparatively low stats you might want to spend a point or two for Skillful, if you want decent scores in Athletics [for climbing and acrobatics] or Stealth [ for sneaking and hiding] or Craftsmanship [for bows and arrows, etc], or Investigation and Security [spy stuff], Technology [tech arrows], etc.
With a x1 or x2, you will be lucky to consistently make a 10 [the very lowest target for any hope of success]. With a x1, you need to roll 10 on 2d6 [16.67 percent chance, not including exploding dice]. With x2 your odd go up to 83.33. percent of getting a 10, but you still have only a 16.67 percent chance of making a 20 [again these chances will raise slightly by the exploding dice possibility, but it is not awesome.
A single rank of Skillful would let you bump 2 skill categories up by x1 each [so x3 for a single Agility skill, or x2 for one Mind skill.
With a x1 or x2, you will be lucky to consistently make a 10 [the very lowest target for any hope of success]. With a x1, you need to roll 10 on 2d6 [16.67 percent chance, not including exploding dice]. With x2 your odd go up to 83.33. percent of getting a 10, but you still have only a 16.67 percent chance of making a 20 [again these chances will raise slightly by the exploding dice possibility, but it is not awesome.
A single rank of Skillful would let you bump 2 skill categories up by x1 each [so x3 for a single Agility skill, or x2 for one Mind skill.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
If I were building a 20 point character, personally I'd really limit the trick arrows and focus on what I can do with regular arrows. I'd buy up Weapon Technique, Double Taps, and re-skin (with Narrator's permission) Off-Hand Shooting (you don't use a bow in each hand, but you knock two arrows at once). If points remain, I'd buy Attack Weak Point, Skillful, and Martial Arts Mastery (Fast style), in that order. If you really want a special arrow, I'd go for a movement one like Swinging.
For the "Trick Shots" instead of using special arrows, I'd make use of Called Shot for all that it's worth. Use it to staple an enemy to the wall, called shot arrow to the knee (that will teach them to be an adventurer like me), called shot to cut the rope holding the net full of crates above the bad guy, etc.
Here's my build
The Archer (20 Pts)
B2 A2 M2 (12 Pts)
Powers: (8 pts)
Bow Technique 2: x3 Hit, x4 Dmg (2pts) (You might even consider going x4 Hit x3 Dmg, and hoping the Attack Weak Point triggers more frequently)
Double Taps (1pt)
Two Arrows At Once: Off Hand Shooting (2pts)
Attack Weak Point (2 pts)
Swing Line: Swinging [Limit: Ammo Gadget] (1pt)
Equipment: Bow (Range 20, x3 Hit, x4 Dmg), 30 Arrows.
Advantages: Versatile (Use this to power stunt some useful Gadget Powers from time to time), Gadgeteer (use this to Power Trick some useful gadgets)
Disadvantages: Normal, +1 More (Player's Choice)
Skills: Science/Engineering, Technology/Invent, Athletics/Climbing, Stealth/Prowling.
Notes: You can also drop Brawn down to 1 and take some additional powers, like Disarm Expert, or levels in Armor or Fleet of Foot.
For the "Trick Shots" instead of using special arrows, I'd make use of Called Shot for all that it's worth. Use it to staple an enemy to the wall, called shot arrow to the knee (that will teach them to be an adventurer like me), called shot to cut the rope holding the net full of crates above the bad guy, etc.
Here's my build
The Archer (20 Pts)
B2 A2 M2 (12 Pts)
Powers: (8 pts)
Bow Technique 2: x3 Hit, x4 Dmg (2pts) (You might even consider going x4 Hit x3 Dmg, and hoping the Attack Weak Point triggers more frequently)
Double Taps (1pt)
Two Arrows At Once: Off Hand Shooting (2pts)
Attack Weak Point (2 pts)
Swing Line: Swinging [Limit: Ammo Gadget] (1pt)
Equipment: Bow (Range 20, x3 Hit, x4 Dmg), 30 Arrows.
Advantages: Versatile (Use this to power stunt some useful Gadget Powers from time to time), Gadgeteer (use this to Power Trick some useful gadgets)
Disadvantages: Normal, +1 More (Player's Choice)
Skills: Science/Engineering, Technology/Invent, Athletics/Climbing, Stealth/Prowling.
Notes: You can also drop Brawn down to 1 and take some additional powers, like Disarm Expert, or levels in Armor or Fleet of Foot.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Yes. This type of build would be really be good for recreating a Green Arrow type of archer, as seen on the new Arrow tv show.BASHMAN wrote:If I were building a 20 point character, personally I'd really limit the trick arrows and focus on what I can do with regular arrows. I'd buy up Weapon Technique, Double Taps, and re-skin (with Narrator's permission) Off-Hand Shooting (you don't use a bow in each hand, but you knock two arrows at once). If points remain, I'd buy Attack Weak Point, Skillful, and Martial Arts Mastery (Fast style), in that order. If you really want a special arrow, I'd go for a movement one like Swinging.
For the "Trick Shots" instead of using special arrows, I'd make use of Called Shot for all that it's worth. Use it to staple an enemy to the wall, called shot arrow to the knee (that will teach them to be an adventurer like me), called shot to cut the rope holding the net full of crates above the bad guy, etc.
Here's my build
The Archer (20 Pts)
B2 A2 M2 (12 Pts)
Powers: (8 pts)
Bow Technique 2: x3 Hit, x4 Dmg (2pts) (You might even consider going x4 Hit x3 Dmg, and hoping the Attack Weak Point triggers more frequently)
Double Taps (1pt)
Two Arrows At Once: Off Hand Shooting (2pts)
Attack Weak Point (2 pts)
Swing Line: Swinging [Limit: Ammo Gadget] (1pt)
Equipment: Bow (Range 20, x3 Hit, x4 Dmg), 30 Arrows.
Advantages: Versatile (Use this to power stunt some useful Gadget Powers from time to time), Gadgeteer (use this to Power Trick some useful gadgets)
Disadvantages: Normal, +1 More (Player's Choice)
Skills: Science/Engineering, Technology/Invent, Athletics/Climbing, Stealth/Prowling.
Notes: You can also drop Brawn down to 1 and take some additional powers, like Disarm Expert, or levels in Armor or Fleet of Foot.
- themaster408
- Sidekick
- Posts: 21
- Joined: Fri Oct 26, 2012 11:00 pm
So, I'm going for your idea (partially because I know he wants various arrows more than doing damage. D&D he was all about doing "other things" than damage like stuns, giving them -2, pushing them over ledges, etc).doktorelektron wrote:hi there,
I would suggest that you put all your arrow types into a multipower to keep the cost down. I would go for something like this:
Speciality Arrows: Multipower 5 (Variable,Ammo gadget) 1pt
Strike Arrow: Special Attack 5 5pts
Boxing Glove Arrow: Push 5 1pt
Stun Arrow: Immobilization 5 1pt
Incendiary Arrow: Continual Damage 5 1pt
Hope this is helpful
What about this. Pleas let me know if I got this wrong.
Brawn 1, Agility 2, Mind 2
Powers: Boost: Agility 1 (Only arrows)
Speciality Arrows: Multipower 5 (Variable, Gadget: 0000) 1 pt
Strike Arrow: Special Attack 5 (Range, Area) 5 pts – Hit: Agility, Damage: Mind.
Push Arrow: Push 5 (Range, Area) 1 pt – Hit: Agility, Damage: None, Pushed 2X
Stun Arrow: Immobilization 5 (Range, Area) 1 pt – Target can’t move or attack. Major Hindrance to Defense rolls. Break free: Brawn vs 10/point; MAX 30. Success by 10 = free and able to act.
Incendiary Arrow: Continual Damage 5 (Range, Area) 1 pt – Hit: Agility, Damage: 1DM/page/point. Target rolls to soak damage. If any damage done, next page roll damage and soak again, repeat.
Bow – Damage X3, Range 20
Also, didn't understand the part in Push about "When figuring out range on push, use half knock-back multiplier of power instead of power." I figured push, using the above power would be:
I'm using a push arrow at short range, that's 4, gonna use 2 for hit and 2 for 'damage'. So assuming a hit, it would be (Mind+2) X 2 for how far he gets pushed.
Right?
- doktorelektron
- Costumed Crimefighter
- Posts: 105
- Joined: Tue Mar 15, 2011 11:00 pm
hi,
Well I'm honoured that you've chosen to go with my idea. I guess at the end of the day it's about trying to say yes to your players although I agree with the sentiments of others that it's a bit of a tight call to get all of those funky arrows in on a 20pt build.
Everything seems okay with your build. Hopefully BASHMAN will have time to take a look and give you the official lowdown on Push
Well I'm honoured that you've chosen to go with my idea. I guess at the end of the day it's about trying to say yes to your players although I agree with the sentiments of others that it's a bit of a tight call to get all of those funky arrows in on a 20pt build.
Everything seems okay with your build. Hopefully BASHMAN will have time to take a look and give you the official lowdown on Push

- themaster408
- Sidekick
- Posts: 21
- Joined: Fri Oct 26, 2012 11:00 pm
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Yes, this is correct. Your knock-back damage would become x8.themaster408 wrote:…Also, didn't understand the part in Push about "When figuring out range on push, use half knock-back multiplier of power instead of power." I figured push, using the above power would be:
I'm using a push arrow at short range, that's 4, gonna use 2 for hit and 2 for 'damage'. So assuming a hit, it would be (Mind+2) X 2 for how far he gets pushed.
Right?
I like your Archer build and it does clock in at 20 points.
Archer Guy (20pts)
Brawn 1, Agility 2, Mind 2 (Stats= 10pts)
Powers:
Agility Boost 1 (only applies to accuracy of arrows fired from bow). 1pt
Specialty Arrows Multi-power: 9pts
Strike Arrow: Special Attack 5 [Variable], <Gadget>
Push Arrow: Push 5 (Damaged is doubled for Knock-Back purposes), [Variable], <Gadget>
Stun Arrow: Immobilization 5 [Variable], <Gadget>
Incendiary Arrow: Continual damage 5 [Variable], <Gadget>
Equipment: Bow and 20 Arrows (normal).
For clarification I used BASHMAN’s method of denoting enhancements (with “[enhancement name]”) and limitations (with “<limitation>”).
I’m not sure what the Gadget Limit is on your arrows but I’d select Ammunition using the number of Charges /scene version (which would give you 4 specialty arrows of each type per scene). Inter-mix use of specialty arrows (which have spectacular effects) with “normal” arrows (which do x3 damage and have a set range of 20 squares). That would give your hero a total of 20 normal and 16 specialty arrows each scene.
It was a great idea to go with the Agility Boost rather than Weapon Specialization as you can now apply that bonus toward both types of arrows. With the Variable enhancement, your specialty arrows have the potential to be very accurate depending on how many points are applied to that purpose. In the Push example you gave, at the bottom of your character’s build post, that use would give your character a total to-hit multiplier of x5.
I was just curious as to how you (or your player) envisioned the “Strike Arrow” and “Push Arrow” working? Is the strike arrow be something along the lines of an electrical discharge tip? Is the push arrow maybe some kind of an explosively charged tip engineered to transfer the damaging energy into safely increasing the force of the impact (thus throwing the target backwards more effectively)?