Ranger

All ability attacks deal 1 less damage if used with a throwing weapon. Unless otherwise clarified, Ranger, Marksmen, and Stalker skills and abilities must be used with ranged weapons. 

Skills

Fletching

(Ranged Weapon, Packet)

The player can craft or modify a basic wooden bow without materials. The player can craft ranged weapons if they have the materials. The player can craft additional specialty ammunition before a quest. The amount of specialty ammunition they can bring on a quest depends on rank. They can also modify ranged weapons. 

  • Specialty Ammunition (These can be arrows, throwing weapons, or packets)
    • Explosive (damages structures)
    • Fire
    • Oil (5’ radius)
    • Water (5’ radius)
    • Noise maker
    • Sleep (Puts a non-combat target to sleep for 30s)
    • Rope
    • Bleeder (Makes tracking easy)

(Rank I) The player may choose one specialty ammunition to take with them. The player may choose one one-slot modification to learn. The player can apply poisons to ammunition after a roleplay action. 

(Rank II) The player may choose three specialty ammunition to take with them. The player may choose one one-slot and one two-slot modification to learn. The player can attach gems to ammunition after a roleplay action.

(Rank III) The player may choose six specialty ammunition to take with them. The player may choose two one-slot and one two-slot modification to learn.

Abilities

Iajutsu

(Self AoE)

Iaijutsu allows the player to halt combat with all relevant nearby targets and any vanishing targets in the encounter. Iaijutsu can be called during a Vanish. Any targets outside of the Iaijutsu’s range can’t attack targets within the Iaijutsu’s range. The player may switch to or draw a weapon during an Iaijutsu and make an attackthey can make no other actions. Attempting to hit a target breaks the Iaijutsu. The player cannot use Iaijutsu if it would halt a target that was halted by their Iaijutsu within the last 3 seconds, unless the second Iaijutsu is being used during an enemy Vanish.

 

(Rank I) The player halts gameplay for everyone within 5’ and can make one melee attack with planted feet.

(Rank II) The player halts gameplay for everyone within the encounter and may take two steps and attack once.

(Rank III) The player halts gameplay for everyone within the encounter and can either attack once for their damage and Knockdown, or may use any non-focused ability. The player may move anywhere within 5' of where they started the ability.

Point Blank

(Ranged Weapon, Limited Range Point)

The player must be holding a ranged weapon, but does not use a physrep. The player points to a target within 5’.

 

(Rank I) The target stumbles and is shaken for 5 seconds.

(Rank II) The target stumbles and is shaken for 10 seconds.

(Rank III) The target stumbles and is shaken for 20 seconds.

Reveal

(Self AoE)

Reveal affects all enemies within a 10’ radius.

 

(Rankless) The player reveals any unseen, hidden, or disguised target, removing the effect that was obscuring them.

Stagger

(Ranged Weapon)

 

(Rank I) The target is pinned for 5 seconds.

(Rank II) The target is pinned for 10 seconds.

(Rank III) The target is pinned for 20 seconds.

Marksman

Skills

Artillerist

The player gains bonus damage as long as they remain within a 5’ radius of where they made their last ranged attack. The first ranged attack in an encounter gains the bonus damage. The player must focus for 10 seconds if they want to change the location of the spot to a location further than 5’ from their current spot.

 

(Rank I) Adds 1 base damage to the player’s ranged attacks.

(Rank II) Adds 2 base damage to the player’s ranged attacks.

(Rank III) Adds 4 base damage to the player’s ranged attacks.

Abilities

Deadeye

(Ranged Weapon)

The player calls “Deadeye [damage]” when using this ability. Deadeye attacks are considered abilities, not modified basic attacks.

 

(Rank I) The player makes a ranged weapon attack that is piercing.

(Rank II) The player makes two ranged weapon attacks that are piercing. These attacks do not have to be consecutive. 

(Rank III) The player can make any number of ranged weapon attacks that are piercing  until they move. After moving, the player makes three ranged weapon attacks that are piercing. These attacks do not have to be consecutive. 

Heavy Draw

(Ranged Weapon)

 

(Rank I) The player makes a ranged attack for 4 additional damage.

(Rank II) The player makes a ranged attack for 8 additional damage.

(Rank III) The player makes a ranged attack for 12 additional damage.

Sniper

(Ranged Weapon, Point)

 

(Rank I) After focusing for 15 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target. 

(Rank II) After focusing for 10 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target. 

(Rank III) After focusing for 5 seconds, the player can point a ranged basic attack or ability at a target in their line of sight and cannot miss their target as long as the player knows exactly where the target is, or as long as the target was visible when the focus started.

Volley

(Ranged Weapon)

The player makes a ranged attack that deals damage to all enemies in a 5’ radius of where it lands.

 

(Rank I) The player deals 6 damage.

(Rank II) The player deals 9 damage.

(Rank III) The player deals 12 damage.

Stalker

Skills

Adaptable

The player can preemptively set up a trap while out-of-combat on objects, people, or the ground. The player can only set one trap per encounter. Traps cause additional effects or do additional damage depending on the environment. The player adds 2 damage on their first single-target attack against a target caught in a trap. The player chooses whether the trap does AoE damage or single-target damage when it is set.

 

(Rank I) Traps do 4 damage in a 5’ radius or 8 damage to a single target.

(Rank II) Traps do 8 damage in a 5’ radius or 12 damage to a single target.

(Rank III) Traps do 12 damage in a 5’ radius or 16 damage to a single target.

 

Additionally, the player gains an advantage depending on the type of environment. (Every encounter will fall under one of these environments.)

  • Open Area
    • (Rank I) The player adds 1 base damage against any target that has made a ranged attack.
    • (Rank II) The player adds 1 base damage against any target that has made a ranged attack. The player gets 1 DR.
    • (Rank III) The player adds 2 base damage against any target that has made a ranged attack. The player gets 1 DR.
  • Partial Cover
    (Reaction)
    • (Rank I) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 2 seconds (once per enemy). Invisibility ends if any offensive action is taken.
    • (Rank II) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 5 seconds (once per enemy). Invisibility ends if any offensive action is taken.
    • (Rank III) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 10 seconds (once per enemy). Invisibility ends if any offensive action is taken.
  • Close Quarters

Reduce the player’s damage to allies to 0.

  • (Rank I) The player adds 1 base damage to their first three melee attacks against a target.
  • (Rank II) The player adds 2 base damage to their first three melee attacks against a target.
  • (Rank III) The player adds 3 base damage to their first three melee attacks against a target.
Agile

(Ranged Weapon)

The player gains bonus damage to their next ranged attack if they are at least 5’ away from where they made their last ranged attack.

 

(Rank I) The player adds 1 base damage.

(Rank II) The player adds 2 base damage.

(Rank III) The player adds 4 base damage.

Vigilant

(Rank I) The player will know if any Rank I Rogue talent is used near them. The player is aware if there is anything unseen nearby.

(Rank II) The player will know if any Rank I or Rank II Rogue talent is used near them. The player can identify nearby danger. The player gains 1 damage on the next attack against a Rogue after they use a Rogue talent.

(Rank III) The player will know if any Rogue talents are used near them or if any talents are used for stealth or espionage within 10’ of them. The player gains 1 damage on the next attack against a Rogue after they use a Rogue talent. The player can continue attacking a target that is Vanishing or Dashing, but the player must keep their feet planted while the target is moving. 

Abilities

Hide

(All Self, R2 Reach, R3 Self AoE)

A hidden target blends into their surroundings so that they cannot be seen or smelled. If a hidden target is run into, or if the hidden target takes offensive action, the Hide breaks. 

 

(Rank I) Allows the player to hide. Moving breaks the Hide.

(Rank II) Allows the player to hide themselves and one other target as long as they are within 5’ of the player. The target will become visible if they are separated from the player. The player and target can move without breaking the Hide, and moving while hidden hides their tracks.

(Rank III) Allows the player to hide up to five targets in a 5’ radius. Once the targets have been hidden, the player may move with one hidden target at a time. If a target moves without the player, their Hide breaks. The player may use lower ranks of Hide for a Rank I Hide effect on a target. Moving while hidden hides the player's and targets’ tracks.

Multi-Shot

(Self AoE)

Multi-Shot cannot be affected by non-base damage increases.

 

(Rank I) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to one other enemy within 10’ of the player.

(Rank II) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to two other enemies within 10’ of the player.

(Rank III) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to five other enemies within 10’ of the player.