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dimensionist [2019/06/20 12:15]
kyle created
dimensionist [2021/07/20 21:25] (current)
kyle [Hammerspace]
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 ~~NOTOC~~ ~~NOTOC~~
  
-//As I'the one here possessing the most experience in cracking skullsI'll be taking a supervisory role in the coming battleNaturally, this means that I'll be far too busy with my other duties to perform any actual skull-cracking.//+//What do you mean, there isn't enough space to keep all the loot? If there'one thing the universe has an abundance ofit's spaceAll we've got to do is bring a little bit more of it over here.//
  
-Tactician is a highly combat-focused class that emphasizes the power of the party as a wholenot the individual adventurer- in fact, almost all of its abilities are outward-facing. It makes fantastic choice for leader-type characters or anyone that enjoys a supporting role.+Dimensionists use some form of trickery to break the physical laws of the universe. This gives them several options for expanding their inventorybut also a few for folding space at a scale large enough to encompass themselves or others.
  
-^[[#Tactician]] ^^Command allies in battle. | +^[[#Dimensionist]] ^^Fold and distort space. | 
-|{{fa>caret-right?24}} |[[#Bodyguard]] |Take hits for allies. | +|{{fa>caret-right?24}} |[[#Extraways]] |Treat cover as concealment. | 
-|{{fa>caret-right?24}} |[[#Cohort]] |Inspire and supply your allies. | +|{{fa>caret-right?24}} |[[#Hammerspace]] |Pull things out quickly. | 
-|{{fa>caret-right?24}} |[[#Munitionist]] |Free ammo refills. | +|{{fa>caret-right?24}} |[[#Null Zone]] |Remove an area from reality. | 
-|{{fa>caret-right?24}} |[[#Shepherd]] |Bring allies along during movement. | +|{{fa>caret-right?24}} |[[#Sanctuary]] |Create hidden, safe rooms. | 
-|{{fa>caret-right?24}} |[[#Spotter]] |Watch backs and call targets. | +|{{fa>caret-right?24}} |[[#Skidbladnir]] |Turn large objects into inventory items. | 
-^[[#Enterprises]] ||Tactician School |+^^^
  
-====== Tactician ======+====== Dimensionist ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Go, Go, Go:** You can spend one of your actions to grant any ally within 10 meters an action insteadThe ally can take any action you specify (such as moving, using an abilitymaking an attack, or whatever). The actions you grant via Tactician are in addition to the actions your ally gets every turn anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Icon:** In order for you to grant an ally an action, that ally has to be able to see, hear or otherwise sense you in some way. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bag of Holding:** In addition to the standard light and heavy inventory lists, you have a third type: extradimensional. Your extradimensional inventory has five slots and can be used to carry whatever you want just like your light and heavy inventories do. \\ \\ {{fa>plus-circle?24&align=left}}**Secrets:** Only those with levels in Dimensionist can open an extradimensional inventoryWhile anybody can recognize that you're carrying more than meets the eyenobody will be able to frisk you for what you've got in your third inventory. \\ \\ {{fa>minus-circle?24&align=left}}**Hard to Open:** Accessing your extradimensional inventory requires a procedure of work and 1 point of Supplies. Once you've accessed it, you can freely add or remove items from it but the inventory will automatically close again at the end of the current exploration turn. Accessing it again in the future requires another procedure and point of Supplies. \\ \\ {{fa>minus-circle?24&align=left}}**Take It With You:** If you die or whatever while you have stuff stashed in your extradimensional inventory, it is unretrieveable. Only another Dimensionist can ever get such stored items back. |
 ^ ^^^ ^ ^^^
  
-====== Bodyguard ======+====== Extraways ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Ward:** When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' space and moving them into any space adjacent to their previous space that you chooseThe attack is then executed normally. If it was a melee or projectile attackit targets you instead of the intended targetIf it was an area attack, it targets everyone inside of its target zone as normal (but you could potentially have moved your ally outside of its target zonethus sparing them from the effect). \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Actions:** Every time you use Bodyguard to take a hit for an ally, you may take one less action on your next turn. You may use Bodyguard a maximum of twice per turn.| +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**The Other Sideways:** You cause your attacks and other ability effects to briefly pass through the fourth dimension before rejoining the thirdPractically speakingthis means that they appear to pass right through solid barriersYou treat partial cover (failure chance 6) as partial concealment (failure chance 3) insteadand total cover (most attack forms impossible) as total concealment (failure chance 6) instead. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**NOOOOO:** You can move up to 5 meters in order to take a hit for an ally instead of only doing so for adjacent ones. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you take a hit for a non-adjacent ally, you lose 1 Endurance. |+
 ^ ^^^ ^ ^^^
  
-====== Cohort ======+====== Hammerspace ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Inspire:** When you use Tactician to give an ally an action, that ally can immediately roll a trigger die. If the result is 7+, they may immediately remove one condition active on them or regain 1 point of lost Endurance. \\ \\ {{fa>plus-circle?24&align=left}}**Already Content:** If you grant an action to an ally with no active conditions and full Endurance, then Cohort has no additional effect. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Mallet Time:** You can remove items from your extradimensional inventory as a single action instead of using a full procedure. \\ \\ {{fa>plus-circle?24&align=left}}**No Withdrawal Fees:** Removing an item from your extradimensional inventory does not cost any Supplies. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Deposits:** Putting things into your extradimensional inventory still costs Supplies and a procedure. Hammerspace just removes the hassle and expense of taking things out again. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Supplier:** When any ally within 10 meters of your location consumes Supply, you can choose to pay the relevant cost yourself from your own Supply stores. This allows allies to use Supply-consuming abilities even when they don't actually have any Supply left of their own provided you're nearby and willing to front the cost for them. \\ \\ {{fa>plus-circle?24&align=left}}**Matching Items:** You can pay for your allies' Supply costs using resource pack items (such as an Ammo Bag, Commissary Kit, Component Pack, Fuel Can, or Mojo Catcher) if you have the appropriate item in your inventory. |+
 ^ ^^^ ^ ^^^
  
-====== Munitionist ======+====== Null Zone ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**More Bullets:** Any Ammo Bag items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in civilized area+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Cleft of Dimension:** As an action, you can temporarily pinch off a chunk of reality and send it elsewhere. A space of your choice within 5 meters of your position and all other spaces within 2 meters of the target space simply cease to exist. This does not create hole in reality or anything like that- everything simply gets pulled together around the space that isn't there anymoreThe Null Zone persists until the end of the current exploration turn, whereupon everything returns to normal. \\ \\ {{fa>plus-circle?24&align=left}}**What That Means:** In practical terms, this means that nobody can enter or access any of the selected spaces. Spaces adjacent to the Null Zone (in other words, the ring of hexes 3 meters distant from the chosen target point) are all considered adjacent to each other. Creatures can move from one to any other, completely skipping the null zone in between. Attacks and effects pass directly over the null zone without counting it against their maximum range. \\ \\ {{fa>minus-circle?24&align=left}}**Harmless:** Any creatures inside the Null Zone can choose whether or not they want to be shunted into another dimension along with it. (Helpless or unconscious creatures are automatically removed along with the Null Zone). Creatures that stay are moved to any free space adjacent to the Null Zone of their choice. Creatures that don't are removed along with the Null Zone and cannot take actions or do anything while nulled; to them it seems like no time has passed at all. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when creating a null zone; if the result is 1-3 then doing so costs 1 Supplies. You cannot create null zones if you have no Supplies remaining. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Packing Heat:** Your Ammo Bags have five uses instead of three. They can still be completely refilled for Supply as normal. |+
 ^ ^^^ ^ ^^^
  
-====== Shepherd ======+====== Sanctuary ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Stick With Me:** When you move, you can choose to bring one or more adjacent allies with you. Moved allies end up in any space adjacent to your new positionThis doesn't cost an action for your alliesit just happens. \\ \\ {{fa>plus-circle?24&align=left}}**Fall In:** If your movement path passes through space adjacent to an allyyou can choose to bring them along to your final destination as well. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Burst:** A single creature can only be moved by the Shepherd ability maximum of once per turn. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Interior Space:** You can unfold space to create an extradimensional room. You and anyone with you can enter your extradimensional space from the location you created itThe extradimensional space itself takes the form of a room matching the architectural style/surroundings/furnishings of the location in which it was createdExtradimensional spaces are exactly one hex large- enough room for a single human to stand inbut no more. \\ \\ {{fa>plus-circle?24&align=left}}**Dungeoneer's Respite:** If you create sanctuary while delving a dungeon, it gets added as a new node to the map attached only to the node in which it was created. When an exploration turn begins inside of a Sanctuary nodeno exploration die roll is needed. \\ \\ {{fa>plus-circle?24&align=left}}**Secret Garden:** The entrance to an extradimensional Sanctuary space is hidden such that it will go unnoticed to casual observation. Anybody making a concentrated search or who already knows it's there can find it, but even then only a creature with levels in Dimensionist can actually open or close it and thus access the space it hides. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Persistence:** An extradimensional space created via Sanctuary lasts until the end of the game session. Anything left inside it after the game ends is harmlessly ejected. You can also choose to end the effect early if you want. Nothing that was created as part of the space (such as furniture) can be removed from it by any means; it simply disappears if you try. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Creating an extradimensional sanctuary space costs 1 Supplies use. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Full Room:** You can create a larger room big enough for a small party to rest in (up to approximately 5 meters in any dimension) instead of the tiny closet you would normally create. \\ \\ {{fa>minus-circle?24&align=left}}**Higher Cost:** Creating full-sized room costs 2 Supplies instead of only one. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Bender's Closet:** You can create a very spacious room (up to approximately 50 meters in any dimension) instead of the tiny closet you would normally create. \\ \\ {{fa>minus-circle?24&align=left}}**Extreme Cost:** Creating a huge room costs 3 Supplies instead of only one. |
 ^ ^^^ ^ ^^^
  
-====== Spotter ======+====== Skidbladnir ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Back Watcher:** If you can see/otherwise sense an enemythat enemy cannot backstab any of your allies even when the ally in question cannot see them. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pym Particles:** You can reduce very large objects (such as artillery, vehicles or buildings) down to a very small size and weight, allowing you to carry them around as an inventory item. You can later spend an action to restore your carried object to its full normal size and function. \\ \\ {{fa>minus-circle?24&align=left}}**Cost of Folding:** Reducing an object's size to make it inventory-carryable requires a procedure of work and one or more Supplies depending on its initial size: \\ - Objects up to human-sized (size category 1-5) cost 1 Supplies to reduce. \\ - Objects up to car-sized (size category 6-7) cost 2 Supplies to reduce. \\ - Objects up to house-sized (size category 8-9) cost 3 Supplies to reduce. \\ - Objects up to ship-sized (size category 10-11) cost 4 Supplies to reduce. \\ - Objects up to castle-sized (size category 12-13) cost 5 Supplies to reduce. \\ \\ {{fa>minus-circle?24&align=left}}**Freestanding Only:** If something is firmly attached to anything elseyou can't reduce it with Skidbladnir unless/until you detach it somehow. Most buildings are very firmly attached to the ground. \\ \\ {{fa>minus-circle?24&align=left}}**Suspended Animation:** You can only reduce a living thing with Skidbladnir if it is willing or helpless. Living things inside of a larger structure when it is reduced that do not wish to be reduced along with it are ejected harmlessly. Any living creature that does get reduced by Skidbladnir does not eat, sleep, age or have awareness of anything while reduced. \\ \\ {{fa>minus-circle?24&align=left}}**Room To Grow:** You can only return a reduced object to its true size if there is enough clear space available for the object to occupy. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Call Target:** By taking an action, you can call for allies to strike a specific enemy within 20 meters. Until the beginning of your next turn, any failure chance is reduced by 6 (minimum 0) against the specified enemy for yourself and all allies. | 
-^ ^^^ 
- 
-====== Enterprises ====== 
  
-^Tactician 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. | 
dimensionist.1561054501.txt.gz · Last modified: 2019/06/20 12:15 by kyle