Techno-Wizard Archer O.C.C. (Rifts Earth):
Techno-Wizard Archer O.C.C. (Rifts Earth):
"The Forest closes around you and makes you part of it. Hold still for just a few minutes and even the wild creatures forget that you do not belong. But I can't forget. I belong to the back streets and alleyways now. I'm a hunter, and that is where my quarry lives. You go where the game takes you"
Green Arrow: The Longbow Hunters - Book Three
Inspiration can come from odd places. One of the more interesting are pre-Rifts comic books. In these comic books, there were a variety of superheroes including, Green Arrow and Hawkeye, who used bows with trick arrows of various kinds. As well, there were many stories of heroic archers in literature with Robin Hood being among the best known but including others as well. The archer also found his way into many movies and was often a heroic figure in them as well. These well known comic book characters and heroes from book and film inspired a whole new generation of techno-wizards to incorporate their magic and skills into perfecting the bow and the arrow. At first they were just normal techno-wizards who preferred to get the most from the bow instead of investing their energies into vehicles or more common weapons but they have evolved into a whole new class of their own like similar sub-classes such as the combat techno-wizard, techno-wizard aviator, techno-wizard thief, and the techno-wizard gun bunny. As might be expected, this subclass is especially popular in England where ancient tales of Robin Hood are extremely popular and other stories such as the "Black Arrow" from Robert Lewis Stevenson also capture the imagination of the population. Some scholars speculate that there may be almost as techno-wizard archers in England as there are conventional techno-wizards. In North America, the class is popular in the west with many Indians due to being one of the more acceptable high tech classes among the tribes. Many elves have also become interested in this occupation due to their great connection with the bow.
While able to create most techno-wizard magic items, the passion of techno-wizard archers are their bows and arrows. As a result of their passions, while the masters of most bows, most of their bows are extremely high tech affairs which incorporate special sights and optics, crystals built into the frame of their bows, and many other unusual gadgets. Even so, while a few have picked up skill with energy weapons, most disdain from the use of modern weapons even when they are converted to techno-wizardry. While a few techno-wizard archers specialize in the crossbow, most prefer long bows or modern compound bows. Melee weapons are much more acceptable than modern weapons with many carrying a long dagger or short sword for when quarters are too close for the use of the bow. Outfits, or costumes some might call the, vary with some emulating their comic book heroes while others dress in costumes based on the costumes of Robin Hood from the old novels and from pre-rifts movies. Others prefer a medieval look and wear high tech equivalents of ancient chainmail and plate armor. Both Gladiator and Crusader armors are extremely popular.
Techno-Wizard archers are known for using both high tech arrowheads and enchanted arrows. Common high tech arrowheads include neural disruption, tracking bugs, knockout gas, smoke producers, and explosive stun / flash warheads. The most common arrows used are those enchanted by the spell "Enchant Weapon (Lesser)" with a temporary enchantment. It is simply too common for arrows to be lost or destroyed for them to carry permanent enchantments. When enchanted this way, these arrows can damage the strongest of high tech alloys and composites. Other common enhancements include the enchantments of magic net, carpet of adhesion, and blinding flash. These are normally created using the spell "Spell Store" which techno-wizards can cast at a reduced cost compared to most spell users. Less common are more specialized arrows which transform when fired. Some transform into a bolt of lightning with the spell "Sub-Particle acceleration" while others become a whole volley of arrows using the spell "spinning blades." Most bows are also enchanted to extend the range of the arrows fired from the bow with a common enchantment being "barrage fire" which enables the archer to fire incredibly fast, about twice as fast as he or she normally could. Many techno-wizard archers will trade with more skilled techno-wizards or with a temporal wizard for an enchanted quiver with a dimensional pocket. Som techno-wizard archers in England have been able to steal Kittani plasma swords and Blind Warrior Woman armors.
Techno Wizard Archer Abilities:
Psionic Powers: The techno-wizard archer has the following psionic powers: mind block, sixth sense, total recall, and telemechanics. I.S.P.: 4D6 plus the character's M.E. and receives another 1D4 I.S.P. per each additional level of experience. Considered a minor psionic and needs a 12 or higher to save vs psionics.
Magic Powers: Same limitations and penalties as a standard techno-wizard. Spell Casting Penalty: All spell ranges, durations, M.D.C./S.D.C. and damage are half when cast as a spell or ritual rather than channeled through a Techno-Wizard device. Initial spell knowledge includes Blinding Flash, Globe of Daylight, Ignite Fire, Fire Bolt, Call Lightning, Energy Bolt, Wind Rush, Telekinesis, Enchant Weapon (Minor), and Spell Store (Cast at reduced cost.) At G.M.'s option, the techno-wizard can select 1D4+2 additional spells. At third level can select three additional spells from levels one through four. Additional spells and rituals of any magic level can be learned and or purchased at any time regardless of the wizard's experience level.
Magic Bonuses: + 1 to save versus horror factor at levels one, four, eight, and twelve. +1 to save versus magic at levels three, seven, ten, and thirteen. + 1 to spell strength (the number others must save against when you cast a spell) at levels four, eight, and twelve.
P.P.E.: Permanent Base P.P.E: 2D4 x 10 + 10, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people whenever available.
Special Skill: Make superior Bow and Arrows (use carpentry skill.)
Can make special arrows with +3 to damage with a -10% penalty
can make special bows with +2 to strike and +1 to initiative with a -30% penalty.
Attribute Requirements: I.Q. and M.E. of 12 or higher. Other high physical attributes are suggested, especially endurance and prowess, but not required.
Experience Chart: Use standard techno-wizard
O.C.C. Bonuses: +1D4 to P.P. and SPD., +1D4x10 to S.D.C.
O.C.C. Skills:
Language: Native (90%)
Language: Two Others of Choice (+10%)
Literacy: One of Choice (+10%)
Lore: Magic (+10%)
Radio: Basic (+10%)
Mathematics: Basic (+10%)
Computer Operation (+5%)
Basic Electronics (+10%)
Carpentry [Includes bow making] (+20%)
Armorer (+20%)
Land Navigation (+5%)
W.P.: Archery and Targeting
W.P.: Sharpshooting (Bow or Crossbow)
Hand to Hand: Basic, can be upgraded to Hand to Hand: Expert for one skill selection and Hand to Hand: Martial Arts (or Assassin if evil) for two skill selections.
O.C.C. Related Skills: Select six other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Communications: Any ( + 5%)
Cowboy: None
Domestic: Any (+5%)
Electrical: Any, but each skill counts as two skill selections.
Espionage: Any (+10% to Detect Ambush, Tracking, and Wilderness Survival)
Mechanical: Any, but each skill counts as two skill selections.
Medical: First Aid only.
Military: Any
Physical: Any
Pilot: Any, except Robots, Jets, Jet Fighters, and Tanks (Hovercraft, Horsemanship, and Motorcycle are all especially popular and get +5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+5%)
Technical: Any (+10%)
W.P.: Any (Rarely takes modern weapons preferring archery)
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select five secondary skills from those listed, excluding those marked "None." These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Work cloths, set of nice clothes, fatigues or buckskin or other outfit, tinted goggles or sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, four signal flares, mini-tool kit, knapsack, back pack, 24 arrow quiver, 1D4 small sacks, one large sack, pocket mirror, silver cross, canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player, and a hand-held computer. Note: Favorite clothing is costumes from comic book characters such as Green Arrow, Hawkeye, or Speed from comics. Also popular are costumes from Robin Hood and similar books and films.
Light M.D.C. body armor (seldom wear heavy armor, because they reduces one's speed and mobility) that has two special magic features of player's choice (can include invisibility and impervious to energy).
Weapons will include a techno-wizard enchanted bow (Long Bow, Compound Bow, or Crossbow in all likelihood) and both technological and enchanted techno-wizard arrows. The character will have 48 arrows enchanted with temporary version of the spell "enchant weapon: lesser" which inflict 4D6+6 M.D.C. (double normal S.D.C. damage), 12 conventional high tech arrows (choose from list of high tech arrows including flare, neural disruption, tracking bugs, knockout gas, smoke producers, and stun / flash warheads), and eight techno-wizard magical arrows (chose between various spells including magic net, carpet of adhesion, blinding flash, Sub-Particle acceleration, and "Volley Storm" arrows.) At G.M.'s option, the character can have a special quiver enchanted with "dimensional pocket" with a capacity for a total of 128 arrows. If the techno-wizard archer has a melee weapon skill, the character can also select one melee weapon. Melee weapons can include vibro-weapons, Kisenite weapons, techno-wizard flaming swords, or a magic weapon enchanted permanently with the spell "Enchant Weapon: Lesser." In England captured Kittani plasma swords are extremely popular as well.
Vehicles: One wing board or tree trimmer. One magic energy converted vehicle of choice with one additional magic feature, excluding invisibility and impervious to energy. Favorite types of vehicle tend to be souped-up motorcycles, hover vehicles, and robot horses.
Money: The Techno-Wizard Archer starts with 4D6 x 100 in credit, 6D6 x 100 in black market items, and 2D4 x 1000 in quartz crystals and gems; everything has been spent on equipment.
Cybernetics: Starts with none and will avoid getting cybernetic except for medical reasons
NA-SW4 M.D.C. Bow & Arrow. This bow looks exactly like a modern compound bow, but instead of fiberglass or lightweight composites, it is constructed of M.D.C. materials and designed to fire M.D.C. arrows! These weapons are constructed for use by Spirit Warriors and other humans who possess supernatural strength. The bows are large and very unwieldy for normal humans, and the string pull is nearly 1,000 pounds (450 kg)! The actual pull weight is only a few hundred, thanks to the pulley array, but humans with less than a 21 P.S. cannot even draw the string an inch, let alone fire it. To shoot, one needs a non-supernatural P.S. of 35 or a Supernatural P.S. of 18 or higher. Special M.D.C. alloy arrows are standard ammunition, but high-tech and conventional arrows can be substituted.
Weight: 24 Lbs (10.9 kg) for the bow; arrows are 3.5 Lbs (1.6 kg) each.
Mega-Damage: Ordinary arrows do an extra 3D6 S.D.C. and may shatter on impact. Arrows made of M.D.C. material (about three times thicker than normal arrows) inflict 2D6 M.D.
Rate of Fire: Varies with experience; see W.P. Archery and Targeting skill. Range: 1,500 feet (457 m).
Payload: Up to six arrows can clip onto the bow itself. Quivers typically hold 12, 20, or 24 arrows.
Cost: 18,000 credits for the bow. M.D.C. arrows cost 80 credits each. Most common in the New West and Canadian wilderness.
Specialty High-tech Arrowheads (Kitsune):
Includes both the more common arrowheads copied from Rifts: Sourcebook One and additional arrowheads as well. These warheads are available for both normal bows and crossbows. A variety of different companies make these specialized arrowheads.
Techno-Wizard "Hawk"Arrows:
These arrows have twice the range of normal arrows and have a better chance (+2 to strike) to hit than normal arrows (not including bonuses for high quality arrows. The body of the arrow itself cannot be constructed from metal or plastic due to the material interfering with the magic. The head of the arrow and feathers, which are added on after the enchantments, can be made from plastic or metal.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "extended range" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "extended range" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrowheads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: Double Normal Range (As per bow / crossbow / thrown range x 2)
Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 20 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Fly.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 800 credits, Enchanted Arrows: 2,000 credits.
Techno-Wizard "Levitation" Video Camera Arrows:
These arrows are similar in general purpose as standard video camera arrowheads but use the levitation spell to stay in the air instead of a parachute. The arrow is much harder to see in the sky as a result. As well, the camera is powered by techno-wizard batteries for a virtually unlimited duration (about six months.) Camera sees in visible light as well as infrared. Can transmit video to a cybernetic implant and/or video screen, including a heads up display. When fired upwards, has a maximum altitude of around 1000 feet (304.8 meters) and can see up to a range of around one mile (1.6 km.) Arrows can usually be recharged.
Range: 1000 feet (304.8 meters) vertical and can see up to a range of around one mile (1.6 km.)
Duration: As per levitation spell (3 minutes per level of creator)
Mega-Damage: None
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 6
Spells Need to Create: Blinding Flash and Levitation
Physical Requirements: Video Camera Arrow, silver foil, quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes with T.W. battery for camera (3D6 minutes without battery)
Black Market Cost: 3,500 credits.
Techno-Wizard "Ricochet Strike" Arrows:
When this arrow is fired, it can be used to hit up to three targets through ricocheting. The shooter concentrate on the targets which the arrow will hit once fired. The shooter can chose for the arrow to hit a target, ricochet, hit a second target, and ricochet again hitting the original target. If the arrow misses its hit roll (through natural roll or through it being dodged) the arrow will stop ricocheting. Note that this does not include parries. If the arrow is parried, it will continue to ricochet.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "Ricochet Strike" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser). While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Ricochet Strike" has to be renewed after the arrow has been expended.
Range: As per bow / crossbow / thrown range
Duration: One Melee Round
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. (Can hit up to three targets)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 25 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Ricochet Strike.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 750 credits, Enchanted Arrows: 2,500 credits.
Techno-Wizard "Teleport Portal" Arrows:
This enchantment allows the arrow to teleport to the target although the enchantment does not allow the arrow to teleport directly into a target. The arrow disappears as soon as it leaves the bow string and appears to pass into a magic portal. The shooter of the arrow must decide when the arrow will become solid. It appears the reverse way it disappears with the head appearing first and the rest of the body appears as if it is exiting a portal. Where the arrow enters and exits must be on a direct straight line, no appearing in a direction different from where the arrow is fired. These arrows can hit a target even if there is solid objects such as a wall between the shooter and the target of the arrow (Game Master call if the arrows will pass through force fields.) There must be enough open space for the arrow to re-manifest between any solid object and the target. This means that the arrow will not work on people in power armors and many vehicles. If the shooter cannot see their target but know basic location, they are at -9 to strike with the arrow. In the same regard, if the arrow comes as a complete surprise, the target cannot dodge the arrow.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "teleport" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Teleport" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrowheads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: 100 feet (305 meters) per level of creator Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 70 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Mystic Portal.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 2D4x10 minutes each
Black Market Cost: Normal Arrows: 1,000 credits, Enchanted Arrows: 4,000 credits.
Techno-Wizard "Volley Storm" Arrows:
Special enchanted techno-wizard arrow which when fired multiplies to become a whole volley of arrows. The number of arrows is dependent on the level of the arrow's creator with one additional arrow per level of experience. The additional arrows appear just as the bow leaves the bow string. The enchantment is a variation of the enchantment "Spinning Blades" although is limited in this application. While the original arrow may survive the use, the additional arrows are destroyed and their enchantment is dispelled. The arrow storm is impossible to parry although it can be dodged. The enchantment of "Enchant Weapon: Lesser" can be performed separately and is usually enchants 48 arrows at one time. It does have a duration and needs to be renewed if the arrow is not used if duration is allowed to expire.
Range: As per bow / crossbow / thrown range
Duration: Instant
Mega-Damage: Initial Arrow: 4D6+6, each additional arrow inflicts 2D6 M.D.C. (One additional arrow is created per level of experience of creator)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 50 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time), Blinding Flash, and Spinning Blades.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes
Black Market Cost: 2,500 credits.
Techno-Wizard Force Bow:
Another special enchanted bow mostly created by Techno-Wizard archers. These bows are available in a variety of different styles including modern compound bows, more traditional long bows, and even crossbows in some cases. These bows are of extremely high in quality and most are extremely well balanced. For greater accuracy, many have mounted high tech sighting systems for long range shooting. Normal techno-wizards are known for being able to create enchanted melee weapons including the Deathbringer and Battle Fury weapons. Techno-Wizard archers are known for being able to create range weapons such as the Barrage Fire Bow and the Force Bow. The only real disadvantage is these bows themselves are made from enchanted wood and / or high strength composites and do not regenerate damage like the enchanted melee weapons. Like the Barrage Fire Bow, arrows fired from the bow will have twice the range of arrows fired from a conventional version of the bow.
The real enchantment on the bow is that there is a special enchantment that when active, arrows fired from the bow inflict damage as if the archer has supernatural strength and are punching the opponent. The arrows must be made of high strength materials such as high tech composites or alloys or they will shatter when they hit their target (inflict half damage). Enchanted arrows which inflict physical damage (not energy arrows such as lightning bolts) will add the "Punch" damage to the arrow's damage. This combined damage can be extremely effective. The enchantment is a variation on the spell “Supernatural Strength” and is must less costly to activate than Barrage Fire Bows.
Weight: Varies by weapon type, modern compound bow and crossbow weight around two to three pounds.
Maximum Effective Range: Long Bow: 1280 ft (390 meters), Modern Compound Bow: 1400 feet (426 meters), and Modern Crossbow: 1400 feet (426 meters)
Mega Damage: Through Arrows (non enchanted or high tech arrows / bolts inflict 2D6 S.D.C.)
When "Supernatural Force" enchantment is active, arrow damage is equal to a supernatural strength (equal to a supernatural strength of forty or twenty greater than the natural strength of the archer whichever is greater.) The damage of mega-damage inflicting physical arrows is added to the damage.
M.D.C. of the Bow itself: 80 (constructed from enchanted wood and or high tech composites), does not regenerate damage
Powers:
Supernatural Force: When 16 P.P.E. is channeled into the weapon, arrow damage is equal to a supernatural strength (equal to a supernatural strength of forty or twenty greater than the natural strength of the archer whichever is greater.) The damage of mega-damage inflicting physical arrows is added to the damage. No other abilities from the “Supernatural Strength” spell is give and only arrows inflict this extra damage. The enchantment lasts for 6 melees/1.5 minutes.
Bonuses: +2 to Strike and +1 to Initiative
Spells Needed: The spells of Ensorcel, Blinding Flash, Feather Light, Telekinesis, Wind Rush, and Supernatural Strength. Requires 2 to 4 weeks to create.
Black Market / Market Cost: 4 to 6 million credits.
Techno-Wizard Barrage Fire Bow:
Special enchanted bow which is created by Techno-Wizard Archers. Most common style are modern compound bows and longbows although crossbow styles are created as well. The bows are extremely well balanced and extremely accurate. Many contains high tech sighting systems for long range shooting. The enchantment process to create these enchanted weapons is similar to that of magic weapons such as the Deathbringer and Battle Fury weapons although it is a missile weapon. The bow themselves are made from enchanted wood and / or high strength composites and do not regenerate damage like the enchanted swords. Arrows fired from the bow will have twice the range of arrows fired from a conventional version of the bow.
The true specialty of this bow is not in these abilities but instead in the ability to allow the shooter to fire incredibly fast, one might say that they can fire as a barrage and this is where the weapon gets its name. When this enchantment is activated, the archer can fire the bow at an incredible rate, something like twice as fast as he or she can normally. The cost is relatively high in terms of magical energy but the effects can be spectacular especially when combined with enchanted arrows. The enchantment is created through an unusual application of the spell "speed weapon" although the magic cannot usually be applied to missile weapons or enchanted items.
Weight: Varies by weapon type, modern compound bow and crossbow weight around two to three pounds.
Maximum Effective Range: Long Bow: 1280 ft (390 meters), Modern Compound Bow: 1400 feet (426 meters), and Modern Crossbow: 1400 feet (426 meters)
Mega Damage: Though Arrows (non enchanted or high tech arrows / bolts inflict 2D6 S.D.C.)
M.D.C. of the Bow itself: 80 (constructed from enchanted wood and or high tech composites), does not regenerate damage
Powers:
Barrage Fire: When 40 P.P.E. is channeled into the weapon, the bow greatly boosts the shooting speed of the wielder. When this is activated, the character gets double the normal number of attacks with the weapon only (two shots use only one shot.) The enchantment lasts for 12 melees/3 minutes
Bonuses: +2 to Strike and +1 to Initiative
Spells Needed: The spells of Ensorcel, Blinding Flash, Feather Light, Telekinesis, Wind Rush, and Speed Weapon. Requires 2 to 6 weeks to create.
Black Market / Market Cost: 6 to 8 million credits.
tw arrowhead
1. Determine the Form of the Device.
Explosive Arrow head
2. Determine the Functions of the Device.
A single use item spell activating on targeting where arrow hit.
tw magical arrow
1. Determine the Form of the Device.
Encanted arrow
2. Determine the Functions of the Device.
Converts arrow into a spell ie. power bolt, or sub-particle acceleration., barrage, death bolt, firebolt, energy bolt, basicly any instant duration combat spell, ballistic fire.
tw bow enhancements
1. Determine the Form of the Device.
bow
2. Determine the Functions of the Device.
To create a arrow everytime string is pulled and released, usually used with energy arc, throwing stones, and lightning arc, fires arrow shaped stones or bolts of energy, at the range of the bow doing damage as per the spell.
"The Forest closes around you and makes you part of it. Hold still for just a few minutes and even the wild creatures forget that you do not belong. But I can't forget. I belong to the back streets and alleyways now. I'm a hunter, and that is where my quarry lives. You go where the game takes you"
Green Arrow: The Longbow Hunters - Book Three
Inspiration can come from odd places. One of the more interesting are pre-Rifts comic books. In these comic books, there were a variety of superheroes including, Green Arrow and Hawkeye, who used bows with trick arrows of various kinds. As well, there were many stories of heroic archers in literature with Robin Hood being among the best known but including others as well. The archer also found his way into many movies and was often a heroic figure in them as well. These well known comic book characters and heroes from book and film inspired a whole new generation of techno-wizards to incorporate their magic and skills into perfecting the bow and the arrow. At first they were just normal techno-wizards who preferred to get the most from the bow instead of investing their energies into vehicles or more common weapons but they have evolved into a whole new class of their own like similar sub-classes such as the combat techno-wizard, techno-wizard aviator, techno-wizard thief, and the techno-wizard gun bunny. As might be expected, this subclass is especially popular in England where ancient tales of Robin Hood are extremely popular and other stories such as the "Black Arrow" from Robert Lewis Stevenson also capture the imagination of the population. Some scholars speculate that there may be almost as techno-wizard archers in England as there are conventional techno-wizards. In North America, the class is popular in the west with many Indians due to being one of the more acceptable high tech classes among the tribes. Many elves have also become interested in this occupation due to their great connection with the bow.
While able to create most techno-wizard magic items, the passion of techno-wizard archers are their bows and arrows. As a result of their passions, while the masters of most bows, most of their bows are extremely high tech affairs which incorporate special sights and optics, crystals built into the frame of their bows, and many other unusual gadgets. Even so, while a few have picked up skill with energy weapons, most disdain from the use of modern weapons even when they are converted to techno-wizardry. While a few techno-wizard archers specialize in the crossbow, most prefer long bows or modern compound bows. Melee weapons are much more acceptable than modern weapons with many carrying a long dagger or short sword for when quarters are too close for the use of the bow. Outfits, or costumes some might call the, vary with some emulating their comic book heroes while others dress in costumes based on the costumes of Robin Hood from the old novels and from pre-rifts movies. Others prefer a medieval look and wear high tech equivalents of ancient chainmail and plate armor. Both Gladiator and Crusader armors are extremely popular.
Techno-Wizard archers are known for using both high tech arrowheads and enchanted arrows. Common high tech arrowheads include neural disruption, tracking bugs, knockout gas, smoke producers, and explosive stun / flash warheads. The most common arrows used are those enchanted by the spell "Enchant Weapon (Lesser)" with a temporary enchantment. It is simply too common for arrows to be lost or destroyed for them to carry permanent enchantments. When enchanted this way, these arrows can damage the strongest of high tech alloys and composites. Other common enhancements include the enchantments of magic net, carpet of adhesion, and blinding flash. These are normally created using the spell "Spell Store" which techno-wizards can cast at a reduced cost compared to most spell users. Less common are more specialized arrows which transform when fired. Some transform into a bolt of lightning with the spell "Sub-Particle acceleration" while others become a whole volley of arrows using the spell "spinning blades." Most bows are also enchanted to extend the range of the arrows fired from the bow with a common enchantment being "barrage fire" which enables the archer to fire incredibly fast, about twice as fast as he or she normally could. Many techno-wizard archers will trade with more skilled techno-wizards or with a temporal wizard for an enchanted quiver with a dimensional pocket. Som techno-wizard archers in England have been able to steal Kittani plasma swords and Blind Warrior Woman armors.
Techno Wizard Archer Abilities:
Psionic Powers: The techno-wizard archer has the following psionic powers: mind block, sixth sense, total recall, and telemechanics. I.S.P.: 4D6 plus the character's M.E. and receives another 1D4 I.S.P. per each additional level of experience. Considered a minor psionic and needs a 12 or higher to save vs psionics.
Magic Powers: Same limitations and penalties as a standard techno-wizard. Spell Casting Penalty: All spell ranges, durations, M.D.C./S.D.C. and damage are half when cast as a spell or ritual rather than channeled through a Techno-Wizard device. Initial spell knowledge includes Blinding Flash, Globe of Daylight, Ignite Fire, Fire Bolt, Call Lightning, Energy Bolt, Wind Rush, Telekinesis, Enchant Weapon (Minor), and Spell Store (Cast at reduced cost.) At G.M.'s option, the techno-wizard can select 1D4+2 additional spells. At third level can select three additional spells from levels one through four. Additional spells and rituals of any magic level can be learned and or purchased at any time regardless of the wizard's experience level.
Magic Bonuses: + 1 to save versus horror factor at levels one, four, eight, and twelve. +1 to save versus magic at levels three, seven, ten, and thirteen. + 1 to spell strength (the number others must save against when you cast a spell) at levels four, eight, and twelve.
P.P.E.: Permanent Base P.P.E: 2D4 x 10 + 10, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people whenever available.
Special Skill: Make superior Bow and Arrows (use carpentry skill.)
Can make special arrows with +3 to damage with a -10% penalty
can make special bows with +2 to strike and +1 to initiative with a -30% penalty.
Attribute Requirements: I.Q. and M.E. of 12 or higher. Other high physical attributes are suggested, especially endurance and prowess, but not required.
Experience Chart: Use standard techno-wizard
O.C.C. Bonuses: +1D4 to P.P. and SPD., +1D4x10 to S.D.C.
O.C.C. Skills:
Language: Native (90%)
Language: Two Others of Choice (+10%)
Literacy: One of Choice (+10%)
Lore: Magic (+10%)
Radio: Basic (+10%)
Mathematics: Basic (+10%)
Computer Operation (+5%)
Basic Electronics (+10%)
Carpentry [Includes bow making] (+20%)
Armorer (+20%)
Land Navigation (+5%)
W.P.: Archery and Targeting
W.P.: Sharpshooting (Bow or Crossbow)
Hand to Hand: Basic, can be upgraded to Hand to Hand: Expert for one skill selection and Hand to Hand: Martial Arts (or Assassin if evil) for two skill selections.
O.C.C. Related Skills: Select six other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Communications: Any ( + 5%)
Cowboy: None
Domestic: Any (+5%)
Electrical: Any, but each skill counts as two skill selections.
Espionage: Any (+10% to Detect Ambush, Tracking, and Wilderness Survival)
Mechanical: Any, but each skill counts as two skill selections.
Medical: First Aid only.
Military: Any
Physical: Any
Pilot: Any, except Robots, Jets, Jet Fighters, and Tanks (Hovercraft, Horsemanship, and Motorcycle are all especially popular and get +5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+5%)
Technical: Any (+10%)
W.P.: Any (Rarely takes modern weapons preferring archery)
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select five secondary skills from those listed, excluding those marked "None." These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses (). All secondary skills start at the base skill level.
Standard Equipment: Work cloths, set of nice clothes, fatigues or buckskin or other outfit, tinted goggles or sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, four signal flares, mini-tool kit, knapsack, back pack, 24 arrow quiver, 1D4 small sacks, one large sack, pocket mirror, silver cross, canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player, and a hand-held computer. Note: Favorite clothing is costumes from comic book characters such as Green Arrow, Hawkeye, or Speed from comics. Also popular are costumes from Robin Hood and similar books and films.
Light M.D.C. body armor (seldom wear heavy armor, because they reduces one's speed and mobility) that has two special magic features of player's choice (can include invisibility and impervious to energy).
Weapons will include a techno-wizard enchanted bow (Long Bow, Compound Bow, or Crossbow in all likelihood) and both technological and enchanted techno-wizard arrows. The character will have 48 arrows enchanted with temporary version of the spell "enchant weapon: lesser" which inflict 4D6+6 M.D.C. (double normal S.D.C. damage), 12 conventional high tech arrows (choose from list of high tech arrows including flare, neural disruption, tracking bugs, knockout gas, smoke producers, and stun / flash warheads), and eight techno-wizard magical arrows (chose between various spells including magic net, carpet of adhesion, blinding flash, Sub-Particle acceleration, and "Volley Storm" arrows.) At G.M.'s option, the character can have a special quiver enchanted with "dimensional pocket" with a capacity for a total of 128 arrows. If the techno-wizard archer has a melee weapon skill, the character can also select one melee weapon. Melee weapons can include vibro-weapons, Kisenite weapons, techno-wizard flaming swords, or a magic weapon enchanted permanently with the spell "Enchant Weapon: Lesser." In England captured Kittani plasma swords are extremely popular as well.
Vehicles: One wing board or tree trimmer. One magic energy converted vehicle of choice with one additional magic feature, excluding invisibility and impervious to energy. Favorite types of vehicle tend to be souped-up motorcycles, hover vehicles, and robot horses.
Money: The Techno-Wizard Archer starts with 4D6 x 100 in credit, 6D6 x 100 in black market items, and 2D4 x 1000 in quartz crystals and gems; everything has been spent on equipment.
Cybernetics: Starts with none and will avoid getting cybernetic except for medical reasons
NA-SW4 M.D.C. Bow & Arrow. This bow looks exactly like a modern compound bow, but instead of fiberglass or lightweight composites, it is constructed of M.D.C. materials and designed to fire M.D.C. arrows! These weapons are constructed for use by Spirit Warriors and other humans who possess supernatural strength. The bows are large and very unwieldy for normal humans, and the string pull is nearly 1,000 pounds (450 kg)! The actual pull weight is only a few hundred, thanks to the pulley array, but humans with less than a 21 P.S. cannot even draw the string an inch, let alone fire it. To shoot, one needs a non-supernatural P.S. of 35 or a Supernatural P.S. of 18 or higher. Special M.D.C. alloy arrows are standard ammunition, but high-tech and conventional arrows can be substituted.
Weight: 24 Lbs (10.9 kg) for the bow; arrows are 3.5 Lbs (1.6 kg) each.
Mega-Damage: Ordinary arrows do an extra 3D6 S.D.C. and may shatter on impact. Arrows made of M.D.C. material (about three times thicker than normal arrows) inflict 2D6 M.D.
Rate of Fire: Varies with experience; see W.P. Archery and Targeting skill. Range: 1,500 feet (457 m).
Payload: Up to six arrows can clip onto the bow itself. Quivers typically hold 12, 20, or 24 arrows.
Cost: 18,000 credits for the bow. M.D.C. arrows cost 80 credits each. Most common in the New West and Canadian wilderness.
Specialty High-tech Arrowheads (Kitsune):
Includes both the more common arrowheads copied from Rifts: Sourcebook One and additional arrowheads as well. These warheads are available for both normal bows and crossbows. A variety of different companies make these specialized arrowheads.
- Armor Piercing: 4D6 M.D.C. with a 2 foot (0.6 meter) blast radius. Cost: 800 credits
- Fragmentation: 2D6 M.D.C. with a 20 foot (6.0 meter) blast radius. Cost: 750 credits
- Light Explosive: lD6x10 S.D.C. with a 2 foot (0.6 meter) blast radius. Cost: 100 credits
- Medium Explosive: 1D6 M.D.C. with a 4 foot (1.2 meter) blast radius. Cost: 300 credits
- Heavy Explosive: 2D6 M.D.C. with a 6 foot (1.8 meter) blast radius. Cost: 550 credits
- High Explosive: 3D6 M.D.C. with a 8 foot (2.4 meter) blast radius. Cost: 900 credits
- High Explosive (Timer): Instead of exploding when the arrow strikes a target, the arrowhead has a time with allows the arrow to be set from zero seconds to four minutes. Damage is 3D6 M.D.C. with a 8 foot (2.4 meter) blast radius. Cost: 1,000 credits each.
Plasma: 5D6 M.D.C. with a 20 foot (6.0 meter) blast radius. Cost: 1,000 credits each. - Concussion Arrowhead: The arrowhead explodes but is not designed for damage so much as to to knock-down and stun targets. When detonated the arrowhead erupts in a 30 foot (9.1 m) blast radius causing 1D4 M.D. to everyone within. Individuals caught in the blast are likely (01-88%) to be knocked off their feet and stunned (01-65%).
If only knocked down, the target of this attack will have ringing ears and a headache, but only loses one melee action/attack and initiative. If stunned, the target is dazed, -10 to strike, parry, dodge, roll with impact or pull punch, is the last to attack (no initiative) and loses half his attacks/actions per melee round for 1D4 melee rounds! Speed is also reduced by half during this period. Cost: 150 credits. - Flare: Emits a bright, sparking light; burns for 60 seconds. Normally launched into the air and is visible during the day as well as the night. Cost: 10 credits each.
- Gas: Arrowhead shatters on impact, releasing a gas that fills a 10 foot (3 meter) diameter area. Gasses available are tear gas (-6 to strike, parry, and dodge), tranquilizer gas (Sleep/knockout for 1D6 minutes), paralysis gas (sleep/knockout for 1D6 minutes),. All gasses get a saving throw against harmful drugs (15 or better) Costs: 100 for tear gas, 250 for tranquilizer gas, and 400 for paralysis gas
- Glue Arrowhead: Explodes and creates a layer of glue with a radius of 6.6 feet (2.0 meters) which requires a strength of 30 to break free from. Two versions, one requires a solvent to dissolve while the other dissolves in 20+3D6 minutes. Cost: 500 credits
- Neural Disruptor: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made (Save 16 or Higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors. rechargeable and reusable 1D6 times before breaking. Inflicts no other damage. Cost: 400 credits
- Smoke: No damage; creates a smoke screen covering a 20 feet (6 meter) diameter area. Smoke comes in four colors: yellow, red, grey and black. Cost: 80 credits each;
Stun/Flash: Loud Boom and Sparks, -8 to strike, parry, and dodge, -1 to initiative, lose one attack for 1D4 melees for people not in body armor or tinted goggles. Those in armor are distracted for 1D4 seconds and loose initiative. Cost: 200 credits - Tracer Bug: Transmits a radio signal that can be followed up to 8 miles (12 km) away. Battery powered, with a limited life of 72 hours of constant transmission. The arrowhead has an adhesive to stick to the target. Inflicts normal S.D.C. arrow damage. Cost: 200 credits each.
- Video Camera: Arrow is fitted with a video camera which has the ability to transmit video for around ten minutes. Camera sees in visible light as well as infrared. Can transmit video to a cybernetic implant and/or video screen, including a heads up display. Fired vertically with a parachute to slow the fall of the camera. When fired upwards, has a maximum altitude of around 1000 feet (304.8 meters) and can see up to a range of around one mile (1.6 km) Cost: 1,600 credits
Techno-Wizard "Hawk"Arrows:
These arrows have twice the range of normal arrows and have a better chance (+2 to strike) to hit than normal arrows (not including bonuses for high quality arrows. The body of the arrow itself cannot be constructed from metal or plastic due to the material interfering with the magic. The head of the arrow and feathers, which are added on after the enchantments, can be made from plastic or metal.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "extended range" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "extended range" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrowheads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: Double Normal Range (As per bow / crossbow / thrown range x 2)
Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 20 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Fly.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 800 credits, Enchanted Arrows: 2,000 credits.
Techno-Wizard "Levitation" Video Camera Arrows:
These arrows are similar in general purpose as standard video camera arrowheads but use the levitation spell to stay in the air instead of a parachute. The arrow is much harder to see in the sky as a result. As well, the camera is powered by techno-wizard batteries for a virtually unlimited duration (about six months.) Camera sees in visible light as well as infrared. Can transmit video to a cybernetic implant and/or video screen, including a heads up display. When fired upwards, has a maximum altitude of around 1000 feet (304.8 meters) and can see up to a range of around one mile (1.6 km.) Arrows can usually be recharged.
Range: 1000 feet (304.8 meters) vertical and can see up to a range of around one mile (1.6 km.)
Duration: As per levitation spell (3 minutes per level of creator)
Mega-Damage: None
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 6
Spells Need to Create: Blinding Flash and Levitation
Physical Requirements: Video Camera Arrow, silver foil, quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes with T.W. battery for camera (3D6 minutes without battery)
Black Market Cost: 3,500 credits.
Techno-Wizard "Ricochet Strike" Arrows:
When this arrow is fired, it can be used to hit up to three targets through ricocheting. The shooter concentrate on the targets which the arrow will hit once fired. The shooter can chose for the arrow to hit a target, ricochet, hit a second target, and ricochet again hitting the original target. If the arrow misses its hit roll (through natural roll or through it being dodged) the arrow will stop ricocheting. Note that this does not include parries. If the arrow is parried, it will continue to ricochet.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "Ricochet Strike" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser). While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Ricochet Strike" has to be renewed after the arrow has been expended.
Range: As per bow / crossbow / thrown range
Duration: One Melee Round
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. (Can hit up to three targets)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 25 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Ricochet Strike.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 6D6 minutes each
Black Market Cost: Normal Arrows: 750 credits, Enchanted Arrows: 2,500 credits.
Techno-Wizard "Teleport Portal" Arrows:
This enchantment allows the arrow to teleport to the target although the enchantment does not allow the arrow to teleport directly into a target. The arrow disappears as soon as it leaves the bow string and appears to pass into a magic portal. The shooter of the arrow must decide when the arrow will become solid. It appears the reverse way it disappears with the head appearing first and the rest of the body appears as if it is exiting a portal. Where the arrow enters and exits must be on a direct straight line, no appearing in a direction different from where the arrow is fired. These arrows can hit a target even if there is solid objects such as a wall between the shooter and the target of the arrow (Game Master call if the arrows will pass through force fields.) There must be enough open space for the arrow to re-manifest between any solid object and the target. This means that the arrow will not work on people in power armors and many vehicles. If the shooter cannot see their target but know basic location, they are at -9 to strike with the arrow. In the same regard, if the arrow comes as a complete surprise, the target cannot dodge the arrow.
These arrows are available as both normal S.D.C. arrows or enchanted M.D.C. arrows. The M.D.C. can be permanently enchanted or temporarily enchanted (Up to 48 arrows can be enchanted in these manners and the temporary enchantment will need to be renewed). Enchanted arrows have 50 M.D.C. The "teleport" ability cannot be combined with any enchantments other than Enchant Weapon (Lesser) or Techno-Wizard Crystal Warheads. While the "Enchant Weapon (Lesser)" is not dispelled when fired, the "Teleport" has to be renewed after the arrow has been expended, if not destroyed or damaged. As well, conventional arrowheads can be used including explosive, neural, smoke, or knock out gas warheads.
Range: 100 feet (305 meters) per level of creator Duration: Instant
S.D.C. / Mega-Damage: Normal Arrows: 2D6+3 S.D.C. (With strength bonus if applicable), Enchanted Arrows: 4D6+6 M.D.C. Special Purpose or T.W. Crystal Warheads: By Warhead Type (See Techno Wizard Crystal Warheads / Rifts Weapons & Armor - Others)
To Activate: None, magic energy is already stored in arrow.
P.P.E. to Create: 70 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time) - can be created without spell but inflicts S.D.C. damage, Blinding Flash, and Mystic Portal.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 2D4x10 minutes each
Black Market Cost: Normal Arrows: 1,000 credits, Enchanted Arrows: 4,000 credits.
Techno-Wizard "Volley Storm" Arrows:
Special enchanted techno-wizard arrow which when fired multiplies to become a whole volley of arrows. The number of arrows is dependent on the level of the arrow's creator with one additional arrow per level of experience. The additional arrows appear just as the bow leaves the bow string. The enchantment is a variation of the enchantment "Spinning Blades" although is limited in this application. While the original arrow may survive the use, the additional arrows are destroyed and their enchantment is dispelled. The arrow storm is impossible to parry although it can be dodged. The enchantment of "Enchant Weapon: Lesser" can be performed separately and is usually enchants 48 arrows at one time. It does have a duration and needs to be renewed if the arrow is not used if duration is allowed to expire.
Range: As per bow / crossbow / thrown range
Duration: Instant
Mega-Damage: Initial Arrow: 4D6+6, each additional arrow inflicts 2D6 M.D.C. (One additional arrow is created per level of experience of creator)
To Activate: None, magic energy is already stored in arrow
P.P.E. to Create: 50 (Not including "Enchant Weapon: Lesser")
Spells Need to Create: Enchant Weapon (Lesser) (can enchant 48 arrows at one time), Blinding Flash, and Spinning Blades.
Physical Requirements: Arrow and quartz crystal worth 20 Credits
Time to Create: 1D6x10 minutes
Black Market Cost: 2,500 credits.
Techno-Wizard Force Bow:
Another special enchanted bow mostly created by Techno-Wizard archers. These bows are available in a variety of different styles including modern compound bows, more traditional long bows, and even crossbows in some cases. These bows are of extremely high in quality and most are extremely well balanced. For greater accuracy, many have mounted high tech sighting systems for long range shooting. Normal techno-wizards are known for being able to create enchanted melee weapons including the Deathbringer and Battle Fury weapons. Techno-Wizard archers are known for being able to create range weapons such as the Barrage Fire Bow and the Force Bow. The only real disadvantage is these bows themselves are made from enchanted wood and / or high strength composites and do not regenerate damage like the enchanted melee weapons. Like the Barrage Fire Bow, arrows fired from the bow will have twice the range of arrows fired from a conventional version of the bow.
The real enchantment on the bow is that there is a special enchantment that when active, arrows fired from the bow inflict damage as if the archer has supernatural strength and are punching the opponent. The arrows must be made of high strength materials such as high tech composites or alloys or they will shatter when they hit their target (inflict half damage). Enchanted arrows which inflict physical damage (not energy arrows such as lightning bolts) will add the "Punch" damage to the arrow's damage. This combined damage can be extremely effective. The enchantment is a variation on the spell “Supernatural Strength” and is must less costly to activate than Barrage Fire Bows.
Weight: Varies by weapon type, modern compound bow and crossbow weight around two to three pounds.
Maximum Effective Range: Long Bow: 1280 ft (390 meters), Modern Compound Bow: 1400 feet (426 meters), and Modern Crossbow: 1400 feet (426 meters)
Mega Damage: Through Arrows (non enchanted or high tech arrows / bolts inflict 2D6 S.D.C.)
When "Supernatural Force" enchantment is active, arrow damage is equal to a supernatural strength (equal to a supernatural strength of forty or twenty greater than the natural strength of the archer whichever is greater.) The damage of mega-damage inflicting physical arrows is added to the damage.
M.D.C. of the Bow itself: 80 (constructed from enchanted wood and or high tech composites), does not regenerate damage
Powers:
Supernatural Force: When 16 P.P.E. is channeled into the weapon, arrow damage is equal to a supernatural strength (equal to a supernatural strength of forty or twenty greater than the natural strength of the archer whichever is greater.) The damage of mega-damage inflicting physical arrows is added to the damage. No other abilities from the “Supernatural Strength” spell is give and only arrows inflict this extra damage. The enchantment lasts for 6 melees/1.5 minutes.
Bonuses: +2 to Strike and +1 to Initiative
Spells Needed: The spells of Ensorcel, Blinding Flash, Feather Light, Telekinesis, Wind Rush, and Supernatural Strength. Requires 2 to 4 weeks to create.
Black Market / Market Cost: 4 to 6 million credits.
Techno-Wizard Barrage Fire Bow:
Special enchanted bow which is created by Techno-Wizard Archers. Most common style are modern compound bows and longbows although crossbow styles are created as well. The bows are extremely well balanced and extremely accurate. Many contains high tech sighting systems for long range shooting. The enchantment process to create these enchanted weapons is similar to that of magic weapons such as the Deathbringer and Battle Fury weapons although it is a missile weapon. The bow themselves are made from enchanted wood and / or high strength composites and do not regenerate damage like the enchanted swords. Arrows fired from the bow will have twice the range of arrows fired from a conventional version of the bow.
The true specialty of this bow is not in these abilities but instead in the ability to allow the shooter to fire incredibly fast, one might say that they can fire as a barrage and this is where the weapon gets its name. When this enchantment is activated, the archer can fire the bow at an incredible rate, something like twice as fast as he or she can normally. The cost is relatively high in terms of magical energy but the effects can be spectacular especially when combined with enchanted arrows. The enchantment is created through an unusual application of the spell "speed weapon" although the magic cannot usually be applied to missile weapons or enchanted items.
Weight: Varies by weapon type, modern compound bow and crossbow weight around two to three pounds.
Maximum Effective Range: Long Bow: 1280 ft (390 meters), Modern Compound Bow: 1400 feet (426 meters), and Modern Crossbow: 1400 feet (426 meters)
Mega Damage: Though Arrows (non enchanted or high tech arrows / bolts inflict 2D6 S.D.C.)
M.D.C. of the Bow itself: 80 (constructed from enchanted wood and or high tech composites), does not regenerate damage
Powers:
Barrage Fire: When 40 P.P.E. is channeled into the weapon, the bow greatly boosts the shooting speed of the wielder. When this is activated, the character gets double the normal number of attacks with the weapon only (two shots use only one shot.) The enchantment lasts for 12 melees/3 minutes
Bonuses: +2 to Strike and +1 to Initiative
Spells Needed: The spells of Ensorcel, Blinding Flash, Feather Light, Telekinesis, Wind Rush, and Speed Weapon. Requires 2 to 6 weeks to create.
Black Market / Market Cost: 6 to 8 million credits.
tw arrowhead
1. Determine the Form of the Device.
Explosive Arrow head
2. Determine the Functions of the Device.
A single use item spell activating on targeting where arrow hit.
tw magical arrow
1. Determine the Form of the Device.
Encanted arrow
2. Determine the Functions of the Device.
Converts arrow into a spell ie. power bolt, or sub-particle acceleration., barrage, death bolt, firebolt, energy bolt, basicly any instant duration combat spell, ballistic fire.
tw bow enhancements
1. Determine the Form of the Device.
bow
2. Determine the Functions of the Device.
To create a arrow everytime string is pulled and released, usually used with energy arc, throwing stones, and lightning arc, fires arrow shaped stones or bolts of energy, at the range of the bow doing damage as per the spell.