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weapon_abilities [2017/04/11 09:08] kyle [Close Combat (Melee)] |
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- | ~~NOTOC~~ | ||
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- | ====== Weapon Abilities ====== | ||
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- | Weapon abilities (as the name suggests) represent weapons. All new adventurers can select two weapon abilities for free as part of the creation process. | ||
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- | All weapon abilities deal damage to their targets by adding together all of the following: | ||
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- | * The number rolled on a four-sided die | ||
- | * Your relevant combat skill (Melee for melee weapons, etc) | ||
- | * The current Escalation level | ||
- | * Other bonuses (backstabs, firearm bonus damage, etc) | ||
- | |||
- | Roll a trigger die (12-sided) every time you make an attack. If the result is a 12, then there are two separate beneficial effects: the target(s) of the attack gain the Bleeding condition, and you critically hit. Critical hits completely ignore the target' | ||
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- | Some attacks have a chance to fail when used under less-than-ideal circumstances. Failure chance is also dependent on the trigger die. For example, if an attack has a failure chance of 4 then it fails (does absolutely nothing) when the trigger die displays a 4 or less. Multiple different failure chances stack with each other- so an attack with a failure chance of 4 and a failure chance of 6 from different sources would have a total failure chance of 10, and would therefore fail when the trigger die displays any number of 10 or less. | ||
- | |||
- | ====== Abilities ====== | ||
- | |||
- | ^Ability ^Summary ^ | ||
- | |[[# | ||
- | |[[#Beam (Projectile)]] |Shoot a laser, heat ray or other directed energy beam. | | ||
- | |[[# | ||
- | |[[#Bow (Projectile)]] |Make ranged attacks by firing arrows, bolts, pellets, or similar. | | ||
- | |[[#Close Combat (Melee)]] |Fight up close and personal with fists, daggers, fangs, etc. | | ||
- | |[[# | ||
- | |[[#Firearm (Projectile)]] |Fire high-energy ballistic projectiles. | | ||
- | |[[# | ||
- | |[[#Hazard (Area)]] |Make an area painful to walk in. | | ||
- | |[[#Lasher (Melee)]] |A long, flexible weapon such as a whip, chain or similar. | | ||
- | |[[# | ||
- | |[[#Martial (Melee)]] |Wield a hefty weapon such as a sword, axe, club, or similar. | | ||
- | |[[#Spikes (Melee)]] |Automatically counterattack everything nearby. | | ||
- | |[[# | ||
- | |[[#Trample (Melee)]] |Attack by moving over a target. | | ||
- | |||
- | ===== Artillery (Area) ===== | ||
- | |||
- | * **Artillery.** Launch enormous payloads over huge distances. | ||
- | * **Automated Artillery.** Reduce reload times. | ||
- | * **Big Bertha.** Crank it up to 11. | ||
- | * **Miniaturized.** The artillery piece is more transportable. | ||
- | * **Parts Kit.** Recreate the artillery quickly and cheaply. | ||
- | * **Rockets.** Greatly increase range. | ||
- | * **Shells.** Increase area of effect. | ||
- | * **Warheads.** Greatly increase area of effect. | ||
- | * **Siege Engineer.** Lower the odds of a misfire. | ||
- | |||
- | ^Artillery |||**Boulder Launch:** Artillery attacks hit a targeted space and all other spaces within 2 meters of it. Artillery strikes are overwhelmingly powerful, dealing +10 bonus damage to all targets. \\ \\ **Long Range:** Artillery attacks can be used to target any space within 200 meters, but not any space within 20 meters. \\ \\ **Inaccuracy: | ||
- | |-> ^Automated Artillery ||**Faster Reload:** The number of actions required to reload the artillery is reduced from 10 to 5, or from 50 to 20 if Big Bertha is also equipped. | | ||
- | |-> ^Big Bertha ||**Heavy Weapon:** The artillery is unusually large and powerful. The actual artillery piece itself is size 8 instead of size 7 (meaning that it occupies all spaces within 5 meters of its central point). Range is increased to 1 kilometer from 200, minimum range increases to 100 meters from 20, misfire distance is increased from 10 to 20, reload time increases to 50 actions from 10, and the damage bonus increases to +20 from +10. \\ \\ **Supply Eater:** Firing a Big Bertha always consumes one Supply regardless of the trigger die result. | | ||
- | |-> ^Miniaturized ||**Smaller Package, Same Punch:** The artillery piece is size 6 instead of 7 (or 7 instead of 8 if Big Bertha is also equipped). All other statistics and effects remain the same. | | ||
- | |-> ^Parts Kit ||**Rapid Construction: | ||
- | |-> ^Rockets ||**Extended Range:** Effective range of the artillery is increased from 200 meters to 1 kilometer, and misfire distance is increased from 10 meters to 20. If Big Bertha is also equipped, range becomes 10 kilometers and misfire distance is 100 meters. Minimum range is not affected. | | ||
- | |-> ^Shells ||**Explosive Rounds:** The artillery' | ||
- | |::: |-> ^Warheads |**Devastation: | ||
- | |-> ^Siege Engineer ||**Precision Fire:** The artillery only misfires to a random location on a 1-2 instead of a 1-6. | | ||
- | |||
- | [[# | ||
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- | ===== Beam (Projectile) ===== | ||
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- | * **Beam.** Shoot a laser, heat ray or other directed energy beam. | ||
- | * **Concentrated.** The beam has greater effective range. | ||
- | * **Continuous Stream.** Gain bonus damage for repeatedly attacking the same target. | ||
- | * **Glare.** The beam can inflict the Bleary condition. | ||
- | * **Dazzle.** The beam can inflict the Blind condition. | ||
- | * **Invisible Beam.** Use the attack discretely. | ||
- | * **Overclock.** Increase damage on the next shot. | ||
- | * **Phased Array.** The beam penetrates atmospheric conditions. | ||
- | * **Recharger.** The weapon does not require Supply when used sparingly. | ||
- | |||
- | ^Beam |||**Range: | ||
- | |-> ^Concentrated ||**Longer Range:** The beam's range is increased from 6-50 meters to 6-200 meters. In vacuum, the beam's range becomes 6-1000 meters. | | ||
- | |-> ^Continuous Stream ||**Keep 'Er Frying:** Firing the beam allows you to simply hold it in place on a target, compounding damage. Every attack you make against a given target deals a cumulative +1 damage if the last action you took was also to attack that same target. For example, if you use your Beam Weapon to attak a single target three times in a row, the second attack deals +1 damage above normal and the third attack deals +2 damage above normal. If you take any other action, your attack fails for any reason, or you simply do not act during a round this bonus resets to +0. | | ||
- | |-> ^Glare ||**Spotted Vision:** The beam attack inflicts the Bleary condition when the trigger die is 10+. | | ||
- | |::: |-> ^Dazzle |**Blinding Beam:** As Glare, but the beam inflicts the Blind condition instead of the Bleary one. | | ||
- | |-> ^Invisible Beam ||**From A Clear Sky:** The beam's light is not on the normal visible spectrum, rendering it invisible. You can use the weapon while hiding without revealing your location. Targets getting shot by invisible beams will still react normally, probably running for cover. | | ||
- | |-> ^Overclock ||**Charge Up:** You can spend an action to divert additional power to the beam weapon, empowering a later attack. Your next single shot after spending an action to supercharge your beam deals +5 damage above normal. If you don't fire your beam before the end of your next turn, the extra charge dissipates and is wasted. | | ||
- | |-> ^Phased Array ||**Penetrator: | ||
- | |-> ^Recharger ||**Free Lunch:** When you fire the beam weapon, it does not consume or require Supply so long as the last action you took was anything other than firing the beam weapon. Every time you fire your beam multiple times consecutively, | ||
- | |||
- | [[# | ||
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- | ===== Boomstick (Area) ===== | ||
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- | * **Boomstick.** Fire a spread of pellets/ | ||
- | * **Blow Away.** Send targets flying. | ||
- | * **Blow Down.** Knock moved targets prone. | ||
- | * **Carnage.** Potentially hit more targets. | ||
- | * **Double Barreled.** Deal more damage by consuming supply more quickly. | ||
- | * **Flame Rounds.** Set targets on fire. | ||
- | * **Fleshripper.** Ignore partial cover. | ||
- | * **Intimate Boom.** Deal enhanced damage at very close range. | ||
- | * **Longer Falloff.** Shoot effectively at longer range. | ||
- | * **Pump Action.** No longer need to reload between shots. | ||
- | * **Shotgun Surgeon.** Avoid hitting targets you otherwise would. | ||
- | |||
- | ^Boomstick |||**Triangle Spread:** A boomstick' | ||
- | |-> ^Blow Away ||**Knockback: | ||
- | |::: |-> ^Blow Down |**Knockdown: | ||
- | |-> ^Carnage ||**More Targets:** The boomstick hits up to six targets instead of up to three. The maximum number of targets is equal to half the trigger die's value (round fractions up). | | ||
- | |-> ^Double Barreled ||**Ramp Up:** The boomstick deals +2 additional damage to all targets, but consumes supply on a 1-6 instead of a 1-3. This bonus damage is on top of the bonus damage granted from targets at close range, if applicable. | | ||
- | |-> ^Flame Rounds ||**Fireburst: | ||
- | |-> ^Fleshripper ||**Piercing Power:** The boomstick' | ||
- | |-> ^Intimate Boom ||**Adjacent Empowered: | ||
- | |-> ^Longer Falloff ||**Enhanced Range:** The attack deals +2 damage against all creatures out to 10 meters, normal damage out to 20, and normal with a failure chance of 6 against creatures out to 50. | | ||
- | |-> ^Pump Action ||**Rapid Reload:** You no longer need to spend an action reloading between every shot. | | ||
- | |-> ^Shotgun Surgeon ||**Avoid Target:** You can chose for your boomstick to skip a target that it would normally hit, instead moving on to the next valid target and leaving the chosen excluded target unharmed. You can only do this once per shot. | | ||
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- | [[# | ||
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- | ===== Bow (Projectile) ===== | ||
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- | * **Bow.** Make ranged attacks by firing arrows, bolts, stones or similar. | ||
- | * **Crossbow.** The bow must be reloaded between uses, but becomes stronger. | ||
- | * **Doubleshot.** Fire two arrows at once. | ||
- | * **Fire Arrow.** Shoot flaming arrows. | ||
- | * **Fireburst.** Your fire arrows have a chance to explode. | ||
- | * **Longshot.** Dramatically increase effective range. | ||
- | * **Poison Arrow.** Shoot poisoned arrows. | ||
- | * **Trick Arrow.** Use your bow to deliver throwable effects to faraway destinations. | ||
- | |||
- | ^Bow |||**Range: | ||
- | |-> ^Crossbow ||**Slow Reload:** In order to fire your bow, you need to reload it first. Reloading requires an action. Once reloaded, the bow can be used to attack with another action as normal, but will then need to be reloaded once again. \\ \\ **Powerful: | ||
- | |-> ^Doubleshot ||**Double The Fun:** Shoot two arrows at once as a single action. Both arrows are shot at the same target. Roll separate attack checks for each, including separate trigger dice. Each shot has a special failure chance of 4. | | ||
- | |-> ^Fire Arrow ||**Alternate Ammo:** For any given bow attack, you can choose to shoot a fire arrow instead of a normal one. Fire arrows have the Heat tag, which potentially changes their behavior in some circumstances. When the trigger die displays a 10+, the subject of a fire arrow attack gains the Burning condition. | | ||
- | |::: |-> ^Fireburst |**Incendiary: | ||
- | |-> ^Longshot ||**Increased Range:** Your range increases to 6-100 meters instead of 6-20. You may fire at targets within 101-200 meters with a failure chance of 6. | | ||
- | |-> ^Poison Arrow ||**Venom-Dipped: | ||
- | |-> ^Trick Arrow ||**Ranged Delivery:** Any effects or abilities you have equipped with a thrown range (0-10m) such as explosives, smoke bombs or similar can be used at any range you can hit with your bow instead (up to 50m, or 200m if you also have the Longshot ability equipped). Firing a trick arrow consumes supply according to the rules for whatever throwable effect you fire instead of the normal rules for firing your bow. The only thrown effect that cannot be used as a Trick Arrow is a Throwing Weapon attack. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Close Combat (Melee) ===== | ||
- | |||
- | * **Close Combat.** Fight up close and personal with fists, daggers, fangs, etc. | ||
- | * **Commando.** Assassinate suspicious creatures. | ||
- | * **Flurry.** Make multiple quick attacks. | ||
- | * **Grab.** Grapple targets after attacking them. | ||
- | * **Pounce.** Move a short distance as part of your attack. | ||
- | * **Shocker.** Empower your attacks with electric current. | ||
- | * **Venom.** Attacks can poison foes. | ||
- | * **Whirlwind.** Attack all adjacent targets at once. | ||
- | |||
- | ^Close Combat |||**Range: | ||
- | |-> ^Commando ||**Suspicious Assassination: | ||
- | |-> ^Flurry ||**Double Strike:** Attack rapidly, hitting twice as a single action. Both attacks are directed at the same target. Roll separate attack checks for each, including separate trigger dice. Each attack has a special failure chance of 4. | | ||
- | |-> ^Grab ||**Grapple: | ||
- | |-> ^Pounce ||**Leap Attack:** You may move up to two meters and make a close combat attack as a single action. | | ||
- | |-> ^Shocker ||**Zap Zap:** Your attack gains the Electric tag and inflicts the Dazed condition when the trigger die is 10+. If you use a Shocker-upgraded close combat ability while underwater, it automatically strikes everything within 1 meter of you and yourself as well. | | ||
- | |-> ^Venom ||**Poison Touch:** Your attack inflicts the Poisoned condition when the trigger die is 10+. | | ||
- | |-> ^Whirlwind ||**Multiattack: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Explosive (Area) ===== | ||
- | |||
- | * **Explosive.** Attack a whole area at once with a thrown explosive. | ||
- | * **Depth Charge.** The explosive can be used in water. | ||
- | * **Emanation.** The explosive uses no Supply, but is centered on the user. | ||
- | * **Kamikaze.** The explosive is significantly empowered but kills the user. | ||
- | * **Rupture.** Use the explosive automatically when you take damage. | ||
- | * **Expanded.** The explosion tends to fill a bigger area. | ||
- | * **Firebomb.** The target area is set on fire. | ||
- | * **Forceful.** The explosion sends targets flying and possibly knocks them down. | ||
- | * **Sludgy Residue.** The area of effect becomes difficult terrain. | ||
- | * **Toxic Blast.** The explosion poisons everything in the area of effect. | ||
- | |||
- | ^Explosive |||**Range and Area:** Explosives can target any point within throwing range (0-10 meters). An explosive attack affects every creature in the target space and all other spaces within a distance determined by the trigger die rolled when the attack is used. If the trigger die is a 1-4, it affects all creatures within 1 meter of its origin. If the trigger die is a 5-8, it affects all creatures within 2 meters of its origin. If the trigger die is a 9-12, it affects all creatures within 5 meters of its origin. Walls and other solid barriers block the explosive from filling its entire area. \\ \\ **Water-Averse: | ||
- | |-> ^Depth Charge ||**Aquatic-Capable: | ||
- | |-> ^Emanation ||**Innate: | ||
- | |::: |-> ^Kamikaze |**Frailty: | ||
- | |::: |-> ^Rupture |**Reactive Boom:** If you take any amount of damage from any source while a Rupture ability is equipped, you automatically use the Explosive ability as an immediate reaction to whatever caused the damage. You cannot choose not to Rupture when you take damage; it'll always happen whether you want it to or not. If you also have the Kamikaze ability equipped, this obviously means that any damage will rather spectacularly kill you. \\ \\ **Uncontrolled: | ||
- | |-> ^Expanded ||**Bigger Blast:** The blast affects the target space and all other spaces within 2 meters when the trigger die is 1-4, within 5 meters when the trigger die is 5-8, and within 10 meters when the trigger die is 9-12. | | ||
- | |-> ^Firebomb ||**Flame Field:** The explosive splatters flammable material across its target area, then immediately sets it ablaze. Explosive attacks upgraded with the Firebomb ability gain the Heat tag. The target area catches on fire. Any creature that starts their turn inside a burning space immediately gains the Burning condition. If the environment contains flammable materials such as wood, paper, etc then the fire can spread to new spaces as well- otherwise, it goes out on its own at the end of combat. | | ||
- | |-> ^Forceful ||**Takeoff: | ||
- | |-> ^Sludgy Residue ||**Bog Down:** Every space affected by the blast becomes difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of combat (or for about a minute when used outside of combat). Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage. | | ||
- | |-> ^Toxic Blast ||**Baneful Explosion: | ||
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- | [[# | ||
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- | ===== Firearm (Projectile) ===== | ||
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- | * **Firearm.** Fire high-energy ballistic projectiles. | ||
- | * **Magazined.** Reloading between shots is no longer required. | ||
- | * **Automatic.** Shoot large numbers of bullets at once. | ||
- | * **Suppression.** Suppress targets, making them unable to move safely. | ||
- | * **Piercing.** Ignore shields and lessen the effects of cover. | ||
- | * **Piercethrough.** Hit multiple targets on a line. | ||
- | * **Rifling.** Greatly increase your range. | ||
- | * **Remote.** Increase range to incredible levels. | ||
- | * **Silenced.** Shots no longer make large amounts of noise. | ||
- | |||
- | ^Firearm |||**Range: | ||
- | |-> ^Magazined ||**Rapid Reload:** More advanced construction means you no longer need to reload your firearm between shots. | | ||
- | |::: |-> ^Automatic |**Bullet Storm:** You fire large numbers of bullets per attack. Bonus damage for using a firearm is increased from +2 to +5. \\ \\ **Sweep Fire:** You can choose to direct your attack to hit multiple | ||
- | |::: |-> ^Suppression |**Stay Down:** When the trigger die is a 10+, you suppress your target. If a target you suppressed moves from their current position at all for any reason during their next turn, you may automatically attack them for free as an immediate interrupt to their movement at any point along their movement path. If the target does not move during their next turn, you don't get the free attack. Suppression only lasts until the end of the target' | ||
- | |-> ^Piercing ||**Cover Breaking:** The failure chance for attacking a target that has cover is halved to 3 for partial cover and 6 for total cover (instead of the normal 6/12). \\ \\ **Shield Denial:** Attacks with the firearm completely ignore any Shield ability used by their target. | | ||
- | |::: |-> ^Piercethrough |**Lineshot: | ||
- | |-> ^Rifling ||**Increased Range:** Your range increases to 6-200 meters instead of 6-50. You may fire at targets within 201-500 meters with a failure chance of 6. | | ||
- | |::: |-> ^Remote |**Huge Range:** Your range increases to 6-1000 meters instead of 6-50. You may fire at targets within 1001-2000 meters with a failure chance of 6. When using this ability to shoot at a target further away from you than 200 meters, you must spend one round aiming before you spend another to fire. | | ||
- | |-> ^Silenced ||**Quiet Shot:** Using the firearm does not create any noise (at least, not any louder than any other weapon). | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Flamethrower (Area) ===== | ||
- | |||
- | * **Flamethrower.** Spray fire at a spread of targets. | ||
- | * **Breath Weapon.** Spend Endurance instead of Supply to power the attack. | ||
- | * **Fast Spray.** Attack with one action instead of two. | ||
- | * **Frost Thrower.** The weapon sprays cold instead of flame. | ||
- | * **Freezedown.** The cold spray immobilizes targets. | ||
- | * **Spread Panic.** Sometimes inflict fear. | ||
- | * **Toxic Spray.** Poison targets. | ||
- | * **Wide Spread.** Increase the effect' | ||
- | |||
- | ^Flamethrower |||**Double Action:** Using a Flamethrower attack costs both actions during a round instead of only one. If you don't have two actions to spare, you cannot use a Flamethrower attack. \\ \\ **Target Area:** Define an equilateral triangle on the battlefield with ten meters on each side. This is the target area of your flamethrower strike. \\ \\ **Variable Targets:** Your flamethrower attack can hit a maximum number of creatures in the target zone equal to the result of the trigger die. For example, if there are five creatures in the target zone but the trigger die displays a 3, then the flamethrower only hits three of the five. Closer creatures are hit before ones further away. For multiple creatures equidistant, | ||
- | |-> ^Breath Weapon ||**Innate: | ||
- | |-> ^Fast Spray ||**High Volume:** Your flamethrower is more efficient than usual, and you only need to use one action to attack with it instead of the normal two. | | ||
- | |-> ^Frost Thrower ||**Heatless: | ||
- | |::: |-> ^Freezedown |**Immobilize: | ||
- | |-> ^Spread Panic ||**Terrorize: | ||
- | |-> ^Toxic Spray ||**Poison Mist:** The chemicals in your flamethrower are highly toxic as well as flammable. All struck targets gain the Poisoned condition. | | ||
- | |-> ^Wide Spread ||**Spray Madly:** The area affected by your spray is your entire visual arc instead of a defined triangle. Targets are selected based on their distance from you as normal. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Hazard (Area) ===== | ||
- | |||
- | * **Hazard.** Make an area painful to walk in. | ||
- | * **Foot Snare.** Immobilize those that pass through the area. | ||
- | * **Icy Razors.** Gain the Cold tag and slow targets. | ||
- | * **Inevitable.** Going slow doesn' | ||
- | * **Maker' | ||
- | * **Leader' | ||
- | * **Scatter Wide.** Affect a larger area. | ||
- | * **Size-Adapted.** Ignore failure due to size differences. | ||
- | * **Slippery.** The area requires good balance to pass through. | ||
- | |||
- | ^Hazard |||**Caltrops: | ||
- | |-> ^Foot Snare ||**Immobilize: | ||
- | |-> ^Icy Razors ||**Frost Hazard:** The painful bits of the hazard are made of ice. The ability gains the Cold tag and inflicts the Slow condition when the trigger die is 10+. | | ||
- | |-> ^Inevitable ||**Always Underfoot: | ||
- | |-> ^Maker' | ||
- | |::: |-> ^Leader' | ||
- | |-> ^Scatter Wide ||**Larger Area:** The target space and all other spaces within two meters become hazardous. | | ||
- | |-> ^Size-Adapted ||**Fits All:** Mixed-size hazardous material means the hazard has no failure chance from size differences at all. | | ||
- | |-> ^Slippery ||**Unsure Footing:** Hazardous spaces are also made slippery. Creatures without the Acrobatics ability fall prone when moving through them, automatically getting attacked by the hazard again as a result. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lasher (Melee) ===== | ||
- | |||
- | * **Lasher.** A long, flexible weapon such as a whip, chain or similar. | ||
- | * **Close Lash.** Use the lasher against adjacent targets. | ||
- | * **Constrict.** Continue making attacks against a grabbed target. | ||
- | * **Disable Weapon.** Grabbing a target also disables one of their weapons. | ||
- | * **Far Hand.** Use your lasher to grab things at a distance. | ||
- | * **Lash Pull.** Reposition grabbed targets. | ||
- | * **Lash Leverage.** Reposition targets of any size. | ||
- | * **Leg Tangle.** Knock targets prone. | ||
- | * **Tentacle.** The weapon can be used in water. | ||
- | |||
- | ^Lasher |||**Reach: | ||
- | |-> ^Close Lash ||**Intimate: | ||
- | |-> ^Constrict ||**Pressure Cut:** You can make attacks with your lasher while using it to grapple, but only against the target you're grappling. | | ||
- | |-> ^Disable Weapon ||**Wrap Tight:** When you successfully grapple a target with your lasher, you can choose to completely disable one of the target' | ||
- | |-> ^Far Hand ||**Painless: | ||
- | |-> ^Lash Pull ||**Scorpion Style:** If you have successfully grabbed a target with your lasher, you can use an action to pull them directly towards you any number of spaces you like. \\ \\ **Whirl About:** If the target you struck is small enough that you could lift them without suffering an impairment (under normal circumstances, | ||
- | |::: |-> ^Lash Leverage |**Twist and Yank:** You're an expert at using an opponent' | ||
- | |-> ^Leg Tangle ||**Lash Trip:** When the trigger die is 10+, you inflict the Prone condition on the target. | | ||
- | |-> ^Tentacle ||**Water-Capable: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lightning (Projectile) ===== | ||
- | |||
- | * **Lightning.** Arc bolts of electricity at a target. | ||
- | * **Directed Chain.** Gain more control over where chains go. | ||
- | * **Double Chain.** When the lightning chains, it chains twice. | ||
- | * **Far Shock.** Use lightning at a greater range. | ||
- | * **Remote Shock.** Use lightning at maximum range. | ||
- | * **Invoked.** Ignore cover and solid barriers. | ||
- | * **Stormlord.** Do more damage when summoning lightning from the sky. | ||
- | * **Redirect Lightning.** Absorb incoming electric attacks to power your own. | ||
- | * **Stunning Bolt.** The attack inflicts the Dazed condition. | ||
- | * **Thunderclap.** Knock targets prone with a wave of force. | ||
- | |||
- | ^Lightning |||**Range: | ||
- | |-> ^Directed Chain ||**Chain Control:** When the lightning chains to a new target, it strikes the nearest available target as normal. However, if there are multiple nearby targets equally distant from the primary target, you choose which one the bolt chains to instead of picking randomly. | | ||
- | |-> ^Double Chain ||**Arc Twice:** When the lightning chains, it arcs off the secondary target to hit a third one (whichever creature is closest to the secondary target except for the primary target, max range 5 meters). | | ||
- | |-> ^Far Shock ||**Bolt Thrower:** The range of your lightning bolts is increased to 20 meters. | | ||
- | |::: |-> ^Remote Shock |**Hand Of God:** The range of your lightning bolts is increased to 50 meters. | | ||
- | |-> ^Invoked ||**Call Lightning: | ||
- | |::: |-> ^Stormlord |**Summon the Elements:** When you use the Lightning ability against a target that has nothing above them except sky, the attack deals +2 damage. When a target has nothing above them except sky and there is already a storm brewing/in effect, the attack deals +5 damage. | | ||
- | |-> ^Redirect Lightning ||**Absorb Charge: | ||
- | |-> ^Stunning Bolt ||**Shocking: | ||
- | |-> ^Thunderclap ||**Force Wave:** When the trigger die is 7+, the target gains the Prone condition. Secondary targets (if any) do not get knocked down by the thunderclap. \\ \\ **Loud:** Using the attack creates a loud noise that draws the attention of everybody in the general vicinity. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Martial (Melee) ===== | ||
- | |||
- | * **Martial.** Wield a hefty weapon such as a sword, axe, club, or similar. | ||
- | * **Cleave.** Get free attacks after felling targets. | ||
- | * **Close-Quarters.** The attack has no failure chance in grapples or underwater. | ||
- | * **Driver.** Knock subjects away from you. | ||
- | * **Knockdown.** The attack knocks targets prone. | ||
- | * **Mighty Blow.** Trade accuracy for power. | ||
- | * **Powered.** The attack is empowered, but noisy and drains supply. | ||
- | * **Reach.** The attack has a greater reach and can be used to make interception attacks. | ||
- | * **Receive Charge.** Interception attacks are empowered. | ||
- | * **Rotate.** The attack can change its target' | ||
- | |||
- | ^Martial |||**Range: | ||
- | | -> ^Cleave ||**Momentum: | ||
- | | -> ^Close-Quarters ||**Grapple-Capable: | ||
- | | -> ^Driver ||**Fore!: | ||
- | | -> ^Knockdown ||**Knockdown: | ||
- | | -> ^Mighty Blow ||**Total Beatdown:** You may choose to attack as a mighty blow instead of normally. Mighty blows have a failure chance of 4, but deal +5 bonus damage when they land. | | ||
- | | -> ^Powered ||**Shredder: | ||
- | |-> ^Reach ||**Increased Range:** The melee attack can be used against any target within 2-5 meters of your position, but **not** against those within 1 meter. This overrides the default range of martial weapons for as long as the Reach ability is equipped. \\ \\ **Interception: | ||
- | |::: |-> ^Receive Charge |**Improved Interceptions: | ||
- | |-> ^Rotate ||**Right Round Baby:** When the trigger die displays a 7+, you may choose a new facing for the target. The target may change their facing normally on their next turn. | | ||
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- | ===== Spikes (Melee) ===== | ||
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- | * **Spikes.** Automatically counterattack everything nearby. | ||
- | * **Burning Aura.** Use fire instead of physical spikes. | ||
- | * **Chill Aura.** Use cold instead of physical spikes. | ||
- | * **Long Spikes.** Increase the area of effect. | ||
- | * **Outflow.** Automatically attack everything near you every round. | ||
- | * **Retractable.** Turn your spikes on or off. | ||
- | * **Venomous Spines.** The spikes can poison targets. | ||
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- | ^Spikes |||**Defensive Offense:** You cannot use an action to attack with a Spikes weapon the same way you can choose to use other weapons. When an adjacent (1 meter distant from you) enemy attacks you using any weapon, you may immediately attack them back with your Spikes as a free action that is resolved immediately after the attack that triggered it. Non-adjacent enemies that attack you from a distance of 2 meters or greater do not trigger a free counter in this manner. \\ \\ **Grapple Pain:** At the beginning of your turn before you take any actions, you may use your Spikes weapon to attack any adjacent creature that you are grappling or that is currently grappling you for free. \\ \\ **Size Matters:** Spikes have standard size-based failure chances (4 per category of difference). Spikes do not have a failure chance from concealment, | ||
- | |-> ^Burning Aura ||**On Fire:** Instead of physical spikes, your Spikes weapon is composed of fire that surrounds your body. The weapon gains the Heat tag and inflicts the Burning condition when the trigger die is 10+. \\ \\ **Shed Light:** All adjacent spaces to you are well-lit. All spaces within two meters have their light level bumped up: darkness becomes dim light, dim light becomes well-lit. \\ \\ **Extinguished: | ||
- | |-> ^Chill Aura ||**Numbing Cold:** Instead of physical spikes, your Spikes weapon is a field of cold that surrounds your body. The weapon gains the Cold tag and inflicts the Slowed condition when the trigger die is 10+. \\ \\ **Exclusivity: | ||
- | |-> ^Long Spikes ||**Far Jabs:** The effective range of the Spikes ability increases to 2 meters instead of only 1. | | ||
- | |-> ^Outflow ||**Aura Pain:** Every round at the beginning of your turn before taking any actions, you automatically use your Spikes weapon to attack every other creature adjacent to you (both friend and foe). This effect replaces and does not stack with the normal automatic attack you make at the beginning of your turn against creatures you are in a grapple with. | | ||
- | |::: |-> ^Retractable |**Toggle Switch:** You can spend an action to turn your Spikes weapon on or off. | | ||
- | |-> ^Venomous Spines ||**Poison Prickle:** When the trigger die is 10+, the weapon inflicts the Poisoned condition. | | ||
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- | ===== Throwing (Projectile) ===== | ||
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- | * **Throwing.** Throw knives, shuriken, rocks, or similar. | ||
- | * **Fastball Special.** Turn an ally into a thrown weapon. | ||
- | * **Coordinated Throw.** Being thrown is more pleasant for your allies. | ||
- | * **Foe Throw.** Throw an enemy you've grabbed. | ||
- | * **Juggler.** Catch and redirect incoming thrown effects. | ||
- | * **Interception.** Catch thrown effects not meant for you. | ||
- | * **Snatch Arrows.** Redirect bow attacks. | ||
- | * **Pass.** Toss objects safely to your allies. | ||
- | * **Sling.** Increase the maximum range of all thrown effects. | ||
- | * **Catapult.** Greatly increase the range of all thrown effects. | ||
- | * **Throw Anything.** Turn any inanimate object into a projectile. | ||
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- | ^Throwing |||**Range: | ||
- | |-> ^Fastball Special ||**Live Ammunition: | ||
- | |::: |-> ^Coordinated Throw |**Safety First:** You can choose whether or not the ammunition is damaged by being thrown. \\ \\ **Perfect Timing:** If the ammunition has actions left during the round, they can take them at any point while sailing through the air. | | ||
- | |::: |-> ^Foe Throw |**Throw Yo Foe:** If you currently have grabbed an enemy (as in, have inflicted the Grabbed condition on them) and they are within your normal size limit, you may throw them with the Fastball Special like an ally. | | ||
- | |-> ^Juggler ||**Return To Sender:** When you are targeted by any thrown effect (including not only Throwing weapons but anything else with a thrown range such as explosives, smoke bombs, or whatever), you can choose to catch the thrown projectile and hurl it at anybody else you want, including back at its thrower. The effect is exactly identical to what its user intended, but with a target chosen by you instead of them. Effects that don't target you or the space you occupy cannot be caught with Juggler. \\ \\ **Turn Conservation: | ||
- | |::: |-> ^Interception |**Yoink:** You can use Juggler to catch any thrown effect that targets a space within one meter of your position or that passes through a space within one meter of your position. | | ||
- | |::: |-> ^Snatch Arrows |**Redirect Shafts:** You can use Juggler to catch and redirect Bow attacks made against you. Arrows can only be redirected to a new location within throwing range of yourself. | | ||
- | |-> ^Pass ||**Heads-Up: | ||
- | |-> ^Sling ||**Long Pitch:** Your range for throwing weapons and all other thrown effects in the game is increased to 20 meters. | | ||
- | |::: |-> ^Catapult |**Super Fling:** Your range for throwing weapons and all other thrown effects in the game is increased to 50 meters. | | ||
- | |-> ^Throw Anything ||**Chuck Garbage:** Instead of throwing one of your weapons made for that purpose, you can choose to throw anything else you happen to have at hand- forks, bottles, chairs, rocks, severed heads, frozen salmon, whatever. You cannot throw anything that would give you an impairment to movement if you carried it (or in other words is your own size or larger). Living creatures tend to squirm and throw off your aim so they cannot be effectively thrown with this ability (but dead ones are fine so long as they are under the size limit). Exceptionally soft or squishy objects (such as pillows) might be ruled by the GM to not actually do any damage when you throw them. \\ \\ **Easy Pickup:** Picking up an object and throwing it is all part of the same fluid motion for you so long as the object you intend to throw is within arms-reach of your current position. \\ \\ **Supply-Free: | ||
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- | ===== Trample (Melee) ===== | ||
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- | * **Trample.** Attack by moving over a target. | ||
- | * **Beatdown.** Trampling knocks targets prone. | ||
- | * **Breakthrough.** When you make a kill, you can keep trampling. | ||
- | * **Full Throttle.** Keep on trampling even when some survive. | ||
- | * **Careful Steps.** Don't harm chosen targets. | ||
- | * **Naval Smash.** Trample targets on the surface of water. | ||
- | * **Plow.** Shove targets aside. | ||
- | * **Wild Plow.** Knock targets flying. | ||
- | * **Ram.** Smash into targets you couldn' | ||
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- | ^Trample |||**Stomp: | ||
- | |-> ^Beatdown ||**Knock Over:** Targets of your trample attack gain the Prone condition when the trigger die is 7+. | | ||
- | |-> ^Breakthrough ||**Keep Rolling:** When you kill a subject with your trample attack, you can also attack the next target you run over with the same movement action. You do not re-roll the trample attack for the next target. If that target also is killed, you can keep right on trampling until either a target survives it or you run out of movement. | | ||
- | |::: |-> ^Full Throttle |**Choo Choo Motherfucker: | ||
- | |-> ^Careful Steps ||**Spare Them:** You can choose not to trample any given creature whose space you pass through. | | ||
- | |-> ^Naval Smash ||**Wavesmasher: | ||
- | |-> ^Plow ||**Shove Aside:** When you pass through the space occupied by another creature that you could trample they are immediately moved to the nearest space you don't occupy, clearing them from your path. This effect applies even to targets that are not damaged by your trample attack (due to not being the first you run over with a given movement action or for whatever other reason). | | ||
- | |::: |-> ^Wild Plow |**Knock Flying:** Plowed creatures are sent flying in whatever direction they were ejected from your path. Creatures one size smaller than you are moved 1 meter, two sizes smaller are moved 2 meters, three sizes smaller are moved 5 meters, and so forth up the 1-> 2-> 5-> 10-> 20-> etc scale for every size category smaller than you the plowed target is. | | ||
- | |-> ^Ram ||**Smash Into:** You can use a Trample 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/ | ||
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