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History on Planet Solaris
The tempest gained its name from the hurricane of arrows a line of these fighters can unleash from a fortress’ outer walls during a siege. As soon as the first peasant discovered that you can fire an arrow from a contraption made from string on a stick, tempests have been trained to utilize ranged combat to its maximum. They dedicate themselves completely to the bow, setting aside knowledge of the forces and, for some, even setting aside the use of melee weapons. There are several classes of Solaris that utilize ranged weapons, and all of them do it with finesse, but the tempest’s devotion to the bow puts them in a league of their own.
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Special Capabilities
Capability 1:
Born With a Silver Bow - Increase the maximum attack rating (ATT) of any ranged weapon by 25%. (Passive Ability)
Capability 2:
Tough Break - The tempest can parry with a ranged weapon just as he could a melee weapon. (Passive Ability)
Capability 3:
Bull's Eye - When the tempest fails a dodge roll against a force attack, he may attempt a parry roll. If successful, he shoots an arrow directly through the force attack, destroying it and increasing the base damage of his own ranged attack by the base damage of the destroyed attack. A tempest can only do this twice per battle. (Reaction Ability)
Capability 4:
Double Tap - A tempest can shoot twice in rapid succession, either attacking two separate enemies or attacking a single enemy twice. If he goes after the same opponent with both shots, he receives a 25% penalty to his Hit Rating SVS and the opponent must attempt to avoid both attacks separately. If he shoots separate targets, he does not incur the penalty. Once used, the tempest may not use Double Tap for four rounds. (Action Ability)
Capability 5:
Sunder - A tempest may make an attack against an opponent’s weapon, shield, or other held item instead of his opponent directly. The opponent makes a dodge roll – he cannot attempt to parry – to avoid his equipment being hit. If successful, no damage is dealt, but the item is knocked out of the opponent’s hand. If it is a weapon or shield, he may not use it to attack or parry until it is recovered, and if it is an item, it cannot be used or utilized until it is recovered; recovery usually takes up a character’s action during his turn. (Action Ability)
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