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fleshripper

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.

Possible Keystones 1. Lawnmower maintenance manual.
2. Enormous drill bit.
3. Pamphlet titled “The Great Communicator”.
4. Cassette player containing heavy metal mixtape.
5. Anomalous small, powerful energy cell.
6. Gleaming metal dentures.

This is a weapon and subject to universal weapon rules.

Fleshripper Power tools for war.
caret-right Appalling Destroy Attention on kills.
caret-right Gorehound Spread conditions.
caret-right Maniac Cause major destruction.
caret-right Rev Up Increase damage output.
caret-right Wild Swing Hit multiple targets.

Fleshripper

Active Combat plus-circleSpray Your Ass Everywhere: 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-circleSkullduggery: This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack).

minus-circleLoud: Attacking with this weapon gets the attention of everything in the general area, especially when used multiple times in succession.

minus-circleAmmunition: When the trigger die rolled with the attack is 1, lose 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.

Appalling

Enhancement plus-circleOH MY GOOOOD: A Fleshripper kill has a way of seizing attention. When you make a killing blow with this weapon, all other enemies within 5 meters of your victim lose all Attention.

minus-circleAttention Only: Only Attention can be lost through this effect. Energy/Flesh are unaffected. Enemies that have no Attention remaining at the time of your kill are unaffected by this ability (at least physically; mentally, they're probably as scarred as anybody else).

Gorehound

Enhancement plus-circleSplatterhouse: Your Fleshripper 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

Enhancement 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.
Enhancement plus-circleEviscerator: When this weapon removes 1 or more points of Flesh, the subject immediately gains your choice of the Afraid, Bleary, or Nauseous conditions regardless of the trigger die result.

plus-circleMessy: Any subject killed by this weapon is considered totally destroyed, preventing most forms of revival or exploitation of the corpse.

Rev Up

Active Combat 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.

plus-circleOverclock: Alternatively, you can choose to rev up your weapon as a free action on your turn instead of taking an action to do it. Revving your weapon as a free action costs 1 Supplies.

Wild Swing

Active Combat 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.
fleshripper.txt · Last modified: 2021/02/18 10:30 by kyle