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My new teacher met me outside the city, sucker punched me in the stomach, and stole my wallet. I never saw her again; the agreed-upon lesson had been taught. The Quivering Palm technique was a lot different than I expected, but I soon grew to master it as well.
Deathtouches fight in a close hand-to-hand style, but don't employ the same kind of powerful strikes as, say, a Brawler. They don't need to, because even their lightest touch can be deadly. There are two popular ways to flavor a Deathtouch's abilities: either as the life-draining caress of the undead, or the forbidden techniques of a wuxia martial artist. Either, both, or neither are fine; the end result is the same.
This is a weapon and subject to universal weapon rules.
Deathtouch | Kill with a touch. | |
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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. |
caret-right | Drain Touch | Sometimes heal yourself. |
Enterprises | Deathtouch School Drill Yard Squad |
Offense | plus-circleAttack: 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-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. plus-circleAssassinate: If you 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). |
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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 Endurance. minus-circle Cannot dash (travel further in exchange for Endurance) 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 Endurance 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. |
Offense | 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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Offense | plus-circleI Am Inevitable: When you strike the killing blow with this weapon on a creature that is at least level 5, 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: Higher-level creatures grant proportionally bigger bonuses to damage of +1 per 5 levels possessed by the slain target (e.g. level 10 targets give +2 to damage, level 15 targets give +3, and so on). minus-circleWeaklings: Killing a creature of less than level 5 gives no bonus from Death Knell. |
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Offense | 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. |
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Offense | 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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Offense | 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. | |
Protection | plus-circleLife Siphoning: When the trigger die is 10+, you regain all lost Endurance. | |
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Deathtouch 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. |
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Drill Yard | Space has been set aside for practice and sparring with Melee weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. |
Squad | The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. |