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hivekeeper [2020/03/17 17:07]
kyle
hivekeeper [2020/11/19 14:08] (current)
kyle
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 //Listen here, you stripey little bastards! I AM THE QUEEN NOW.// //Listen here, you stripey little bastards! I AM THE QUEEN NOW.//
  
-Hivekeepers use a swarm of tiny, pernicious creatures (insects, perhaps, or maybe something much stranger) as a living weapon. This generally requires them to get in quite close to their targets which is an unusual tactical position for a Whelm weapon. On the plus side, this weapon also avoids two of the biggest drawbacks common to many other Whelm weapons: it's very inexpensive to use and friendly fire is never a problem. +Hivekeepers use a swarm of tiny, pernicious creatures (insects, perhaps, or maybe something much stranger) as a living weapon. This generally requires them to get in quite close to or even completely surrounded by their targetswhich is an unusual tactical position for a Whelm weapon. On the plus side, this weapon also avoids two of the biggest drawbacks common to many other Whelm weapons: it's very inexpensive to use and friendly fire is never a problem. 
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
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 |{{fa>caret-right?24}} |[[#Vampiric Swarm]] |Steal life. | |{{fa>caret-right?24}} |[[#Vampiric Swarm]] |Steal life. |
 |{{fa>caret-right?24}} |[[#Vermincloak]] |Conceal yourself after attacking. | |{{fa>caret-right?24}} |[[#Vermincloak]] |Conceal yourself after attacking. |
-^[[#Enterprises]] ||Demolition Ground \\ Hivekeeper School \\ Squad |+^^^
  
 ====== Hivekeeper ====== ====== Hivekeeper ======
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Protect Your Home:** Your swarm senses threats and rises to face them. When you are hit by any attack, you can choose to immediately make a Hivekeeper attack as a free action that is resolved immediately after the attack that triggered it. \\ \\ {{fa>minus-circle?24&align=left}}**Stay Local:** If you know the Throw Nest or Infestation abilities from this class, you cannot use them in conjunction with Counterswarm. All Counterswarm attacks affect only your space and adjacent spaces as usual for this weapon. \\ \\ {{fa>minus-circle?24&align=left}}**Scramble Cost:** Counterswarm attacks consume Supplies on a trigger die roll of 1-3 instead of only on a 1. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Protect Your Home:** Your swarm senses threats and rises to face them. When you are hit by any attack, you can choose to immediately make a Hivekeeper attack as a free action that is resolved immediately after the attack that triggered it. Note that the attacker does not need to be within range of your Hivekeeper attack in order for you to decide to use this ability after being attacked by them. \\ \\ {{fa>minus-circle?24&align=left}}**Stay Local:** If you know the Throw Nest or Infestation abilities from this archetype, you cannot use them in conjunction with Counterswarm. All Counterswarm attacks affect only your space and adjacent spaces as usual for this weapon. \\ \\ {{fa>minus-circle?24&align=left}}**Scramble Cost:** Counterswarm attacks consume Supplies on a trigger die roll of 1-3 instead of only on a 1. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Demolition Ground |Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Dosh 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. | 
-^Hivekeeper 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 Dosh 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 Dosh. | 
hivekeeper.1584486438.txt.gz · Last modified: 2020/03/17 17:07 by kyle