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rainmaker [2020/03/04 08:15]
kyle
rainmaker [2020/11/19 14:07] (current)
kyle
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-  * Lock on, free action attack vs target location subject was in at end of LAST turn 
-  * instant fall of airborne targets (lose up to 50 meters, maybe?) 
-  * destroys up to 1m of solid material overhead 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//At first they weren't very impressed when I told them I was going to defend their village with just my sword, but then I explained that I meant my Swift Weaponized Orbital Reconnaissance and Deployment system.//+//At first they weren't very impressed when I told them I was going to defend their village with just my swords, but then I explained that I meant my Swift Weaponized Orbital Reconnaissance and Deployment System.//
  
-.+Rainmakers are target-callers for some external source of weaponry high above them- this could be a satellite, gunship, bomber squadron, floating eldritch abomination, or whatever. You tell it where to strike, and after a short delay it does so //with extreme prejudice//. Rainmaker attacks have excellent range and area of effect but are nigh-useless underground, meaning the archetype is of limited utility to adventurers that spend a lot of time in deep dark dungeons.
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Rainmaker]] ^^Death from above. | ^[[#Rainmaker]] ^^Death from above. |
-|{{fa>caret-right?24}} |[[#Automation]] |Reload faster and fire remotely. | +|{{fa>caret-right?24}} |[[#Birdseye]] |Get a view from above. | 
-^[[#Enterprises]] ||Demolition Ground \\ Rainmaker School \\ Squad |+|{{fa>caret-right?24}} |[[#Earthfall]] |Bring down the airborne. | 
 +|{{fa>caret-right?24}} |[[#Expediency]] |Remove delay or increase damage. | 
 +|{{fa>caret-right?24}} |[[#Lock On]] |A target can't escape. | 
 +|{{fa>caret-right?24}} |[[#Smite]] |Hit one target hard. | 
 +^ ^^^
  
 ====== Rainmaker ====== ====== Rainmaker ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Lay Down a Beacon:** As an action, you may mark any target space within 50 meters. At the beginning of your next turn, you make a Whelm attack as a free action against the targeted space and all other spaces within 5 meters of it. make a Whelm attack against a target space plus all other spaces within 2 meters of the target. Range is 100 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the BleedingDizzy, or Numb conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Extreme Damage Bonus:** This weapon is overwhelmingly powerful, dealing +10 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>plus-circle?24&align=left}}**Destroyer:** The sheer force of the attack destroys any objects made of wood (or materials of similar durability such as plasticsplaster or fiberglass) in its target area. Stone objects and structures are also damaged at the referee's discretion. If this results in a large pile of debris, the target area might also become difficult terrain. \\ \\ {{fa>minus-circle?24&align=left}}**Huge:** The weapon is far too large to simply be carried around under normal circumstances, acting as a creature two sizes larger than its wielder. (If you are roughly human-sized, this means your artillery pieces are size 7 and occupy a space and all other spaces within 2 meters). You can fire the weapon so long as you are physically adjacent to or sharing a space with itbut if you move away then you can't anymore. \\ \\ {{fa>plus-circle?24&align=left}}**Constructable:** If you lack an easy means of transporting your artillery to wherever you need it (such as a vehicle or team of assistants) you can create a new one wherever you are by assembling the key pieces. Creating an artillery piece requires a few hours of work and 5 Supply/uses of a Tool Box item. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** Artillery takes an incredibly long time to reload. You must spend 10 actions reloading before it is ready to fire again. Allies can help you with this, even if they don't have any levels in ArtilleristIn order to contribute an action towards reloading the artillery, a creature must be either adjacent to or sharing a space with it. \\ \\ {{fa>minus-circle?24&align=left}}**Inaccuracy:** Artillery are somewhat inaccurate compared to smaller, more manageable weaponry. All artillery attacks have a failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Misfire:** If an artillery attack fails for any reason (including the standard universal failure chance suffered by all artillery) it does not simply fizzle. The attack goes off as normal, but targets different location than intended within 10 meters of the intended target. The referee can determine where the shot lands randomly or simply pick the least convenient place. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth\\ \\ {{fa>minus-circle?24&align=left}}**Heavy Ammunition:** Attacking with this weapon always uses point of Supply or one use of an Ammo Bag item regardless of the trigger die resultThis weapon cannot be used if you have no Supply/Ammo Bag uses remaining. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Radio Coordinates:** As an action, you may invisibly mark any target space within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Delayed Strike:** At the beginning of your next turn after marking a space, you make a Whelm attack as a free action against that space and all other spaces within 5 meters of it. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the CrackedCrippled, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Powerful:** This weapon is more powerful than normal, dealing +damage with every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>plus-circle?24&align=left}}**Skyfaller:** Because this weapon's attacks come from aboveit ignores cover from objects between you and the targeted destination. \\ \\ {{fa>minus-circle?24&align=left}}**Setup = Attack:** Marking a target location for an attack to strike counts as an attack action for all game mechanical effects, such as double-attacking or the Nauseous condition. \\ \\ {{fa>minus-circle?24&align=left}}**Umbrella:** Any creatures with a roof over their heads are immune to this weapon's attacksOnly targets with nothing above them but sky are vulnerable to sky-deployed weaponry. \\ \\ {{fa>minus-circle?24&align=left}}**Uncancelable:** Once you've marked target location, you cannot stop the attack from striking it at the beginning of your next turn even if you'd rather it didn't. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** Roll trigger die when you mark a target location for this weapon to strikeWhen its result is 1-6, mark off SuppliesYou cannot mark a location if you have no Supplies remaining. This trigger die roll is separate from the trigger die rolled as part of the attack, which has no chance to consume Supplies. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 100 meters, up to a maximum of 1000 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries failure chance. Failure chance is 3 for targets within 101-200 meters, 6 for targets within 201-500 meters, and 9 for targets within 501-1000 meters. If an artillery attack fails, it causes a misfire as normal rather than simply wasting the effect. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can mark a target space further away than 50 meters, up to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Extra Calculations:** Marking space within 51-500 meters takes two actions to perform instead of only one. |
 ^ ^^^ ^ ^^^
  
 ^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 roundlose 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>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 attackCracked is applied to the subject immediately after damage is dealt. | 
-|{{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 actionsis unaffected. | +|{{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 --> -> 1 -> 0). | 
-|{{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. |+|{{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. |
  
-====== Automation ======+====== Birdseye ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Self-Reloading:** Each round at the beginning of your turnthe artillery automatically reduces the remaining number of actions required to reload it by 2. You or other adjacent creatures can speed this along the normal way by spending actions of your own, but the artillery can completely reload itself given time+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Aerial Recon:** Communication between you and your attack source is not strictly one-way. When you mark a target spaceyou can choose to request a survey rather than an attack. You immediately gain an image of the target space and all other spaces within 20 meters of it as seen from above\\ \\ {{fa>plus-circle?24&align=left}}**Unweaponized:** Using this ability does not count as a weapon attack for purposes of double-attacking or the Nauseous condition. You can do it as much as you want with no penalty. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** Your image is very high-resolution and detailed, but still at quite a long vantage point. Anything size 3 (approximately the size of a wastebasket) or smaller will not be clearly identifiable. Anything hiding under cover will also not be visible. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die every time you use Birdseye to gain intel about an area. If the result is 1, doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Overdrive:** You can choose to instantly reduce the number of actions required to reload your artillery by 10 as free action during your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Reloading your artillery piece instantly costs 1 Supply or use of a Tool Box item. |+
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Remote Strike:** You can aim and fire your artillery piece without having to actually be anywhere near it and may do so from anywhere with the press of a button (so long as the artillery piece is loaded and prepped for firing). Range and obstacles are calculated from the artillery piece's actual locationnot from your location. |+ 
 +====== Earthfall ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**The Heavens Are Of Me, Not Thee:** When you attack a target with this weapon that is currently airborne for any reason (flying, jumping, etc) they immediately lose up to 10 meters of elevation. If the trigger die is 10+, they lose up to 20 meters of elevation instead. \\ \\ {{fa>plus-circle?24&align=left}}**Forced Fall:** If target of the attack ends up hitting the ground (or another solid surface) as a result of this elevation loss, they take fall damage in addition to damage from the weapon itself (1 point per 3 meters fallen, applied directly to Flesh). Fall damage is applied to the target immediately after weapon damage. \\ \\ {{fa>minus-circle?24&align=left}}**Distance Calculation:** Only the actual distance between a target and the ground is taken into account when calculating fall damage. For example, if a target was flying 3 meters above the ground, they lose only 1 point of Flesh from their fall even though they could have fallen up to 10 meters. | 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bring it Down:** You may choose for the attack to utterly splinter anything in its target area made of wood or similarly-durable materials (plastic, bone, ice, etc), and also destroy up to 1 meter's thickness of stone or similarly-durable material such as concreteThis allows it to punch holes in rooftops and strike any creatures hiding underneath them. \\ \\ {{fa>plus-circle?24&align=left}}**Buried Alive:** Any creatures that were underneath a roof you destroyed with this attack are left partially buried in its rubble. This effectively causes them to gain the Grabbed condition from the ruins of whatever building they're inpreventing any movement until they recover from it. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy Ammo:** When choosing to use the this ability, you must always spend a point of Supplies when marking the target area. You no longer roll a trigger die for this; it happens automatically. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Expediency ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Don't Make Me Beat You Like a Government Mule, Now:** You can choose to eliminate the normal 1-round delay when calling for an attack with this weapon. You call, then it comes instantly. Use a single trigger die to both determine Supplies consumption from marking the location and to resolve the attack itself. \\ \\ {{fa>plus-circle?24&align=left}}**You Better Be On Goddamn Point:** Alternately, you can choose to leave the normal delay in place. If you allow your overhead weapon the luxury of taking the extra time to aim, bonus damage from the attack is increased from +2 to +5 instead. | 
 +^ ^^^ 
 + 
 +====== Lock On ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Tracking Shots:** When you mark a target, you can choose to mark a creature instead of a location. When the attack comes at the beginning of your next round, it will strike the target creature regardless of whether they have moved to a new position during their previous turn. \\ \\ {{fa>plus-circle?24&align=left}}**Large Targeting:** If you mark a creature that's large enough to take up multiple spaces, the target space of the attack is always considered to be their center space. | 
 +^ ^^^ 
 + 
 +====== Smite ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Precision Strike:** When making an attack with this weapon, you can choose to strike and damage just one single creature instead of every creature in the target area. All targets other than your lone intended target are left unharmed. \\ \\ {{fa>plus-circle?24&align=left}}**Deadly:** When you use the Smite ability to attack only one target, the attack is considered an assassination strike (if the target is not expecting an attack and is of your level or lower, they are instantly killed by it regardless of defenses or remaining Flesh). | 
 +^ ^^^
  
-^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. | 
-^Rainmaker 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. | 
rainmaker.1583334905.txt.gz · Last modified: 2020/03/04 08:15 by kyle