Not, under ANY circumstances, to be confused with “bad touch.”
Possible Keystones | 1. Dim Mak instructional scroll. 2. Skeletal human hand on silver chain. 3. Plushie of an iconic, yet weak video game enemy. 4. Cameo depicting the Grim Reaper. 5. Antique ankh. 6. Banned card from popular CCG. |
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This is a weapon and subject to universal weapon rules.
Deathtouch | Kill with a touch. | |
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caret-right | Abjection | More condition choices. |
caret-right | Culling | Deal more damage to the suffering. |
caret-right | Death Knell | Kills empower further strikes. |
caret-right | Delayed Strike | Hits land when you want them to. |
caret-right | Doom | Effective instant death. |
Active Combat | plus-circleLife-Tearing: As an action, you may make a Melee attack against any target within 1 meter. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Dizzy, or Nauseous conditions to its target. plus-circleSkullduggery: This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack). plus-circleSemi-Aquatic: The weapon has a failure chance of 6 when used underwater instead of such use being impossible. |
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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. |
ringing-bell | Dizzy | minus-circle Every time a movement action is taken, lose 1 Energy. minus-circle Cannot dash (travel further in exchange for Energy) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
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. |
Enhancement | plus-circleThousand Miseries: The weapon is much more versatile when it comes to debilitation. When the trigger die is 10+, you may choose to inflict the Bleary, Cracked, or Leaking conditions to your target in addition to your normal choices of the Afraid, Dizzy, or Nauseous conditions. plus-circleUnique Suffering: When the trigger die is 12, you may choose to inflict any of the 12 standard conditions of your choice to your target. |
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Condition | Explanation | |
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bleeding-eye | Bleary | minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. |
cracked-helm | Cracked | minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
broken-bottle | Leaking | minus-circle When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible. |
Enhancement | plus-circleSacrifice The Crippled: Whenever you successfully attack with this weapon, you deal +1 additional damage per condition the target is currently suffering from. | |
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Passive Combat | plus-circleI Am Inevitable: When you strike the killing blow with this weapon on a creature whose level is at least half your own, you deal +1 damage with all further attacks made with this weapon until the end of the current exploration turn. Multiple kills give stacking bonuses. plus-circleReaper of Souls: If you strike the killing blow on a creature whose level is equal to or higher than your own, bonus damage is +2 instead of +1. minus-circleWeaklings: Killing a creature of less than half your level gives no bonus from Death Knell. minus-circleFleeting Power: All bonus damage from kills made with this ability is lost and resets to 0 at the end of each exploration turn. |
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Enhancement | plus-circleOmae Wa Mou Shindeiru: Every time you attack a target with this weapon, you can choose to delay the attack's effect. A delayed hit deals no damage and seemingly has no effect at all. At any later point during the battle on your turn that you desire, you can choose to unleash the delayed strike on its target as a free action. plus-circleNani?! If the initial attack critically hit or had any other beneficial effect from a high trigger die result, then the delayed version also gains those bonuses. The damage of a delayed strike is calculated based on the current Escalation when it is unleashed, not when it was originally set up. minus-circleEscaping Fate: If a target you've set up delayed strike(s) on dies before you unleash them, the effect is wasted. If you die before you unleash your strikes, the effect is wasted. If the current exploration turn ends before you unleash your strikes, they are wasted. |
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Enhancement | plus-circleFell The Mighty: Your effective level for purposes of assassinating creatures with this weapon is increased by +1 per 2 levels you have (e.g. if you are level 6, you can use this weapon to assassinate targets of up to level 9). | |
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Enhancement | plus-circleFinger of Death: When the trigger die is 10+ and your target's level is half your own or less, you instantly kill them regardless of how much Attention/Energy/Flesh they would normally be left with afterwards. | |