vaelora/Rules/Ability Trees/Skills/Martial/Archery (Agility).md
2025-08-01 09:16:36 +02:00

2.5 KiB
Raw Blame History

Tier 1 (Archery 1+)

  1. Pinning Shot Mark a die as Effectful; on success, target is partially immobilized (must spend 1 APR and pass a Might or Agility check to free themselves).

  2. Quick Shot Mark a die as Risky; if the marked die succeeds, you may immediately make a second attack with half your remaining dice pool (rounded up).

  3. Trick Shooter Mark a die as Lucky on shots at difficult angles (cover, ricochet, etc.); failure on the marked die only counts as a miss, not a fumble.


Tier 2 (Archery 2+)

  1. Aimed Shot Spend 1 APR to aim and mark a die as Powerful; add the dies face value as bonus Injury if the shot hits.

  2. Suppressing Fire (Archery/Tactics) On a successful hit, all enemies within 3m of the target are at 1 die to actions until your next turn.

  3. Pinpoint Weakness (Archery/Observation) Mark a die as Effectful; on success, ignore 1 Soak Die or heavy armor penalty when attacking the target.


Tier 3 (Archery 3+)

  1. Volley Specialist (Archery/Tactics) When firing on a group, mark one die as Exploding; additional dice from explosions may be applied to adjacent targets.

  2. Snipe If you spend a full round aiming without being interrupted, your next attack counts as a Critical Hit on margin of success 2+.

  3. Hamstring Shot (Archery/Medicine) Mark a die as Effectful; on success, reduce the targets Speed by 2 (or 1 APR if already Wounded).


Tier 4 (Archery 4+)

  1. Rain of Arrows Spend 2 APR and mark one die as Exploding; make a separate attack roll against all enemies in a 5m area (one pool, allocate successes).

  2. Perfect Shot Mark a die as Lucky and Powerful; the marked die counts as 2 successes on a roll of 6.

  3. Death from Afar (Archery/Stealth) First attack in a combat where you are undetected is automatically a Critical Hit (margin 3+ = Subdue).


Why It Fits

  • Ranged control: Pinning, hamstringing, and suppressing enemies shape the battlefield.

  • Synergy: Tactics and Stealth synergy creates archetypes like snipers and skirmishers.

  • Risk/reward: Players can gamble on Quick Shots or aim for devastating Snipes.


🔥 Next: Should we tackle Dodge (mobility and survival), or go straight into Shields (defense and formation control)? Or do you want me to jump to Tactics to solidify the “battlefield commander” style?