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concoctionist

Well, we really screwed up this moonshining scheme. Nobody is ever going to drink that… whatever that stuff is we made, but I have another idea how we might make use of it.

Possible Keystones 1. Beginner's chemistry set.
2. Box of stoppered glassware.
3. Jar of mystery liquid, has an eye floating in it.
4. Cocktails exam for bartenders.
5. Various unlabeled cleaning chemicals.
6. Witch's cauldron.

This is a weapon and subject to universal weapon rules.

Concoctionist Toss some nasty liquid.
caret-right Deluge Leave behind splashy puddles.
caret-right Immiscible Add elemental conditions.
caret-right Potency Crits give multiple conditions.
caret-right Unstable Increased power and danger.
caret-right Splatter Splash wider and harder.

Concoctionist

Offense plus-circleDrinks Service: As an action, you may make a Remote attack against any target within throwing range (0-10 meters).

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

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

plus-circleCarpet Bomb: Size-based failure chances to attacks against smaller targets with this weapon are reduced by 12.

plus-circleSplash Damage: Your weapons tend to splash and spill everywhere, dealing lesser splash damage to an area. When the trigger die is 7+, every creature adjacent to the impact location of the attack takes half damage (round fractions down).

minus-circleSplashy Downsides: Targets of splash damage can subtract their Remote combat rating from the total damage taken just like any other attack, meaning that it's much easier to negate or ignore. Splash damage cannot inflict any conditions regardless of the trigger die result. It's always just half damage and that's it.

minus-circleAmmunition: When the trigger die rolled with the attack is 1-3, the attack uses 1 point of Supplies. This weapon cannot be used if you have no Supplies remaining.
Condition Explanation
bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
noose Choking minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
turd Nauseous minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have.

minus-circle Cannot double attack during a round.

plus-circle Weapon attacks made for free (without spending any actions) are unaffected.

Immiscible

Offense plus-circleWhat Do You Even Put In There: Your concoctions are full of weird ingredients that interact in ways that can surprise even you. When the trigger die is 10+, the target is inflicted with a random elemental condition from the chart below. This random condition is in addition to the normal condition inflicted on a trigger die result of 10+.
Condition Explanation
1 player-dodge Buffeted minus-circle Every time the subject takes damage from an attack, they are knocked directly away from the attacker a number of meters equal to the damage taken. Solid barriers or creatures in the way block movement made past them.
2 burning-embers Burning 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.

minus-circle All spaces within 1 meter are fully lit, all within 2 meters are dim light (or fully lit if they were already dim light).

plus-circle This condition is automatically removed by getting wet or entering an airless environment.

plus-circle This condition is automatically spread at the beginning of each turn to any adjacent creature that is grabbing or being grabbed by a creature that already has it.
3 battery-black Charged minus-circle After each action taken, roll a trigger die. If 1-4, lose 1 Energy.

plus-circle Free actions are unaffected.

plus-circle Recovery actions are unaffected.
4 snowflake Chilled minus-circle Roll a trigger die at the beginning of each turn. If result is 1-6, take only one action that round instead of two.
5 reverse Confused minus-circle Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round.
6 arcane-mask Cursed minus-circle Cannot recover from any other condition before recovering from this one.
7 broken-skull Dissolving minus-circle At the end of each round, lose one point from a combat rating of your choice (Melee, Remote, or Whelm). If all combat ratings are 0, lose Flesh instead. Successfully throwing off the condition prevents combat rating decay/damage for that round.

minus-circle Combat ratings return to normal at end of current exploration turn.
8 mass-driver Irradiated minus-circle Cannot restore lost Energy or Flesh by any means.

minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5+. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause lost Energy regardless of trigger die result.

minus-circle When rolling to remove condition at the end of the round, gain a random mutation if result is 1 and do not mutate if result is 2+. Rolling to remove as an action during the round does not cause mutation regardless of trigger die result.
9 aware Migrained minus-circle Roll twice, take lower number for first trigger die check each round. Resets at beginning of turn.

plus-circle Second+ trigger die checks each round are unaffected.
10 apple Overloaded minus-circle If Energy is equal to Flesh at the end of the round, lose 1 Flesh. If Energy is less than Flesh, no effect. Successfully throwing off the condition prevents its effects for that round.
11 guarded-tower Petrifying minus-circle If all Energy is lost for any reason, immediately and permanently turn to stone.

minus-circle Stone creatures cannot take any actions at all, even free actions.

plus-circle The three combat statistics (Melee, Remote, Whelm) of a petrified subject are all treated as being equal to the subject's level for purposes of defense.

plus-circle Stone creatures are treated as being one size larger than their actual size for purposes of how hard it is to move or carry them.

plus-circle All conditions on petrified subjects are suspended and cannot be recovered from. Conditions that deal damage over time or otherwise carry potential negative consequences when the recovery roll is too low such as Choking or Bleeding are totally harmless for petrified subjects.
12 brandy-bottle Poisoned minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

minus-circle Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn.

Potency

Offense plus-circleOh, That's Nasty: When you critically hit with this weapon, you inflict all three standard conditions associated with it (Bleary, Choking, and Nauseous) to your target instead of only one.

plus-circleConditioner: Whenever you would inflict the Bleary, Choking or Nauseous condition to a subject with this weapon that already has that condition (and thus wouldn't normally do anything) your attack deals +2 damage instead.

Deluge

Offense plus-circleSoggy Socks: Every time you make a Concoctionist attack, you can choose for the attack to make a puddle on the ground that fills the target space and all adjacent spaces. Every time a creature enters or ends their turn in any space with a puddle in it (including yourself and allies) they take splash damage (half normal damage). Splash damage against puddle-walkers is calculated using the current Escalation, not whatever the Escalation was when you made the puddle. They get progressively more dangerous as combat wears on.

minus-circleSlow Exposure: No matter how many puddles they come in contact with, a given creature can only be damaged by puddles a maximum of once per round (resetting at the beginning of their turn).

minus-circleEvaporation: Puddles disappear on their own (or are otherwise rendered harmless) at the end of the current exploration turn.

Unstable

Offense plus-circleExtra Power: You can choose to make your concoctions extra unstable. Unstable brews deal +5 damage to the primary target, +2 splash damage, and inflict your choice of the Bleary, Choking or Nauseous conditions to the primary target on a trigger die result of 7+ instead of 10+.

minus-circleYou Crazy Fuck: Unstable brews are also more dangerous to you. If the trigger die is 1-3 on any attack with an unstable concoction, it goes off in your hand right when you were about to throw it and targets you instead of your intended location. Self-attacks made in this way ignore all failure chances, but you do get to apply your Remote combat rating to defense against yourself as well as offense.

Splatter

Offense plus-circleSplash Wide: When the trigger die is 10+, splash damage is applied to every subject within 2 meters of the impact point instead of only those within 1 meter.

plus-circlePotency: Subjects that are adjacent to the impact point when the trigger die is 10+ also gain whatever condition(s) the attack applied to its primary subject.
concoctionist.txt · Last modified: 2021/02/24 13:55 by kyle