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fleshgrinder

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We had a go at a side of beef with this thing, and I'm going to be totally honest here: I peed myself a little.

A Fleshgrinder's weapon is an implement with moving parts and a power source (like a chainsaw or drill). While not elegant by any means, they are both extremely messy and extremely damaging. Fleshgrinders are also the only melee weapon type in the game that consume Supply, and the only Supply-consuming weapon that can be powered by a Fuel Can instead of an Ammo Bag.

Fleshgrinder Melee Weapon. Wield a weapon like a power tool.
caret-right Gorehound Spread conditions.
caret-right Maniac Cause major destruction.
caret-right Rev Up Increase damage output.
caret-right Shredder Destroy target's abilities.
caret-right Wild Swing Hit multiple targets.
Enterprises Drill Yard
Fleshgrinder School
Squad
Weaknesses Handless

Fleshgrinder

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, Blind, or Nauseous conditions to its target.

plus-circleDamage Bonus: This weapon is exceptionally powerful, dealing +2 bonus damage on every attack.

plus-circleCritical Hits: The attack critically hits (dealing double normal damage) when its associated trigger die is a 12.

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).

minus-circleWeapon: Double attacking (using both actions during a round to make weapon attacks) with any weapon or combination of weapons costs 1 Endurance in addition to any normal incidental costs. Weapon attacks made as free actions ignore this limitation.

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-circleSize Failure: Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3.

minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6.

minus-circleCover Failure: If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all.

minus-circleWater Blocked: This weapon cannot be used effectively at all while underwater or against targets that are underwater.

minus-circleAmmunition: When the trigger die rolled with the attack is 1, the attack uses 1 point of Supply or one use of a Fuel Can item. This weapon cannot be used if you have no Supply/Fuel Can uses remaining.
Condition Explanation
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.
Blind minus-circle Treat all spaces as having total concealment.
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.

Gorehound

Offense plus-circleSplatterhouse: Your Fleshgrinder attacks spray gore everywhere, spreading dismay among your enemies. When your attack inflicts the Afraid, Blind, or Nauseous conditions to their target the same condition is also applied to every other enemy within 2 meters of your target.

plus-circleThrill of the Kill: Your allies are immune to conditions spread by Gorehound (although they will still get absolutely filthy if they stand in the business area).

Maniac

Offense plus-circleMurder Machine: When the trigger die is 12, you instantly kill your target if they're your level or lower. Higher-level targets are unaffected by Maniac. Maniac is considered an assassination effect, so any ability that raises your effective level for purposes of assassination or protects your target from the same also applies to Maniac.
Offense plus-circleEviscerator: When this weapon removes Vitality, it always results in an injury to the subject instead of only 50% of the time as normal.
Offense plus-circleMessy: Any subject killed by this weapon is considered totally destroyed, preventing most forms of revival or exploitation of the corpse.

Rev Up

Offense plus-circleVRUM VRUM VRUM: You can spend an action to rev up your weapon, temporarily increasing its damage potential. The single next attack you make with the weapon after revving it up deals +5 damage more than normal. This bonus damage stacks with the +2 bonus damage the weapon always deals.
caret-right Alternative plus-circleOverclock: You can choose to rev up your weapon as a free action on your turn instead of taking an action to do it.

minus-circleSupply-Driven: Every time you rev up your weapon as a free action, you must spend 1 Supply or use of a Fuel Can.

Shredder

Offense plus-circleMega Destroyer: When the trigger die displays a result of 12+, the attacked target loses one of their abilities as the Fleshgrinder physically damages or destroys the equipment that enabled it (or maybe just messes up the target enough that they forget how to do the thing). The target can choose which of their abilities is lost to Shredder.

plus-circleRequires Repair: Shredded abilities don't come back until the target spends a procedure and a point of Supply to repair them.
caret-right Alternative plus-circleAll Shall Be Sundered: If you roll a 10-11 on the trigger die instead of a 12, you can choose to shred one of the target's abilities anyway.

minus-circleExertion: Every time you shred an ability on a trigger die result of 10-11, you lose 1 Endurance.

Wild Swing

Offense plus-circleCrowd Control: You can choose to make a Wild Swing in place of a regular attack when attacking targets with this weapon. If you do, your attack also hits any other creatures adjacent to the original target that are within your reach.

minus-circleReckless: If the trigger die is 1-3 when making a Wild Swing, you also hit yourself with the attack in addition to your chosen target(s). Your Melee combat score counts towards your defense when hitting yourself, but any failure chances you might have against yourself do not.

Enterprises

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.
Fleshgrinder 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.

Weaknesses

Handless You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea).
fleshgrinder.1567540563.txt.gz · Last modified: 2019/09/03 13:56 by kyle