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You don't need fancy “mithril” bullshit to wreck faces. For my part I'd rather a fourspan of solid cherry betwixt my hands than nearly anything else.
A Basher's tools of choice come in a wide variety of types: maces, hammers, truncheons, wrenches, lead pipes, etc. You choose what your bludgeon looks like, and the abilities you learn determine what you can do with it.
This is a weapon and subject to universal weapon rules.
Basher | Wield a blunt instrument. | |
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caret-right | Bonebreaker | Reduce combat ratings. |
caret-right | Concuss | Stack conditions quickly. |
caret-right | Pound | Empower repeat strikes. |
caret-right | Shellburster | Strip a target's protections. |
caret-right | Spindriver | Push and spin targets. |
Condition | Explanation | |
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cracked-helm | Cracked | minus-circle 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. |
ringing-bell | Dizzy | minus-circle Every time a movement action is taken, lose 1 Energy. minus-circle Cannot dash (travel further in exchange for Energy) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
aura | Numb | minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
Offense | plus-circleLeft in Ruins: Your attacks are capable of seriously messing up their targets. When the trigger die for attacks made with this weapon is 10+, the target temporarily decreases one of their combat ratings (Melee, Remote, Whelm) by 1 point until the end of the exploration turn. minus-circleIndiscriminate: The target chooses which rating is decreased. No rating can be decreased below 0. |
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Offense | plus-circleYou Hapless Bastard: When you attack a target that already has one of the conditions dealt by this weapon (Cracked, Dizzy or Numb) you can inflict another condition on them with a trigger die result of 7+ instead of 10+. plus-circleOn A Roll: When you attack a subject that already has two of the three conditions dealt by this weapon (Cracked, Dizzy, or Numb) then any successful attack you make will automatically inflict the third one regardless of the trigger die result. |
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Offense | plus-circleGonna Beat You Into Shape: When you double attack (use both actions during a round to attack) with this weapon, your second strike deals +2 damage. Both attacks must be made with this weapon to gain this benefit. plus-circleThe World's My Anvil: Your two attacks do not need to be directed at the same target. |
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Offense | plus-circleSong of the Blacksmith: If the trigger die rolled on the second attack in a double-attack with this weapon is 7+, then the double-attack costs 1 Attention instead of Energy. Both attacks must be made with this weapon to gain this benefit. minus-circleHead-Banging: If you do not have any Attention remaining when you double-attack, then you must spend Energy/Flesh as normal. |
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Offense | plus-circleDefense Cracker: When you hit any target, their basic inherent defenses are temporarily disrupted. They take +2 damage from the single next attack targeted at them during the same turn. minus-circleSetup Strike: Only attacks made by allies gain the +2 damage benefit. You cannot take advantage of this effect yourself. |
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Offense | plus-circleShield Bat: When you attack a target with the Shieldbearer archetype that has their shield raised, you cause them to drop it (canceling its protection to them). The target can choose to hoist their shield again on their next turn if they want, but until then they're wide open. minus-circleTricky Shot: In order to make a target drop their shield, you must attack them from the front. If the attack fails due to the shield, you still successfully force your target to drop their guard. If it fails for any other reason, you don't. |
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Offense | plus-circleArmor Smash: When you attack a target with the Tank archetype, they automatically lose the protection of their armor until the beginning of their next turn. They don't even get to roll for it as normal. | |
Offense | plus-circleFore! Every time you successfully strike a target they are pushed 1 meter directly away from you and you can choose a new facing direction for them. minus-circleI 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. If you can't push a target, their facing direction is also unchanged. minus-circleWeight Limit: In order to Spindrive a subject, you must be capable of carrying the subject- this means that you are normally restricted to Spindriving only creatures of your own size or smaller. |
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