Showing posts with label Archer. Show all posts
Showing posts with label Archer. Show all posts

28 November 2016

Earthdawn 4E: Companion Discipline Preview 01 - Archer

This is the first 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

A preview of the Archer Warden and Master tiers from the 4E Earthdawn Companion was released today at the FASA Games site. Since it is just the progression without any commentary on what it means, this is to provide some insight into the changes and some new things.

Something important to note is the scope of changes is fairly large. A great deal of effort was put into the high Circles (Warden and Master tier) to build on the elements introduced in the Player's Guide. This meant a lot of things were thrown out or changed significantly because they didn't fit or work quite right. As well, a lot of new material was written. To be fair, this is vague and these high concept statements are well and good, but what really counts is the substance.

Let's start with the discipline abilities. Both are new to the Archer, though aren't necessarily new. Blood Bound Bow should be familiar in concept. As a Discipline dedicated to the mastery of a single weapon, it's a perfect fit. Perfect Shot is very similar to Hail of Arrows in mechanics, though slightly different in theme. As introduced in the earlier tiers, the Archer is about accuracy. It's not necessarily about putting a lot of arrows toward the enemy, but putting the right arrows. Shifting from Dexterity to Perception as the key attribute puts some more emphasis on it as an important part of the Discipline, instead of just pushing Dexterity above all else.

Their talent progression plays up their mastery of the bow, as well as their growing mysticism, and perception abilities. Along with these, the sub-themes from the previous tiers see some new options, building their connection to the wilderness (e.g. Chameleon, Venom, and Woodskin) or the city (Lasting Impression). It's a little disappointing there wasn't more space for these directions, but hopefully this will be forgiven based on the strength of their more core talents.

Quite a few talents were simply removed from the previous edition for various reasons. They may not fit the direction Archer is going (Blade Juggle and Rushing Attack), or they may have been removed as talents entirely (Dominate Arrow, Quick Shot, Screaming Arrow, Warning Shot, Warp Missile, and Wind Bow). However, just because it's no longer a talent doesn't mean there's no place at all. Just not as a talent.

That's a fairly large list and doesn't include talents in common (or with very similar names, such as Matrix Sight) between editions that have notably changed. Which really is most of them.

The notable entry here unique to the Archer is Snapshot. There was an attempt to create more such unique talents and most (not all) Disciplines received them. This particular talent gives the Archer an attack as a Free action. It cannot interrupt an ongoing action, but it can preempt a declared action. For example, if an opponent declares an attack against your Elementalist buddy, you can use Snapshot against them, but you cannot if the opponent is in the middle of resolving an attack roll. The timing just starts to get messy.

As for the rest of their talents, they add to the Archer's growing bag of tricks and ways to deal with opponents. Particularly improving accuracy and detecting opponents, though not only those by any measure.

24 October 2014

Earthdawn 4E: Anatomy of a Discipline 07 - Archer

This is the seventh 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Like all of the disciplines, the Archer went through some soul searching during the development for Earthdawn Fourth Edition (ED4). In doing so, some primary themes emerged for what these adepts are all about.


First and foremost, they are the premier missile weapons discipline. Not ranged combat discipline - there is design space for a throwing weapons discipline - but explicitly missile weapons. Requiring proficiency in two different forms of ranged combat can be discouraging; not everyone wants to shot things with a bow and throw knives; it's why they have the bow. 

Beyond this, they have a perception theme, but specifically sight-based perception, and two sub-themes. The sub-themes were previously their specializations, Bowman and Crossbowman, which are essentially wilderness and social themes. There is also an undercurrent of mysticism to the Archer; their philosophy of direction can help protect them against unwanted outside influences.

Within a group their primary role is as a combatant who specializes in engaging the opposition's support structure. Spellcasters and other ranged combatants who are not on the front line are simple for the Archer to reach out and touch. There are three other areas which they can explore with their talent options: adventuring (Bowman), information, and social (Crossbowman).

Novice

First Circle
  • Arrow Weaving
  • Avoid Blow
  • Missile Weapons
  • True Shot
  • Mystic Aim
Abilities
  • Durability 5
  • Call Missile
  • Karma: Perception tests which rely on sight.
Second Circle
  • Direction Arrow
Third Circle
  • Anticipate Blow
Abilities
  • Karma: Initiative
Fourth Circle
  • Long Shot
Journeyman

Fifth Circle
  • Spot Armor Flaw
Abilities
  • Create Projectile: 1 Strain, make a Arrow Weaving (6) test. Each success creates one projectile which lasts for Arrow Weaving Rank in minutes. All projectiles must be of the same type (e.g. arrow, bolt, dagger, etc.).
  • Karma: Damage tests with ranged weapons
Sixth Circle
  • Bank Shot
Seventh Circle
  • Flame Arrow
Eighth Circle
  • Second Shot
The primary mechanical theme Archers have is accuracy. This fits perfectly with their philosophy of direction, patience, and action. Every shot will ideally be a perfect shot, and they have four different talents to help with this. Anticipate Blow and Mystic Aim both improve the next attack test, True Shot can either ensure a hit, or allow borderline abuse of the extra successes for damage, and Bank Shot helps with both hard to reach areas and opponents who have the gall to dodge your attacks.

They aren't slouches with damage between Flame Arrow and Spot Armor Flaw. They are not likely to deal quite as much damage as melee combat adepts for the majority of the early Circles, but make up for it with their greater options and less fear of retribution. Also, why these adepts may want to focus more on less armored opponents in the rear. It is important to note Flame Arrow is based on willpower and now adds to damage, instead of replacing damage. strength will still be the initial attribute used for damage, but at Seventh Circle it will rapidly fall by the wayside and plans may need to be made accordingly.
  • Awareness - Odds are good you are going to want this. Noticing things is always important and this becomes even better with the First Circle karma ability.
  • Climbing - Archers who are also filling the role of a scout should consider this talent option. This also goes for anyone who wants to get into a relatively unassailable position from which they can dispense violence.
  • Creature Analysis - The ability to gather additional information on your opponents is valuable. Compared to many of the other talent options, this is not going to be high on many lists.
  • First Impression - The basic talent for any social character, or even any character who wants to engage in interaction. This is worth considering even if you don't intend on going full Crossbowman.
  • Impressive Display - Similar to First Impression, this is a must for any social Archer. It can also be popular with others since it doesn't require a significant investment to get use out of it and will probably make you feel awesome.
  • Navigation - This talent may be on the list for Bowman-style characters. It is going to help with exploration and traveling, which will support characters going for a ranger theme.
  • Stealthy Stride - Always popular and useful for this discipline. Stealth supports the Bowman theme and information gathering. It also allows Archers to setup a particularly nasty ambush.
  • Throwing Weapons - For those who may want to master all forms of ranged combat. Most Archers will find this supplement to Missile Weapons lacking, though not all. To remain useful, it will require continual investment.
  • Tracking - Another talent for the Bowman.
  • Wilderness Survival - The final Bowman talent.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions.

A Bowman Archer, themed for the wilderness and information gathering, will probably be most interested in Awareness, Climbing, Stealthy Stride and either Tracking or Wilderness Survival.

The Crossbowman, who is thematically about social interaction and life in the city, would want Awareness, First Impression, Impressive Display, and Stealthy Stride. A jack-of-all-trades Archer who is interested in being involved in the game above all else will likely want the same talent selections.

It is pretty clear all of these suggestions have Awareness and Stealthy Stride on the lists, even though they are for seemingly different themes. The answers are pretty simple: those are talents which will be used. As mentioned in the talent commentary, Awareness is simply good and it compliments everything the Archer is about. In all honesty, it was hard to move it from the discipline talents to talent options, but other talents fit the primary theme better.

Stealthy Stride isn't necessarily better than the other options, but it is incredibly popular with players because of the opportunities it can create. While it is most appropriate for a Bowman and the wilderness, skulking around cities is a proud tradition of player characters everywhere. Also, it is generally fun to have the option to hide and sneak around; everyone wants to be a part of the black op.

The reason two different character types (the social Crossbowman and the jack-of-all-trades) would want the same talent selections has to do more with what the jack-of-all-trades is about than anything else. Awareness and Stealthy Stride were discussed previously, so this will be specifically addressing the two social talents, First Impression and Impressive Display. At its heart, this is about being able to participate in as many different areas as possible without diluting your essential premise. Impressive Display is a classic ability for Archers to gain social benefit, either favor or intimidation, through their prowess. First Impression is also a very versatile social talent and has great synergy with Impressive Display.

A jack-of-all-trades along these lines will be able to fill in as either the primary social character, if there isn't someone more suited to the task, or as a back-up with those two talents. However, if your group already has an Illusionist, Swordmaster, Troubadour, and/or Air Sailor who is going in that direction, selecting talents which help round out your group's competencies is likely going to get the "screen time" we are all after. Climbing, Navigation, Tracking, and Wilderness Survival will all be generally useful talents to help your group and generally will not require significant investment to remain competitive. The exception is Tracking, which you will probably want to keep at a high rank as Mystic Defenses increase.
  • Conversation - Another key talent for social characters. This isn't quite as useful as First Impression and Impressive Display. Which means only specialists are likely to be interested.
  • Danger Sense - If one of your roles in the group is providing intelligence, this should be on your list of talents to consider. Even if this isn't your role, there is value for an Archer to not be caught by the inevitable ambush.
  • Distract - This is simultaneously a powerful talent for Archers, but also a risky one. Archers have the advantage of range and if their target cannot get to them, there is virtually no downside. However, if they can, things can get messy since these adepts tend to be on the fragile side.
  • Etiquette - Social characters and dedicated explorers will find this talent to be useful. Much like Conversation, others will likely pass.
  • Evidence Analysis - One of the best talents for gathering information and it never hurts to have multiple characters in a group with access to it.
  • Resist Taunt - While social characters will likely see the most use, this is worth considering for any Archer to help prevent social attacks.
  • Speak Language - Another talent primarily for social Archers, almost anyone can gain some benefit from the low investment requirement.
  • Steel Thought - The ability to neutralize offensive spells is incredibly useful. Even more so if your primary role is directly attacking the spellcasters in question, which tends to earn their very personal attention in short order. Also, Horrors are out there and they often like to target Mystic Defense. If this is selected, it will need to be continually improved to remain competitive.
  • Stopping Aim - This particular talent is highly dependent on both play style and the game in question. It can allow you to diffuse a conflict before it even begins, or it may simply delay the inevitable.
  • Tiger Spring - One of the reasons Archers work best when picking on the backfield is initiative. While theirs tends to be above average due to high dexterity, their karma ability, and a tendency to wear light armor, it still doesn't compare with a Warrior or a dedicated Swordmaster. This talent will help guarantee their ability to use Anticipate Blow against slower opponents (such as spellcasters), it still will not bridge the gap against the aforementioned disciplines.
As with most disciplines, the Archer Journeyman talent options tend to be more specialized. Here is the point where you start to decide specifically what your adept should be able to do. Individual concepts and campaigns should be the biggest contributing factor, but here are generic suggestions for the three previous broad types.

Bowmen are a little more rough-and-tumble than their city-oriented brethren. Consequently, they will likely pick up Danger Sense, Evidence Analysis, Steel Thought, and Tiger Spring. These give them some nice combat advantages as well as information gathering.

Crossbowmen have a difficult decision before them. Conversation, Etiquette, and Resist Taunt all directly support their social theme and are easy picks. The final talent option is a bit more elusive and depends on individual factors. The three front runners are Evidence Analysis, Steel Thought, and Tiger Spring. Evidence Analysis is great for games which feature a lot of investigation and mysteries, where information is power. Steel Thought works best when Horrors are prominent. While Tiger Spring edges ahead for games which are simply combat heavy.

The jack-of-all trades straddles all of the various themes. They are good with the social talents from the previous tier and should be looking to fill in the various gaps in their group. For some selections which are likely to be good in all situations, stealing most of the Bowman is in order: Distract, Evidence Analysis, Steel Thought, and Tiger Spring.

This is combat heavy, but the Archer is a combat-oriented discipline. While Distract is risky, the reward is often worth it, and the rest of your group will appreciate it. The general key to Distract with more fragile characters is to use it tactically when everyone will benefit most from the advantages it provides. Information provided from Evidence Analysis is almost always going to be useful, even if other characters possess it - this just means more questions. Steel Thought and Tiger Spring both help with the Archer's primary combat role in addition to simply being generally good talents which will have ample opportunities for use.

For a discussion over the general themes of the Archer and how they can function in game, see the Third Edition Anatomy of Archer. Example characters: elf and windling.

06 June 2014

Earthdawn 4E: Example Character 06 - Windling Archer

This is the sixth Example Character in an ongoing series about Earthdawn. Introduction and Index.

A perennially popular character is the windling Archer. The are probably a number of reasons for this, but the two biggest are likely Flame Arrow and mobility. The appeal of Flame Arrow is fact it uses willpower, rather than strength, for damage. Which is an attribute to which windlings do not get a two step penalty. As for mobility, there are not many ways to easily deal with a flying ranged combatant. Below is an example of a Eighth Circle windling Archer, along with equipment and play suggestions.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Archer
Race: Windling

Attributes:
DEX: 19 (8)   STR: 5 (3)   TOU: 11 (5)
PER: 16 (7)   WIL: 16 (7)   CHA: 16 (7)

Characteristics:
Initiative: 9
Physical Defense: 16
Mystic Defense: 10
Social Defense: 10

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave [3])

Damage: 14 (Recommended: Windling Bow, Forged +8 [11]); 27 (with Flame Arrow)

Unconsciousness: 64
Death: 77
Wound Threshold: 8

Recovery Tests: 3
Knockdown: 5
Karma: 48
Karma: Sight-based Perception tests, Initiative, and ranged Damage tests.

Talents: 
Arrow Weaving: 8 (15)
Astral Sight: 5 (13)
Avoid Blow: 9 (17)
Missile Weapons: 9 (17)
True Shot: 9 (17)
Mystic Aim: 9 (16)
Call Missile: 8 (15)
First Impression: 8 (15)
Direction Arrow: 8 (15)
Impressive Display: 6
Anticipate Blow: 8 (15)
Awareness: 8 (15)
Long Shot: 8
Stealthy Stride: 8 (16)
Spot Armor Flaw: 8 (15)
Distract: 8 (15)
Bank Shot: 8 (16)
Conversation: 8 (15)
Flame Arrow: 9 (16)
Etiquette: 8
Second Shot: 9 (17)
Tiger Spring: 8

Similar to the windling Swordmaster, this character isn't built for combat as much as a larger counterpart. Instead, it takes advantage of the social options presented by the discipline and can easily be the face of a group. The determined and directed nature of the Archer tends to have the side benefit of reigning in the flighty nature of most windlings.


In combat they function like other Archers, though this adept has less defensive options. They will do well to harass their opponent's support structure, or work in conjunction with other characters to quickly take down serious threats through Distract. Their large Karma pool will make True Shot a key talent and allow them to generate a large number of successes, potentially boosting their damage considerably.

05 June 2014

Earthdawn 4E: Example Character 05 - Elf Archer

This is the fifth Example Character in an ongoing series about Earthdawn. Introduction and Index.

Elf Archer: a genre staple ever since Legolas. Earthdawn is no different in this regard. Below is an example of a Eighth Circle elf Archer, along with equipment and play suggestions.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Archer
Race: Elf

Attributes:
DEX: 20 (8)   STR: 12 (5)   TOU: 12 (5)
PER: 16 (7)   WIL: 19 (8)   CHA: 10 (5)

Characteristics:
Initiative: 9
Physical Defense: 14
Mystic Defense: 10
Social Defense: 6

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave [3])

Damage: 18 (Recommended: Elven Warbow, Forged +8 [13]); 30 (with Flame Arrow)

Unconsciousness: 64
Death: 77
Wound Threshold: 8

Recovery Tests: 3
Knockdown: 5
Karma: 32
Karma: Sight-based Perception tests, Initiative, and ranged Damage tests.

Talents: 
Arrow Weaving: 8 (15)
Avoid Blow: 9 (17)
Missile Weapons: 9 (17)
True Shot: 8 (16)
Mystic Aim: 9 (16)
Call Missile: 8 (15)
Awareness: 8 (15)
Direction Arrow: 8 (15)
Stealthy Stride: 8 (16)
Anticipate Blow: 9 (16)
Tracking: 6 (13)
Long Shot: 8
Wilderness Survival: 6 (13)
Spot Armor Flaw: 9 (16)
Steel Thought: 8 (16)
Bank Shot: 8 (16)
Resist Taunt: 8 (16)
Flame Arrow: 9 (17)
Tiger Spring: 8
Second Shot: 9 (17)
Evidence Analysis: 6 (13)

While primarily built for combat, this character is going to find things to do in nearly any setting. As long as it isn't social. Most at home in the wilderness, they can easily fill the role of a scout and investigator.


In combat, this Archer is almost never going to miss. They will want to pick on slower combatants to use Anticipate Blow, particularly with low Mystic Defense to get the most out of Anticipate Blow, Mystic Aim, and Spot Armor Flaw. Their damage may not be outstanding at base, but it will likely see increases due to extra successes on their Attack test.

The advantage of not being directly involved in the conflict allows them a degree of safety. While this is potentially a big deal (depending on the ranged options and mobility of the opposition), they are still able to take less punishment than others disciplines with similar offensive capabilities (which are excellent). Along with light armor, to ensure they are going before someone on the other side, they will need to make use of Avoid Blow as needed, almost certainly supplemented with Karma. Addressing their low Mystic and Social Defenses are impressive active Defenses for each. Happily, both of these use Willpower for synergy with the Flame Arrow talent.

30 January 2013

Earthdawn: Anatomy of a Discipline 14 - Archer

This is the fourteenth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The Archer is a very straightforward adept. They are interested in results and the shortest distance between themselves and their results. This does not mean they don't understand the complexities of any given situation. Simply that they have little interest in expending more than is necessary to accomplish any given task - the task doesn't care how it is accomplished, simply that it is accomplished.

An important part of that process is the ability to see all of the aspects and elements involved in the goal. Only through that clear understanding, and clarity is absolutely vital, can the best route to success be chosen. There is little an Archer hates more than deliberately obfuscating a situation, that distinct lack of clarity means they cannot doggedly pursue their goals; they cannot see how to get where they wish to go. This can be a frustrating experience for these adepts who are so used to having a commanding view of any situation.

While they can often come off as brusque, many Archers may see the value in maintaining and establishing relationships to further their goals later on, to provide more options and better perspectives when addressing their target. Others may see fellow Namegivers as little better than tools to be used in the pursuit of their aims. They tend not to spend much time around others for reasons that should be obvious.

A particular area of trouble for many Archers is the path of the sniper. Their removal from a situation and clear sight lends them a certain detachment and this strong temptation to always take the most expedient action can lead to callousness. Why not simply eliminate the target before they can act? It is efficient and you already know how this situation will play out. It is that hubris which all Archers should fear - that they know best simply because they are Archers. Falling to the path of the sniper means the Archer may find it impossible to resist this course of action and will always kill a target when the have the opportunity.

When making an Archer, it may be important to consider how they treat their fellows, how they approach problems and differences of opinion. How has the path of the sniper affected them? As a martial Discipline, were they part of a company with traditions, and what did their instructor pass on to them? What of their weapon? This should be a significant topic, since it is a physical representation of their connection to their Discipline.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The most likely issue to arise for an Archer is by approaching anything aimlessly. This concept is antithetical to them, as is adding needless complexity to a situation. They prefer things to be simple and unambiguous. That may not go over well with everyone in their Group and can very well lead to some tension. How this affects the relationships is worth exploring. As well, how the Archer handles interactions with those outside of their Group could create tension with their companions.

Since accuracy is such a vital concept to the Archer, making mistakes, particularly those that hurt their friends, could be a significant issue. Perhaps they did not see something as clearly as they thought and missed something. This will certainly rock a Archer's confidence because they do not miss. If it was caused by their direct actions against the wishes of their friends, there will definitely be some room for soul searching and examinations of their Discipline.

Specialists

There are two Archer specialists: the Bowman and the Crossbowman. A Bowman emphasizes the scouting aspects of the Discipline, while Crossbowman emphasizes the social aspects. Despite the statements that these reflect their weapon of choice, I prefer to think of them as reflecting how they view their place in the world - as a part of nature (the bow shaped of wood), or a part of society (the crossbow crafted of wood and metal).

A Bowman will get Long Shot as a Third Circle Discipline Talent, while Anticipate Blow becomes a Novice Talent Option, and Steel Thought becomes a Fifth Circle Discipline Talent and Stopping Aim is now a Journeyman Talent Option. This is a good build for a couple of reasons. First, Long Shot is of negligible importance as a Discipline Talent (though most Archers seem to pick it up), but moving Anticipate Blow to Talent Options removes some of the pressure on behavior in combat as initiative requirements. This means you can load up more on heavy armor and not be concerned and the downside. Second, Steel Thought as a Discipline Talent is extremely good, much better than Stopping Aim as a Discipline Talent, because you are going to want to spend Karma on Steel Thought every time it you use it.

The Crossbowman has First Impression as a Second Circle Discipline Talent, while Direction Arrow is a Novice Talent Option. Additionally, Social Defense is improved where Physical Defense normally would be, and vice versa. This specialist is going to work in a Group that either has plenty of combat characters already, or really needs everyone to fill multiple roles. In general, I prefer First Impression to Direction Arrow simply because I know I will get a lot of mileage out of the former, while the latter is very situational, though incredibly useful when it does come up; granted it will cost Karma, but it shouldn't be coming up so often for that to be a real burden. While the Defense improvements may seem like a downgrade, it is very common for Archers to pick up (or even start as) Scouts, Thieves, or Woodsmen, all of which have a good Physical Defense and benefit from a good Social Defense, as opposed from another good Physical Defense which doesn't benefit them at all.

Strangely, I would suggest any Archer to strongly consider one of the two specialists when looking at this Discipline. There is little reason not to.

Talents

Initiate
Talent Options: Avoid Blow, Climbing, Melee Weapons, Silent Walk, Tracking

First Circle
Discipline Talents: Karma Ritual, Missile Weapons, Mystic Aim, Throwing Weapons, True Shot

Novice
Talent Options: Detect Weapon, First Impression, Flame Arrow, Great Leap, Long Shot, Speak Language, Sprint

Second Circle
Discipline Talents: Direction Arrow, Durability (6/5)

Third Circle
Discipline Talent: Anticipate Blow

Fourth Circle
Discipline Talent: Thread Weaving [Arrow Weaving]

Journeyman
Talent Options: Call Missile, Conceal Object, Creature Analysis, Empathic Sense, Evidence Analysis, Heartening Laugh, Lip Reading, Steel Thought

Fifth Circle
Discipline Talent: Stopping Aim

Sixth Circle
Discipline Talent: Bank Shot

Seventh Circle
Discipline Talent: Impressive Shot

Eighth Circle
Discipline Talent: Second Shot

This may sound incredibly redundant, but Archers do ranged combat. That's pretty much their thing. They get both of the ranged combat Talents (Missile Weapons and Throwing Weapons) as Discipline Talents at First Circle, and I believe are the only Discipline to get Throwing Weapons as a Discipline Talent. There may be a reason for that because, in all honesty, I have never seen an Archer that treated Throwing Weapons as anything other than a burden. Certainly, there was talk of the knife-throwing character after I forced some people to watch Desperado, but it never happened. Plus, it says "archer" as the name.

Between Mystic Aim and True Shot, there aren't any Disciplines out there that have cornered the market on accuracy quite like the Archer. Anticipate Blow works for both defense and offense for a patient (and fast) Archer. What is normally a limitation, as it just effects one attacker, isn't as big a deal for Archers given that not as many attackers will even be able to engage them - also, more bonuses to hit (these are going to be important). The downside to Mystic Aim is that it takes a turn to activate, but that can mean the difference between a so-so hit and an armor-defeating hit.

That armor-defeating hit is going to be important because Archers often have damage issues. Their base damage is slightly better than a one-handed weapon, but they don't have access to damage boosting Talents like many other primary combatants (Swordmasters may know this agony well). Flame Arrow is their go to Talent for this, but it is a Talent Option that costs Karma and may not be a great choice for every adept.

This is by no means a crippling state of affairs, just one of which to be aware. Despite having average Durability, their defense is not bad. The aforementioned Anticipate Blow, along with tendencies toward high dexterity, perception and charisma, help this out. And, of course, engaging opponents from a range.

Beyond their combat abilities, they have a selection of other Talents that give them some interesting things to do. Direction Arrow lets you find people, which is going to come in useful at least once in any given campaign. Stopping Aim can at least delay, if not prevent, combat - another trick that will certainly be trotted out on occasion. Finally Impressive Shot aids in social interaction, which may be a little strange, but is definitely fun. In fact, Archers make fairly excellent social characters. They won't give a Troubadour a run for their money, but with the right Talent Options (and there are a few), they can definitely contribute in that arena. The other common area for Archers to delve into is scouting, which is a natural outgrowth of that whole ranger thing.

Talent Options for Archers are generally about deciding what other things you would like to do. There aren't many choices that directly support filling things with weapons from a distance. This may either be a good thing (being a one-trick pony can be monotonous), or a terribly unfortunate thing (maybe you really like that trick). The Initiate Talent Options are pretty indicative of this:
  • Avoid Blow - This is still something that I advise against as a Talent Option, not because it isn't good, but because the math doesn't tend to work out favorably when you cannot spend Karma. It also has a requirement to improve every Circle if you want it to remain relevant.
  • Climbing - Not a bad selection if there is nothing else that catches your interest, but this works almost as well as a skill.
  • Melee Weapon - The need to continually improve this Talent to remain useful, along with long-term investments in equipment to keep them useful, means there is little to recommend this Talent.
  • Silent Walk - Always a popular choice for any Discipline that can pick it up, the Archer gets some additional benefits in the form of setting up ambushes. It isn't uncommon for Archers to take up scouting duties and this certainly helps in that.
  • Tracking - Another popular Talent Option for Archers that also fulfill the scout role.
Among the Novice Talent Options are the best choices for those that want to pick up some more ranged combat Talents, beyond that there are a number of ways that an Archer can go:
  • Detect Weapons - A potentially useful Talent, but also one that may never come up (and in the realm of things that are easy to forget about). If preternatural awareness is an important part of your character, this may be a way to further emphasize that theme.
  • First Impression - I always like to see social Talents available to various Disciplines. Something as simple as this tends to open up additional opportunities for the character to get involved and they often require minimal investment to pay off.
  • Flame Arrow - Archers with high willpower and/or Karma will get a lot out of this; elves, humans, some orks (willpower is an issue there) and windlings. Every windling will want this Talent - it allows them to ignore the reduced damage due to their size and capitalize on their great Karma. If you take this, you will want to continually improve it.
  • Great Leap - This Talent is a good way to get out of trouble, while maintaining yourself as a threat. It also has value for any Archer also acting as scout to get into those hard to reach spaces. Minimal investment may be required.
  • Long Shot - It costs Karma and may not always work, but it can give you some final chances to murder a fleeing foe, or additional attacks before opponents have a chance to retaliate.
  • Speak Language - Archers that style themselves as explorers or more social characters may want to take this in support of those themes. If no one else has this Talent, that is another reason to consider it.
  • Sprint - This Talent does cost Karma, but Archers may have a little more use for it due to their relative frailty; it will allow them to putt additional distance between themselves and approaching attackers and may buy a turn or two of safety.
The Talent Options at Journeyman are somewhat a grab bag - there are a lot of interesting choices. There is a good chance any character is going to find something they like, and the two competing alternate builds (scout and social) both find more Talents for support here:
  • Call Missile - By this time, you will know if you need this Talent or not. If ammo during combat is a concern, you're going to want this. If you have never noticed, then just keep looking. On the whole, Archers that use thrown weapons extensively tend to favor this Talent.
  • Conceal Object - Archers that use bows will probably want to pass on this Talent - I cannot think of many circumstances where this will be regularly useful for them to invest in it. Archers that use thrown weapons, however, will likely want to consider this.
  • Creature Analysis - Information is always powerful and Archers that also do scouting will want to consider this. A good Talent for any Archer that can find room for it.
  • Empathic Sense - A personal favorite of mine that helps in social situations. Additionally, when combined with Direction Arrow it makes an effective way to determine if any of your Group have been abducted and then quickly find them. This is much more useful in some Groups than others.
  • Evidence Analysis - More fun Talents for an Archer that performs scouting duties, or wants to be involved in information gathering. This will almost certainly come up in every game.
  • Heartening Laugh - At the cost of Karma and an action, there is probably something better for an Archer to take (also, Swordsmasters get this as a Discipline Talent). If no one else has it and social attacks are becoming a problem, it may be a consideration.
  • Lip Reading - An interesting meeting for the scout and social type Archers. For political games, this may be very useful. Otherwise, it is hard to predict, though odds are good by now you will know if you want this Talent or not.
  • Steel Thought - Normally I advise against this Talent for the same reasons as Avoid Blow, but there are some particular instances for Archers where it may be useful. If you have a very good willpower due to Flame Arrow and not such a great perception, this Talent may be a good selection. The small swing between those two attributes could shift the math just enough to make this favorable.
Races

Elves are the natural go to race for Archers and with good reason: they have the best dexterity, good perception, willpower and charisma. Their low toughness isn't as much a hindrance compared to other combat characters since they won't see quite as much action. Being pretty much good at everything, humans are pretty much good as Archers. Their good Karma along with Versatility can potentially help out with some of the downside to being an Archer, though there is nothing in particular to recommend them to this Discipline. On the other hand, windlings have a lot of upside to being an Archer. Flight with a ranged weapon means retaliation is going to be minimal, along with increased physical defense. Their dexterity, perception and charisma are all good, and the flight and astral sight only bring more to the table for scouting. The biggest coup is their Karma. The quantity combined with increased die means Flame Arrow (which ignores all of their typical size penalties to damage) is going to be a staple.

Orks have some things going for them as Archers, having an effective bonus to damage and good Karma, but little else. Dwarfs aren't bad, but they don't really bring anything to the Discipline that another race doesn't do better. The same can be said for t'skrang, who will get little use (on the best of days) out of their tail combat. Obsidimen and trolls, on the other hand, have little to recommend them. Their size doesn't reap any benefits outside of throwing weapons, and their low Karma means they won't be able to take advantage of all the Archer has to offer to the same degree.

Equipment

The big decision here is going to be whether you want to focus on Missile Weapons or Throwing Weapons. The former is probably the more useful of the two: better damage and range. If you want a Missile Weapon, you will want an elven warbow (the medium crossbow loses on range). The premier throwing weapon is the hawk hatchet (the spear loses on range, but is significantly less expensive), with flight daggers working well for concealed weapons, and bolas and nets being useful for entangling.

As far as armor goes, Anticipate Blow requires you to go first, so something light is going to be a must - the Smooth Armor Knack will be your friend. As always, espagra scale cloaks are worth it. Both flavors of Archer will want a shield, though Missile Weapon are limited to bucklers (whether that includes a crystal buckler is up to GM interpretation at this point). If you are just into Throwing Weapons, you can use any shield with the caveat that initiative is still important.