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Not, under ANY circumstances, to be confused with “bad touch.”
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. |
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 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. |
Offense | plus-circleThousand Miseries: When the trigger die is 10+, you may choose to inflict the Cracked, Bleary, or Sore 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 |
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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 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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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. If the current exploration turn ends before you unleash your strikes, they are 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. | |