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. | |
---|---|---|
caret-right | Bullet Sponge | Increased defense. |
caret-right | Defiance | Conditions never last too long. |
caret-right | Rusher | Never stop moving. |
caret-right | Telegraph | Set up super attacks. |
caret-right | Wellspring | Ignore some Supply costs. |
Enterprises | Boss School |
Utility | plus-circleYou See A Bad Mutha: You gain up to 3 bonus actions you can take every round, called “boss actions”. minus-circleHead For The Turn Around: Your boss actions have a number of limitations. You can only use a boss action at the end of an opponent's turn (after that opponent has used both of their actions). Boss actions are limited to making a movement or recovering (restore 1 point of lost Energy and attempt to remove one active condition). You can only make a movement using a boss action once per round. 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. |
|
---|---|---|
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. |
|
Utility | plus-circlePlace Of Power: You've got a special lair called your “arena”. Your arena is a single dungeon node, but can be any size that makes you interesting to fight in (probably ranging from a smallish room on up to a cathedral/gymnasium). While you are fighting in your arena, you can make special arena actions as one of your boss actions. minus-circlePreloaded: Your arena has a selection of three different arena actions it can grant. Pick from the below list or make up your own (of hopefully similar power). Some arena actions are reversible. minus-circleMix It Up: You cannot use more than one arena action per round, nor can you use the same arena action two rounds in a row. |
|
---|---|---|
Arena Feature | Boss Action |
---|---|
Elemental | Energy Flash. Every combatant in the arena (including yourself) immediately gains a chosen elemental condition such as Burning or Irradiated. Choose which condition your arena inflicts ahead of time; you can't change it later. |
Floodable | Fill. Your arena has 3-5 different elevation levels. Every time you take this action, you cover the lowest uncovered one in shallow water (counts as difficult terrain) and any lower ones completely in deep water (requires swimming). Drain. You can also take an action to drain the water in your arena, completely uncovering a shallow-water layer and making the highest deep-water layer into shallows instead. |
Special. You can replace water with something much more dangerous, such as lava or acid. Chose one elemental class, such as Firebug (for fire) or Mordant (for acid). Wading or swimming in the substance automatically inflicts the relevant elemental condition and removes 1 point of Flesh per round from the poor bastards who get caught in it (including yourself). Creatures that are immune to the chosen elemental condition lose Energy instead of Vitality when exposed to the substance. This counts as two of your three arena abilities. | |
Recall | Get Back There. Specify a single location in your arena. You return to it instantly no matter where you happened to be in the arena before regardless of distance or barriers in your path. |
Sealable | Lockdown. All the entrances and exits to your arena close on their own, preventing escape. They automatically open again if you are defeated. There might also be a clever way of getting them to open again while you're still alive (such as via an operation), but anybody trying will have to deal with you attacking them at the same time. Open Up. If you already put your arena on lockdown, you can open it up as an action instead. |
Sensors | Reveal. You learn the locations of all hidden enemies. Until the end of your next turn, you may completely ignore the effects of both partial and total concealment. |
Shortcut | Open The Gate. Your arena is divided into two or more distinct areas that require a bit of work to travel between. You can create a shortcut that greatly eases travel between them (such as by opening a gate, lowering a drawbridge, activating a teleporter, or similar). Once the shortcut is active, both you and your foes can make use of it. The shortcut cannot be the only way to get around your arena, just by far the most convenient one. Actually, No. You can also use an action to close off the shortcut again. If the shortcut involved creating that a creature is currently standing on when you remove it, they are harmlessly shunted off to the nearest available space. |
Protection | plus-circleIndefatigable: When you roll to throw off conditions for whatever reason, you succeed on a die result of 5+ instead of 9+. | |
---|---|---|
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. | |
---|---|---|
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. |
Offense | plus-circleLong Windup: At the end of a turn when you restore Attention, you can announce to everybody that you're telegraphing an attack with any weapon ability you know. Telegraphing an attack is a free action. At the end of any future turn after telegraphing, you may execute your telegraphed attack as another free action. Telegraphed attacks deal +10 damage. minus-circleReserved: If you telegraph an attack, you cannot make any regular attacks with the weapon you're telegraphing with until the telegraphed attack actually gets used. If you choose to make a regular attack with a weapon that you previously set up a telegraph with, the telegraph is canceled and is wasted. minus-circleAlways A Delay: You cannot set up a new telegraph in the same turn that you execute a previous one. Set up and execution are mutually exclusive free actions. |
|
---|---|---|
Utility | plus-circleOMG HAX: Your arena is full of what you need. Every time you finish a round (refresh Attention and throw off conditions after everybody's taken their turn) and you have 0 Supply left, you regain 1 Supply. | |
---|---|---|
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. |
---|