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mariner [2019/06/14 14:33]
kyle
mariner [2020/11/19 13:23] (current)
kyle
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 //I don't care if you have to go to the bathroom, we're not taking the suit off until you complete the dive. Those Navy lads will call you a pantywaist if you back out now. I have money on this.// //I don't care if you have to go to the bathroom, we're not taking the suit off until you complete the dive. Those Navy lads will call you a pantywaist if you back out now. I have money on this.//
  
-A Mariner is the undisputed master of watery environments, meaning that the usefulness of the class will largely pivot around how often your adventures involve water. Humanoid adventurers probably shouldn't be able to invest in this class unless the technology level of the campaign is high enough to give them the ability to surpass their land-based biology.+A Mariner is the undisputed master of watery environments, meaning that the usefulness of the archetype will largely pivot around how often your adventures involve water. Humanoid adventurers probably shouldn't be able to invest in this archetype unless the technology level of the campaign is high enough to give them the ability to surpass their land-based biology.
  
 ^[[#Mariner]] ^^Mastery in water. | ^[[#Mariner]] ^^Mastery in water. |
 +|{{fa>caret-right?24}} |[[#Currenteer]] |Constant small free moves. |
 |{{fa>caret-right?24}} |[[#Freeflow]] |Move and attack unimpeded. | |{{fa>caret-right?24}} |[[#Freeflow]] |Move and attack unimpeded. |
 |{{fa>caret-right?24}} |[[#Kraken]] |Wreck boats and unskilled swimmers. | |{{fa>caret-right?24}} |[[#Kraken]] |Wreck boats and unskilled swimmers. |
 |{{fa>caret-right?24}} |[[#Lurker]] |Hide in plain sight underwater. | |{{fa>caret-right?24}} |[[#Lurker]] |Hide in plain sight underwater. |
 |{{fa>caret-right?24}} |[[#Powerswim]] |Strength and endurance in water. | |{{fa>caret-right?24}} |[[#Powerswim]] |Strength and endurance in water. |
-|{{fa>caret-right?24}} |[[#Splash]] |Throw water for offense and support. | +^^^
-^[[#Enterprises]] ||Mariner School |+
  
 ====== Mariner ====== ====== Mariner ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Native Swimmer:** You no longer take an impairment to movement when swimming and may do so at your full normal movement rate. \\ \\ {{fa>plus-circle?24&align=left}}**Aquatic Defense:** Attacks made against you while swimming no longer deal +2 bonus damage. | +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Native Swimmer:** You no longer take an impairment to movement when swimming and may do so at your full normal movement rate. | 
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Waterbreathing:** You can either breathe water, hold your breath an insanely long time, or just have an oxygen tank or something. You no longer gain the Choking condition when underwater and can remain so basically indefinitely. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Aquatic Defense:** Attacks made against you while swimming no longer deal +2 bonus damage. | 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Waterbreathing:** You can either breathe water, hold your breath an insanely long time, or just have an oxygen tank or something. You no longer gain the Choking condition when underwater and can remain so basically indefinitely. \\ \\ {{ra>doubled?24&align=left}}**Air Cycler:** If a vehicle has the Sea (Submersible) frame and knows this ability, its effects extend to every creature riding in its inventory. | 
 +^ ^^^ 
 + 
 +====== Currenteer ====== 
 + 
 +^ ^^^ 
 +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Constant Motion:** Everything you do serves to get you where you want to go. Every time you take any action (attacking, recovering, using an ability, moving, whatever) while in water or underwater, you may move 1 meter in any direction immediately after the action is complete. \\ \\ {{fa>minus-circle?24&align=left}}**Not Free Twice:** Only standard actions taken during your turn count for purposes of Currenteer movements. Free actions gained by whatever means do not. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Aquatic Predator:** When attacking a subject in the water that does not have the Mariner class, your bonus damage is increased from +2 to +5. You still deal no bonus damage to fellow Mariners. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Aquatic Predator:** When attacking a creature in the water that does not have any levels in the Mariner archetype, your bonus damage is increased from +2 to +5. You still deal no bonus damage to fellow Mariners. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Wrecker:** When attacking a boat or other watercraft, you deal +2 bonus damage. \\ \\ {{fa>minus-circle?24&align=left}}**Landlubbers Only:** If the boat in question is currently being piloted by creature that has the Mariner class, you do not get this bonus. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Capsize:** When you attack water vehicle of any type and the trigger die is 10+, you cause it to spring a minor leak and partially fill. This gives the targeted vehicle one "Water Point". If a vehicle ever has 3 or more Water Points at a timeit is completely filled and immediately sinks to the bottom regardless of how much Flesh/Energy/Attention it has left. Water Points are automatically removed from unsunk vehicles at the end of the exploration turn. |
-^ ^^^ +
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Capsize:** When successfully attacking a boat or other watercraft, you add +1 Water Point to your target any time the trigger die is 7instead of only when critically hitting\\ \\ {{fa>plus-circle?24&align=left}}**Stacking Sink:** If you critically hit with an attack against boat, the boat takes on a total of +2 Water Points. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Sunken Camouflage:** When underwater, you gain partial concealment against anything that is outside the water. If you would already gain partial concealment (such as from murky water or dim light) you instead gain complete concealment. \\ \\ {{fa>plus-circle?24&align=left}}**Vice Versa:** If you are outside of water, you gain the same benefit against creatures that are inside the water. \\ \\ {{fa>minus-circle?24&align=left}}**Barrier Required:** Lurker provides no special effects against other creatures that are in the same element as you are (water when in water, air when in air). \\ \\ {{ra>doubled?24&align=left}}**Pilot Synergy:** If you have the Pilot class, you can also use this ability while driving a vehicle. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Sunken Camouflage:** When underwater, you gain partial concealment against anything that is outside the water. If you would already gain partial concealment (such as from murky water or dim light) you instead gain complete concealment. \\ \\ {{fa>plus-circle?24&align=left}}**Vice Versa:** If you are outside of water, you gain the same benefit against creatures that are inside the water. \\ \\ {{fa>minus-circle?24&align=left}}**Barrier Required:** Lurker provides no special effects against other creatures that are in the same element as you are (water when in water, air when in air). |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Unfathomable Deeps:** You can gain complete concealment from being on the opposite side of a water/air barrier from your observers instead of partial. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Roll:** When completely concealing yourself, you must take an impairment to all movement. Moving at full speed causes you to lose full concealment until the beginning of your next turn. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Unfathomable Deeps:** You can gain complete concealment from being on the opposite side of a water/air barrier from your observers instead of partial. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Roll:** When completely concealing yourself, you must take an impairment to all movement. Moving at full speed causes you to lose full concealment until the beginning of your next turn. |
 ^ ^^^ ^ ^^^
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 ^ ^^^ ^ ^^^
 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Counterpush:** A single sweep of your swimming gear produces incredible force. When underwater, you act as if you are 1 size category larger than you actually are for purposes of resisting effects that push, pull, pick you up, or otherwise change your position against your will. This includes ability effects, natural currents and somebody trying to reel you in. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Counterpush:** A single sweep of your swimming gear produces incredible force. When underwater, you act as if you are 1 size category larger than you actually are for purposes of resisting effects that push, pull, pick you up, or otherwise change your position against your will. This includes ability effects, natural currents and somebody trying to reel you in. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Unmovable:** As a free reaction that can be done at any time, you can choose to temporarily increase your effective immovability even further until the beginning of your next turn.  \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** For every additional effective size category you gain until the beginning of your next turn, you must spend 1 Supply or one use of a Component Pack item. There is no limit to how many effective size categories you can gain at once in this manner. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Unmovable:** As a free reaction that can be done at any time, you can choose to temporarily increase your effective immovability even further until the beginning of your next turn.  \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** For every additional effective size category you gain until the beginning of your next turn, you must spend 1 Provisions. There is no limit to how many effective size categories you can gain at once in this manner. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dive Resistant:** You no longer suffer any negative effects from exposure to extremely high pressure, such as that found in oceanic depths. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dive Resistant:** You no longer suffer any negative effects from exposure to extremely high pressure, such as that found in oceanic depths. \\ \\ {{ra>doubled?24&align=left}}**Vehicular Protection:** If a vehicle has this ability, its protection extends to all of its passengers. |
 ^ ^^^ ^ ^^^
  
-====== Splash ====== 
- 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Water Toss:** As an action, you can hurl a large amount of water at any point or single creature within throwing range (0-10 meters). In addition to doing pretty much anything you'd expect a few gallons of water to be able to do, this has a variety of specific effects useful for both offense and support detailed below. \\ \\ {{fa>minus-circle?24&align=left}}**Need Water:** Roll a trigger die whenever you Splash a target. If the result is a 1-3, then doing so costs 1 point of Supply/Component Pack use. You cannot Splash if you have no Supply remaining. \\ \\ {{fa>plus-circle?24&align=left}}**Swimming In Ammo:** If you are currently swimming when you use Splash, you ignore its Supply/Component Pack use costs and requirements. That restriction only applies when you're on dry land and have to carry water with you. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Torrent:** You can create a powerful stream of water instead of a simple splash. Splashed subjects are pushed back 5 meters from your position in addition to all other Splash effects. \\ \\ {{fa>minus-circle?24&align=left}}**I Can't Push Through That:** Other creatures or solid barriers in inconvenient locations can prevent you from pushing a target back as far as you normally might. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** In order to shove a subject, you must be capable of carrying the subject- this means that you are normally restricted to shoving only creatures of your own size or smaller. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Input:** Using a Torrent instead of a Splash costs 1 Supply/Component Pack item- there's no longer any need to roll a trigger die; the cost is automatic. \\ \\ {{fa>plus-circle?24&align=left}}**Swimming Helps, Though:** If you are currently swimming when using a Torrent, roll a trigger die and spend Supply/Component Pack uses only on a 1-6. | 
-^ ^^^ 
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Quench:** If your target has the Burning condition, you can choose to immediately remove it. Any reasonably-sized fires (such as torches, candles, etc) in the target space are also immediately put out. | 
-^ ^^^ 
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dilution:** If your target has the Dissolving condition, you can choose to immediately remove it. | 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Drown:** You can choose to aim your water right for a target's breathing holes, inflicting the Choking condition to them. Targets that have the Mariner class are immune to this effect, as they can already breath water anyway. | 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Discharge:** If your target has the Electrified condition, splashing water on them immediately causes the target to lose an amount of Endurance equal to the current Escalation from the electrical discharge. If the target has no Endurance remaining, the remainder is applied to Vitality as normal. \\ \\ {{fa>minus-circle?24&align=left}}**Electric Drain:** Intentionally discharging a target's Electrified condition by splashing them automatically removes the Electrified condition from them. | 
-^ ^^^ 
- 
-|{{ra>help?24|Help}} |**Burning** creatures are on fire. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. \\ \\ {{fa>minus-circle?18&align=left}} Occupied and all adjacent spaces become well-lit. Spaces within 2 meters have light levels increased by one step (darkness becomes dim light, dim light becomes well-lit). \\ \\ {{fa>plus-circle?18&align=left}} Instantly removed if subject is immersed in water or gains the Frozen condition. \\ \\ {{fa>plus-circle?18&align=left}} Removes the Frozen condition upon application. | 
-|{{ra>help?24|Help}} |**Omniburned** creatures are aflame with unnaturally-durable fire. | 
-|::: |{{fa>minus-circle?18&align=left}} Omniburned is not removed by water or the Frozen condition. \\ \\ {{fa>minus-circle?18&align=left}} Omniburned does not remove the Frozen condition. | 
- 
-|{{ra>help?24|Help}} |**Dissolving** creatures are being broken down at the molecular level. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. | 
- 
-|{{ra>help?24|Help}} |**Choking** creatures aren't able to breathe or otherwise freely intake/vent gases. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. | 
- 
-|{{ra>help?24|Help}} |**Electrified** creatures are dangerously charged with electric energy. | 
-|::: |{{fa>minus-circle?18&align=left}} At the end of each turn, subject and all other creatures within 2 meters lose 1 Endurance (unless recovery is successful). If no Endurance remains, lose Vitality instead. \\ \\ {{fa>plus-circle?18&align=left}} If no other creatures are within 2 meters, this condition has no effect. | 
- 
-====== Enterprises ====== 
- 
-^Mariner 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. | 
mariner.1560544395.txt.gz · Last modified: 2019/06/14 14:33 by kyle