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cryophile

I had another dream about that unbelievably sexy, ice-covered creature that keeps getting away from me. The Yeti. I mean, the Snow Queen. Yes, the Snow Queen.

Ice is an element with many versatile uses, but its primary strength is in slowing and control. Cryophiles can also likely find several uses for their art off the battlefield with a bit of imagination.

Cryophile Wield ice.
caret-right Boreal Cold protects rather than slows you.
caret-right Entomb Completely freeze them.
caret-right Frostbite Chilled also deals damage over time.
caret-right Icemaker Freeze liquids.
caret-right Torpor Empowered slowing.

Cryophile

Offense plus-circleChill Out: As an action, you may inflict the Chilled condition on any subject within throwing range (0-10 meters).

minus-circleWeaponized: This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do.

minus-circleSupplies: Roll a trigger die when inflicting the Chilled condition this way. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining.
Offense plus-circleColdest Iron: You know how to enhance your weapons with frost. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Chilled condition to your target in addition to all of that attack's normal effects (damage, conditions, etc).

minus-circleMonoelemental: Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time.
Condition Explanation
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.

Boreal

Protection plus-circleGood Humor Man: You are completely immune to the Chilled condition.
Protection plus-circleIcy Armor: Every time you would gain the Chilled condition, you are covered in a thin layer of ice that imposes a failure chance of 3 on attacks targeting you.

plus-circleAntipode: If you would gain the Burning condition when you're covered in frost, you ignore it instead. This removes your icy armor, requiring you to re-obtain it in order to continue enjoying its benefits.

minus-circleBrittle: Icy armor is fragile and short-lived, disappearing at the beginning of your next turn.

Entomb

Offense plus-circlePut You On Ice: When you apply the Chilled condition to a target that either has no Attention/Energy remaining or is helpless/willing, they are flash-frozen completely in ice. Entombed subjects cannot take any actions and are totally helpless.

plus-circleSlow Sap: An entombed subject loses 1 Flesh at the end of every exploration turn.

minus-circleWell-Protected: Entombed subjects have complete cover from all attacks and effects. They also float in liquids if they didn't already, and are relatively easy to push across level surfaces.

minus-circleBreakout: The ice around an entombed subject can be broken and the entombed subject freed by targeting it with any weapon attack. This does not harm the entombed subject, just the ice that envelops them. If the weapon attack's trigger die result is 7+, this succeeds; if not, then it fails and the attack is wasted. Attackers with one or more levels in the Firebug archetype automatically succeed at freeing entombed subjects in this way regardless of the trigger die result (their fiery weapons are especially good at melting out entombed subjects).

Frostbite

Offense plus-circleOngoing Pain: Your cold causes ongoing tissue damage in addition to slowing its subjects. When rolling to remove the Chilled condition at the end of the round, subjects lose 1 Energy (or Flesh if no Energy is left) if result is 1-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

Icemaker

Utility plus-circleFreeze: As an action, you can freeze all liquids in a single 1-meter space within throwing range (0-10 meters). Frozen liquids melt at whatever speed seems reasonable given the circumstances (referee's call).

plus-circlePassable: Frozen water floats and can support your weight so long as you're not larger than the area you froze, but is slippery (it's considered difficult terrain). Frozen magma just becomes warm stone.

minus-circleNot Instantaneous: Creatures swimming in a liquid frozen by this ability are harmlessly ejected out of the frozen area if possible. Inanimate objects that cannot choose to evade the effect become rigidly stuck in place. Liquids inside of a creature are unaffected by this ability.

minus-circleTool Cost: Roll a trigger die when freezing a space this way. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining.
caret-right Alternative plus-circleFrozen Burst: You can choose to freeze the target space and all adjacent spaces as a single action, or the target space and all other spaces within 2 meters.

minus-circleHeavier Cost: When freezing a target space and all adjacent spaces, doing so costs Supplies when the trigger die is 1-6 instead of 1-3. When freezing a target space and all other spaces within 2 meters, doing so always costs 1 Supplies without even having to roll.
caret-right Alternative plus-circlePrecision Freeze: You can choose to freeze only a very small area (about the size of your head or less). This can be handy for things like using ice as a kind of glue to stick things together, jamming doors open/closed, creating slippery patches underneath something heavy so you can move it, or other creative problem-solving.

plus-circleHumidity's Down: When making a precision freeze, there doesn't need to be any liquid in your target area beforehand (allowing you to create ice wherever you want). You pull liquid from the air or from your waterskin or whatever.

plus-circleLighter Cost: When freezing a very small area, doing so only costs Supplies when the trigger die is 1 instead of 1-3.

Torpor

Offense plus-circleSuper Slowed: Your cold is especially potent. Targets that you have applied the Chilled condition to must roll a 9+ in order to take two actions during their next turn instead of a 7+ as normal.
Offense plus-circleGoing Nowhere: When you inflict the Chilled condition on a target, they only get one action on their single next turn without getting to roll for it at all. Later rounds (if applicable) allow them to roll to potentially get their normal two actions as per usual, but you can re-apply the condition if you really need to shut them down.
cryophile.txt · Last modified: 2020/11/19 13:55 by kyle