ARCHER
"Pick spot. Shut up. Wait."
The Archers are sharp-eyed soldiers who rarely miss their mark. Patience is an Archer's best friend, and cooler heads prevail amongst these ranged units; when an Archer lines up a shot, they mean business. Some Archers deal in the traditional bow and arrow, but in modern worlds, the Archer's role is taken by warriors with guns and bullets.
Archers have several tricks up their sleeves, and Charge Times, not added delay, characterise most of their offensive attacks. 'Charge' is their bread and butter, while 'Sight Unseeing' provides situationally useful effects. At higher levels, 'Barrage', allows them to hit the entire enemy party with a heavy CT cost.
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Equipment
Crossbow, Gun, Bow, Light Armor, Shields
Bare
Strength: Heavy, Ranged, Accuracy 2
Blocking: No
Defenses: Light
Style: Endurance
Bonus: Pick one set.
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Archery
Aim
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT7
The Archer takes a moment to line up a shot, then fires dealing normal weapon damage, +1 additional die.
CoS: 90
Adjustment: +1 die per tier above 1.
Barrage
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Group
[W]D F[W] CT35
The Archer takes a bit of time to gather enough ammunition, before letting off a whirlwind attack into the enemy group. Barrage deals normal weapon damage.
CoS: 80
Burst Shot
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT21
The Archer takes a moment to line up a shot, then fires dealing normal weapon damage. This attack innately has four ranks of Critical. If Burst Shot scores a critical hit, it deals an extra +100% damage, in additional to normal bonus critical damage for the weapon. If the Archer's weapon deals additional damage rather than granting a bonus situational modifier when critical hits are scored, the bonus damage is granted a x2 power multiplier instead when a critical hit is scored with Burst Shot.
Charge
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT7
The Archer carefully lines up a shot, before firing into his foe. Charge deals weapon damage with a +2 Power modifier and +1 additional die.
CoS: 80
Adjustment: +1 Power and +1 die per tier above 1.
Cheap Shot
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 60 CT10
The Archer takes a moment to line up a shot, careful to avoid the enemies more passive defenses. Cheap Shot deals piercing weapon damage and ignores any situational modifiers that would reduce it's damage.
CoS: 80
Adjustment: +20 MP per tier above 1.
Hyper Shot
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT28
The Archer takes a moment to line up a shot, then fires dealing weapon damage with a x2 Power multiplier.
CoS: 80
Poach
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT7
Poach deals weapon damage with a x0.75 Power multiplier. If the use of Poach kills the enemy, then Archer receive a copy of whatever item would have been in its Item slot, even if the Item slot had previously been stolen.
CoS: 80
Rapid Fire
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Multi-Hit
Target: Random
[W]D F[W] CT 21
The Archer quickly lets off four attacks, each attack targeting a different enemy and dealing weapon damage with a x0.5 Power multiplier
CoS: 80
Sight Unseeing
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT7
Sight Unseeing is capable of targeting actors under the Vanish enhancement, and deals normal weapon damage. If the Archer is under the Blind status when Sight Unseeing is used, it will deal weapon damage with a x2 Power multiplier instead.
CoS: 80
Sonic Boom
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Group (Row)
[W]D F[W] CT25
The Archer lets off a trained shot, slamming into one target with enough force that the shock wave damages any nearby foe as well. Sonic Boom deals normal weapon damage.
CoS: 80
Supports
True Shot
Passive Slot Cost: 4
Type: Support
Each weapon has a sweet spot, when it comes to firing range. The archer is particular adept at taking advantage of this distance, and gains a +25% situational modifier to all damage he deals when attacking with a ranged weapon from the proper distance.
Equipment: For Boomerangs and Guns this distance is a space of zero rows, when attacking from front row to front row. For Crossbows, Instruments and Bows this distance is a space of one row, when attacking either from front row to back row, or back row to front row.
Bare: This distance is a space of one row, when attacking either from front row to back row, or back row to front row.
Remodeling: For weapons with Light Strength this distance is a space of zero rows, when attacking from front row to front row. For weapons with Medium and Heavy Strength this distance is a space of one row, when attacking either from front row to back row, or back row to front row.
Velocity Shot
Passive Slot Cost: 8
Type: Support
Equipment: When wielding a Crossbow, Instrument, Gun or Bow, the weapon gains a x1.5 Power multiplier.
Bare: When your Strength deals Ranged damage, apply a x1.5 Power multiplier to any damage dealt. If the weapon is receiving the effects of Doublehand, Dual Wield, or Desperate Blows, the weapon gains no effect from Velocity Shot.
Remodeling: Apply a x1.5 Power modifier to your weapon, but only if it has the Ranged property. If the weapon is receiving the effects of Doublehand, Dual Wield, or Desperate Blows, the weapon gains no effect from Velocity Shot.
Reaction
Adrenaline Rush
Passive Slot Cost: 4
Type: Reaction
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Target: Self
Trigger: Being hit for damage by an ability.
The Archer's current delay is immediately reduced by 5.
CoS: 40