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Tread lightly? Not my style.
The Earthshaker wields a powerful and versatile weapon that nonetheless suffers from a relatively short range and significant difficulties when used against flying targets. It is most often justified as a powerful stomp or ground-pound, making it a flavorful choice for extremely large users.
This is a weapon and subject to universal weapon rules.
Earthshaker | Make shockwaves on the ground. | |
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caret-right | Aftershock | Sometimes get free followups. |
caret-right | Earthgrasp | Immobilize targets. |
caret-right | Fissure | Open up pits. |
caret-right | Meteor | Enhanced after falling and knockback. |
caret-right | Resonance | Empowered second attacks. |
Enterprises | Demolition Ground Earthshaker School Squad |
Offense | plus-circleAttack: As an action, you may make a Whelm attack against all target(s) within your field of view out to a range of 5 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Crippled, Numb, or Vulnerable conditions to its target. plus-circleArea Weapon: This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. plus-circleCover Piercing: This weapon also completely ignores cover, even total cover. minus-circleGround-Focused: Creatures that aren't in physical contact with the earth (or the same solid object as you are) are immune to attacks from this weapon. You cannot use this weapon if you are not personally in contact with a solid surface to stomp on. minus-circleLoud: Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. minus-circleToo Big: If you are large enough that you occupy multiple spaces at once, you must choose a single space you occupy to be the vantage point from which you define your visual arc. You can change which space is used with each new attack you make, though. minus-circleAmmunition: When the trigger die rolled with the attack is a 1-6, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. |
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caret-right | Alternative | plus-circleEpicenter: You can choose to change the area of effect. Instead of attacking only creatures in your visual arc, you attack in every direction around you at once. minus-circleShorter Range: Attacking every space around you only strikes targets within 2 meters of your position instead of out to 5. minus-circleStill Too Big: If you are large enough that you occupy multiple spaces at once, you must choose a single space you occupy to be the central point from which you create the attack effect. You can change which space is used with each new attack you make, though. You are immune to your own Earthshaker attacks. |
caret-right | Alternative | plus-circleGot You, Sucka: You can use this weapon to attack a target that is not currently in contact with the earth (or the same solid surface as yourself). minus-circleYer Mitts On Em: In order to attack somebody that's not in contact with the ground, you must have inflicted the Grabbed condition to them and they must be adjacent to you. minus-circleSingular Hurt: Attacking a subject via slamming them instead of slamming the ground does not also attack any other subjects. |
Condition | Explanation | |
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snail | Crippled | minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0). |
aura | Numb | minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Offense | plus-circleThe Other Shoe Drop: When the trigger die is a 12, you may immediately attack with this weapon again as a free action. Aftershock attacks strike the exact same target area as the attack that triggered them. | |
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Offense | plus-circleHave A Seat: When the trigger die is 7+, targets directly adjacent to you become trapped as the ground beneath them briefly deforms and snaps shut again. This immobilizes targets, preventing them from making all forms of voluntary movement until the beginning of your next turn. | |
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Offense | plus-circleShiver They Timbers: You create cracks in the ground when you attack. When the trigger die is 10+, you may choose one space in the attack's target area that opens up into a fissure 3 meters deep, causing any creatures occupying that space to immediately fall in. Creatures that fall into a fissure take falling damage as normal (1 point per 3 meters, applied directly to Flesh). plus-circleCollapse: If there's an empty space less than 3 meters under the fissure, the fissure simply opens up into it instead of being limited to 3 meters deep. This could be very bad for whatever poor bastard was caught in it. plus-circleLingering Destruction: Fissures opened by this effect are permanent, although they can be freely filled in or repaired via mundane means. minus-circleEscapable: The walls of the fissure are extremely rough and provide plenty of footholds and ledges to clamber back up, allowing a creature inside to climb out on their turn. Climbing imposes an impairment on movement speed. minus-circlePooh Hole: If a creature is big enough to occupy multiple spaces, they do not fall into a fissure unless at least half the spaces they occupy have been opened this way. |
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caret-right | Alternative | plus-circleSpreading Cracks: You can open up a fissure on a trigger die result of 7+. minus-circleExtended Damage: Fissures opened up on a trigger die result of 7-9 must be adjacent to a space where a fissure was previously created. |
Offense | plus-circleDive Bomb: If you fall at least 3 meters, you may make an attack with this weapon as a free action immediately after hitting the ground. plus-circleGravity-Enhanced: For every 3 meters of distance you fall, you also deal +2 damage with this attack. This damage bonus is cumulative when you fall from exceptionally high heights. minus-circleUnsoftened: You take full normal falling damage (1 per 3 meters fallen, applied directly to Flesh). doubledObvious Workaround: You can lessen the fall damage to yourself without reducing the effectiveness of this ability by taking a level or two in the Acrobat class. |
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Offense | plus-circleSend Flying: Any subject hit by this weapon is physically propelled 2 meters away from you. You don't have to fall first, this just happens. minus-circleHuge Exemption: Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was affected. |
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Offense | plus-circleOne-Two Kaboom: When you choose to double-attack by spending both actions making attacks with this weapon, the second attack has a range of 10 meters instead of 5 and deals +2 bonus damage to all targets within 2 meters. | |
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caret-right | Alternative | plus-circleAlt-Fire Adjustment: When you choose to attack in every direction with your second attack instead of only in your visual arc, your second attack has a range of 5 meters instead of 2 and deals +2 damage to all adjacent targets. |
Demolition Ground | Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer. |
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Earthshaker 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. |
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. |