Accuracy Skills

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Accuracy Skills

Character Skill

Combat Skill

These skills determine how much damage you deal when using bows, crossbows, and thrown weapons.

Description

This skill represents being able to aim ranged weapons with precision at far away targets.

Effects

For each skill in this sequence, permanently increase the damage you inflict with ranged weapons by 1. This is referred to as your Accuracy. Other items and effects can temporarily increase your accuracy further.

Accuracy is capped at 2 when using thrown weapons and at 4 when using projectile weapons, unless an item or ability explicitly states that it "breaks cap".

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Accuracy Training

Combat None Free Deal 1 damage with ranged weapons.

Accuracy Proficiency

Combat Accuracy Training 2 Deal 2 damage with ranged weapons.

Accuracy Expertise

Combat Accuracy Proficiency 2 Deal 3 damage with ranged weapons.

Accuracy Mastery

Combat Accuracy Expertise 2 Deal 4 damage with ranged weapons.

Strategy

Bows are a staple of the fantasy genre and very popular among players at Novitas as well. Be warned that finding an appropriate prop for them that meets safety requirements can sometimes be difficult. Crossbows in particular nearly always have to be custom made to meet safety standards.

Ranged weapons can be very difficult to use effectively in our style of combat. Shields are popular and make landing arrow shots significantly more challenging at the speeds a giant foam padded arrow flies. To balance this, you can deliver spells with arrows and bypass shields. For this reason projectile weapons pair best with spells that create tag bags.

Thrown weapons do not provide the most powerful of attacks. Landing a thrown weapon shot is doable but requires a lot of ammunition if you intend on having a lot of impact with them. Thrown weapons are often most useful as a one at a time bonus surprise attack.

You'll also likely want to have regular access to the sanctuary spell or be part of a party that knows how to keep enemies from running up to you if you wish to use ranged weapons effectively.

Be prepared to lose ammunition in the woods. Arrows and thrown weapons can easily get lost in leaves on the ground and have a nasty habit of periodically being stepped on by accident. You'll want to inspect them often to make sure they aren't damaged from use.

The above is not intended to discourage using these types of weapons at Novitas; they are very popular, and many characters use them. However, it is important to recognize the investment and downsides before being disappointed if they don't work for you.

References

Projectile Weapon Rules

Projectile weapons include both bows and crossbows. These missile weapons deal damage based on a character's Accuracy which is capped at 4 for projectile weapons.

Projectile weapons may never be fired inside of any fully enclosed building. This is to prevent real damage to the campsite and objects kept in the buildings.

Modern archery equipment is not allowed, although there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows (and crossbows) can never be used to parry or block. If a bow is struck in melee combat it gains the Broken condition. When firing a missile weapon at a range less than 10 feet archers are required to only half-draw their bows (pull it back only half way). Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Archers (within reason) can declare hits on their targets. This might be done if the arrow lands too lightly on heavy plate armor, or if the confusion of melee combat causes the person to not notice the archer's shot. Abusing this can result in being barred from using archery.

When firing a bow or crossbow a character may reduce their Accuracy by half (after cap is applied, rounded down) to add the 'Pierce!' modifier call to an attack.

If a crossbow requires a stirrup, goatsfoot lever, or other comparable device it always adds the 'Pierce!' call, following the normal rules for that call.

In order to use a bow or crossbow a character must have the Projectile Training skill.

Spells (such as Silvershine) and effects (such as the Corruption alchemical) that enhance weapons are applied to a bow or crossbow and not on its ammunition. Each attack made from such an enchanted weapon will gain the effect of the spell (or effect).

Projectile Weapon Types

Compound bows, PVC bows, takedown bows, brightly colored fiberglass bows, modern crossbows, or any other obviously modern archery equipment (including but not limited to peep sights, weights, camouflage or brightly colored shafting) are prohibited.

Brightly colored and/ or rubber fletching is allowed. Brightly colored plastic nocks will not disqualify arrows.

Each bow entering play must have at least 3 legal arrows accompanying it.

Bows must have a draw weight of 35 pounds or less at 28 inches draw.

Crossbow draw weight should comply with the table below.

Crossbow Draw Weight

Show Crossbow Draw Weight Table

Ammunition Rules

Arrow shafts may not be made of wood. The head of an arrow must be at least 2 inches in every dimension and must be a uniform, round shape. The head of an arrow or bolt must not be wobbly or move from side to side.

A draw stop must be present on all arrows to ensure they are not drawn past 28 inches.

All arrows must contain a coin or similar small rigid disk perpendicular to the end of the shaft to prevent shaft punch-through. Commercially made rubber bird blunts also fulfill this requirement. Golf tube arrows are not permitted.

All arrows and bolts must have at least two full fletchings and a nock.

Delivering Tag Bags With Bows

Spells with a range of tag bag can be delivered by missile weapons. The projectile takes the place of the tag bag in all respects, replacing its normal call with the appropriate call for the spell.

Thrown Weapon Rules

A thrown weapon is designed primarily to be thrown. Thrown weapons deal damage based on Accuracy which is capped at 2 for thrown weapons.

You may not fight in melee with thrown weapons unless they possess a core. When a thrown weapon is used as a melee weapon they follow the standard rules for melee weapons instead of thrown weapons.

Thrown Weapon Types

The length of a thrown weapon determines what type of thrown weapon it is..

Standard Throwing Weapons

A standard throwing weapon is one greater than 6 inches (15.24cm) in length and shorter than 30 inches (76.2cm) in length. These require the Thrown Training skill to use.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Thrown Weapon

None None Thrown Training Accuracy

Crafted Standard Thrown Weapon

Weaponsmithing Training None Thrown Training Accuracy

Javelins

A javelin is a throwing weapon greater than 30 inches (76.2cm) in length and shorter than 45 inches (114.3cm) in length. These require the Thrown Proficiency skill to use.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Javelin

None None Thrown Proficiency Accuracy

Crafted Javelin

Weaponsmithing Expert 4 Thrown Proficiency Accuracy

Great Javelins

A great javelin is a throwing weapon greater than 45 inches (114.3cm) and no longer than 84 inches (213.36cm) in length. These require the Thrown Expertise skill to use. Great javelins can be used in melee or they can be thrown. When used in melee they follow all the standard rules for a great weapon. When thrown they can determine their damage based on the character's Might instead of Accuracy and the cap is increased to 4.

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Basic Great Javelin

None None Thrown Expertise Circumstantial

Crafted Great Javelin

Weaponsmithing Master 16 Thrown Expertise Circumstantial

Boulders

Boulders are a special kind of thrown weapon. A boulder may never be thrown by a player character, only certain species of Novitas are capable of lifting boulders effectively enough to use them as weapons. When thrown they follow the rules for tag bags to determine if they hit, and always call for 'Torso Wound!'.

Categories:Skills | Combat Skills | Accuracy


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