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caltropper [2019/10/04 13:41]
kyle [Barbed]
caltropper [2020/11/19 13:39] (current)
kyle
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 ^[[#Caltropper]] ^^Make an area painful to walk in. | ^[[#Caltropper]] ^^Make an area painful to walk in. |
-|{{fa>caret-right?24}} |[[#Barbed]] |Pain the crippled. |+|{{fa>caret-right?24}} |[[#Barbed]] |Pain the conditioned. |
 |{{fa>caret-right?24}} |[[#Hoppers]] |Use in more situations. | |{{fa>caret-right?24}} |[[#Hoppers]] |Use in more situations. |
 |{{fa>caret-right?24}} |[[#Maker's Path]] |Immunity to your own caltrops. | |{{fa>caret-right?24}} |[[#Maker's Path]] |Immunity to your own caltrops. |
 |{{fa>caret-right?24}} |[[#Scatter Wide]] |Cover a larger area. | |{{fa>caret-right?24}} |[[#Scatter Wide]] |Cover a larger area. |
 |{{fa>caret-right?24}} |[[#Toss Underfoot]] |Make interruption attacks. | |{{fa>caret-right?24}} |[[#Toss Underfoot]] |Make interruption attacks. |
-^[[#Enterprises]] ||Caltropper School \\ Demolition Ground \\ Squad |+^^^
  
 ====== Caltropper ====== ====== Caltropper ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Setup:** As an action, you may scatter caltrops in a space of your choice in throwing range (0-10 meters) plus all adjacent spaces. Scattering caltrops counts as an attack action for purposes of double-attacks and all game mechanics that affect attacks (such as the Nauseous condition). \\ \\ {{fa>plus-circle?24&align=left}}**Attack:** Every time a creature enters a space that you've caltropped (including allies or even yourself) you automatically attack them with the effect. This does not require you to spend any actions or even for it to be your turn. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the XX, or conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Vision Independent:** This weapon does not suffer failure chances from concealment. \\ \\ {{fa>minus-circle?24&align=left}}**Clearable:** Any creature can clear the caltrops out of an adjacent space by spending an action to sweep them aside and move into the newly-swept space. Larger creatures that occupy multiple spaces can clear all adjacent spaces they will be moving into simultaneously as a single action. If a creature dies while in a caltropped space, the caltrops are all automatically removed from that space. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** Roll a trigger die when setting up the effect. When the result is a 1, the attack uses point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. Note that attacking with the caltrops does not consume or require Supply, only the initial setup does. \\ \\ {{ra>doubled?24&align=left}}**Thrown Effect:** As a thrown effect, this ability can be used to synergize with throwing-specific abilities such as the Sprinter's Running Drop or the Archer's Trick Arrow. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Welcome to Sharp Painful Object Land:** As an action, you may scatter caltrops in a space of your choice in throwing range (0-10 meters) plus all adjacent spaces. Scattering caltrops counts as an attack action for purposes of double-attacks and all game mechanics that affect attacks (such as the Nauseous condition). \\ \\ {{fa>plus-circle?24&align=left}}**Attack:** Every time a creature travels 1 meter into one (or more) spaces that you've caltropped (including allies or even yourself) you automatically attack them with the effect. This does not require you to spend any actions or even for it to be your turn. Creatures that travel through multiple meters worth of caltropped spaces are attacked multiple times by the effect, causing damage to stack up extremely quickly. Creatures of size 6 or higher that occupy multiple spaces at once are still attacked by this effect just once per meter traveled regardless of how many caltropped spaces they are actually occupying. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the CrippledDizzy, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Pain From Below:** This weapon does not suffer failure chances from concealment, cover, or shields (from the [[Shieldbearer]] archetype). \\ \\ {{fa>minus-circle?24&align=left}}**Clearable:** Any creature can clear the caltrops out of an adjacent space by spending an action to sweep them aside and move into the newly-swept space. Larger creatures that occupy multiple spaces can clear all adjacent spaces they will be moving into simultaneously as a single action. If a creature dies while in a caltropped space, the caltrops are all automatically removed from that space. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** Roll a trigger die when setting up the effect. When the result is a 1, mark off Supplies. This weapon cannot be used if you have no Supplies remaining. Note that attacking with the caltrops does not consume or require any resources, only the initial setup does. |
 ^ ^^^ ^ ^^^
 +
 +^Condition ^^Explanation ^
 +|{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). |
 +|{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. |
 +|{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. |
  
 ====== Barbed ====== ====== Barbed ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Cripple Hard:** The caltrops are barbed, sticking painfully in the flesh of anyone unlucky enough to step on one. When a creature that you inflicted the Crippled condition on with this weapon makes any action to move (including free actions or any other effects that allow them to move around under their own power and by their own will), you may attack them with it again as a free action that is resolved immediately after the movement action that triggered it. \\ \\ {{fa>minus-circle?24&align=left}}**Cripple-Dependent:** When a subject that you've crippled recovers from the condition, they are also no longer prone to attacks from this effect (they successfully pulled out the caltrop). |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Cripple Hard:** The caltrops are barbed, sticking painfully in the flesh of anyone unlucky enough to step on one. When a creature that you used this weapon to successfully inflict a condition on (Crippled, Dizzy, or Sore) moves at least two meters for any reason under their own power and by their own will (including free actions or any other effects), you may attack them with it again as a free action that is resolved immediately after the movement that triggered it. One such free attack is triggered by every two meters a target moves. \\ \\ {{fa>minus-circle?24&align=left}}**Self-Moves Only:** If a conditioned target moves via riding on another creature or a vehicle, a Barbed attack is not triggered on them. If a conditioned creature is moved directly by another creature via a pushing effect or other similar ability, a Barbed attack is not triggered on them. \\ \\ {{fa>minus-circle?24&align=left}}**Condition-Dependent:** When a subject that you've applied a Caltropper condition to recovers from the condition, they are also no longer prone to attacks from this effect (they successfully pulled out the caltrop). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Springy Bastards:** Your caltrops are networked, or perhaps semi-alive. They occasionally bounce into the air, preventing any creature from avoiding them by jumping/floating/flying over them. Passing more than a meter above the surface where the caltrops are is still enough to avoid them, but any less is not. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Springy Bastards:** Your caltrops are networked, or perhaps semi-alive. They occasionally bounce into the air, preventing any creature from avoiding them by jumping/floating/flying over them or using the Aerialist ability from the [[Acrobat]] archetype. Passing more than a meter above the surface where the caltrops are is still enough to avoid them, but any less is not. |
 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cloudtrops:** The caltrops can adjust their own buoyancy until they achieve equilibirum. When used underwater, they function normally as a loose cloud. When used on the surface of water, they float on the surface and affect anything else that floats through or breaks the surface in their area. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cloudtrops:** The caltrops can adjust their own buoyancy until they achieve equilibirum. When used underwater, they function normally as a loose cloud. When used on the surface of water, they float on the surface and affect anything else that floats through or breaks the surface in their area. |
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Know The Way:** You are immune to your own caltrops and can freely enter any space you've caltropped without being harmed. This ability does not protect your allies, only yourself. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Know The Way:** You are immune to your own caltrops and can freely enter any space you've caltropped without being harmed. This ability does not protect your allies, only yourself. \\ \\ {{fa>plus-circle?24&align=left}}**Lead The Way:** Your caltrops have a special failure chance of 6 against your allies, if any should happen to wander into the area of effect. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Reactive Denial:** Any time a creature enters a space within 5 meters of your location, you can quickly toss a caltrop under their feet as they move. This allows you to immediately attack them directly with the effect as an interruption to their movement, even though it isn't your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Integrated Supply Check:** Spreading and attacking with caltrops is all one action when using Toss Underfoot. When the attack's trigger die is a 1, then using the ability costs 1 Supply/Ammo Bag use. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to toss a caltrop underfoot, you get one less action on your next turn. You cannot toss caltrops underfoot more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**No Scatter:** Tossing caltrops underfoot does not leave any lying on the ground after. No spaces are made caltropped as a result of using this ability, it's a one-and-done kind of deal. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Reactive Denial:** Any time a creature enters a space within 5 meters of your location, you can quickly toss a caltrop under their feet as they move. This allows you to immediately attack them directly with the effect as an interruption to their movement, even though it isn't your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Integrated Resource Check:** Spreading and attacking with caltrops is all one action when using Toss Underfoot. When the attack's trigger die is a 1, then using the ability costs 1 Supplies. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to toss a caltrop underfoot, you get one less action on your next turn. You cannot toss caltrops underfoot more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**No Scatter:** Tossing caltrops underfoot does not leave any lying on the ground after. No spaces are made caltropped as a result of using this ability, it's a one-and-done kind of deal. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Caltropper 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. | 
-^Demolition Ground |Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
  
caltropper.1570218068.txt.gz ยท Last modified: 2019/10/04 13:41 by kyle