Archer (Talents)

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1st Circle[edit | edit source]

(Skill or Attribute) Adept[edit | edit source]

Cost:10.
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
(Archery)

Direction Arrow[edit | edit source]

Discipline use (Adept Powers): Archer.
Using the Direction Arrow talent, an Adept can locate another Adept or an object. The Adept must first possess a piece of clothing or a piece of wall from a building or something else directly connected to the person or object he seeks. The Adept fires an arrow straight up into the air. The arrow rises to its full height, then plummets to the earth. When it hits the ground, it shatters and sparks into an flaming arrow 1 yard long.
Strain 4, Action: The Adept makes an Adept Powers+Soul roll against the Willpower+Soul of the person or object being sought. If this succeeds, the arrow points in the right direction.

Karma Ritual[edit | edit source]

All Disciplines have a Karma Ritual (see descriptions of individual Disciplines). Each ritual takes 30 minutes to perform, and can only be performed once per day.
Action (Special): Regain Circle Soul points.

Mystic Aim[edit | edit source]

Discipline use (Archery):Archer.
The Mystic Aim talent allows an Adept to draw a steady aim on a target when using a missile weapon. The Adept spends a round aiming at a target within line-of-sight and overcoming his target's magic defenses. A small visible mark then appears on the target. The mark created on the target by Mystic Aim is unique to the Adept using the talent. The mark may appear as plain white dots or as a symbol from the Adept's town or village.
Strain 1, Action: Adept Powers+Soul/Willpower+Soul. If successful, a small visible mark appears on the Adept and the Adept adds a bonus equal to his Circle to his Missile Weapons. This bonus lasts until the character fires his weapon or until the target moves out of line-of-sight.

True Shot[edit | edit source]

The True Shot talent allows an Adept to make a very accurate missile attack.
Focus, Attack: You gain +d10 AV Archery. If you miss, you may spend additional Focus to gain +d10 AV until you hit. You may not use more than Circle Focus on this Talent per Attack.

2nd Circle[edit | edit source]

Durability[edit | edit source]

Cost:Special.
Passive: You gain Shock points per the table below and +1 Wound Threshold per 10 points invested into Durability. You may invest [Circle x 10] points into Durability.

Class Shock point Rate
Warrior, Outcast Warrior 1/1
Sky Raider 2/3
Beastmaster,Cavalryman,Swordmaster, Liberator 1/2
Air Sailor, Archer, Boatman, Troubadour, Weaponsmith, Purifier, Scout, Traveled Scholar 1/3
Thief 1/4
Elementalist, Illusionist, Nethermancer, Wizard 1/5

Sprint[edit | edit source]

The Sprint talent allows an Adept to temporarily increase his movement rate. Magic infuses the Adept with speed.
Strain 1, Action+Move: You may Move (Move x (2+Circle) meters. You may only use this Talent once per Sequence.

3rd Circle[edit | edit source]

Flame Arrow[edit | edit source]

Discipline Use (Flame Damage):Archer.
The Flame Arrow talent allows an Adept to create a flaming arrow from a normal one, transforming his arrow into a missile of fire. This process destroys the arrow.
Focus, Strain 2: Arrow bursts into flame, doing Circle+3 extra Damage.

Wound Balance[edit | edit source]

Resist Knockout: Add Circle to a Resist Knockout (Willpower+Focus) roll.
Passive: Ignore Circle points of Wound Penalty.

(Skill or Attribute) Adept[edit | edit source]

Cost:10.
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
(Agility)

Thread Weaving[edit | edit source]

Adepts use the Thread Weaving talent to create and weave magical threads. An Adept can only have a number of threads active equal to his Circle. For example, a Circle 3 Adept with Thread Weaving could have 3 threads active at once.
Passive: You may weave up to Circle threads to any object or True Pattern. This provides +1 EV or +1 Pool point to any Attribute or Proficiency, +2 to anything lessened or +3 to any specific circumstance.
Examples:

  • +1 Archery, Elementalism, Sneak EV
  • +2 Archery, Elemtalism, Intimidate EV vs Horrors and Horror spawn.
  • +3 Archery EV only to compensate for difficulty modifiers.
  • +3 Elementalism only on Fire Blast vs Horrors.
  • +3 Defensive Intimidate vs Horrors.

Thread Weaving (Group)[edit | edit source]

Requires: Thread Weaving (any).
Adept parties use the Thread Weaving (Group) talent to create and weave magical threads to a Group Pattern. An Adept can have a number of threads active equal to the least of his Circle or members of the Group Pattern. For example, a Circle 3 Adept and 5 Group members with Thread Weaving could have 3 threads active at once.
Passive: You may weave up to Circle threads to the Group. This provides +1 EV or +1 Pool point to any Attribute or Proficiency, +2 to anything lessened or +3 to any specific circumstance.
Examples:

  • +1 Archery EV
  • +2 Archery EV vs Horrors and Horror spawn.
  • +3 Archery EV only to compensate for difficulty modifiers.

5th Circle[edit | edit source]

Physical Defense[edit | edit source]

Cost:Free.
Passive: The Adept gains +1 Defense versus any Attack. This stacks with any Active Defenses.

First Impression[edit | edit source]

The First Impression talent helps an Adept to favorably impress targets he or she has just met. The First Impression talent may only be used once against any one target.
Action, Focus: The Adept makes a Social+Charisma vs Social/Willpower+Empathy. A successful First Impression gains the Adept a bonus equal to his Circle for all Interaction-related Actions. For example, a Circle 3 Adept with First Impression adds +3 AV to all Interaction Actions made against a favorably impressed target. The effects of First Impression last a number of days equal to the First Impression's EV.

Stopping Aim[edit | edit source]

Discipline Use (Archery): Archer.
The Stopping Aim talent allows an Adept to stop an opponent dead in his tracks. This talent can only be used with a bow or crossbow.
Action, Strain 1: The Adept spends an Action aiming at a target within line of sight. At the end of the Action, the Adept makes an Archery+Perception vs Willpower+Empathy. A successful Action makes a small mark appear on the target, and the target stops dead in his tracks for fear of being skewered by the arrow. The target remains transfixed until the Archer moves his aim or until the target makes a successful Willpower+Focus Action against the Stopping Aim Total. The effect lasts for a number of Sequences equal to the Stopping Aim EV.

6th Circle[edit | edit source]

(Skill or Attribute) Adept[edit | edit source]

Cost:10.
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
(Archery Damage)

Bank Shot[edit | edit source]

Discipline use (Archery, Throwing Weapons): Archer, Thief.
The Bank Shot talent allows an Adept to ricochet missile and thrown weapons off obstacles on the way to their target. An Adept need not have line of sight to the target when he uses Bank Shot, but must have had line of sight to the target. A bank shot destroys arrows and bolts used to make the shot. Though the bank shot nicks and scratches daggers and other throwing weapons, these remain usable.
Attack, Strain 1: You may attack any target in range, ignoring cover and line-of-sight.

Speak Language[edit | edit source]

Discipline Use (Interaction): Troubadour.
The Speak Language talent allows an Adept to magically and permanently learn to speak a new language. Each Circle rank allows the Adept to learn one new language. Once a Circle rank is assigned to a language, it cannot be used to learn any other language. To learn a language, the Adept must hear 1 minute of conversation in the language.
Focus: Learn a new language. This Talent may also be used for Interaction, without learning a language, for Presence minutes.

7th Circle[edit | edit source]

Increase Initiative[edit | edit source]

Cost:Free.
Passive: Raise the Adept's Initiative and Shot Pool by 1.

Anticipate Blow[edit | edit source]

Discipline use (Martial Arts): Outcast Warrior, Warrior.
The Anticipate Blow talent allows an Adept to better defend against an incoming attack. The Adept must have a higher Initiative in order to use Anticipate Blow against an attacking opponent.
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.

Call Arrow[edit | edit source]

Discipline use (Adept Powers): Archer.
The Call Arrow talent allows an Adept to retrieve fired arrows he has fired. The talent works on any arrows the Adept fired that remain within 100 yards of him or her. The called arrows fly toward the Adept, tumbling and rotating into proper position, then drop into the quiver. Call Arrow only retrieves the arrows; the Adept cannot also tie or attach the called arrows to another object in an attempt to retrieve that object. Call Arrow also extracts arrows from targets and returns them to the Adept.
Action: Adept Powers+Focus Difficulty 0 to call arrows. Call back [ Circle+EV/5 ] arrows.

8th Circle[edit | edit source]

Spell Defense[edit | edit source]

Cost:Free.
Passive:The Adept gains +1 Defense against Occult Actions. This stacks with any Active Defenses.

Called Shot[edit | edit source]

Discipline use (Archery): Archer.
Discipline use (Martial Arts): Swordmaster.
An Adept can use the Called Shot talent to impress onlookers with a display of targeting accuracy. The Adept announces his attack aloud, naming his target and roughly where the shot will strike. A successful hit means the shot hit in approximately the called spot. Opponents who see this display of skill are suitably impressed.
Attack, Strain 1: You may Intimidate a number of onlookers equal to your Circle with an attack, causing 1 point of impairment on their next Action.

Eagle Eye[edit | edit source]

Discipline use (Adept Powers): Archer.
An Adept uses the Eagle Eye talent to aim at distant targets. Eagle Eye will enable him to fire at the target as if it were at close range.
Focus: Roll Adept Powers+Soul vs Willpower+Soul. Success allows the Adept to ignore any range modifier penalties that would normally apply. Each use of the Eagle Eye talent lasts a number of Sequences equal to the Adept's Circle. This Talent does not increase the range of the weapon used.