Skill | Archery

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Archery measures your proficiency with bows, crossbows, and similar tension-based weapons. It reflects your ability to nock, draw, aim, and fire with accuracy and speed. More than brute force, it relies on timing, hand-eye coordination, and familiarity with your weapon’s rhythm—whether you’re sniping from cover, loosing volleys into a warband, or shooting on the run.

This skill applies to bow-type weapons that require deliberate aiming and a draw phase. Other ranged attacks—such as thrown weapons, slings, hand-launched explosives, or improvised objects—are resolved using Ranged Combat instead.

Skill Use:

  • Attacking: The primary use is making attack rolls (d100 ≤ Archery %) with bows or crossbows against opponents. Modifiers apply based on range (Short/Medium/Long), target movement, visibility, cover, and the character’s multi-action penalty.
  • Called Shots: Attempting precise shots (e.g., targeting a specific weak point, cutting a rope) uses the Threading the Needle rules (see Chapter 1), incurring significant penalties to the Archery roll for potentially greater effect.
  • Rate of Fire (Baseline): For characters not yet proficient, firing a bow or crossbow is a two-step process:
    • Load: Preparing the ammunition (nocking an arrow, placing a bolt) requires 1 Declared Action.
    • Fire: Aiming and releasing the shot requires another 1 Declared Action.
    • Therefore, at lower skill levels, each shot consumes two Declared Actions. Specific weapon properties (like Reload or Reload (Slow) found on crossbows) may impose additional action costs or time requirements beyond this baseline, as detailed in the Weapon Properties section (Chapter 6). Higher skill levels significantly improve this rate (see Skill Tiers below).
  • Other Uses: Hunting game, target shooting, sending signals via fire arrows, or performing trick shots might also use the Archery skill, often against a difficulty set by the GM.

Progression and Skill Tiers:

Higher skill tiers primarily reflect increased accuracy, better performance under pressure, and, crucially, increased speed and efficiency in loading and firing, reducing the number of actions required per shot for the basic Load/Fire sequence.

  1. Untrained (0-19%): Can barely operate the weapon. Loading takes 1 Declared Action. Firing takes 1 Declared Action (total 2 DAs per shot). Suffers significant penalties under pressure or at range (GM discretion). Cannot effectively use bows or crossbows requiring high strength.
  2. Novice (20-39%): Basic familiarity. Loading takes 1 Declared Action. Firing takes 1 Declared Action (total 2 DAs per shot). Can operate the weapon somewhat reliably in calm conditions but struggles under pressure or at longer ranges.
  3. Competent (40-59%): Standard proficiency. Loading takes 1 Declared Action. Firing takes 1 Declared Action (total 2 DAs per shot). Reliable under normal combat pressure.
  4. Proficient (60-69%): Faster Handling. Loading the first arrow/bolt of the round becomes a Free Action (instead of a Declared Action). Firing still requires 1 Declared Action. Thus, the first shot costs 1 DA + 1 FA. Subsequent shots in the same round revert to 1 DA (Load) + 1 DA (Fire).
  5. Expert (70-79%): Rapid Nocking/Loading. Loading the first arrow/bolt of the round becomes an Incidental Action (effectively part of the firing action, requiring no separate action slot or penalty). Firing requires 1 Declared Action. Thus, the first shot costs only 1 DA total. Subsequent shots revert to 1 DA (Load) + 1 DA (Fire).
  6. Veteran (80-89%): Swift Sequence. Loading the first two arrows/bolts of the round are Incidental Actions. Firing each requires 1 Declared Action. Thus, the first two shots cost 1 DA each. A third shot reverts to 1 DA (Load) + 1 DA (Fire).
  7. Virtuoso/Elite (90-99%): Effortless Cycle. Loading all standard arrows/bolts becomes an Incidental Action, fully integrated into the firing process. The rate of fire is limited only by the number of Declared Actions committed to firing (up to 5 shots for 5 DAs, incurring the standard -40% penalty).
  8. Master (100%+): Legendary Shot. Represents unparalleled speed and accuracy. In addition to the benefits of lower tiers (all loading being Incidental), the character gains one Legendary Action per round. This Legendary Action can only be used to make one additional Archery attack (load and fire). This attack uses the character’s full Archery skill percentage and completely ignores any multi-action penalties declared for the round.

(GM Note: Loading special ammunition, like uniquely prepared poisoned or magical arrows/bolts, might still require additional time or a specific action (like a Free Action) at the GM’s discretion, separate from the standard loading process streamlined by high skill.)

Situational Modifiers:

Use the standard difficulty ladder (Chapter 1) to reflect wind, lighting, movement, and target characteristics:

  • Trivial (+50%): Shooting a stationary object at close range, no stress.
  • Effortless (+40%): Target practice in calm conditions.
  • Easy (+30%): Firing at an unaware enemy within short range.
  • Routine (+20%): Stationary target at medium range, good footing.
  • Favorable (+10%): Partial cover, moving target at short range.
  • Everyday (0%): Moving target at medium range, normal light.
  • Challenging (–10%): Target partially obscured or moving fast.
  • Hard (–20%): Long-range shot, wind or dim light in play.
  • Very Hard (–30%): Firing into melee, poor footing, or dynamic cover.
  • Extreme (–40%): Shooting while dodging, target at full sprint.
  • Near-Impossible (–50%): Called shot on a tiny weak point at range, in combat.

Working Without Training:

  • Base chance is half Dexterity, rounded down.
  • Attempting Archery untrained is typically one difficulty step harder than normal.
  • Bows and crossbows may require GM permission to attempt untrained use, especially complex types or those with high strength requirements.

Companion Skills:

  • Perception (to locate and track targets)
  • Athletics (for mobility, vaulting into position)
  • Stealth (for sniping or ambush)
  • Survival (to make or recover arrows, hunt game, read terrain)
  • Crafting (Bowyer/Fletcher) (to make/repair bows and arrows)

Narrative Examples:

  • A ranger crouches behind a crumbled wall, loosing an arrow into the charging boar’s eye just before it hits.
  • A druid takes out a hanging lantern to plunge the alley into darkness before retreating.
  • A rogue, high on a balcony, silently draws and drops a sentry before the alarm can sound.
  • A warrior on horseback fires into the melee, aiming carefully to avoid his allies.

Special Resolution Note:

Archery is typically resolved as a single skill check against the Difficulty Ladder based on circumstances. The target does not normally get to contest the attack with a Dodge roll. This reflects the nature of archery as a sudden, calculated strike where the defender often has no opportunity to react effectively.

However, if the target is clearly aware of the incoming attack and has sufficient time and space to respond—such as during a standoff, a formal duel, or when facing an archer at very close range in an open area—the GM may allow a contested roll (usually the Archery attack vs. the target’s Dodge skill). This exception should only be used when narratively justified by the specific situation.

For ranged attacks that are thrown, improvised, or reactive (like slinging a stone quickly), use Ranged Combat instead. Those attacks are typically treated as contested rolls and represent different tactical dynamics.

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File Created: 04/30/2025
Last Modified: 04/30/2025

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