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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 I lack on account of never entering a battle sober if I can help it.
The Archer class 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 class offers several interesting features and advantages.
This is a weapon and subject to universal weapon rules.
Archer | Fire arrows or bolts. | |
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caret-right | Equilibrium | Take advantage of gravity. |
caret-right | Multishot | Shoot multiple arrows per shot. |
caret-right | Nail Down | Nail targets in place. |
caret-right | Trick Arrow | Shoot further and deliver throwables. |
caret-right | Volley | Bonus damage with concentrated fire. |
Enterprises | Archer School Shooting Range |
Offense | plus-circleAttack: As an action, you may make a Remote attack against any target within 20 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Crippled, or Deprived conditions to its target. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. minus-circleWater 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. minus-circleAmmunition: 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. |
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caret-right | Alternative | plus-circleCrossbow: 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. plus-circleDamage Bonus: Crossbows are exceptionally powerful, dealing +2 bonus damage on every attack. minus-circleSlow 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. |
caret-right | Alternative | plus-circleLonger Range: You can fire at subjects further away than 20 meters, up to a maximum of 200 meters. minus-circleAccuracy 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. |
Condition | Explanation | |
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cut-palm | Bleeding | minus-circle 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. |
snail | Crippled | minus-circle 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). |
broken-bottle | Deprived | minus-circle Cannot use/spend resources in any way. minus-circle Cannot use any ability that requires unspent resources. |
Offense | plus-circleArc Shot: You can freely shoot over creatures and solid barriers. Barriers circumvented in this way do not apply a failure chance to your attack or prevent you from making it at all the way they normally would. minus-circleNot Too Steep: You can only shoot over an obstacle or creature so long as their height is no more than half the intended distance of your shot. minus-circleGravity Dependent: You can only use this effect when in an area that has some form of gravity. |
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Offense | plus-circleDrop Shot: So long as you are at least three meters higher in elevation than your target is, you deal +2 damage to them with all Archer attacks. minus-circleGravity Dependent: You can only use this effect when in an area that has some form of gravity. |
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Offense | plus-circleDouble 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. minus-circleAccuracy Drop: Each attack in a multishot has a special failure chance of 3. |
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Offense | plus-circleStuck: 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. minus-circleProximity: 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. |
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caret-right | Alternative | plus-circleYou Ain't Moving: If you hit with the attack but the trigger die is not 10+, you can choose to immobilize your target anyway. minus-circleSupplies: Every time you force a target to be immobilized when they normally wouldn't be, you must spend 1 Supplies. |
Offense | plus-circlePowerful 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. | |
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caret-right | Alternative | plus-circleLonger Range: You can fire at subjects further away than 50 meters, up to a maximum of 500 meters. minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. |
Utility | plus-circleRope 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. plus-circleLatch Arrow: If you shoot your arrow into anything reasonably strong, you can climb/tightrope walk on the rope attached to it safely. minus-circleCommon 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. |
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Utility | plus-circleRanged Delivery: You can modify your arrows to serve as delivery mechanisms for any thrown effect that you know (check the Thrown Effects Index for an exhaustive list). minus-circleUn-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. minus-circleAlternate 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. minus-circleOvershoot: 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. |
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Offense | plus-circleRaining 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 example, if you are shooting at a target that has previously been hit three times by Remote attacks, your shot will deal +3 damage. plus-circleMixed Projectiles: Any Remote-type attack increases your subsequent damage, not just Archer ones. plus-circleYours Count Too: Your own Remote-type attacks empower your later attacks against a target just like anybody else's. minus-circleVolley's Over: The benefit of Volley resets every round at the beginning of your side's turn phase. minus-circleTrue 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. |
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Archer School | plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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Shooting Range | plus-circleRemote Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Remote combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Shooting Range cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). |