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poisoner [2019/11/14 13:11]
kyle
poisoner [2021/04/02 14:46] (current)
kyle [Paracelsus]
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 ~~NOTOC~~ ~~NOTOC~~
  
-//A beach holiday? No thanks. once got bitten on the unmentionables by sea-viper while getting some sun and my useless manservant Hugo refused to suck out the venom for me. In the end had to suck it out myself.//+//Why wouldn'trust scorpion-man bartender? If anything, I'd think he'd be a natural.//
  
-Poisoners tend to be stereotyped as villainous (or at least cowardly) but there's no rule that says they have to be either of these things. Venomous animals are often natural Poisoners, and the class conceptually pairs very well with the Healer and Injector ones. Just don't lean on poison too hard if you fight a lot of robots.+Poisoners tend to be stereotyped as villainous (or at least cowardly) but there's no rule that says they have to be either of these things. Venomous animals are often natural Poisoners, and the archetype conceptually pairs very well with the Healer and Injector ones. Just don't lean on poison too hard if you fight a lot of robots.
  
 ^[[#Poisoner]] ^^Wield toxins. | ^[[#Poisoner]] ^^Wield toxins. |
 +|{{fa>caret-right?24}} |[[#Contagion]] |The condition spreads. |
 +|{{fa>caret-right?24}} |[[#Euphoric]] |Hard to remove. |
 |{{fa>caret-right?24}} |[[#Locusta]] |Assassinate via food. | |{{fa>caret-right?24}} |[[#Locusta]] |Assassinate via food. |
-|{{fa>caret-right?24}} |[[#Overdose]] |Stack toxicity. | 
 |{{fa>caret-right?24}} |[[#Paracelsus]] |Benefit from being poisoned. | |{{fa>caret-right?24}} |[[#Paracelsus]] |Benefit from being poisoned. |
-|{{fa>caret-right?24}} |[[#Sapper]] |Toxicity saps life. | 
 |{{fa>caret-right?24}} |[[#Side Effects]] |Inflict bonus conditions. | |{{fa>caret-right?24}} |[[#Side Effects]] |Inflict bonus conditions. |
-^[[#Enterprises]] ||Poisoner School |+^^^
  
 ====== Poisoner ====== ====== Poisoner ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bio Blast:** As an action, you may inflict the Poisoned 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 Poisoned 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}}**Bio Blast:** As an action, you may inflict the Poisoned 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}}**Provisions:** Roll a trigger die when inflicting the Poisoned condition this way. If the result is 1-3, then doing so costs 1 Provisions. You cannot use this ability if you have no Provisions remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Poisoned Blades:** You know how to enhance your weapons with venom. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Poisoned 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}}**Poisoned Blades:** You know how to enhance your weapons with venom. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Poisoned 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. |
 ^ ^^^ ^ ^^^
  
 ^Condition ^^Explanation ^ ^Condition ^^Explanation ^
-|{{ra>brandy-bottle?32&align=left}} ^Poisoned |{{fa>minus-circle?18&align=left}} Gain +1 toxicity at the end of each round. Successfully throwing off the condition prevents toxicity gain for that round. \\ \\ {{fa>minus-circle?18&align=left}} If toxicity ever equals 7+, Flesh becomes 0. \\ \\ {{fa>minus-circle?18&align=left}} Toxicity reverts to 0 at end of current exploration turn. |+|{{ra>brandy-bottle?32&align=left}} ^Poisoned |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remainslose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. \\ \\ {{fa>minus-circle?18&align=left}} Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn. |
  
-====== Locusta ======+====== Contagion ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Delicious Death:** You can poison any food, drink or similar consumable that you can get your hands on as an actionIf any creature consumes the tainted material, they die a short time afterwards (anywhere from the next round to a minute or so, depending on what's dramatically appropriate). You do not need to be present or even conscious/alive to assassinate creatures in this way. \\ \\ {{fa>minus-circle?24&align=left}}**Assassination Limits:** As with weapon assassinations, a target must be of your own level or lower in order to be instantly killed by eating your poisoned food. If they are higher level than you, they simply gain the Poisoned condition insteadAnything that is immune to the Poisoned condition is also immune to being assassinated via poison. \\ \\ {{fa>minus-circle?24&align=left}}**Fuel Cost:** Roll a trigger die when poisoning food. If the result is a 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}}**Cover Your Mouth:** Your poisons are highly transmissibleEvery time a target is damaged by a Poisoned condition that you inflicted on themall adjacent targets also gain the Poisoned condition. These secondary targets are also considered to have been poisoned by you, meaning that they can go on to spread the condition to further targets. \\ \\ {{fa>plus-circle?24&align=left}}**Inoculation:** You and your allies are immune to being poisoned through the use of this ability (unless you don't want to be), even if adjacent to a poisoned subject when they are damaged. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Special For You:** Through clever silverware-switching, portion sizing, chemical engineering or some other trickery you can poison only targets you want to be poisoned through the use of Locusta (for example, you can poison only Lord Toastwanker and not his wife even if they eat off each othersplatesor poison all the goblins and not yourself even if they make you taste it in front of them first). \\ \\ {{fa>minus-circle?24&align=left}}**Higher Cost:** Precision poisoning requires more material and preparation. Making use of this option always costs 1 Supply/Fuel Can use; you don't even need to roll the trigger die anymore. |+
 ^ ^^^ ^ ^^^
  
-====== Overdose ======+====== Euphoric ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Vileness Overwhelming:** Every time you would inflict the Poisoned condition to a target that already has it (and thus normally wouldn't actually do anythingyou increase their toxicity level by 1 point. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Feels Good, Man:** Your poisons overload their target's systems in a pleasurable way, making them very hard to want to fight off despite their drawbacks. When you poison a target (either directly or indirectly through the use of the Contagion ability), the condition can only be removed by a recovery check roll of 11+ instead of the normal 9+. | 
 ^ ^^^ ^ ^^^
  
-====== Paracelsus ======+====== Locusta ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Feast of Corruption:** Every time you gain point of toxicity from the Poisoned conditionyou regain 2 points of Energy|  +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Delicious Death:** You can poison any food, drink or similar consumable that you can get your hands on as an action. If any creature consumes the tainted material, they die short time afterwards (anywhere from the next round to a minute or sodepending on what's dramatically appropriate)You do not need to be present or even conscious/alive to assassinate creatures in this way. \\ \\ {{fa>minus-circle?24&align=left}}**Assassination Limits:** As with weapon assassinations, a target must be of your own level or lower in order to be instantly killed by eating your poisoned food. If they are higher level than you, they simply gain the Poisoned condition instead. Anything that is immune to the Poisoned condition is also immune to being assassinated via poison. \\ \\ {{fa>minus-circle?24&align=left}}**Commissary Cost:** Roll a trigger die when poisoning food. If the result is a 1-3then doing so costs Provisions. You cannot use this ability if you have no Provisions remaining. |  
-^ ^^^ +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Special For You:** Through clever silverware-switching, portion sizing, chemical engineering or some other trickery you can poison only targets you want to be poisoned through the use of Locusta (for example, you can poison only Lord Toastwanker and not his wife even if they eat off each others' plates, or poison all the goblins and not yourself even if they make you taste it in front of them first). \\ \\ {{fa>minus-circle?24&align=left}}**Higher Cost:** Precision poisoning requires more material and preparation. Making use of this option always costs 1 Provisions; you don't even need to roll the trigger die anymore. |
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hexxus:** For every 2 points of toxicity you currently have from the Poisoned conditionyou deal +damage with all weapon attacks. | +
-^ ^^^ +
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Mithridates:** You die when you reach 12+ toxicity from the Poisoned condition instead of 7+ as normal. |+
 ^ ^^^ ^ ^^^
  
-====== Sapper ======+====== Paracelsus ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Life Ticks Away:** Every time a creature gains a point of toxicity from one of your poisons, they also lose 1 point of Energy. If they have no Energy remaining, they lose Flesh instead. \\ \\ {{fa>plus-circle?24&align=left}}**Me Special:** You are immune to this effect if you poison yourself somehow (either accidentally or intentionally in order to use the Paracelsus ability). | +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Mithridates:** You can recover any Energy/Flesh lost from the Poisoned condition normally without having to wait until the next exploration turn, even if you haven't thrown the condition off yet. |
 ^ ^^^ ^ ^^^
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hexxus:** You deal +2 damage with all weapon attacks while you have the Poisoned condition. \\ \\ {{ra>doubled?24&align=left}}**Poison Elemental:** If you also have the [[Adamant]]'s Mechanical ability, you have the ability to gain the Poisoned condition (and thus enjoy the bonus offense from the Paracelsus ability) but remain completely immune to all damage from being poisoned as normal. Despite Poisoned now being a wholly beneficial boon to you rather than a negative condition, you still must roll to recover from it normally at the end of each turn (but you can re-apply it to yourself if desired). |
 +^ ^^^
 +
 +concentrated: removes Energy on 1-8 instead of 1-4.
  
 ====== Side Effects ====== ====== Side Effects ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Extra Horror:** When you inflict the Poisoned condition to a target, you may choose to inflict another condition on them as well. Roll an additional trigger die to find out which condition is inflicted: 1-3 Choking, 4-6 Dizzy, 7-9 Nauseous, 10-12 Numb. \\ \\ {{fa>minus-circle?24&align=left}}**Subsumed:** You can inflict an extra condition via Side Effects once per target per exploration turn. Repeatedly poisoning a single target during a single battle only carries an additional side effect the first time you do it. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Extra Horror:** When you inflict the Poisoned condition to a target, you may choose to inflict a random standard condition on them as well. Roll on the below chart to find out which one. \\ \\ {{fa>minus-circle?24&align=left}}**Subsumed:** You can inflict an extra condition via Side Effects once per target per exploration turn. Repeatedly poisoning a single target during a single battle only carries an additional side effect the first time you do it. | 
 ^ ^^^ ^ ^^^
  
-^Condition ^Explanation ^ +^Condition ^^^Explanation ^ 
-^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. | +|1 |{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | 
-^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. | +|2 |{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | 
-^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. | +|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. | 
-^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. | +|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 a weapon attack, Cracked is applied to the subject immediately after damage is dealt. | 
-====== Enterprises ====== +|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. | 
-^Poisoner 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. |+|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. | 
 +|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. | 
 +|11 |{{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. | 
 +|12 |{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
poisoner.1573762263.txt.gz · Last modified: 2019/11/14 13:11 by kyle