Arrows are projectiles used by bows. They typically cost $2, and weigh about 0.1 lbs.[1] Arrows are roughly twenty times the $0.1 that darts/pellets cost (while sling stones are free). Bolts for crossbows (while technically slightly different), are the same cost and weight.
Regular Arrows[]
- Bodkin Point -- does piercing with (2) armor divisor[2]
- Special Arrows MA232
- Frog-crotch, Y and U-shaped, Willow Leaf -- all convert to Cutting
- Alternate Arrows LT73
- Boffer Arrow -- $4, same weight, used to cast spells on distant allies[3]
Cinematic / Magic / Trick Arrows[]
(a proposal from Cherrio01)
These are for Scouts and other high-adventure archers! Unless otherwise mentioned, these always show up back in the Scout's quiver after a battle.
Arrow | Appearance | Effect |
---|---|---|
Poisonwood | A chemically-hardened wood of a sinister plant. | It does at least 1 point of toxic damage on living things. It also "holds" poisons well, and increases their damage. Poisonwood is unaffected by metal-stopping enchantments. |
Anchor-Pinion Head | A supernatural brass arrowhead. | It has a strange inertia to it. It has half the usual range, but has a (2) armor divisor and does impaling damage. Against constructs however, it does (5), and lowers the creature's DX and Move (GM caveat) |
Black-Iron | A dark, icy-cold metal with the texture of a dry, dead leaf. | It can temporarily disable any limb it hits (similar to Paralyze Limb) on a HT-5 roll, and inflicts the same roll until removed. If yanked out, it does half the damage it inflicted going in, rounded up. If fey are vulnerable to iron in the setting, they're likely to be twice as vulnerable to Black-Iron. |
Knockbacker | This arrow's head is a leather knob that looks vaguely like a fist. | When it hits a target (or any hard surface), it creates a blast of air (similar to Air Jet). It does no wounding, but has triple knockback. |
Kingfisher-Beak | This arrowhead is magically fused to a pointed bone, painted and fletched like a colorful bird. | It's fragile but accurate, and can strike fish deep underwater without losing momentum. The arrow has surprising buoyancy and will float to the surface of a lake or river even when stuck in a fairly large fish. |
Elemental Arrows[]
- Fireball / Explosive Fireball
- Acid Ball
- Ice Dagger
- Lightning Bolt
Thieves' Stuff[]
- Alchemist's Fire Arrow -- does 1d burning
- Meteor-dust Poison -- Inflicts HT-2, causes retching (or simply lowers spellcasting skill)[4]
- Grease![5]
- Sticky Stuff![5]
Use[]
- Archers will often invest in Fast-Draw (Arrow) to rapidly load arrows during combat, as well as buying up Heroic Archer
- Arrows can be kept in quivers, usually in groups of 12 (on the back), 20 (on the hip), or even in larger quivers of 50[6]
- The most common arrow poison (in the DF world) is Monster Drool, at $20 a shot[7]
- There is a supposed Cornucopia Quiver that produces ordinary arrows...[8]
Removing[]
- Removing an arrow is easy--removing one without injuring the person is the hard part. Regular arrows can be removed with First Aid, maybe First Aid at a penalty if it's barbed. These are cinematic rules!
- On a failed roll, you decide: You err on the side of caution (doing no damage but leaving the arrow where it lie) or get the arrow out, doing 1 or 2 damage.
See Also[]
References[]
- โ Basic Set, p.276
- โ Basic Set, p.277
- โ Dungeon Fantasy 3: The Next Level, p.23
- โ variation on Meteoric Iron Brew from DFD: Thieves, p.36
- โ 5.0 5.1 DFD: Thieves, p.36
- โ Dungeon Fantasy 1: Adventurers, p.24
- โ Dungeon Fantasy 1: Adventurers, p.29
- โ Dungeon Fantasy 1: Adventurers, p.30