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miasmist [2019/11/14 13:11]
kyle
miasmist [2020/11/19 13:40] (current)
kyle
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 //Sir, I have for the last week eaten nothing save lentil casserole, discount unsalted pemmican, spicy curry of questionable provenance, and a slightly fermented potato salad I found behind the rail station. Now sir, I ask you to pull my finger. Pull it good and hard, sir, and then you tell me if you still believe there is a God.// //Sir, I have for the last week eaten nothing save lentil casserole, discount unsalted pemmican, spicy curry of questionable provenance, and a slightly fermented potato salad I found behind the rail station. Now sir, I ask you to pull my finger. Pull it good and hard, sir, and then you tell me if you still believe there is a God.//
  
-Miasmists attack by creating a cloud of damaging material around a target location which can have lingering effects on the battlefield without any further intervention needed on their part. This most often takes the form of (war-crimey) poison gas but can be easily re-flavored to create similar other effectsfor example, an ice magician might combine this class with a few levels in Cryophile to create small, localized blizzards. +Miasmists attack by creating a cloud of damaging material around a target location which can have lingering effects on the battlefield without any further intervention needed on their part. This most often takes the form of (war-crimey) poison gas but can be easily re-flavored to create similar other effects (for example, an ice magician might combine this archetype with a few levels in [[Cryophile]] to create small, localized blizzards)
  
 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}} |[[#Storm]] |Area becomes tough to deal with. | |{{fa>caret-right?24}} |[[#Storm]] |Area becomes tough to deal with. |
 |{{fa>caret-right?24}} |[[#Tainted]] |Immunity to your own miasma. | |{{fa>caret-right?24}} |[[#Tainted]] |Immunity to your own miasma. |
-^[[#Enterprises]] ||Demolition Ground \\ Miasmist School \\ Squad |+^^^
  
 ====== Miasmist ====== ====== Miasmist ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against any target(s) within a a space of your choice in throwing range (0-10 meters), plus all adjacent spaces. \\ \\ {{fa>plus-circle?24&align=left}}**Lingering:** When the trigger die is 7+, the attack's effects linger for an additional round. At the beginning of your next turn as a free action, you may make another Miasmist attack in the exact same location as before. This lingering attack does not consume Supply regardless of the trigger die result. If the lingering attack's trigger die is also 7+, it continues to linger for another round. This can keep happening again and again for as long as the trigger die's result is 7+. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Bleeding, or Choking conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Concentration:** Repeated exposure to this weapon's effects in a short time has drastically diminishing returns. After you've attacked a target with your Misasmist weapon once during a round, all further Miasmist attacks from you against them until the beginning of your next turn have a special failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Wind Interference:** You cannot use lingering attacks at all when in an area of high wind; your Miasmist clouds are scattered almost as soon as you make them. Regular attacks are unaffected by the wind conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its center point. Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-6, the attack uses point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. Lingering after-attacks do not use or require Supply. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Whelm attack against any target(s) within a a space of your choice in throwing range (0-10 meters), plus all adjacent spaces. \\ \\ {{fa>plus-circle?24&align=left}}**Lingering:** When the trigger die is 7+, the attack's effects linger for an additional round. At the beginning of your next turn as a free action, you may make another Miasmist attack in the exact same location as before. This lingering attack does not consume Supplies regardless of the trigger die result. If the lingering attack's trigger die is also 7+, it continues to linger for another round. This can keep happening again and again for as long as the trigger die's result is 7+. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Bleeding, or Choking conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>minus-circle?24&align=left}}**Wind Interference:** You cannot use lingering attacks at all when in an area of high wind; your Miasmist clouds are scattered almost as soon as you make them. Regular attacks (the kind that you spend an action to make) are unaffected by the wind conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its center point. Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-6, mark off Supplies. This weapon cannot be used if you have no Supplies remaining. Lingering after-attacks do not use or require Supplies. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Following Cloud:** When you make a lingering attack, you may choose to move the target location up to 2 meters away from where it was during your last turn. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Following Cloud:** When you make a lingering attack, you may choose to move the epicenter of the effect up to 2 meters away from where it was during your last turn. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Clinging Effluvia:** Your attacks leave behind noxious vapors which can have deleterious effects on those who pass through them. When any creature enters a space that was targeted by one of your Miasmist attacks during the last roundyou roll a trigger die. If the result is 7+, that creature immediately gains the Bleary, Bleeding, or Choking condition (your choice which one). \\ \\ {{fa>minus-circle?24&align=left}}**Limited Exposure:** You may make this check only once per such target that passes through an affected area, no matter how many affected spaces they enter. Creatures that have already been directly targeted by your Miasmist attack during your previous turn are immune to this effect. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Clinging Effluvia:** You can choose to make your attacks particularly nastycapable of inflicting one of their relevant conditions (Bleary, Bleeding, or Choking) regardless of the trigger die result instead of only on a 10+This effect also extends to all lingering attacks made afterward. \\ \\ {{fa>plus-circle?24&align=left}}**Overwhelmingly Vile:** If the trigger die rolled with a Malaise attack is 10+, you deal two conditions of your choice to all targets struck. \\ \\ {{fa>minus-circle?24&align=left}}**Expensive Compaction:** Throwing a Malaise-empowered Miasmist attack always costs 1 Supplies regardless of the result on the trigger die. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nurgle's Chosen:** You are completely immune to your own Miasmist attacks and cannot be damaged or gain any conditions from them (including elemental conditions if relevant, even if you are not normally immune to those conditions). \\ \\ {{fa>plus-circle?24&align=left}}**Unruffled:** If you also know the Storm ability from this class, you are also immune to the secondary hindering effects of your own attacks (partial concealment, impaired movement). \\ \\ {{fa>minus-circle?24&align=left}}**Only You To Yours:** Your allies are not immune to your attacks and can still be damaged by your miasma clouds. You have no special protection from Miasmist attacks used by your enemies or anyone other than yourself. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nurgle's Chosen:** You are completely immune to your own Miasmist attacks and cannot be damaged or gain any conditions from them (including elemental conditions if relevant, even if you are not normally immune to those conditions). \\ \\ {{fa>plus-circle?24&align=left}}**Unruffled:** If you also know the Storm ability from this archetype, you are also immune to the secondary hindering effects of your own attacks (partial concealment, impaired movement). \\ \\ {{fa>minus-circle?24&align=left}}**Only You To Yours:** Your allies are not immune to your attacks and can still be damaged by your miasma clouds. You have no special protection from Miasmist attacks used by your enemies or anyone other than yourself. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Demolition Ground |Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply 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. | 
-^Miasmist 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. | 
-^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 Supply. | 
miasmist.1573762313.txt.gz ยท Last modified: 2019/11/14 13:11 by kyle