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fleshgrinder [2019/11/14 12:25]
kyle
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-~~NOTOC~~ 
  
-//We had a go at a side of beef with this thing, and I'm going to be totally honest here: I peed myself a little.// 
- 
-A Fleshgrinder's weapon is an implement with moving parts and a power source (like a chainsaw or drill). While not elegant by any means, they are both extremely messy and extremely damaging. Fleshgrinders are also the only melee weapon type in the game that consume Supply, and the only Supply-consuming weapon that can be powered by a Fuel Can instead of an Ammo Bag. 
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-This is a weapon and subject to [[UWR|universal weapon rules]]. 
- 
-^[[#Fleshgrinder]] ^^Wield a weapon like a power tool. | 
-|{{fa>caret-right?24}} |[[#Gorehound]] |Spread conditions. | 
-|{{fa>caret-right?24}} |[[#Maniac]] |Cause major destruction. | 
-|{{fa>caret-right?24}} |[[#Rev Up]] |Increase damage output. | 
-|{{fa>caret-right?24}} |[[#Shredder]] |Destroy target's abilities. | 
-|{{fa>caret-right?24}} |[[#Wild Swing]] |Hit multiple targets. | 
-^[[#Enterprises]] ||Drill Yard \\ Fleshgrinder School \\ Squad | 
-^[[#Weaknesses]] ||Handless | 
- 
-====== Fleshgrinder ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Melee attack against any target within 1 meter. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Bleary, or Nauseous conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Assassinate:** If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1, the attack uses 1 point of Supply or one use of a Fuel Can item. This weapon cannot be used if you have no Supply/Fuel Can uses remaining. | 
-^ ^^^ 
- 
-^Condition ^^Explanation ^ 
-|{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | 
-|{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | 
-|{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | 
- 
-====== Gorehound ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Splatterhouse:** Your Fleshgrinder attacks spray gore everywhere, spreading dismay among your enemies. When your attack inflicts the Afraid, Bleary, or Nauseous conditions to their target the same condition is also applied to every other enemy within 2 meters of your target. \\ \\ {{fa>plus-circle?24&align=left}}**Thrill of the Kill:** Your allies are immune to conditions spread by Gorehound (although they will still get absolutely filthy if they stand in the business area). | 
-^ ^^^ 
- 
-====== Maniac ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Murder Machine:** When the trigger die is 12, you instantly kill your target if they're your level or lower. Higher-level targets are unaffected by Maniac. Maniac is considered an assassination effect, so any ability that raises your effective level for purposes of assassination or protects your target from the same also applies to Maniac. | 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Eviscerator:** When this weapon removes Vitality, it always results in an injury to the subject instead of only 50% of the time as normal. | 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Messy:** Any subject killed by this weapon is considered totally destroyed, preventing most forms of revival or exploitation of the corpse. | 
-^ ^^^ 
- 
-====== Rev Up ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**VRUM VRUM VRUM:** You can spend an action to rev up your weapon, temporarily increasing its damage potential. The single next attack you make with the weapon after revving it up deals +5 damage more than normal. This bonus damage stacks with the +2 bonus damage the weapon always deals. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Overclock:** You can choose to rev up your weapon as a free action on your turn instead of taking an action to do it. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Every time you rev up your weapon as a free action, you must spend 1 Supply or use of a Fuel Can. | 
-^ ^^^ 
- 
-====== Shredder ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mega Destroyer:** When the trigger die displays a result of 12+, the attacked target loses one of their abilities as the Fleshgrinder physically damages or destroys the equipment that enabled it (or maybe just messes up the target enough that they forget how to do the thing). The target can choose which of their abilities is lost to Shredder. \\ \\ {{fa>plus-circle?24&align=left}}**Requires Repair:** Shredded abilities don't come back until the target spends a procedure and a point of Supply to repair them. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**All Shall Be Sundered:** If you roll a 10-11 on the trigger die instead of a 12, you can choose to shred one of the target's abilities anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you shred an ability on a trigger die result of 10-11, you lose 1 Energy. | 
-^ ^^^ 
- 
-====== Wild Swing ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Crowd Control:** You can choose to make a Wild Swing in place of a regular attack. If you do, your attack hits every target within reach instead of just one of them. Roll a single trigger die for this attack regardless of how many targets you hit. \\ \\ {{fa>minus-circle?24&align=left}}**Reckless:** If the trigger die is 1-3 when making a Wild Swing, you also hit yourself with the attack in addition to your chosen target(s). Your Melee combat score counts towards your defense when hitting yourself, but any failure chances you might have against yourself do not. | 
-^ ^^^ 
- 
-====== Enterprises ====== 
- 
-^Drill Yard |Space has been set aside for practice and sparring with Melee weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. | 
-^Fleshgrinder 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. | 
-^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. | 
- 
-====== Weaknesses ====== 
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-^Handless |You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). | 
fleshgrinder.1573759546.txt.gz ยท Last modified: 2019/11/14 12:25 by kyle