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Telekinetic | Projectile Weapon. Throw things with your mind. | |
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caret-right | Equilibrium | Take advantage of gravity. |
Enterprises | Telekinetic School Telekinetic Squad |
Offense | plus-circleAttack: As an action, you may make a projectile attack against any target within 5 meters. plus-circleLooping Strike: Because you control your projectile remotely and can change its direction as much as you want, it does not need to fly in a straight line from you to your target. This attack completely ignores partial cover under all circumstances, and ignores total cover if there is any open route within 5 meters for it to get around/over/under whatever's providing the total cover. plus-circleCritical Hits: The attack critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) when its associated trigger die is a 12. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. minus-circleSize Failure: Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3. minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6. minus-circleCover Failure: If there is no available route for your projectile to reach your target, you cannot attack them at all. 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, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses 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 Supply. plus-circleDamage Bonus: Crossbows are exceptionally powerful, dealing +2 bonus damage on every attack. plus-circleEnhanced Criticals: Crossbows critically hit (doubling Escalation bonus to damage and inflicting the Bleeding condition) when their associated trigger die is a 10+. 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. |
Help | Bleeding creatures are quickly losing their precious bodily fluids. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
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 inflict the Stuck condition to your target by nailing them in place with your arrows. plus-circleStacker: Every time your attack would inflict the Stuck condition on a target that already has it, the attack instead deals +2 damage. 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 Pin Down. |
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caret-right | Alternative | plus-circleConditioner: If you hit with the attack but the trigger die is not 10+, you can choose to apply the Stuck condition anyway. minus-circleSupply Cost: Every time you force a target to gain the Stuck condition when they normally wouldn't, you must spend 1 Supply or use of an Ammo Bag item. |
Help | Stuck creatures have been trapped in place somehow. |
minus-circle Cannot take move actions. plus-circle In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using any melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, arrows, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck. |
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 except those from the Thrower class. Some options: - Caltropper - Captor: Entangle - Chef: Bait, Tonic - Chronomancer: Slow - Grenadier - Healer: Throw Medicine - Helsing: Exorcist - Mariner: Splash - Smoker 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 Supply: Trick arrows consume Supply at the same rate as the effect they are delivering. For example, a grenade arrow consumes Supply as a grenade does instead of as an arrow does. You may substitute uses of a resource pack as the delivered effect allows. minus-circleOvershoot: Trick arrows shot at ranges further than 50 meters have a chance to fail just like normal shots do. If a trick arrow fails, its effect is wasted. |
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Offense | plus-circleCluster Shot: When you fire multiple times at a single target during a round, all your shots deal +2 damage each. minus-circleFocus Required: In order to enjoy the benefit of Volley, you must spend two or more actions using Archer attacks against a single target. Taking any other actions than firing or firing at more than one target during a round denies you the bonus damage. |
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Archer School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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Archer Squad | The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. Two of the soldier's five abilities need to be from this class, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. |