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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 Supplies, albeit still at a very low rate.

This is a weapon and subject to universal weapon rules.

Fleshgrinder 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.
Establishments Drill Yard
Fleshgrinder School
Work Crew
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, Bleary, or Nauseous conditions to its target.

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

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-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-circleAmmunition: When the trigger die rolled with the attack is 1, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining.
Condition Explanation
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.
bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
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.

Gorehound

Offense plus-circleSplatterhouse: Your Fleshgrinder attacks spray gore everywhere, spreading dismay among your enemies. When your attack inflicts the Afraid, Bleary, 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 Flesh and the trigger die is 7+, the subject immediately gains an injury.
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-circleSupplies: Every time you rev up your weapon as a free action, you must spend 1 Supplies.

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 Supplies 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 Energy.

Wild Swing

Offense plus-circleCrowd Control: You can choose to make a Wild Swing in place of a regular attack. If you do, your attack hits every target within reach instead of just one of them. Roll a single trigger die for this attack regardless of how many targets you hit.

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.

Establishments

Drill Yard plus-circleMelee Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session.

minus-circleOnce Per Session: A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session).
Fleshgrinder School plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
Work Crew plus-circleBusy Beavers: The base is host to a group of skilled laborers that can perform large-scale work for you (building, demolishing, excavation, refinement, etc). Tell them what you want done and it will be done at the end of the current session.

minus-circleLimited Scope: A Work Crew has limits as to how much it can accomplish during a session. A general rule of thumb is that a single “job” should consist of about as much work as twenty well-equipped and highly-motivated people could accomplish in a day. Larger-scale projects (like building you a badass castle or some such shit) might need to be broken down into multiple different “jobs” and accomplished one at a time. The referee gets final say on how many jobs a given project consists of.

minus-circleParameters: Your work crew provides muscle and expertise, but you have to provide everything else they'd reasonably need. If your proposed job requires materials, you'll need to provide them to your work crew somehow (and getting them might be another job in and of itself). If your job is to be performed in a dangerous location, you might need to provide protection and transport for your crew as they work.

minus-circleComplications: Construction projects always turn out more complicated than they seem. Roll a trigger die whenever assigning a job to your Work Crew. If the result is 1-6, then a complication has arisen. Choose one from the list:
- Expensive: The job requires overtime pay or specialized equipment/supplies. Spend 5 Dosh to get it done.
- Slow: The job requires more time to get it done right. It is completed at the end of the NEXT session, not this one.
- Shoddy: Corners had to be cut somewhere. The referee comes up with a problem of some sort resulting from the completed job.
- Hazardous: Workers or equipment were badly damaged due to an unforseen accident. The Work Crew finishes the job, but is unavailable to start any new jobs until they recover. Roll a die at the beginning of each new session; if the result is 9+ the Work Crew has fully recovered and is ready to do jobs for you again, and if not they still need more time. This die roll is not a trigger die and cannot be affected by abilities or effects that manipulate trigger dice.

minus-circleStackable: A base can have this establishment multiple times. Each additional Work Crew establishment allows for another job to be completed during a session.

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.1599845087.txt.gz · Last modified: 2020/09/11 11:24 by kyle