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Archer, Basic Pursuit


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After being inspired by the general lacking of a Pursuit dedicated to archers, I made the following pursuit basing it off of the Thunders' Archer from the Core Book.

This Pursuit is untested, so feedback would be nice.

 

Archer

 

In the modern age, most people see the archery as an outdated practice, which is a valid opinion is a world filled with firearms. However, those that follow the old traditions of archery find themselves with a deadly weapon with which ammunition can retrieved.

Not every archer is the same however, some take up the practice of mounted archery while others take quiet shots from the underbrush to bring down prey.

Many of these archers find themselves among the ranks of the Ten Thunders because of how few members are allowed to wield firearms. But other factions do find uses for archers. The Neverborn use bows far more frequently than firearms and an entire Gremlin family uses bows almost exclusively.

 

Starting

 

An Archer begins the game with an Archery Weapon and Arrows with a combined cost no higher than 20§.

 

On the Pursuit: Aim, Nock, Loose

When this character fails a Ranged Combat Duel during dramatic time, she may draw a card.

During the epilogue, this character may advance in any Ranged Combat skill in addition to the options presented by the Fatemaster.

 

Advancement

 

0

Arcing Arrows

1

Moving Target

2

General Talent

3

Rapid Fire or Reading the Wind

4

General Talent

5

Strangling Strings or Improved Fletching

6

General Talent

7

Poisoned Arrows or Explosive Tip

8

General Talent

9

Twin Bolt or Leap Aside

10

Spirit Arrow

 

Arcing Arrows

One of the qualities that arrows have that bullets don’t is that even when shot into the air, they’ll be dangerous even as they land. This character has learned how to have relative accuracy even after an enemy has concealed themselves.

This character’s Archery Attacks that use the Indirect special rule can still be cheated while doing so.

 

Called Shot

After learning the basic principle of hitting your target, you move on to learning how to pick your target, putting your arrows exactly where you want them to go. After generating a Critical Effect with an Archery attack, this character may discard a card to change the affected limb to match the suit of the discarded card.

 

Rapid Fire

This character has learned how to draw, nock, and loose an arrow in a single motion. With an understanding of this motion, this character has vastly improved her efficiency when it comes to letting arrows fly.

This character gains the following Tactical Action.

            (2) Rapid Fire: This character may discard a Twist Card to three 1 AP attack actions with a Ranged Weapon against a single target.

 

Reading the Wind

This character has learned how to concentrate quickly, almost slowing time around her to line up the perfect shot.

The first time this character takes a Focus action during it’s turn, it gains and additional Focused+1.

 

Strangling Strings

Bows aren’t just useful for throwing arrows at enemies. In a pinch, this character could use their bow strings to strangle someone if they run out of arrows.

When using an Archery weapon with the Bow special rule, they may use it as a Garotte (Core Rules Pg: 226, Into the Steam Pg: 170) with the Shoddy special rule.

 

Improved Fletching

An arrow’s fletching is the thing that can make, or break the shot. Arrows with better fletching are going to fly farther and straighter than others, provided that the arrow is facing the right way.

This character increases the range of his Archery attacks by 3 Yards.

 

Poisoned Arrows

No weapon cannot be improved with the application of poison. This a true statement that no one (especially in the Ten Thunders) is going to argue with.

This character’s Archery attacks gain the following Trigger:

:crow: Infect: After damaging, the Target gains the Poison Condition a number of times equal to the number of :crow in the final duel total.

 

Explosive Tip

In the same vein as poisoned arrows, explosive arrows are favorites of those who don’t care for subtlety. Whether its simply attaching a stick of dynamite to the end of the stick or enchanting the arrow with explosive properties, the outcome is just the same.

This character’s Archery attacks gain the following Trigger:

:mask: BOMB ARROWS???: When damaging, this attack gains +:blast to the Moderate and Severe damage.

 

Twin Bolt

Those who claim to be experts of Archery have learned how to use loose multiple arrows at once, dramatically increasing the lethality of their every shot (or at least doubling it).

When this character makes an Archery attack with the Bow special rule, this character may use a second arrow to increase damage dealt by +2. This character must declare that he is doing this before flipping any cards.

 

Leap Aside

Archers are most effective when in the back row of any conflict, picking off enemies at a distance one by one. When their aggressors get close however, this character has learned how to quickly get out the fray.

This character gains the following Defensive Trigger:

Df: :mask: Leap Aside: After an attack fails against this character, this character may push up to 5 yards in any direction.

 

Spirit Arrow:

This character is now able to harness their own soul into their shots, turning a normal arrow in one infused with the archer’s own spirit.

This character may discard a Twist Card before making an Archery attack to make the arrow a spirit arrow.

Spirit arrows ignore Hard to Wound, Incorporeal, and reduce the Target’s Armor by -2 for the duration of the attack.

 

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  • 2 months later...
On 07/04/2018 at 1:00 AM, Steamtastic Vagabond said:

Edited: Replaced Threading The Needle with Moving Target.

Well... if someone is playing an archer, she will very likely take the Threading The Needle talent wich makes her not randomize anyway. So she will not care about Moving Target.

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On 5/12/2018 at 7:15 AM, Steamtastic Vagabond said:

Replaced Moving Target with Called Shot (Which I believe to be an original ability, but can't quite remember).

Except you know... the General Talent "Call Shot"

 

Quote

Call Shot
Requirement: Fated.
This character’s aim is quite good.
Choose a Skill. When this character generates a
Critical Effect with an attack that used the chosen
Skill, she may discard a card to change the suit of
the Critical Effect to the suit of the discarded card.
A character may take this Talent multiple times,
but each time a different Skill must be chosen.

 

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Why not something along the lines of:

"That STILL only counts as one!

Anyone can shoot from afar, where's the fun in that? The competitive nature of this character likes a bit of rivalry to keep him  focused. So he tends to make everything a challenge. 

When this character gains this ability, choose a friendly character. Both characters gain the condition 'Friendly Rivalry: When this character scores the killing blow on a target, if his rival can see or hear him, that character gain Focus +2'

If the rival would die or leave for more than two weeks, you may discard a card to appoint a new rival"

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7 hours ago, Qualvanda said:

Why not something along the lines of:

"That STILL only counts as one!

Anyone can shoot from afar, where's the fun in that? The competitive nature of this character likes a bit of rivalry to keep him  focused. So he tends to make everything a challenge. 

When this character gains this ability, choose a friendly character. Both characters gain the condition 'Friendly Rivalry: When this character scores the killing blow on a target, if his rival can see or hear him, that character gain Focus +2'

If the rival would die or leave for more than two weeks, you may discard a card to appoint a new rival"

Oh great, now I have to redesign the pursuit to incorporate that as a basic mechanic! Thankfully I don’t have much else to do with my time. 😃

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  • 1 month later...

I have finally gotten around to adjusting most of the Pursuit talents as suggested above, so with it, I republish the Pursuit.

 

Archer

 

In the modern age, most people see the archery as an outdated practice, which is a valid opinion is a world filled with firearms. However, those that follow the old traditions of archery find themselves with a deadly weapon with which ammunition can retrieved.

Not every archer is the same however, some take up the practice of mounted archery while others take quiet shots from the underbrush to bring down prey.

Many of these archers find themselves among the ranks of the Ten Thunders because of how few members are allowed to wield firearms. But other factions do find uses for archers. The Neverborn use bows far more frequently than firearms and an entire Gremlin family uses bows almost exclusively.

Starting

 

An Archer begins the game with an Archery Weapon and Arrows with a combined cost no higher than 20§.

On the Pursuit: Let Loose

 

When this character fails a Ranged Combat Duel during dramatic time, she may draw a card.

During the epilogue, this character may advance in any Ranged Combat skill in addition to the options presented by the Fatemaster.

Advancement

 

0

Arcing Arrows

1

(Un)friendly Competition

2

General Talent

3

Improved Fletching or “Nice Shot, Now Watch This!”

4

General Talent

5

Try to Keep Up or Rapid Fire

6

General Talent

7

Poisoned Arrows or Explosive Tip

8

General Talent

9

Twin Bolt or Leap Aside

10

If Anyone Kills Him, It’s Going to be Me.

 

Arcing Arrows

 

One of the qualities that arrows have that bullets don’t is that even when shot into the air, they’ll be dangerous even as they land. This character has learned how to have relative accuracy even after an enemy has concealed themselves.

This character’s Archery Attacks that use the Indirect special rule can still be cheated while doing so.

 

(Un)friendly Competition

 

To be quite honest, with their reliability, low costs, increased power, and ease of use, many people would much rather use a gun of any kind over a bow. This character however prefers to use a bow, and sometimes gets a little competitive over the value of her bow over the value of firearms and other weapons.

When this Character gains this Talent, she may choose a Friendly Character. Both this Character and the chosen ally gain the following condition: “(Un)friendly Rivalry: When this character defeats an enemy (dealing a killing blow or simply knocking them out), if this Character’s rival can see or hear the deed, they gain Focused+1.”

If this Character’s rival is slain or simply loses contact for a duration no shorter than 2 weeks, both characters lose the (Un)friendly Rivalry Condition. This character may appoint a new rival at any time by discarding a Twist Card.

 

Improved Fletching

 

An arrow’s fletching is the thing that can make, or break the shot. Arrows with better fletching are going to fly farther and straighter than others, provided that the arrow is facing the right way.

This character increases the range of his Archery attacks by 3 Yards. While this Character’s Rival is benefiting from (Un)friendly Competition, she may gain the 3 Yard bonus on ANY of her Ranged Combat Actions.

 

“Nice Shot, Now Watch This!”

 

This character has learned how to concentrate quickly, even after being awestruck by the performance of her rival. In this way, the Archer practically slows time around her to line up the perfect shot in an attempt to one up her rival.

When this character would gain the Focused Condition from her Rival defeating an enemy, the Rival may discard a card to increase the bonus to Focused+2.

This Talent works for the appointed Rival as well.

 

Try to Keep Up

 

When you watch the person you admire and/or loathe work faster than you, it is often inspiration enough to at least stay on their heels.

When this Character or their Rival end their activation within 6 Yards of the other, the other character may activate as a Chain Activation if the other has not yet acted on this Turn.

 

Rapid Fire

 

This character has learned how to draw, nock, and loose an arrow in a single motion. With an understanding of this motion, this character has vastly improved her efficiency when it comes to letting arrows fly.

This character gains the following Tactical Action.

            (2) Rapid Fire: This character may discard a Twist Card to three 1 AP attack actions with a Ranged Weapon against a single target.

 

Poisoned Arrows

 

No weapon cannot be improved with the application of poison. This a true statement that no one (especially in the Ten Thunders) is going to argue with.

This character’s Archery attacks gain the following Trigger:

:crow: Infect: After damaging, the Target gains the Poison Condition a number of times equal to the number of :crow in the final duel total.

While this Character’s Rival is benefiting from (Un)friendly Competition, they may also use this Trigger on ANY Ranged Combat or Close Combat Action.

 

Explosive Tip

 

In the same vein as poisoned arrows, explosive arrows are favorites of those who don’t care for subtlety. Whether its simply attaching a stick of dynamite to the end of the stick or enchanting the arrow with explosive properties, the outcome is just the same.

This character’s Archery attacks gain the following Trigger:

:mask: Hail of Hachinosu: When damaging, this attack gains +:blast to the Moderate and Severe damage.

While this Character’s Rival is benefiting from (Un)friendly Competition, they may also use this Trigger on ANY Ranged Combat Attack.

 

Twin Bolt

 

Those who claim to be experts of Archery have learned how to use loose multiple arrows at once, dramatically increasing the lethality of their every shot (or at least doubling it).

When this character makes an Archery attack with the Bow special rule, this character may use a second arrow to add [+] to the attack flip. This character must declare that he is doing this before flipping any cards.

 

Leap Aside

 

Archers are most effective when in the back row of any conflict, picking off enemies at a distance one by one. When their aggressors get close however, this character has learned how to quickly get out the fray, usually opening up a space for her rival to take a clean shot or two.

This character gains the following Defensive Trigger:

Df: :mask: Leap Aside: After an attack fails against this character, this character may push up to 5 yards in any direction. Then, this Character’s Rival may push up to 5 Yards towards this Character’s starting position.

 

If Anyone Kills Him, It’s Going to be Me

The bond between this Character and her Rival has grown incredibly strong, even if they may hate each other. It is through this bond however that seeing one in mortal danger drives the other into a tragic rage, and there WILL be Hell to pay.

While this Character’s Rival is unconscious or in sufficient mortal peril (at Fatemaster discretion), this Character generates an additional General AP at the start of her Turn.

If this Character’s Rival is killed in Dramatic Time, this Character immediately gains the Reactivate Condition and regains it at the start of every turn instead of the General AP for the remainder of the scene.

This talent works for the appointed Rival as well

 

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I must say that I like the new version of this class! :)

 

I have one pointer though, and that is that Rapid fire comes really early, all the other classes that get that ability (Rapid fire or Flurry) get it at level 5.

I think it's a bit too strong at level 3. I would suggest switching Rapid Fire with Improved Fletching, to get it more balanced.

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4 hours ago, Qualvanda said:

I must say that I like the new version of this class! :)

 

I have one pointer though, and that is that Rapid fire comes really early, all the other classes that get that ability (Rapid fire or Flurry) get it at level 5.

I think it's a bit too strong at level 3. I would suggest switching Rapid Fire with Improved Fletching, to get it more balanced.

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