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

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### **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.
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### **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.
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### **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).
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### **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_).
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### **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.
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🔥 **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?