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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:

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:

Working Without Training:

Companion Skills:

Narrative Examples:

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