This is an old revision of the document!
What are you looking surprised for? Of COURSE there's a big tough bastard here at the end. That's just how things work. I don't make the rules.
There are a lot of classes that are meant more for enemies than for players, but none so much as Boss. While not technically illegal for a player to take levels in, they will have a much harder time making proper use of the class than the powerful chunguses hand-placed by the referee to challenge them.
Note for referees: The Boss class makes a creature much, much more powerful. A Boss does not need to be much higher-level than the party it faces to be an interesting challenge.
Boss | Break the rules when fighting solo. | |
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caret-right | Bullet Sponge | Doubled defenses. |
caret-right | Crescendo | Double Escalation benefit. |
caret-right | Defiance | Conditions never last too long. |
caret-right | Rusher | Never stop moving. |
caret-right | Wellspring | Ignore some Supply costs. |
Enterprises | Boss School |
Utility | plus-circleYou See A Bad Mutha: You don't take two actions during a turn like everybody else does. Instead, you take one action immediately after every two actions taken by your opponents during their collective turn. When facing just one opponent, you take two actions as normal. plus-circleHead for the Turn Around: After all your opponents have gone, you gain the benefits of effects that refresh or grant a benefit once per round during your turn (such as regaining lost Attention and throwing off conditions). minus-circlePaid the Cost to be the Boss: You gain no benefit from the Boss class or any of its abilities unless you are alone with no allies to back you up. Allies that you personally created through the use of another class ability (such as Beastmaster, Necromancer, Overlord, Summoner, etc) are exempt from this limitation and can freely back you up in a fight. minus-circleHavin' Fun, Got Money to Burn: You must specify a single location to serve as your boss arena. Your boss arena can be any size that makes fighting you interesting, probably ranging between a single room up to the size of a cathedral/gymnasium/etc. You only gain the benefits of the Boss class or its abilities when you are in your arena. |
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caret-right | Alternative | plus-circleLockdown: You can choose to close off your boss arena as an action. Doors slam shut, portcullises drop, etc. Neither you nor whoever's facing you in the arena can leave until combat is over (probably). minus-circlePoliteness: You can't lockdown your arena until the entire enemy party has fully entered (or at least as many of them as care to). You can't deal damage or otherwise inconvenience anybody entering your boss arena in any way through creating a lockdown other than barring the easiest way to leave. Not all bosses are interested in creating a lockdown; the ones set to guard a location will often freely allow enemies to escape. |
Offense | plus-circleFucking Lumbergh: You stress people out. Any creatures facing you in combat immediately gain 1 Stress (maximum once per session). minus-circleSpongebob: Creatures with the Fool class are immune to this effect. |
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Protection | plus-circleUnfair Defense: While you are solo and physically located inside your boss arena, your Flesh/Energy/Attention totals are all increased by +3. | |
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Offense | plus-circleMake My Monster Grow: You get dangerous much more quickly than regular creatures do. You add double the current Escalation to the damage of all attacks you make instead of the normal amount. | |
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Protection | plus-circleIndefatigable: When you roll to throw off conditions at the end of the round, you succeed on a die result of 5+ instead of 9+. | |
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Movement | plus-circleComin' At You, Bro: Every time you take any action (including movement actions), you may move up to 2 meters immediately before or afterwards. | |
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caret-right | Alternative | plus-circleDashing Like a Boss: You can choose to move up to 5 meters immediately before or after your action instead of the normal 2. minus-circleExertion: Moving further costs a point of Energy. |
Utility | plus-circleOMG HAX: Once per round when you would be required to spend Supply to power an attack or special ability, you can simply choose to ignore the cost and pay nothing. You regain this power every time you refresh Attention and throw off conditions at the end of the round. So long as you haven't used your one Wellspring mulligan yet during a round, you can freely use abilities and effects that cost Supply even if you don't actually have any Supply remaining. minus-circleFor Combat Use Only: You cannot use Wellspring to negate a Supply cost for any other reason than powering an ability during combat (such as feeding yourself, buying things, etc). |
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Boss 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. |
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