User Tools

Site Tools


mesmer

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
mesmer [2019/10/21 14:05]
kyle
mesmer [2020/11/19 14:21] (current)
kyle
Line 1: Line 1:
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//My boarding-school headmaster tried to enforce proper behavior via implanting subliminal messages into our reading primers, but I thwarted him by looking at sexy woodcut prints instead. And also by burning his house down.//
  
-.+To everyone else, combat is about destroying your enemy's body before they destroy yours. To a Mesmer, attacking the mind is equally important if not more so. The nature of mind control is such that it can very easily be turned to evil ends, but like all offensive abilities mesmerism is a tool that can be used for both wicked and noble purposes according to the will of its wielder.
  
 ^[[#Mesmer]] ^^Wield psychic power. | ^[[#Mesmer]] ^^Wield psychic power. |
-|{{fa>caret-right?24}} |[[#Fireproof]] |Ignore and snuff fires. | +|{{fa>caret-right?24}} |[[#Convoke]] |Bring them in. | 
-^[[#Enterprises]] ||Mesmer School |+|{{fa>caret-right?24}} |[[#Domination]] |Assume direct control. | 
 +|{{fa>caret-right?24}} |[[#Enthrall]] |Charm them. | 
 +|{{fa>caret-right?24}} |[[#Fratricide]] |They harm each other more. | 
 +|{{fa>caret-right?24}} |[[#Scorn]] |Slay the weak-minded. | 
 +^ ^^^
  
 ====== Mesmer ====== ====== Mesmer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Flash:** As an action, you may inflict the Confused condition on any subject within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Cost:** Roll a trigger die when inflicting the Confused condition this way. If the result is 1-3, then doing so costs 1 Supply or use of a Fuel Can item. You cannot use this ability if you have no Supply/Fuel Can uses remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Brainwash:** As an action, you may inflict the Confused condition on any subject within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Weaponized:** This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when inflicting the Confused condition this way. If the result is 1-3, then doing so costs 1 Mojo. You cannot use this ability if you have no Mojo remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Shadow Weapons:** You know how to enhance your weapons with material antithetical to reason. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Confused condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Yellow Sign:** You know how to enhance your weapons with material antithetical to reason. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Confused condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Monoelemental:** Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time. |
 ^ ^^^ ^ ^^^
  
Line 20: Line 24:
 |{{ra>reverse?32&align=left}} ^Confused |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. | |{{ra>reverse?32&align=left}} ^Confused |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. |
  
-====== Fireproof ======+====== Convoke ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Flame Sheath:** You no longer take any damage from the Burning condition. If you have the Burning condition and don't want it, you can remove it from yourself as a free action at any time during your turn. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Come To Me:** When you inflict the Confused condition to a target, you also implant an irresistible urge to approach you. At the beginning of a confused subject's turnthey must take a movement action to approach you by as direct a route as possible. This happens to a subject regardless of whether Confused takes effect that turn for them. \\ \\ {{fa>minus-circle?24&align=left}}**Somnambulism:** The movement action induced by Convoke is a free action for its subject. The subject is not required to pass through obvious danger (off a cliff, through caltrops, etc) in order to approach you but will try to find the best way around that's available. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Snuff Out:** As an action, you can put out all fires (including both environmental fires and the Burning condition on any creatures) in a 1-meter space within throwing range (0-10 meters) of your location\\ \\ {{fa>plus-circle?24&align=left}}**Kill the Lights:** Any Light items in the target space (either held by a creature or unattended) are extinguished and must be re-lit to regain their benefitsIlluminator lights (from the Outfitter class' Illuminator ability) are immune to this effect+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mindbreaker:** When you kill a subject with any weapon attack and the trigger die is 12, you can choose for the subject to be mindbroken instead of killedMindbroken subjects survive with 1 Flesh and are permanently bound to you, following you everywhere and trying their best to do things that they think will please youThey are also clearly and irrevocably insaneThe referee controls the actions of a mindbroken subject, and they could possibly be more trouble than they're worth. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Mass Quench:** You can put out all fires within 2 meters of the target space instead of only the target space. \\ \\ {{fa>plus-circle?24&align=left}}**Supply Cost:** Snuffing massive fires in this manner costs 1 Supply or Component Pack use. |+
 ^ ^^^ ^ ^^^
  
-====== Hellfire ======+====== Domination ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Napalm:** Fires you start (both environmental and via inflicting the Burning condition) cannot be quenched by water or by transport to an airless environment. They'll even burn in space. \\ \\ {{fa>plus-circle?24&align=left}}**Charnelhouse:** When creatures attempt to recover from Burning conditions that you createdthey lose Vitality on result of 1-6 instead of 1-4. \\ \\ {{fa>plus-circle?24&align=left}}**Brilliant:** Fires you set are brighter than normalAll spaces within 5 meters of the target become well-litand all spaces out to 10 meters increase light level by one step (darkness -> dim light -> well-lit). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Brain Puppet:** You can spend an action to force any target within 20 meters that currently has the Confused condition to take any single action of your choice (including dangerous or self-destructive ones like attacking their alliesmoving into dangerous location, or similar). \\ \\ {{fa>minus-circle?24&align=left}}**Fast Control:** The actions you force your target to make are free actions for themThey still get their normal amount of actions on their next turn that they can spend any way they wish (unless Confused procs on themanyway). |
 ^ ^^^ ^ ^^^
  
-====== Molotov ======+====== Enthrall ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Firebomb:** You can toss lit flask of something burny to any point in throwing range (0-10 meters) as an actionThe target space and all adjacent spaces catch on fire and become difficult terrain (requiring two meters of movement speed for every one traveled). Any creature in the area when you throw the Molotov or that subsequently passes through any space covered by your burning puddle immediately gains the Burning condition\\ \\ {{fa>plus-circle?24&align=left}}**Burnout:** Burning oil puddles exhaust their fuel supply and go out on their own at the end of the current exploration turn unless there was something else flammable nearby to spread to. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Cost:** Roll a trigger die when throwing a molotov. If the result is a 1-3, then doing so costs 1 Supply or use of a Fuel Can itemYou cannot use this ability if you have no Supply/Fuel Can uses remaining. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Trust In Me:** When you inflict the Confused condition to subject, they briefly forget that you are an enemyUntil the beginning of your next turn, the subject has a special failure chance of 12 with all attacks made against you. 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Oil:** You can choose to throw non-lit oil instead of a molotov. This makes the target spaces difficult terrain as usual but does not catch them on fire. If any source of fire touches an oil puddle, the entire area instantly bursts into flame as per a normal Molotov. |+^ ^^^ 
 +^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Charm Person:** When you inflict the Confused condition to a target, you can choose to charm them longer-term. The target treats you (and only you, not necessarily your allies) as a trusted friend until the end of the current exploration turn, effectively changing their attitude to Welcoming. \\ \\ {{fa>minus-circle?24&align=left}}**Charm Cost:** Charming target in this way costs Mojo in addition to any other costs. \\ \\ {{fa>minus-circle?24&align=left}}**Fragile Peace:** If you make any kind of offensive action against charmed target (or obviously allow an ally to do the same) the effect is immediately broken and the subject remembers what you really are. |
 ^ ^^^ ^ ^^^
  
-====== Pyromania ======+====== Fratricide ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Heh Heh Heh:** Burning things gives you a deep, satisfying thrill. Every time you set something on fire or apply the Burning condition to a creature, you regain 1 point of lost Endurance (up to a maximum equal to your Vitality). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Claudius:** Creatures currently suffering from the Confused condition that you inflicted on them deal +2 damage with all weapon attacks against themselves or any of their allies. |
 ^ ^^^ ^ ^^^
  
-====== Wildfire ======+====== Scorn ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**To Destroy All You've Done:** Fire tends to  spread much more quickly when you're aroundAt the beginning of your turn, you can set fire to one space or inflict the Burning condition on one creature of your choice within 20 meters as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Spark Seed:** You cannot set anything on fire with Wildife unless it is located within 2 meters of another source of flame (burning environmental space or creature with the Burning condition)+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Superior Brains:** You find it easier to overload minds that are less sophisticatedAll your weapon attacks deal +2 damage to creatures with the Simple weakness (this includes most animals and anything else in your campaign world that lacks sapience, such as possibly robots, zombies, golems, slimes, or what have you). \\ \\ {{fa>plus-circle?24&align=left}}**Undeniable Power:** This effect even works against creatures with the Simple weakness that are also immune to the Confused condition for whatever reasonThey may not be manipulable, but they are still as nothing before you. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Conflagration:** You can spread fire up to three times at the beginning of your turn as a free action instead of only once. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Cost:** Spreading fire rapidly in this manner costs 1 Supply or Fuel Can use. |+
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Firebug 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. | 
  
mesmer.1571688357.txt.gz · Last modified: 2019/10/21 14:05 by kyle