Marksman

Marksman (3 CP) REQUIRES: Archery--OR--Thrown Weapons Weapon Control Battlefield Repair (Weaponry) Critical Strike Swift Strikes Heroic Shot Heroic Dodge OR Heroic Vitality The marksman is the master of projectile and missile weapons-- the bow, crossbow, and thrown weapons. They draw on the skill gained by intense practice and study of missile weapon tactics to deter and defeat their enemies. Marksmen track down and slay monsters and enemies intent on attacking villages and towns; they work especially well when supported by those who can keep enemies away from them while they deliver death from afar. A marksman is a warrior first and foremost, manipulating the battlefield through ranged attacks. Against any enemy, the marksman's attacks pack a punch that makes them a considerable danger to any enemy, regardless of the battlefield. FREE SKILL When you unlock this header, you gain the Rapid Reload skill for free. The 0 CP cost counts as the 1st Purchase. Rapid Reload (0, 4, 4, 4 CP) You are adept at readying more ammunition in the heat of battle. You can fire 12 arrows instead of 10 (or 4 thrown weapons instead of 3) before needing to Refresh. · 2nd Purchase: You can Refresh your Ammunition after 30 seconds of activity instead of 1 minute. · 3rd Purchase: You can fire 15 arrows instead of 10 (or 5 thrown weapons instead of 3) before needing to Refresh. · 4th Purchase: You can refresh your Ammunition after 15 seconds of activity instead of 30. Marksman Skills Ash To Iron (4 CP) You may strengthen your bow so it can be used as a parrying device. If the bow prop has been approved by staff as a parrying weapon, you may block melee attacks with the bow as if it was a melee weapon. You may not under any circumstance strike an opponent with your bow prop. Backup Ammo (4, 4, 4, CP, Day) Requires Rapid Reload 2. Once per day you may call out “Refresh Ammunition by [Heroic Virtue]” to instantly refresh your quiver without spending one minute of activity. 2nd Purchase: Usable 1/watch. 3rd Purchase: Usable 1/battle. Blood Shot (3, 3 CP, 2 Stamina and 2 VITALITY; Watch) Requires 4 skills from this header. You can imbue a projectile with your own life force to unleash a devastating attack. Roleplay cutting yourself with one of your missile weapons, then whisper to the arrow for ten seconds. Then fire/throw the projectile at a target and call out “10 Damage,” and immediately after firing call, "2 Damage and Agony to Self". The damage to Self cannot be negated, resisted, or defended against in any way, but it can be healed as normal once it has been taken. You only exhaust Stamina if the attack lands and the target acknowledges it with roleplaying or calls a defense. However, you spend the Vitality when you fire, whether you hit or miss. If you miss, you must start all actions over again from the beginning (cutting, whispering, etc) before firing again. You must not pause for more than 3 seconds between cutting and whispering, or whispering and firing. You cannot use other game skills between cutting and firing (including blocking with your weapons or using defensive skills). If someone lands an attack on you while you are still whispering to your arrow, you must start your ten second count over, whether the attack affected you or not. · 2nd Purchase: usable once per battle Bow and Blade (3 CP) Requires Ash to Iron, Short Weapon. You can fight with a bow in one hand and a Small or Short weapon in the other. Marksman's Aim (2, 3, 4 CP, 3 Stamina; Battle) Requires 4 skills from this header. You pay 3 points of Stamina to make a precision strike with a missile attack. You call "6 Damage" and strike with the attack. · 2nd Purchase: 2/battle · 3rd Purchase: 3/battle Disarming Shot (3, 3, 3, 3 CP, 2 Stamina; Battle) Requires 2 skills from this header. You are capable of precise shots that knock weapons and items from the hands of your targets. You make a missile weapon attack, calling "Disarm [Limb] by [Cunning/Training]” · 2nd Purchase: “2 Damage and Disarm [Limb] by [Cunning/Training]” · 3rd Purchase: usable twice per battle · 4th purchase: “[Tier+1] Damage and Disarm [Limb] by [Cunning/Training]” Distracting Shot (3, 3, 3, 3 CP, 2 Stamina; Battle) You can make your projectiles annoying and cause your enemy to fumble and fluster. You can call “Short Weakness by [Cunning/Training]”on one missile attack. · 2nd Purchase: usable twice per battle · 3rd purchase: “Weakness by [Cunning/Training]” · 4th Purchase: “Double Weakness by [Cunning/Training]” Double Shot (3, 3, 3, 3 CP, 3 Stamina; Battle) Requires four skills from this header. You fire two projectiles that strike as one. You can make a melee attack and call, “Double 3 Damage” This skill uses only 1 piece of ammunition · 2nd Purchase: usable twice per battle · 3rd Purchase: costs 2 Stamina · 4th purchase: “Double 4 Damage” Duck For Cover (3, 3, 3 CP, 2 Stamina, Battle) You call, “Avoid by [Cunning/Training]” against one missile or packet attack. 2nd Purchase: usable 2/battle 3rd Purchase: usable 3/battle Long Bow (5 CP) Requires 5 skills purchased from this header. You may use a larger, more powerful bow. Your bow prop may be up to 60” in length. All your called attacks made with your bow that do 2 or more damage are increased by 1. This increase only stacks with other PERMANENT increases to your attacks . Thrown Weapon Mastery (5 CP) Requires 5 skills purchased from this header. All your called attacks made with thrown weapons that do 2 or more damage are increased by 1. This increase only stacks with other PERMANENT increases to your attacks . Rain of Death (4 CP, 2 Stamina; Burst, Watch) Requires 2 skills from this header. Once per watch you may steady yourself, plant your feet and call out “Imbue by Marksman” to fire off a volley of deadly projectiles. You may call out “2 Damage” with each projectile you fire until you move your right foot or your Ammunition runs out. You may pivot on your right foot and you may use other called missile attacks but using any other skills or falling unconscious ends this effect. Using any effect that refreshes your Ammunition ends this effect, as does moving your right foot for any reason including Stun, Slam, Repel, etc. Rooting Shot (2, 3, 3, 4 CP, 2 Stamina, Battle) Make a missile attack for “Short Root by [Cunning/Training]” · 2nd Purchase: “Root by [Cunning/Training]” · 3rd Purchase: usable twice per battle. · 4th Purchase: “Double Root by [Cunning/Training]” Shooting the Nerve (3, 3, 3, 3 CP, 2 Stamina; Battle) You may make a nerve strike with a projectile weapon. You call "Agony by [Cunning/Training]” and fire or throw the weapon. · 2nd Purchase: “2 Damage and Agony by [Cunning/Training]” · 3rd Purchase: usable twice per battle. · 4th Purchase: “2 Damage and Double Agony by [Cunning/Training]” Silencing Shot (3, 4, 4 CP, 3 Stamina) You know just where to hit your opponent to knock the wind right out of them. You call “Short Silence by [Cunning/Training]” to one missile attack. 2nd Purchase: “Silence by [Cunning/Training]” 3rd Purchase: costs 2 Stamina Staggering Shot (4, 4, 4, 4 CP, 3 Stamina; Battle) Requires 4 skills from this header. Your shots can strike home with devastating force. You call “Slam by Force” to one missile attack. 2nd Purchase: “[Tier+1] Damage and Slam by Force” 3rd Purchase: usable twice per battle. 4th Purchase: Costs 2 Stamina Threatening Aim (4 CP, 1 Stamina) You carry your weapon with such confidence and intensity that you can ward off foes simply by threatening them with your aim. Nock an arrow or hold one of your thrown weapons and point at an opponent with the index finger of your weapon hand as you aim the weapon at them. Pay a point of Stamina and call out "By My Gesture, Repel by Fear" to warn them away from you. You may maintain the gesture until you make an attack or change targets. If you make an attack you must pull the weapon back and point it upwards to show the effect has ended. Versatile Warrior (3 CP) Requires Bow and Blade. You can use a bow in one hand a medium weapon in the other.