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Raining down injury upon your foes, you have no need to descend into battle as you've found comfort and safety in your accuracy, regardless of distance. The Archer takes ranged combat to the next level and can readily turn foes into pincushions.
Marksman Space
Gain +1 on attack rolls with physical ranged and thrown weapons against targets in 2 + TT range.
Boost: Take no penalty for making a Ranged Strike against adjacent targets.
Marksman Order
Aspect - Finesse | Martial and Nimble
Reduce the total penalty you have on attack rolls with launched weapons while Crouched or Prone by 1.
Boost: Reduce Load by TT/3. You can attack with longbows while Prone or mounted.
Imagination Radiant Tactician
Trick - Illusion | Martial and Nimble
Create a floating orb that sheds Tier 2 light in an Aura 1 + TT/3.
Range Target 6 + TT x 3   Duration 1 + TT rounds
Boost: Creatures gain +1 on ranged attack rolls into the orbs light area.
Chaos Marksman Tactician
Aspect - Finesse | Martial and Nimble
Gain +1 + TT range with ranged weapon attacks.
Boost: You can count as in an adjacent space while attacking to determine obstructions.
Air Hope Leader
Aspect - Wit | Martial and Nimble
Ranged attacks you successfully Aid gain Accurate and +TT/2 range.
Boost: Ranged attacks you successfully Aid gain Devastating.
Marksman Tactician
Aspect - Finesse | Martial and Nimble
Lock 1 + TT/2 of Disarm, Impede, Reposition, and Trip. You can use Locked options with ranged and thrown weapons, using Nimble in place of Athletics to attack.
Boost: Having objects up to N2 Bulk attached to ammunition you launch does not affect your attacks.
Advanced Abilities
Those that practice and excel in the Archer style gain access to these more unique abilities.
Chaos Hero Marksman
Response | Martial and Nimble
Requirements: Martial Proficiency 21, Nimble Proficiency 21
1 Resolve: After a creature takes Injury from a melee attack or Spell, make a Ranged Strike against it.
Boost: Roll 1d12 to add the Injury you cause to the Injury caused by the attack you responded to for determining effects of that Injury, DL 9 - TT/2.
Chaos Marksman Tactician
Aspect - Finesse | Martial and Nimble
Requirements: Martial Proficiency 15, Nimble Proficiency 15
While you have a ranged weapon Gripped, treat your Reach as 3 + TT for determining if you can take a reaction that makes an attack. Attack with that weapon instead of melee attacks required for actions used this way.
Boost: Gain 1 + TT Overwatch Pool. You can pay 1 Overwatch instead of a Minor Action to use a reaction. After you are not in Conflict for 1 minute, remove all Overwatch Pips.
Air Marksman Senses
Requirements: Martial Proficiency 15, Nimble Proficiency 15
Ignore 1 + TT/2 Tiers of Concealment with ranged attacks.
Range Self   Duration 1 + TT rounds
Boost: Creatures and environment do not obstruct your ranged attack rolls unless they do so entirely.
Chaos Marksman Trickster
Requirements: Martial Proficiency 9, Nimble Proficiency 9
When you make a physical ranged and thrown weapon attack, you can bounce the attack off of an object allowing the weapon to make 1 + TT/3 turns on its path.
Range Self   Duration 3 + TT rounds
Boost: If the object you bounce it off of is unattended and N5 Bulk or less, the object connects to the weapon and moves with it.
Despair Marksman
Response | Martial and Nimble
Requirements: Martial Proficiency 9, Nimble Proficiency 9
As a creature Manifests a Spell, make a Ranged Strike against them. On success, Hinder Spellcasting instead of the normal result of Ranged Strike.
Boost: On success, cause an additional 1 + TT/3 penalty on their roll.
Air Gravity Marksman
Requirements: Martial Proficiency 9, Nimble Proficiency 9
Your ranged attacks gain +1 + TT/3 range and suffer a penalty of 1 + TT/3 damage.
Range Self   Duration 1 round
Boost: Instead, reduce range and gain damage.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
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