This is an old revision of the document!
I'm not even going to ask why you have a little figurine of yourself, much less why you're having the dog lick peanut butter off it. Some things are best left unknown.
Much as in the myth of Meleager or Hollywood-style voodoo, an Effigist attacks by damaging an object that's mystically bound to their target's life force. The class is significantly more difficult to use than most other weapons (no special target-specific preparation is needed for a gun, for instance) but has a lot of special advantages and unique abilities that can make it worthwhile.
This is a weapon and subject to universal weapon rules.
Effigist | Harm via sympathetic magic. | |
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caret-right | Dollies | Increased number and versatility of effigies. |
caret-right | Masker | They suffer as you do. |
caret-right | Patchwork | Protective effigies. |
caret-right | Puppeteer | Force them to move. |
caret-right | Scrying | Find and communicate with targets. |
Enterprises | Effigist School Shooting Range Squad |
Offense | minus-circleCreate Effigy: By spending an action and a point of Supply/use of an Ammo Bag item, you can fabricate an effigy of a specific subject. You must know approximately what a subject looks like in order to create an effigy of them. Every effigy you create is bound to a single, specific creature and cannot be used to attack any others. plus-circlePoppets: You may store an effigy in an inventory slot to use later if you want. plus-circleAttack: As an action, you may make a Remote attack against any target that you've made an effigy of that is within 20 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Deprived, or Sore conditions to its target. plus-circleInevitable: This weapon is very difficult to avoid. Concealment and cover are both ignored and convey no failure chance. Failure chances from mismatched sizes between attacker and target are reduced by 12. plus-circleWater Capable: This weapon functions just fine while underwater. minus-circleEffigy Destruction: When the trigger die is a 1-3, your attack irreparably damaged your effigy and it is destroyed. Destroyed effigies mean you can no longer use them to attack the subject they portray, obviously. If a subject dies, any effigies you have of them are automatically destroyed regardless of how they died. minus-circleResonance: The magics binding the effigy and its target are not strictly one-way. When the trigger die is 1-6, the target immediately learns exactly where you are (if they didn't already know). |
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caret-right | Alternative | plus-circleDeathly Binding: You can construct improved effigies that grant a +2 damage bonus on all attacks you make with them. minus-circlePersonal Touch: Improved effigies must incorporate something from their intended victim- either part of their body (like a lock of hair, fingernail clippings, smear of blood, etc) or a personal item of theirs (such as one of their gloves or a favorite teacup). |
caret-right | Alternative | plus-circleLonger Range: You can attack subjects further away than 20 meters, up to a maximum of 200 meters. minus-circleFading Arcana: Attacking very distant targets carries a failure chance. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. |
caret-right | Alternative | plus-circleTormentor: When the trigger die is 1-6, you can avoid letting your target know what your location is. minus-circleSacrifice: Every time you evade detection, you must spend 1 Supply or use of an Ammo Bag item. |
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. |
broken-bottle | Deprived | minus-circle Cannot use/spend Supply or Supply-substituting items in any way. minus-circle Cannot use any ability that requires Supply in inventory. |
player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
Offense | plus-circleMy Little Pretties: You can fit up to three effigies in a single inventory slot. | |
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Utility | plus-circleBlankface: You can create Blankface effigies that kind of look like everybody and can be used to make Effigist attacks on anybody or anything. plus-circleDestruction-Resistant: Blankface effigies are not destroyed when the subject they are currently corresponding to dies. Blankfaces are still destroyed when the trigger die is 1-3 as normal. minus-circleWeaker Magics: The Effigist's art suffers without specificity. When using a Blankface, all attacks have a failure chance of 3. |
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Protection | plus-circleTwined Fates: The magics binding your effigies with their victims also partially entangle you. Every time you are the subject of any weapon attack, you may choose one effigy in your inventory. The creature represented by that effigy is also immediately subject to the same attack (including damage dealt, trigger die roll, added conditions, and any other attack effects suffered by you). The subject applies their relevant combat rating (Melee, Remote, or Whelm) to defense but does not gain the benefits of any relevant failure chances. minus-circleFueled By Pain: If an attack fails against you for any reason, you cannot force an effigized target to take it. minus-circleRough Use: Every time you force a subject to suffer an attack that you also have, roll a trigger die. If the result is 1-6, the effigy you used is destroyed immediately afterwards. |
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Protection | plus-circleTransferred Misfortune: When an ally (including yourself) gains any condition and you have an effigy of them in your inventory, you can choose to have the effigy suffer instead of the ally it represents. This prevents the ally in question from gaining the condition at all. minus-circleLimits: In order for you to protect an ally with this ability, they must be within 50 meters of your position and you must be able to see (or otherwise sense) them at the moment that they would normally gain the condition. minus-circleStrain: Whenever you choose to protect an ally from a condition using an effigy, roll a trigger die. If the result is 1-6, the effigy is destroyed. doubledWitch Doctor: If you have levels in the Healer class, you can heal any ally within 50 meters by attending to their effigy instead of them. |
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Offense | plus-circleGonna Make You Move: When the trigger die result is a 10+, you can force the target to make a movement to a location you specify. This movement happens immediately after your attack and does not cost the target an action- their body is moving of its own accord. You can freely use this ability to move a target into danger, such as through a field of caltrops or off the edge of a cliff. minus-circleLimitations: You must be able to directly observe a target location in order to compel your victim to move there. The victim can only move as far as it could by spending one action under normal circumstances: distance is limited by their movement speed and any impairments or ability effects that limit movement also prevent you from moving them. You cannot force a target to sprint with this free movement. |
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Utility | plus-circleFind the Thimble: By taking an action to concentrate on one of your effigies, you can learn the current emotional state of the creature it represents. If said creature is currently within 100 meters of you, this ability also reveals their exact location. | |
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Utility | plus-circleWhispers: By speaking softly to an effigy, you can make the creature it represents hear your voice in its head if you are within 100 meters of their location. The target creature has no way of responding to your whispers. | |
Effigist 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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Shooting Range | Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range 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. |