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improviser [2020/09/11 11:27]
kyle
improviser [2021/02/16 14:42] (current)
kyle [Snatch Up]
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 ~~NOTOC~~ ~~NOTOC~~
  
-//It's a proven fact that if you want to use something weird as a weaponyou can increase the power of your strike if you say something cool right as you do it. That's why I invented this One-Liner Projector, a shoulder-mounted sass machine with three settings: "Playtime's over", "I'm what you call specialist", and "Shank you very much".//+//Sure, "realweapons are dependable and respectablebut they also have a much smaller pool of possible one-liners.//
  
-If you have a dedicated weapon that's actually built for the purpose, there are any number of other classes to represent thatIf you make a habit of scooping up random crap from the environment and beating your enemies with it, then you're an Improviser insteadYour weapons are significantly less dependable than "realonesbut also very versatile and widely available.+^{{ra>key?48|Possible Keystones}} |1Barstool with installed ergonomic grip\\ 2. High-proof moonshine in jug marked "XXX". \\ 3. Lifetime ban notice from local arcade. \\ 4. Pro-wrestling season pass. \\ 5. Rewards stamp-card for back-alley doctor7/10 spaces filled. \\ 6. Burlap sack full of doorknobs|
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Improviser]] ^^Anything's a weapon in your hands. | ^[[#Improviser]] ^^Anything's a weapon in your hands. |
-|{{fa>caret-right?24}} |[[#Body Work]] |Beat dudes with other dudes. |+|{{fa>caret-right?24}} |[[#Body Work]] |Use creatures as weapons. |
 |{{fa>caret-right?24}} |[[#Finale]] |Shatter harder and on-demand. | |{{fa>caret-right?24}} |[[#Finale]] |Shatter harder and on-demand. |
 |{{fa>caret-right?24}} |[[#Multipurpose]] |More flexibility in conditions. | |{{fa>caret-right?24}} |[[#Multipurpose]] |More flexibility in conditions. |
 |{{fa>caret-right?24}} |[[#Oversized]] |Increase range. | |{{fa>caret-right?24}} |[[#Oversized]] |Increase range. |
 |{{fa>caret-right?24}} |[[#Snatch Up]] |Re-arm quickly. | |{{fa>caret-right?24}} |[[#Snatch Up]] |Re-arm quickly. |
-^[[#Establishments]] ||Drill Yard \\ Improviser School \\ Keystone Bazaar |+^^^
  
 ====== Improviser ====== ====== Improviser ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>minus-circle?24&align=left}}**Pick Up:** As an action, you may pick up any random object in your environment that comes to hand- planks of wood, barbecue forks, potted cacti, frozen salmon, whatever. You can't use Improviser attacks unless you've picked something up to use as a weapon. \\ \\ {{fa>plus-circle?24&align=left}}**Attack:** Once you've picked up an improvised weapon, you can use it to make Melee attacks against any target within 1 meter as an action. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When you pick up an improvised weaponroll a random standard condition from the chart belowThe weapon inflicts that condition to its subject when the trigger die is 10+You can change the inflicted condition by picking up a different weaponbut doing so requires you to drop/throw away your current weapon. \\ \\ {{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>plus-circle?24&align=left}}**Bottle Breaker:** When you assassinate or strike the killing blow against a target with this weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures don't lose any Flesh from the blow that finished them and become totally helpless and oblivious for a few hours instead. \\ \\ {{fa>minus-circle?24&align=left}}**Shatter:** When the trigger die is 10+ the strain of the blow shatters your current weapon, making it useless. You have to pick up a new weapon if you want to make further Improviser attacks. | +^{{ra>hand-emblem?48|Active Logistics}} ||{{fa>minus-circle?24&align=left}}**Pick Up:** As an action, you may pick up any random object in your environment that comes to hand- planks of wood, barbecue forks, potted cacti, toasters, whatever. You can't use Improviser attacks unless you've picked something up to use as a weapon. 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Preserver:** You can choose to avoid shattering your weapon when the trigger die result is 10+, allowing you to keep making attacks without picking up anything new. \\ \\ {{fa>minus-circle?24&align=left}}**Holding Back:** If you choose not to shatter your weapon, then it also does not inflict its condition with that attack either. |+^ ^^^ 
 +^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Cornobble:** Once you've picked up an improvised weapon, you can use it to make Melee attacks against any target within 1 meter as an action. \\ \\ {{fa>plus-circle?24&align=left}}**Condition Roulette:** When the trigger die is 10+improvised weapons inflict a random standard condition from the list of 12Reroll your die to find out what condition it is (see chart below)Unlike other weapons, you don’t get to choose. \\ \\ {{fa>plus-circle?24&align=left}}**Skullduggery:** This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack). \\ \\ {{fa>minus-circle?24&align=left}}**Shatter:** When the trigger die is 10+ the strain of the blow shatters your current weapon, making it useless. You have to pick up a new weapon if you want to make further Improviser attacks. |
 ^ ^^^ ^ ^^^
  
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 |3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | |3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |
 |4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | |4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
-|5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by weapon attack, Cracked is applied to the subject immediately after damage is dealt. |+|5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Incoming attacks critically hit on trigger die result of 10+. |
 |6 |{{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). | |6 |{{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). |
-|7 |{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend resources in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires unspent resources. | +|7 |{{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. | 
-|8 |{{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. |+|8 |{{ra>broken-bottle?32&align=left}} ^Leaking |{{fa>minus-circle?18&align=left}} When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible. |
 |9 |{{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. | |9 |{{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. |
 |10 |{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. | |10 |{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Beat A Dude With Another Dude:** If you have inflicted the Grabbed condition to a subject small enough for you to carry (in most cases, this means your own size or smaller), you can swing them around and use them as an improvised weapon. Roll up a random condition for your living weapon to apply as normal. \\ \\ {{fa>plus-circle?24&align=left}}**Double Down:** The effect of the attack (damage, critical hits, added conditions, etc) are applied to both the creature you are using as a weapon and whoever you're hitting with them. \\ \\ {{fa>minus-circle?24&align=left}}**Altered Shatter:** If your weapon “shatters” when wielding another creature, you simply lose your grip on them (automatically removing the Grabbed condition) immediately after the attack is performed and drop them in an adjacent space instead of instantly destroying them. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Beat A Dude With Another Dude:** If you have inflicted the Grabbed condition to a subject small enough for you to carry (in most cases, this means your own size or smaller), you can swing them around and use them as an improvised weapon. \\ \\ {{fa>plus-circle?24&align=left}}**Double Down:** The effect of the attack (damage, critical hits, added conditions, etc) are applied to both the creature you are using as a weapon and whoever you're hitting with them. \\ \\ {{fa>minus-circle?24&align=left}}**Altered Shatter:** If your weapon “shatters” when wielding another creature, you simply lose your grip on them (automatically removing the Grabbed condition) immediately after the attack is performed and drop them in an adjacent space. You do not instantly destroy them like you would with your normal improvised weapons. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Crack Hard:** When your weapon shatters, the attack also deals +2 damage to its target from the force of the blow. \\ \\ {{fa>plus-circle?24&align=left}}**Stacker:** Every time your shattering attack would inflict its chosen condition on target that already has it (e.g. your current weapon inflicts Choking and you shatter it against a target that is already Choking), the bonus damage from shattering your weapon increases to +5. | +^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Crack Hard:** When your weapon shatters, the attack also deals +2 damage to its target from the force of the blow. \\ \\ {{fa>plus-circle?24&align=left}}**Stacker:** Every time the random condition inflicted by your shattering attack is already in place on your target (e.g. your random condition is Choking and your target is already Choking), you deal +5 damage from shattering your weapon instead of +2. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Come On And Slam:** You can choose to shatter your weapon (therefore both applying its condition and gaining the bonus damage from Finale) on any attack you make regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you shatter your weapon when it normally wouldn't be, you lose 1 Energy. |+^ ^^^ 
 +^{{ra>axe-swing?48|Attack}} ||{{fa>plus-circle?24&align=left}}**Come On And Slam:** You can choose to shatter your weapon (therefore both applying condition and gaining the bonus damage from Finale) on any attack you make regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you shatter your weapon when it normally wouldn't be, you lose 1 Energy. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Multiple Choice:** When picking up new weapon, roll twice on the list of applied conditions. When you shatter the weapon, you can choose to apply either result. You don't have to actually choose until you shatter the weapon. \\ \\ {{fa>plus-circle?24&align=left}}**Resounding Smackdown:** When the weapon critically hits (trigger die result of 12)you apply both conditions your weapon is capable of instead of only one of them. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Multiple Choice:** When rolling random condition to apply, roll twice and apply whichever result you like better. \\ \\ {{fa>plus-circle?24&align=left}}**Resounding Smackdown:** When the attack'trigger die is 12, roll twice and apply both conditions simultaneously. |
 ^ ^^^ ^ ^^^
 +
  
 ====== Oversized ====== ====== Oversized ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Big Junk:** You tend to pick up and use larger random objects as weapons, increasing effective range. When picking up a new weapon, you can choose between a range of 1-2 or 2-5 meters instead of the normal 1. If range is 2-5, the weapon cannot be used to strike directly adjacent targets at all. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Big Junk:** You tend to pick up and use larger random objects as weapons, increasing effective range. When picking up a new weapon, you can choose between a range of 1-2 or 2-5 meters instead of the normal 1. \\ \\ {{fa>minus-circle?24&align=left}}**Unwieldy:** If range is 2-5, the weapon cannot be used to strike directly adjacent targets at all. You cannot change the range of your current improvised weapon without picking up something new. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Running Snag:** You can grab a new weapon by simply scooping one up as you run by. Every time you take an action to move, you may gain a new improvised weapon for free. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Running Snag:** You can grab a new weapon by simply scooping one up as you run by. Every time you take an action to move, you may gain a new improvised weapon for free. \\ \\ {{fa>plus-circle?24&align=left}}**Pocket Plank:** You can store improvised weapons in your inventory for later. Each one takes up a single inventory slot. You can freely pull out any improvised weapon in your inventory and use it (until you get tired of it or it shatters) without having to spend an action picking it up.|
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pocket Plank:** You can store improvised weapons in your inventory for later. Different inventory weapons can have different conditions assigned to them. You can freely pull out any improvised weapon in your inventory and use it (until you get tired of it or it shatters) without having to spend an action picking it up. | 
-^ ^^^ 
- 
-====== Establishments ====== 
- 
-^Drill Yard |{{fa>plus-circle?24&align=left}}**Melee Practice:** Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | 
-^Improviser School |{{fa>plus-circle?24&align=left}}**Place of Learning:** The base 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. | 
-^Keystone Bazaar |{{fa>plus-circle?24&align=left}}**Buy Anything:** All manner of keystones are for sale in the Keystone Bazaar (including keystones for locked classes), but finding them can be tricky. Name a class you wish to find a keystone for and roll a die to find out its price: 1-3 means that keystone is currently not available for any price, 4-6 means it is available for 10 Dosh, 7-9 means it is available for 5 Dosh, and 10+ means it is available for 2 Dosh. You are not obligated to buy a keystone if the price is too high, but the price is what it is for right now. If you purchase a keystone, purchasing another of the same type requires you to pay the next-lowest availability price (2->5->10->n/a). Availability is completely reset and re-rolled during each new session, as the flow of goods refreshes the marketplace. The die rolled to determine keystone availability is not a trigger die and cannot be manipulated via effects that change trigger dice. | 
  
improviser.1599845261.txt.gz · Last modified: 2020/09/11 11:27 by kyle