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archer [2021/02/23 11:36]
kyle
archer [2021/03/05 11:22] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//Getting this done wasn't easy; let's just say I had to pull a few strings.//+//Getting this done wasn't easy; let's just say I had to pull a few strings. Haha, get it? Oh, my true talents are wasted here.//
  
 ^{{ra>key?48|Possible Keystones}} |1. Fine waxed bowstrings, 12-pack. \\ 2. Novelty hat with fake apple on top. \\ 3. Bracer with attached fingerguard. \\ 4. Embroidered quiver. \\ 5. Green tights. \\ 6. Centaur pendant. | ^{{ra>key?48|Possible Keystones}} |1. Fine waxed bowstrings, 12-pack. \\ 2. Novelty hat with fake apple on top. \\ 3. Bracer with attached fingerguard. \\ 4. Embroidered quiver. \\ 5. Green tights. \\ 6. Centaur pendant. |
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-The Archer archetype wields a bow or similar arrow-shooting device. In settings without guns archers tend to dominate ranged combat, but even in more technologically advanced settings the archetype offers several interesting features and advantages. 
  
 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}} |[[#Zen Archery]] |Shooting restores Attention. |+|{{fa>caret-right?24}} |[[#Zen Archery]] |Shooting and Attention are linked. |
 ^ ^^^ ^ ^^^
  
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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. |
archer.1614105384.txt.gz · Last modified: 2021/02/23 11:36 by kyle