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lancer [2020/11/19 08:23]
kyle
lancer [2021/03/02 09:22] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//I once made quite long list of polearms and their statistics- bardiche, halberd, ranseur, bec de corbin, naginata and so forthDoes knowing about Bohemian earspoons ever increase one's sex appeal? Sadly, no.//+//When I made the order, I thought "Bohemian Earspoon" was a cocktailStill not disappointed.//
  
-Every culture ever has had the idea of putting blade on a stick (or just using the stick itself) to gain the advantage of reach, so the Lancer archetype is exceptionally easy to justify the existence ofYour weapon of choice can look like whatever you want; history has no shortage of variations to choose from if you're so inclined but for purposes of this game they all handle pretty much the same.+^{{ra>key?48|Possible Keystones}} |1. Stave-based martial arts manual. \\ 2. Delicious roasted meat on skewer. \\ 3. Antique bayonet. \\ 4. Treatise on social proxemics. \\ 5. Flag on a spiked pole. \\ 6Obsidian spearhead|
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Lancer]] ^^Wield a polearm. | ^[[#Lancer]] ^^Wield a polearm. |
-|{{fa>caret-right?24}} |[[#Intercept]] |Attack threatened spaces out of turn. |+|{{fa>caret-right?24}} |[[#Interception]] |Attack threatened spaces out of turn. |
 |{{fa>caret-right?24}} |[[#Longshaft]] |Increased reach and jousting capability. | |{{fa>caret-right?24}} |[[#Longshaft]] |Increased reach and jousting capability. |
 |{{fa>caret-right?24}} |[[#Phalanx]] |Overcome the troubles of cramped spaces. | |{{fa>caret-right?24}} |[[#Phalanx]] |Overcome the troubles of cramped spaces. |
-|{{fa>caret-right?24}} |[[#Skewer]] |Stab multiple targets in a line. | 
 |{{fa>caret-right?24}} |[[#Standstill]] |Prevent their approach. | |{{fa>caret-right?24}} |[[#Standstill]] |Prevent their approach. |
 +|{{fa>caret-right?24}} |[[#Withdraw]] |Keep away. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{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 2-5 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Nauseous, or Vulnerable conditions to its target. \\ \\ {{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}}**Water Capable:** This weapon works just fine when underwater. \\ \\ {{fa>minus-circle?24&align=left}}**Reach Weapon:** This weapon cannot be used to attack subjects that are directly adjacent to you, only those 2-5 meters away. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Pain on a Stick:** As an action, you may make a Melee attack against any target within 2-5 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Sore, or Vulnerable conditions to its target. \\ \\ {{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>plus-circle?24&align=left}}**Semi-Aquatic:** The weapon has a failure chance of 6 when used underwater instead of such use being impossible. \\ \\ {{fa>minus-circle?24&align=left}}**Reach Weapon:** This weapon cannot be used to attack subjects that are directly adjacent to you, only those 2-5 meters away. |
 ^ ^^^ ^ ^^^
  
 ^Condition ^^Explanation ^ ^Condition ^^Explanation ^
 |{{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. | |{{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. |
-|{{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. |+|{{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. |
 |{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. | |{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pay the Pole Tax:** You can choose to instantly attack any enemy that enters any of the spaces in your visual arc you can reach with this weapon for free as an immediate interruption to their movement, even when it's not your turn. The attack is resolved before the target can do anything else, including continue moving. \\ \\ {{fa>plus-circle?24&align=left}}**Self-Impalement:** If the target you intercepted was currently sprinting or making any other sort of enhanced-speed move that carries an Energy cost, the interception attack deals +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to make an interception attack on a target, you get one less action on your next turn. You cannot intercept more than twice per round. |+^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Pay the Pole Tax:** When an enemy enters any space within your visual arc you can reach with this weapon, you may attack them as a free action even though it isn’t your turn yet. The attack is resolved before the target can do anything else, including continue moving. \\ \\ {{fa>plus-circle?24&align=left}}**Self-Impalement:** If the target you intercepted was currently sprinting or making any other sort of enhanced-speed move that carries a potential Energy cost, the interception attack deals +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to make an interception attack on a target, you get one less action on your next turn. You cannot intercept more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**One Per Customer:** You cannot use an Interception attack on a single target more than once per round.|
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Telescopic:** Through clever craft or technique, you can greatly extend the reach of your polearm when necessary (to a maximum reach of 10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Awkward:** Attacking targets 6-10 meters away has a failure chance of 3 due to the awkwardness of such a long pole. Attacks against targets within the normal reach range (2-5 meters) are unaffected. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Telescopic:** Through clever craft or technique, you can greatly extend the reach of your polearm when necessary (to a maximum reach of 10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Awkward:** Attacking targets 6-10 meters away has a failure chance of 3 due to the awkwardness of such a long pole. Attacks against targets within the normal reach range (2-5 meters) are unaffected. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Joust:** A longer spear can also grant more leverage, given the right circumstances. When you are riding on something else that moves you around the battlefield without you having to take any movement actions yourself (a mount, a vehicle, a large friend carrying you on their shoulders, or similar) you deal +2 damage with all Lancer attacks made during the same round you are moved. If you aren't externally moved during a round, you do not get this bonus. \\ \\ {{fa>minus-circle?24&align=left}}**Externals Only:** You don't get this bonus when fighting against something else that's also riding the same thing you are. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Joust:** A longer spear can also grant more leverage, given the right circumstances. When you are riding on something else that moves you around the battlefield without you having to take any movement actions yourself (a mount, a vehicle, a large friend carrying you on their shoulders, or similar) you deal +2 damage with all Lancer attacks made during the same round you are moved. If you aren't externally moved during a round, you do not get this bonus. \\ \\ {{fa>minus-circle?24&align=left}}**Externals Only:** You don't get this bonus when fighting against something else that's also riding the same thing you are. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stab Around:** You're used to handling your polearm in a crowd. Creatures no longer impose a failure chance on your attacks when standing between you and your intended target. +^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Stab Around:** You're used to handling your polearm in a crowd. Creatures no longer impose a failure chance on your attacks when standing between you and your intended target. \\ \\ {{fa>plus-circle?24&align=left}}**Choke Up:** You can expertly shift your grip position on your polearm to use it at close range as needed on the fly, allowing you to use it to attack targets within 1 meter with no penalty. |
-^ ^^^ +
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Choke Up:** You can expertly shift your grip position on your polearm to use it at close range as needed on the fly, allowing you to use it to attack targets within 1 meter with no penalty. |+
 ^ ^^^ ^ ^^^
  
-====== Skewer ======+====== Standstill ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stab Happy:** Your weapon can pass through your target'space and damage another target standing behind them. This gives you a second free attack that is resolved immediately after the first. Roll separate trigger dice for the primary and skewer attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Straight Line:** If you can draw a straight line from the middle of the space you occupy through any part of the space occupied by your primary and intended secondary targets and your secondary target is within your polearm's normal rangethen they are considered a valid target for a Skewer attack. If a proposed target doesn't pass the straight line test, you can't use Skewer to attack them (at least, not from your current position). \\ \\ {{fa>minus-circle?24&align=left}}**Cover's a Thing:** A secondary target hit by Skewer will by definition have at least partial covermeaning that the attack against them has a failure chance of 6. The Phalanx ability does not negate this failure chance when making Skewer attacks. |+^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Put 'Em On Lockdown:** You know how to keep your enemies at the business end of your weapon. When the trigger die rolled with the attack is 7+, the attack's target becomes physically incapable of moving any closer to you than they already are. This effect lasts until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Turned Away At the Door:** Standstilled enemies can freely move away from you if they wantjust not towards you
 +^ ^^^ 
 +^{{ra>axe-swing?48|Active Combat}} ||{{fa>plus-circle?24&align=left}}**Sticker:** If you hit with an attack but the trigger die is not 7+, you can choose to standstill your target anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you standstill a target when you normally wouldn'tyou lose 1 Energy. |
 ^ ^^^ ^ ^^^
  
-====== Standstill ======+====== Withdraw ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Put 'Em On Lockdown:** You know how to keep your enemies at the business end of your weaponWhen the trigger die rolled with the attack is 7+the attack's target becomes physically incapable of moving any closer to you than they already are. This effect lasts until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Turned Away At the Door:** Standstilled enemies can freely move away from you if they want, just not towards you. | +^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**The Whole Point of Polearms:** You’d really rather keep your enemies at a comfortable distanceEvery time you attack with this weapon, you may move up to 2 meters away from your target as free action immediately afterwards. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Sticker:** If you hit with the attack but the trigger die is not 7+, you can choose to standstill your target anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you standstill target when you normally wouldn't, you lose 1 Energy. |+
 ^ ^^^ ^ ^^^
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lancer.1605799431.txt.gz · Last modified: 2020/11/19 08:23 by kyle