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With my completion of the Urchin Suit, man has finally managed to properly mimic the formidable defense employed by the ocean's stupidest-looking animal.
Bristlers are wielders of a weapon that functions as much defensively as offensively, making the class an excellent choice for anybody that prefers to occupy the front line in a conflict or who has excessive worries about being grabbed.
This is a weapon and subject to universal weapon rules.
Bristler | Wear a coat of spikes. | |
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caret-right | Ablation | Reduce damage taken. |
caret-right | Flying Daggers | Longer range. |
caret-right | Outflow | Auto-damage those nearby. |
caret-right | Preemption | Counterattack first. |
caret-right | Spike Slam | Spike on demand. |
Establishments | Bristler School Drill Yard |
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Weaknesses | Slowpoke |
Offense | plus-circleStick Yourself On Me: Whenever you are attacked by an enemy within 1 meter, you can choose to automatically counterattack them with a Melee attack as a free action that is resolved immediately after the attack that provoked it. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Crippled, or Vulnerable conditions to its target. plus-circleBed of Nails: If you have inflicted the Grabbed condition to or have had the Grabbed condition inflicted on you by any adjacent creature, you can attack them with Bristler as an action on demand. plus-circleSemi-Area Weapon: This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. plus-circleWater-Capable: This weapon works just fine when underwater. plus-circleHigh Speed Sieve-maker: If you are launched by any ability effect and stop moving because you ran into another creature, you automatically attack the creature you ran into with Bristler as a free action (even if they're an ally and you'd rather not). Same goes if you fall from a great height onto somebody. minus-circleCounters Only: Unlike most other weapons, you cannot decide to take an action in order to attack with Bristler whenever you want (unless you are grabbing them or they are grabbing you). |
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Condition | Explanation | |
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desert-skull | Afraid | minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. plus-circle Second (and beyond?) actions each round are unaffected. |
snail | Crippled | minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0). |
falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Protection | plus-circleBreakaway: When you take damage from any source, you can choose to reduce the total damage taken by 5 points by having your spikes absorb the brunt of it. This can reduce damage taken to 0 but not below 0. minus-circleSpike Loss: When you use Ablation to absorb damage, some of your spikes are broken off. This causes all future Bristler attacks to have a failure chance of 3 the first time you do so, 6 the second time, 9 the third time, and makes you completely unable to use Bristler attacks at all after the fourth time. minus-circleBaldness: If you have used Ablation four times, you cannot use it again (you've lost all your spikes, so you can't use them to reduce damage anymore). minus-circleOnce Per Danger: You can use Ablation a maximum of once per time you're damaged, regardless of how many uses you have left. plus-circleSpike Repair: You can repair your spikes with time and materials. For every 1 Supplies and a procedure of effort, you reduce the effective number of times you've used Ablation by 1. For example, if you'd used Ablation three times (thus having a failure chance of 9 with all Bristler attacks) and then repaired your spikes once, you would act as if you'd only used Ablation twice instead (giving you a failure chance of 6 with all Bristler attacks instead). |
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Offense | plus-circleLong Spikes: Your spikes are either physically longer or perhaps reactive when struck, flying off to embed themselves in attackers further away. Bristler attacks have a range of 2 meters with all applications instead of only being usable against adjacent targets. | |
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caret-right | Alternative | plus-circleVery Long Spikes: You can choose to make Bristler attacks at ranges of up to 5 meters. minus-circleExertion: Every time you make a Bristler attack at a range of 3-5 meters, you lose 1 Energy. |
Offense | plus-circleJagged Aura: Your spikes ripple and move of their own accord, eagerly seeking targets. Every round at the beginning of your turn before you take any actions, you may choose to make an attack against every creature in range as a free action. Roll one trigger die for this attack no matter how many targets there are. minus-circleIndiscriminate: Your Outflow effect hits allies as well as enemies. plus-circleToggled: Using Outflow at the beginning of each turn is optional, so you don't have to always stand alone even when not in combat. |
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Protection | plus-circlePain Up Front: When you are attacked and use Bristler to counterattack, the counterattack is resolved immediately before the attack that triggered it instead of immediately after. If this causes you to kill or otherwise debilitate your attacker, their attack is completely canceled and you suffer no ill effect from it at all. | |
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Offense | plus-circlePorcupine Tail: You can use an action to make a melee attack with Bristler against any adjacent target even if you're not currently grabbing/grabbed by them. This is an alternate use of your Bristler spikes and all the below features and modifications (Backstab, Assassinate, Size Failure, Concealment Failure) only apply to Bristler attacks when you are using Spike Slam. plus-circleBackstab: When using Spike Slam to attack a target that cannot see you, you deal +2 damage. plus-circleAssassinate: When you use Spike Slam to 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-circleSize Failure: When using Spike Slam to attack, smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3. minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6. |
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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. |
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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). |
Slowpoke | You move slowly and awkwardly. You have a permanent impairment to all movement taken. |
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