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Rising Legends: Archer Abilities
Archer Abilities
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.
Chaos Fire Marksman
Aspect
Gain +2 + TT x 2 range with ranged weapon attacks. You can count as in a space you could occupy within 1 range while attacking to determine obstructions.
Boost: Reduce the Skill Tier requirement of abilities that have Chaos, Fire, or Marksman Affinity by 1.
Marksman Space
Stance
Gain +1 on attack rolls with physical ranged and thrown weapons against targets in 3 + TT range.
Boost: Do not suffer a penalty for making a Ranged Strike against targets within 1 range.
Air Marksman Order
Aspect
Reduce the total penalty you have on attack rolls with launched weapons by 1 + TT/3.
Boost: Reduce Load by TT/2. Ignore the extra effect of longbow.
Imagination Radiant Tactician
Trick - Illusion
Create a floating orb in target space in 12 + TT x 6 range that sheds Tier 2 light in an Aura 1 + TT.
Duration 1 round
Boost: Creatures gain +1 on ranged attack rolls into the orbs light area.
Air Hope Leader
Aspect
Ranged attacks you successfully Aid gain Accurate and +TT range.
Boost: Ranged attacks you successfully Aid gain Devastating.
Earth Marksman Tactician
Aspect
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
Requirements: 11 Combined Tiers of Martial and Nimble
1 Resolve: After a creature suffers Grit Injury from a Spell or melee attack, use Ranged Strike against them.
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.
Chaos Marksman Tactician
Aspect
Requirements: 9 Combined Tiers of Martial and Nimble
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, restore all Overwatch.
Boost: While your Overwatch Pool is not empty, treat your Reach as 3 + TT for determining if you can use a reaction that makes a melee attack and you can use a ranged attack instead.
Air Marksman Senses
Trick
Requirements: 9 Combined Tiers of Martial and Nimble
Ignore 1 + TT/2 Tiers of Concealment with ranged attacks.
Duration 1 + TT rounds
Boost: Creatures and environment do not obstruct your ranged attacks unless they do so entirely.
Chaos Marksman Trickster
Talent
Requirements: 7 Combined Tiers of Martial and Nimble
When you make a physical ranged or thrown weapon attack, you can bounce the attack off an object or structure allowing the weapon to make up to 1 + TT/2 30 degree turns on its path.
Duration 3 + TT rounds
Boost: If you bounce off an N5 Bulk or less unattended object, the object connects to the weapon and moves with it.
Despair Fire Marksman
Response
Requirements: 7 Combined Tiers of Martial and Nimble
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, increase the effect of Hinder Spellcasting by 1 + TT/2.
Air Gravity Marksman
Response
Requirements: 7 Combined Tiers of Martial and Nimble
As you make a physical ranged attack, it gains 1 + TT/3 damage.
Boost: If the attack causes Injury, deal 1 + TT Trauma damage to the subject.



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