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archer [2020/10/06 14:38]
kyle
archer [2021/03/05 11:22] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//Never much took to archery myself. I've a great deal of respect for those who've mastered it, but the craft requires stillness and poise which lack on account of never entering battle sober if I can help it.//+//Getting this done wasn't easy; let's just say had to pull few strings. Haha, get it? Oh, my true talents are wasted here.//
  
-The Archer class wields a bow or similar arrow-shooting deviceIn settings without guns archers tend to dominate ranged combatbut even in more technologically advanced settings the class offers several interesting features and advantages.+^{{ra>key?48|Possible Keystones}} |1Fine waxed bowstrings12-pack. \\ 2. Novelty hat with fake apple on top. \\ 3. Bracer with attached fingerguard. \\ 4. Embroidered quiver. \\ 5. Green tights. \\ 6. Centaur pendant|
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
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 ^[[#Archer]] ^^Fire arrows or bolts. | ^[[#Archer]] ^^Fire arrows or bolts. |
 |{{fa>caret-right?24}} |[[#Equilibrium]] |Take advantage of gravity. | |{{fa>caret-right?24}} |[[#Equilibrium]] |Take advantage of gravity. |
-|{{fa>caret-right?24}} |[[#Multishot]] |Shoot multiple arrows per shot. |+|{{fa>caret-right?24}} |[[#Multishot]] |Multiple arrows per shot. |
 |{{fa>caret-right?24}} |[[#Nail Down]] |Nail targets in place. | |{{fa>caret-right?24}} |[[#Nail Down]] |Nail targets in place. |
 |{{fa>caret-right?24}} |[[#Trick Arrow]] |Shoot further and deliver throwables. | |{{fa>caret-right?24}} |[[#Trick Arrow]] |Shoot further and deliver throwables. |
-|{{fa>caret-right?24}} |[[#Volley]] |Bonus damage with concentrated fire. |+|{{fa>caret-right?24}} |[[#Zen Archery]] |Shooting and Attention are linked. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 20 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Crippled, or Deprived conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Water Slowed:** This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is a 1, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**The Straight and Arrow Path:** As an action, you may make a Remote attack against any target within 20 meters (21-50 meters with a failure chance of 3, 51-100 meters with a failure chance of 6, 101-200 meters with a failure chance of 9). \\ \\{{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Crippled, or Leaking conditions to its target after damage is dealt. \\ \\ {{fa>plus-circle?24&align=left}}**Backshot:** This weapon can be used to backstab (+2 damage to targets that cannot see you). \\ \\ {{fa>minus-circle?24&align=left}}**Water Slowed:** This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is a 1, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Crossbow:** You can choose to specify your weapon of choice as being a crossbow instead of a bow. You can choose to bring either type of archery weapon with you on missions, and can switch back and forth freely if you're in a base or home. If you want to switch archery weapons when you're out in the field, then doing so costs 1 Supplies. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** Crossbows are exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** In order to use a crossbow, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. | +
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 20 meters, up to a maximum of 200 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. |+
 ^ ^^^ ^ ^^^
  
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 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |
 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). | |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). |
-|{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend resources in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires unspent resources. |+|{{ra>broken-bottle?32&align=left}} ^Leaking |{{fa>minus-circle?18&align=left}} When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible. |
  
 ====== Equilibrium ====== ====== Equilibrium ======
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Double Arrow:** You can choose to load two arrows per shot, hitting twice as a single action. Both arrows are directed at the same target. Roll separate attack trigger dice for each arrow. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Each attack in a multishot has a special failure chance of 3. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Arrow Storm:** By loading multiple arrows at once, you can target your attack at two or three subjects at once instead of only one. Roll just one trigger die no matter how many subjects are targeted. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** When attacking two targets, the attack has a special failure chance of 3. When attacking three targets, special failure chance is 6. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stuck:** When the trigger die is 10+, you nail your target in place with your arrows. This completely immobilizes them (preventing all forms of voluntary movement) until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Proximity:** The target must be on or adjacent to a solid surface for this ability to function- midair targets with nothing nearby to be nailed to cannot be affected by Nail Down. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stuck:** When the trigger die is 10+, you nail your target in place with your arrows. This completely immobilizes them (preventing all forms of voluntary movement from their current location) until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Proximity:** The target must be on or adjacent to a solid surface for this ability to function- midair targets with nothing nearby to be nailed to cannot be affected by Nail Down. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**You Ain't Moving:** If you hit with the attack but the trigger die is not 10+, you can choose to immobilize your target anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you force a target to be immobilized when they normally wouldn't be, you must spend 1 Supplies. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Powerful Strings:** You've taken to firing unusual ammunition that requires a higher draw strength. The base range of Archer attacks is increased from 20 meters to 50. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mighty Bow:** Youve taken to firing unusual ammunition which requires a higher draw strength. Effective range with this weapon increases to 50 meters (51-100 meters with a failure chance of 3, 101-200 meters with a failure chance of 6, 201-500 meters with a failure chance of 9). |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 meters, up to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is for targets within 51-100 meters6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. | +
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rope Arrow:** If you have rope in your inventory, you can attach one end of it to an arrow and fire it wherever your arrow can reach. \\ \\ {{fa>plus-circle?24&align=left}}**Latch Arrow:** If you shoot your arrow into anything reasonably strong, you can climb/tightrope walk on the rope attached to it safely. \\ \\ {{fa>minus-circle?24&align=left}}**Common Sense:** If you want to keep the other end of your rope in hand, you probably shouldn't shoot it anywhere further away than the length of your rope. |+
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Ranged Delivery:** You can modify your arrows to serve as delivery mechanisms for any thrown effect that you know (check the [[tei|Thrown Effects Index]] for an exhaustive list). \\ \\ {{fa>minus-circle?24&align=left}}**Un-Weaponized:** Trick arrows do not deal damage as Archer attacks, they only deliver a thrown effect at long range. If the effect being delivered is a weapon, then damage is dealt as per that other weapon and not as an Archer attack. \\ \\ {{fa>minus-circle?24&align=left}}**Alternate Supplies:** Trick arrows consume resources at the same rate as the effect they are delivering. For example, a grenade arrow consumes Supplies as a grenade does instead of as an arrow does. If the delivered effect consumes a different resource than Supplies, then so does its trick arrow form. \\ \\ {{fa>minus-circle?24&align=left}}**Overshoot:** Trick arrows shot at ranges further than 50 meters have a chance to fail just like normal shots do. If a non-weapon trick arrow "fails", it does nothing and its effect is wasted. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Ranged Delivery:** You can modify your arrows to serve as delivery mechanisms for any thrown effect that you know (check the [[tei|Thrown Effects Index]] for an exhaustive list). \\ \\ {{fa>minus-circle?24&align=left}}**Un-Weaponized:** Trick arrows do not deal damage as Archer attacks, they only deliver a thrown effect at long range. If the effect being delivered is a weapon, then damage is dealt as per that other weapon and not as an Archer attack. \\ \\ {{fa>minus-circle?24&align=left}}**Alternate Supplies:** Trick arrows consume resources at the same rate as the effect they are delivering. For example, a grenade arrow consumes Supplies as a grenade does instead of as an arrow does. If the delivered effect consumes a different resource than Supplies, then so does its trick arrow form. \\ \\ {{fa>minus-circle?24&align=left}}**Overshoot:** Trick arrows shot at ranges further than 50 meters have a chance to fail just like normal shots do. If a non-weapon trick arrow "fails", it does nothing and its effect is wasted. |
 ^ ^^^ ^ ^^^
  
-====== Volley ======+====== Zen Archery ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Raining Death:** Your Archer attacks deal +1 damage for every time during the current round your target has been previously struck by any Remote-type attack. For exampleif you are shooting at a target that has previously been hit three times by Remote attacks, your shot will deal +3 damage\\ \\ {{fa>plus-circle?24&align=left}}**Mixed Projectiles:** Any Remote-type attack increases your subsequent damage, not just Archer ones. \\ \\ {{fa>plus-circle?24&align=left}}**Yours Count Too:** Your own Remote-type attacks empower your later attacks against target just like anybody else's. \\ \\ {{fa>minus-circle?24&align=left}}**Volley's Over:** The benefit of Volley resets every round at the beginning of your side's turn phase. \\ \\ {{fa>minus-circle?24&align=left}}**True Strikes Only:** Attacks that fail against your target for any reason do not increase subsequent Remote attacks with Volley. Attacks that hit but deal no damage still DO count, though. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**I Don't Shoot My Bow, The Universe Does:** Every time you make an attack with this weapon, you regain up to 2 points of lost Attention. Attention gained in this manner cannot exceed your current Energy as usual
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**The Universe Provides:** If you have 4 or more Attention while making an attack with this weapon, then the attack does not consume Supplies even if the trigger die is 1, and you do not need to have any Supplies remaining in order to attack. |
 ^ ^^^ ^ ^^^
  
archer.1602016683.txt.gz · Last modified: 2020/10/06 14:38 by kyle