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blade

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Everybody's obsessed with swords, so you might as well learn to use one too. Point the ugly-making bit away from yourself.

Blade is a class focused on wielding a sword or possibly axe of some kind. You can decide what your edged implement of choice looks like, how many hands you hold it with, and whatever else is important to you; the rules here cover a wide range and all else is left as flavor.

This is a weapon and subject to universal weapon rules.

Blade Wield a sharp instrument.
caret-right Duelist Slay single targets quickly.
caret-right Footwork Reposition smoothly in combat.
caret-right Parry Block and counter incoming attacks.
caret-right Remise Reroll the attack die on demand.
caret-right Vorpal Cleave and sometimes instantly kill targets.
Establishments Blade School
Butcher
Drill Yard
Weaknesses Handless

Blade

Offense plus-circleAttack: As an action, you may make a Melee attack against any target within 2 meters.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Deprived, or Sore conditions to its target.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

plus-circleAssassinate: 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 concealment, size differences, etc).

minus-circleWater Failure: This weapon is awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6.
Condition Explanation
cut-palm Bleeding minus-circle 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.
broken-bottle Deprived minus-circle Cannot use/spend resources in any way.

minus-circle Cannot use any ability that requires unspent resources.
player-pain Sore minus-circle Do not automatically regain lost Attention at the beginning of each round.

Duelist

Offense plus-circle1v1 Me Bro: You are practiced in focusing your attention on a single enemy. You can declare any single enemy to be your focus. You deal +5 damage with attacks against your focus enemy.

minus-circleProclamation: Declaring an enemy to be your focus costs an action. You can change or remove your focus as another action. If a focus enemy dies, you automatically revert to not having any focus.

minus-circleSingle-Minded: All attacks made against you by enemies other than your focus deal +2 damage to you, since you're not paying as close of attention to them as you should be.

Footwork

Movement plus-circleFree Step: Every time you attack with your blade, you can move 1 meter for free. The movement can happen immediately before or immediately after the attack happens, or you can forgo it if you like where you're at right now.

plus-circleBalestra: If the attack's trigger die is 7+, you may take a second free one-meter movement if you want. Unlike the first, this one has to happen immediately after the attack is made.

minus-circleNo More Prancing: You can't use Footwork if you have an impairment to movement or are immobilized.

Parry

Protection plus-circleBlade Block: You can choose to cancel a Melee-type attack made against you by an attacker inside your visual arc. When you do this, the attack simply fails to hit you; you blocked it with your blade.

plus-circleRiposte: When you successfully parry an attack, you can choose to immediately get a free counterattack against your attacker. Your counterattack is resolved immediately after the attack that triggered it.

minus-circleParry Limits: You cannot parry an attack if it has a trigger die result of 10+, or any attack that isn't of the Melee type. You can only parry an attack if you can see the attacker.

minus-circleConservation of Action: Every time you choose to parry an attack, you get one less action on your next turn. You cannot parry more than twice per round.

minus-circleAwkward Counter: Counterattacks made after parrying an attack have a special failure chance of 3.

doubledSword and Board: If you also have the Shieldbearer class, you can choose to counterattack any Melee-type attacks that you successfully blocked with your shield. This follows the rules under Conservation of Action, above.

Remise

Offense plus-circleMaximum Effort: If you don't like the attack's trigger die result, you can choose to immediately reroll it and use whichever result you like better.

minus-circleTiresome Swings: If your second die result is 1-3, then rerolling the trigger die costs 1 Energy (or Flesh if you have no Energy left).

minus-circleOnly a Second Chance: You cannot use Remise to reroll any die more than once.

Vorpal

Offense plus-circleCleave: If you kill a creature with your attack, you may immediately make another attack as a free action against any other target within reach. There is no limit to how many times you can do this per round.
Offense plus-circleSnicker-Snack: When the trigger die is 12, you instantly kill your target if they're your level or lower. Higher-level targets are unaffected by Vorpal. Vorpal is considered an assassination effect, so any ability that raises your effective level for purposes of assassination or protects your target from the same also applies to Vorpal.

Establishments

Blade School plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
Butcher plus-circleCorpse Processing: Corpses can be brought to the base to be broken down and processed into valuable resources- meat, hides, bones, scrap metal, circuitry, holy relics, rare spell components, etc. This generates a payout in Dosh for whoever provided the corpse in question.

minus-circleHigh Standards: Not every corpse provides enough resources to be worth much of anything when butchered; valuable corpses tend to come from physically larger and/or higher-level creatures. See the Establishments page for more details.

minus-circleBring It Home: A corpse has to physically be in your base somehow in order for you to butcher it.
Drill Yard plus-circleMelee Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session.

minus-circleOnce Per Session: A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session).

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).
blade.1600105234.txt.gz · Last modified: 2020/09/14 11:40 by kyle