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boss [2019/11/14 14:50]
kyle [Bullet Sponge]
boss [2020/11/19 10:51] (current)
kyle
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 //What are you looking surprised for? Of COURSE there's a big tough bastard here at the end. That's just how things work. I don't make the rules.// //What are you looking surprised for? Of COURSE there's a big tough bastard here at the end. That's just how things work. I don't make the rules.//
  
-There are a lot of classes that are meant more for enemies than for players, but none so much as Boss. While not technically illegal for a player to take levels in, they will have a much harder time making proper use of the class than the powerful chunguses hand-placed by the referee to challenge them.+There are a lot of archetypes that are meant more for enemies than for players, but none so much as Boss. While not technically illegal for a player to take levels in, they will have a much harder time making proper use of the archetype than the powerful opponents hand-placed by the referee to challenge them.
  
-Note for referees: The Boss class makes a creature much, much more powerful. A Boss does not need to be much higher-level than the party it faces to be an interesting challenge.+Note for referees: The Boss archetype makes a creature comparatively much more powerful than its level would otherwise suggest. A Boss does not exist to defeat the players so much as to provide an interesting challenge to them, so try to design boss fights with that in mind.
  
 ^[[#Boss]] ^^Break the rules when fighting solo. | ^[[#Boss]] ^^Break the rules when fighting solo. |
-|{{fa>caret-right?24}} |[[#Bullet Sponge]] |Doubled defenses. | +|{{fa>caret-right?24}} |[[#Arena]] |Home turf advantage. | 
-|{{fa>caret-right?24}} |[[#Crescendo]] |Double Escalation benefit. | +|{{fa>caret-right?24}} |[[#Belligerence]] |Boss attacks, optionally telegraphed. | 
-|{{fa>caret-right?24}} |[[#Defiance]] |Conditions never last too long. | +|{{fa>caret-right?24}} |[[#Defiance]] |Conditions don't stick. | 
-|{{fa>caret-right?24}} |[[#Rusher]] |Never stop moving. | +|{{fa>caret-right?24}} |[[#Rusher]] |Unlimited moves, wider choices. | 
-|{{fa>caret-right?24}} |[[#Wellspring]] |Ignore some Supply costs. | +|{{fa>caret-right?24}} |[[#Wellspring]] |Make your own resources. | 
-^[[#Enterprises]] ||Boss School |+^^^
  
 ====== Boss ====== ====== Boss ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**You See A Bad Mutha:** You don't take two actions during a turn like everybody else does. Instead, you take one action immediately after every two actions taken by your opponents during their collective turn. When facing just one opponentyou take two actions as normal. \\ \\ {{fa>plus-circle?24&align=left}}**Head for the Turn Around:** After all your opponents have gone, you gain the benefits of effects that refresh or grant benefit once per round during your turn (such as regaining lost Attention and throwing off conditions). \\ \\ {{fa>minus-circle?24&align=left}}**Paid the Cost to be the Boss:** You gain no benefit from the Boss class or any of its abilities unless you are alone with no allies to back you up. Allies that you personally created through the use of another class ability (such as Beastmaster, Necromancer, Overlord, Summoner, etc) are exempt from this limitation and can freely back you up in a fight. \\ \\ {{fa>minus-circle?24&align=left}}**Havin' Fun, Got Money to Burn:** You must specify a single location to serve as your boss arena. Your boss arena can be any size that makes fighting you interesting, probably ranging between a single room up to the size of a cathedral/gymnasium/etc. You only gain the benefits of the Boss class or its abilities when you are in your arena. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**You See A Bad Mutha:** You gain up to 3 bonus actions you can take every roundcalled "boss actions". \\ \\ {{fa>minus-circle?24&align=left}}**Head For The Turn Around:** Your boss actions have a number of limitations. You can only use a boss action at the end of an opponent's turn (after that opponent has used both of their actions). Boss actions are limited to making movement or recovering (restore 1 point of lost Energy and attempt to remove one active condition). You can only make a movement using a boss action once per round. \\ \\ {{fa>minus-circle?24&align=left}}**Paid the Cost to be the Boss:** You gain no benefit from the Boss archetype or any of its abilities unless you are alone with no allies to back you up. Allies that you personally created/earned through the use of another archetype ability (such as [[Tamer]][[Necromancer]][[Overlord]][[Summoner]], etc) are exempt from this limitation and can freely back you up in a fight. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Lockdown:** You can choose to close off your boss arena as an action. Doors slam shut, portcullises drop, etc. Neither you nor whoever's facing you in the arena can leave until combat is over (probably). \\ \\ {{fa>minus-circle?24&align=left}}**Politeness:** You can't lockdown your arena until the entire enemy party has fully entered (or at least as many of them as care to). You can't deal damage or otherwise inconvenience anybody entering your boss arena in any way through creating a lockdown other than barring the easiest way to leave. Not all bosses are interested in creating a lockdown; the ones set to guard a location will often freely allow enemies to escape. |+
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Fucking Lumbergh:** You stress people out. Any creatures facing you in combat immediately gain 1 Stress (maximum once per session). \\ \\ {{fa>minus-circle?24&align=left}}**Spongebob:** Creatures with the Fool class are immune to this effect. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Fucking Lumbergh:** You stress people out. Any creatures facing you in combat immediately gain 1 Stress (maximum once per session). \\ \\ {{fa>minus-circle?24&align=left}}**Spongebob:** Creatures with the Fool archetype are immune to this effect. |
 ^ ^^^ ^ ^^^
-====== Bullet Sponge ======+ 
 +====== Arena ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Unfair Defense:** While you are solo and physically located inside your boss arena, your Flesh/Energy/Attention totals are all doubled. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Place Of Power:** You've got a special lair called your "arena". Your arena is a single dungeon node, but can be any size that makes you interesting to fight in (probably ranging from a smallish room on up to a cathedral/gymnasium). While you are fighting in your arena, you can make special arena actions as one of your boss actions. \\ \\ {{fa>minus-circle?24&align=left}}**Preloaded:** Your arena has a selection of three different arena actions it can grant. Pick from the below list or make up your own (of hopefully similar power). Some arena actions are reversible. \\ \\ {{fa>minus-circle?24&align=left}}**Mix It Up:** You cannot use more than one arena action per round, nor can you use the same arena action two rounds in a row. |
 ^ ^^^ ^ ^^^
  
-====== Crescendo ======+^Arena Feature ^Boss Action ^ 
 +^Elemental |**Energy Flash.** Every combatant in the arena (including yourself) immediately gains a chosen elemental condition (such as Burning, Confused, or Irradiated). Choose which condition your arena inflicts ahead of time; you can't change it later. |  
 +^Floodable |**Fill.** Your arena has 3-5 different elevation levels. Every time you take this action, you cover the lowest uncovered one in shallow water (counts as difficult terrain) and any lower ones completely in deep water (requires swimming). \\ \\ **Drain.** You can also take an action to drain the water in your arena, completely uncovering a shallow-water layer and making the highest deep-water layer into shallows instead. |  
 +^::: |**Special.** You can replace water with something much more dangerous, such as lava or acid. Chose one elemental archetype, such as [[Firebug]] (for fire) or [[Mordant]] (for acid). Wading or swimming in the substance automatically inflicts the relevant elemental condition and removes 1 point of Flesh per round from the poor bastards who get caught in it (including yourself). Creatures that are immune to the chosen elemental condition lose Energy instead of Vitality when exposed to the substance. This counts as two of your three arena abilities. | 
 +^Recall |**Get Back There.** Specify a single location in your arena. You return to it instantly no matter where you happened to be in the arena before regardless of distance or barriers in your path. |  
 +^Sealable |**Lockdown.** All the entrances and exits to your arena close on their own, preventing escape. They automatically open again if you are defeated. There might also be a clever way of getting them to open again while you're still alive (such as via an operation), but anybody trying will have to deal with you attacking them at the same time. \\ \\ **Open Up.** If you already put your arena on lockdown, you can open it up as an action instead. |  
 +^Sensors |**Reveal.** You learn the locations of all hidden enemies. Until the end of your next turn, you may completely ignore the effects of both partial and total concealment. |  
 +^Shortcut |**Open The Gate.** Your arena is divided into two or more distinct areas that require a bit of work to travel between. You can create a shortcut that greatly eases travel between them (such as by opening a gate, lowering a drawbridge, activating a teleporter, or similar). Once the shortcut is active, both you and your foes can make use of it. The shortcut cannot be the only way to get around your arena, just by far the most convenient one. \\ \\ **Actually, No.** You can also use an action to close off the shortcut again. If the shortcut involved has a creature currently standing on/in it when you remove it, they are harmlessly shunted off to the nearest available space. | 
 +^Spawn |**Local Lackey.** Your arena provides its own servitor creatures, and you can summon a new one with an arena action. The arena's servitors have one level for every 3 that you have (so if you are level 6-8, your arena's servitors are level 2 but once you hit level 9 your arena's servitors become level 3). Every arena servitor has identical combat ratings and abilities. Arena servitors are under your control and do not count as full allies, allowing you to continue to use Boss abilities while they are backing you up. You cannot have more than three arena servitors active at a time. |  
 + 
 +====== Belligerence ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Make My Monster Grow:** You get dangerous much more quickly than regular creatures do. You add double the current Escalation to the damage of all attacks you make instead of the normal amount. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Extra Slam:** You may make weapon attacks as boss actions. You may only do this once per round, even if you have access to multiple different weapon types. | 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Telegraph:** Instead of using an attack normally, you can use a boss action to telegraph an attack instead. Telegraphed attacks do not land immediately like other attacks do. During any future turn, you can use a boss action to execute your telegraphed attack. Telegraphed attacks deal +5 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Reserved:** If you telegraph an attack, you cannot make any regular attacks with the weapon you're telegraphing with until the telegraphed attack actually gets used. If you choose to make a regular attack with a weapon that you previously set up a telegraph with, the telegraph is canceled and is wasted. \\ \\ {{fa>minus-circle?24&align=left}}**Always A Delay:** You cannot set up a new telegraph in the same turn that you execute a previous one. Set up and execution are mutually exclusive boss actions. \\ \\ {{fa>minus-circle?24&align=left}}**Visually Apparent:** Your foes know when you've telegraphed an attack and which weapon you're using for it. This gives them a round to react. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Indefatigable:** When you roll to throw off conditions at the end of the roundyou succeed on a die result of 5+ instead of 9+. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Chumbawumba:** Every time you gain a new conditionroll trigger die. If the result is 7+, you instantly remove it before it has a chance to inconvenience you at all. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Comin' At You, Bro:** Every time you take any action (including movement actions), you may move up to 2 meters immediately before or afterwards. | +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Comin' At You, Bro:** You may make movement actions as boss actions multiple times per round if desired. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Dashing Like a Boss:** You can choose to move up to 5 meters immediately before or after your action instead of the normal 2. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Moving further costs a point of Energy. |+^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Versatility:** You may make any action other than weapon attacks (or abilities that count as weapon attacks, such as using Tactician to order an ally to make a weapon attack) as a boss action. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per:** You cannot make any given  action more than once per round. You can freely take different actions during the same round so long as you don't repeat yourself. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**OMG HAX:** Once per round when you would be required to spend Supply to power an attack or special ability, you can simply choose to ignore the cost and pay nothing. You regain this power every time you refresh Attention and throw off conditions at the end of the roundSo long as you haven't used your one Wellspring mulligan yet during a round, you can freely use abilities and effects that cost Supply even if you don't actually have any Supply remaining. \\ \\ {{fa>minus-circle?24&align=left}}**For Combat Use Only:** You cannot use Wellspring to negate a Supply cost for any other reason than powering an ability during combat (such as feeding yourself, buying things, etc). |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**OMG HAX:** You never run out of juiceYou can use a boss action to grant yourself 1 of any resource (Provisions, Supplies, Mojo) up to once per round. \\ \\ {{fa>minus-circle?24&align=left}}**Fading:** All resources gained via the Wellspring ability disappear at the end of the current battle. These resources cannot be used for any purpose other than powering attacks or abilities during the fight. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Boss School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
  
boss.1573768235.txt.gz · Last modified: 2019/11/14 14:50 by kyle