I have finally gotten around to adjusting most of the Pursuit talents as suggested above, so with it, I republish the Pursuit.
In the modern age, most people see the archery as an outdated practice, which is a valid opinion is a world filled with firearms.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.
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.
Improved Fletching or “Nice Shot, Now Watch This!”
Try to Keep Up or Rapid Fire
Poisoned Arrows or Explosive Tip
Twin Bolt or Leap Aside
If Anyone Kills Him, It’s Going to be Me.
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.
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.
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.
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.
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:
: Infect: After damaging, the Target gains the Poison Condition a number of times equal to the number of 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.
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:
: Hail of Hachinosu: When damaging, this attack gains + 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.
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.
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: : 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