Date: Fri, 16 Jul 1999 20:45:22 -0700 From: "B.H." Subject: [7thSea] [Fwd: Finn School v0.3, try 5 Heard the list may be working again... So I'm trying again. :) -- Brian A.H. Finn Archer is an NPC in my campaign who is my 'persona' npc. This is the style he's developing, as he occasionally assists the players. My problems with the school, that I'd like comments on (I want comments on all of it, but, especially these): 1) No Defensive Knack taught by the school. 2) The Apprentice technique has its origins in a lot of the L5R 1st Rank techniques. 3) The Journeyman effect may be pushing it a bit. 4) The Master Technique is a bit of a take-off on the Master Valroux. Finn Archery Finn Archer is a man with a Vow. He wants to be a Hero. It burns in his soul, a passion to be great first created from jealousy of his older brother. But he has cut his ties to his older brother, and refused to let hate consume him. He has no Glamour. He isn't a Swordsman. He doesn't have an Arcana. No destiny at all, in fact. He should be normal. Except for his Vow, and his Legendary Resolve. Finn approaches archery the same way he approaches life, and he may be able to teach this to another. It remains to be seen. In any case, his archery style is a mix of no-nonsense practicality, and the flair that he tries to interject to make himself a Hero. The common theme is his driving will. He throws himself against the world, challenging Theah to stop him. Remarkably, he's learned to make it work. He is able to channel his willpower into his shots. Currently, he has only applied this into the savagery of damage and seeming to force his arrows to hit, but he will develop more... Basic Knacks Archer Hunter Archer's Knacks Stapling. Stapling is the art of snagging your opponents clothing without hurting him, often by 'stapling' him to a wall with an arrow. It is mechanically identical to Tagging. Indirect Fire. By aiming up, at an angle, the distance of fire can be dramatically increased, albeit with a substantial loss of accuracy. A third category, "Indirect Fire" is added to the range for the archer's shot. This is fifty feet past long range for every Rank in this Knack. However, the penalty to hit at this range is -20. Double Arrow. The Archer knocks two arrows at once, a difficult feat. May be combined with Snap Shot. Make a pair of raises to hit the target (total of 4 with snap shot), and use this Knack as your Attack Knack. You may fire two arrows at one target, or one arrow at two targets that are relatively close together. (GM's call; for wide-separated targets, call for additional raises) Far-Shooting. The Archer hones both eyesight and aiming, with similar techiniques to Indirect Fire (which this Knack may be combined with). For every Rank in this Knack, the target is considered to be 5 feet closer for the purposes of Short, Long, and Indirect Fire ranges. This may allow you to aim at a target slightly outside your Indirect Fire range. Apprentice: The Apprentice learns first to challenge Theah, to throw all of their souls into their bowmanship. The fires which drive Finn will drive through his students as well, almost forcing the arrow to hit the target and to tear into their bodies. This is a fairly frightening thing on the battlefield, if seen, at least: Grim, determined men focusing all of their will towards you. Stories of Finn (who only has 50 reputation right now) claim that men who are about to die from his arrowshot can see his eternally raging black-fire eyes just before they die. At this rank, the Apprentice adds the # of his Resolve to the total of his to-hit and damage rolls. This bonus applies even if the archer is keeping no dice; even against a foe in full Dracheneisen armor, the will of the Archer burns through, if not much. Journeyman: Finn is not a man with much flair, and therefore, not much Panache. This is one of his major failings. However, he isn't going to let this stop him. As soon as he gains greater experience (develops his Archer Knacks to Rank 4) in 'forcing' his shots, he will be able to fire far quicker, his rage against an unfair world finally pushing through. At this rank, the Journeyman may substitute his Resolve for his Panache in determining number of action die. Master: Finn's will is Legendary, yes, but it has not reached its true potential. By the end of his career, if he continues in his current path, it will become a firey Resolve, with the staying power of the world it is thrown against, and the fire to burn out the stars. Any students of his technique will develop this as well, though only a few will develop it to the heights that Finn will The Master's Resolve is increased by 1 for free, even if this takes them over their limit. So a normal Archer could reach a 6 resolve, and a Legendary Resolved one a 7. -- Brian A.H. "Rainbows are just to look at, not to really understand." Finn Archer "If Fate will not make me a Hero, than I vow a Hero I will make myself!" --------------F9AD1A8E3A95CB0982E3A6C5-- --MAA00440.932066163/cats.ucsc.edu-- -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.