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trampler [2019/09/10 13:13]
kyle
trampler [2020/11/19 13:26] (current)
kyle
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 Trampler is largely the domain of hooved animals, wheeled vehicles, and spherical rolly-monsters but could potentially be usable by anybody willing to invest in some heavy boots. It's great against smaller targets but of limited or no utility against larger ones, so it's rarely a worthwhile investment for tiny creatures to take levels in. Trampler is largely the domain of hooved animals, wheeled vehicles, and spherical rolly-monsters but could potentially be usable by anybody willing to invest in some heavy boots. It's great against smaller targets but of limited or no utility against larger ones, so it's rarely a worthwhile investment for tiny creatures to take levels in.
  
-^[[#Trampler]] ^^Melee Weapon. Run them over. | +This is a weapon and subject to [[UWR|universal weapon rules]]. 
-|{{fa>caret-right?24}} |[[#Full Throttle]] |Keep pushing onward. | + 
-|{{fa>caret-right?24}} |[[#Juggernaut]] |Break on through. |+^[[#Trampler]] ^^Run them over. | 
 +|{{fa>caret-right?24}} |[[#Full Throttle]] |Attack multiple targets. | 
 +|{{fa>caret-right?24}} |[[#Juggernaut]] |Attack bigger targets. | 
 +|{{fa>caret-right?24}} |[[#Overrun]] |Roll over smaller targets. |
 |{{fa>caret-right?24}} |[[#Press]] |Trap them under you. | |{{fa>caret-right?24}} |[[#Press]] |Trap them under you. |
-|{{fa>caret-right?24}} |[[#Ram]] |Smash into targets too big to trample. | 
 |{{fa>caret-right?24}} |[[#Wild Plow]] |Knock targets aside. | |{{fa>caret-right?24}} |[[#Wild Plow]] |Knock targets aside. |
-^[[#Enterprises]] ||Trampler School \\ Trampler Squad | +^ ^^^
-^[[#Weaknesses]] ||Handless |+
  
 ====== Trampler ====== ====== Trampler ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stomp:** When you take an action to move, you can choose to run over a target standing in your path. This allows you to make a Melee attack against them. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the DizzyNauseous, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Critical Hits:** The attack critically hits (dealing double normal damage) when its associated trigger die is a 12. \\ \\ {{fa>plus-circle?24&align=left}}**Runt Crusher:** Size-based failure chances against smaller targets with this weapon are reduced by 12 (minimum 0). \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Assassinate:** If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealmentsize differences, etc). \\ \\ {{fa>plus-circle?24&align=left}}**Ignore Concealment:** This weapon ignores the normal failure chance from concealment (3 for partial6 for total). \\ \\ {{fa>minus-circle?24&align=left}}**Action-Dependent:** You can only make Trample attacks as part of a movement action. If you have any abilities that allow you to make moves as free actions (such as Vanguard from the Steadfast class) you cannot trample anybody when using them. \\ \\ {{fa>minus-circle?24&align=left}}**Dual Nature:** Movement actions that include a trampling target are mechanically considered to be both movement and attack actions for things such as double attacks or the effects of the Dizzy/Nauseous conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Single Target:** You can only attack a single target with this weapon per movement action taken, no matter how many targets you pass over. \\ \\ {{fa>minus-circle?24&align=left}}**Water Blocked:** This weapon cannot be used effectively at all while underwater or against targets that are underwater. \\ \\ {{fa>minus-circle?24&align=left}}**Larger Impossible:** You cannot use this weapon effectively against any creature your own size or larger than you are. \\ \\ {{fa>minus-circle?24&align=left}}**Cover Failure:** If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stomp:** When you take an action to move, you can choose to run over a target standing in your path. This allows you to make a Whelm attack against them. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the BleedingCracked, or Vulnerable conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Runt Crusher:** Size-based failure chances against smaller targets with this weapon are reduced by 12 (minimum 0). \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Ignore Concealment:** This weapon ignores the normal failure chance from concealment (3 for partial6 for total). \\ \\ {{fa>minus-circle?24&align=left}}**No Space Sharing:** Although you can freely move through the spaces occupied by smaller targets in order to attack themyou cannot end your turn while sharing such a space with them (unless they are at least 2 size categories smaller than yourself in which case space sharing is possible anyway without this ability). \\ \\ {{fa>minus-circle?24&align=left}}**Action-Dependent:** You can only make Trample attacks as part of a movement action. If you have any abilities that allow you to make moves as free actions (such as Vanguard from the [[Steadfast]] archetype) you cannot trample anybody when using them. \\ \\ {{fa>minus-circle?24&align=left}}**Dual Nature:** Movement actions that include a trampling target are mechanically considered to be both movement and attack actions for things such as double attacks or the effects of the Dizzy/Nauseous conditions. \\ \\ {{fa>minus-circle?24&align=left}}**Single Target:** You can only attack a single target with this weapon per movement action taken, no matter how many targets you pass over. \\ \\ {{fa>minus-circle?24&align=left}}**Larger Impossible:** You cannot use this weapon effectively against any creature your own size or larger than you are. |
 ^ ^^^ ^ ^^^
  
-^Condition ^Explanation ^ +^Condition ^^Explanation ^ 
-^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Endurance. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Endurance) during a movement action\\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | +|{{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
-^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Endurance 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. | +|{{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 conditionRegain 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
-^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Flow at the beginning of each round. |+|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
 ====== Full Throttle ====== ====== Full Throttle ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**CHOO CHOO MOTHERFUCKER:** When the trigger die is 7+, you can trample a second target as part of the same movement. There is no limit to how many t | +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**CHOO CHOO MOTHERFUCKER:** When the trigger die is 7+, you can attack a second target as part of the same movement. Roll a new trigger die for every target affected this way. There is no limit to how many targets you can attack during a single movement other than your movement rate and your luck on the trigger dice. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**No Brakes:** You can keep on moving (and trampling) even when the trigger die is 1-3. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you continue moving when you'd normally be stopped, you lose 1 point of Endurance. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Wham Bam Thank You Ma'am:** Once per movement action takenyou can simply knock down a single creature standing in your path. This immediately inflicts the Prone condition to them and allows you to pass through (but not stop in) the space they occupy. \\ \\ {{fa>plus-circle?24&align=left}}**Weight Limit:** You can only knock down a target with Juggernaut if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). \\ \\ {{ra>doubled?24&align=left}}**OOOOOHHHHH YYYYEEEEAAAHHHH:** If you know the Door Kicker ability from the Powerhouse class, you can smash through anything you're capable of breaking with it as part of a movement action instead of knocking down a creature\\ \\ {{ra>doubled?24&align=left}}**Stompy Time:** If you have levels in the Trampler class, you can use it to attack creatures you smash through. |+^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Wham Bam Thank You Ma'am:** You can bowl over and trample larger targets than normaland are no longer limited only to targets smaller than you are. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only knock down a target with Juggernaut if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). \\ \\ {{ra>doubled?24&align=left}}**OOOOOHHHHH YYYYEEEEAAAHHHH:** If you know the Door Kicker ability from the [[Powerhouse]] archetype, you can smash through anything you're capable of breaking with it as part of a movement action. This counts as an attackpreventing you from doing it more than once per movement or attacking any other targets as part of the same movement (unless you also know the Full Throttle ability from this archetype). |
 ^ ^^^ ^ ^^^
  
-====== Press ======+====== Overrun ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Flop Onto:** You may stop moving while sharing a space with a creature you are trampling. Doing so immediately causes you to automatically apply the Grabbed condition to all creatures trapped underneath you. \\ \\ {{fa>plus-circle?24&align=left}}**Heel Grinder:** If you start a new turn grabbing any creature(s) with this ability, you automatically use a Trampler attack on them as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Positioning-Dependent:** As soon as you move off, the Grabbed condition is automatically removed. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bugs On Your Windshield:** Creatures two or more sizes smaller than yourself are exceptionally easy to crush underneath you and hardly slow you down at allUp to five such creatures are only counted as a single target for purposes of your limit of one attacked target per trample. |
 ^ ^^^ ^ ^^^
  
-====== Ram ======+====== Press ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Smash Into:** You can use Trampler attack by smashing directly into your target instead of moving over them. This allows you to use trample attacks against targets that would normally be immune, such as those that are underwater/flying or larger than yourselfAfter ramming a target, you end up in a space adjacent to them and stop moving. \\ \\ {{fa>minus-circle?24&align=left}}**Standard Larger Failure:** Attacking a target larger than yourself has a failure chance of 3 per size category of difference between you and your target. \\ \\ {{fa>minus-circle?24&align=left}}**Runup:** In order to effectively ram a target, you have to move at least 5 meters first. \\ \\ {{fa>plus-circle?24&align=left}}**Dashup:** If you dash while making your runup (lose Endurance in order to move furtheryour Ram attack deals +2 damage and critically hits on a 10+ instead of a 12. \\ \\ {{ra>doubled?24&align=left}}**Spikey Ram:** If you also have the Bristler classyou deal +2 damage with all ram attacks. If you know the Hooks ability from the Bristler class, your ram attacks can inflict Grabbed just like your Bristler attacks can. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Flop Onto:** You may stop moving while sharing space with a creature you are tramplingDoing so causes you to automatically and immediately apply the Grabbed condition to all creatures trapped underneath you. \\ \\ {{fa>plus-circle?24&align=left}}**Heel Grinder:** If you start a new turn grabbing any creature(swith this ability, you automatically use a Trampler attack on them as free action. This does not count against your normal limitation on attacks with this weapon. \\ \\ {{fa>minus-circle?24&align=left}}**Positioning-Dependent:** As soon as you move off, the Grabbed condition is automatically removed. |
 ^ ^^^ ^ ^^^
 +
 +^Condition ^^Explanation ^
 +|{{ra>tentacle?32&align=left}} ^Grabbed |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. \\ \\ {{fa>minus-circle?18&align=left}} The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. \\ \\ {{fa>plus-circle?18&align=left}} Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. \\ \\ {{fa>minus-circle?18&align=left}} Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. |
 +
  
 ====== Wild Plow ====== ====== Wild Plow ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Make A Path:** When you trample a target they are immediately moved to the nearest space you don't occupy, clearing them from your path. \\ \\ {{fa>plus-circle?24&align=left}}**Knock Flying:** When the trigger die is 10+, the attacked target is pushed 5 meters directly away from you. \\ \\ {{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. This is mostly only an issue if you also know the Ram ability and use ti to attack larger targets. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Make A Path:** When you trample a target they are immediately moved to the nearest space you don't occupy, clearing them from your path. \\ \\ {{fa>plus-circle?24&align=left}}**Knock Flying:** When the trigger die is 10+, the attacked target is pushed 5 meters directly away from you. \\ \\ {{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. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Trampler 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. | 
-^Trampler 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. Two of the soldier's five abilities need to be from this class, 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. | 
- 
-====== Weaknesses ====== 
- 
-^Handless |You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). | 
trampler.1568142820.txt.gz · Last modified: 2019/09/10 13:13 by kyle