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Steamtastic Vagabond

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In the modern age, most people see the archery as an outdated practice, which is a valid opinion is a world filled with firearms.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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8 hours ago, Le gob said:

Threading the needle already exists as a general talent.

It was removed from the General Talents list in the Core Rules, but reappears on the Thunders Archer in the bestiary.

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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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