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fleshripper

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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 Fleshripper'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. Fleshrippers 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.

Fleshripper Wield a power tool-like weapon.
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.

Fleshripper

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 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

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 Fleshripper 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.
fleshripper.1604069970.txt.gz · Last modified: 2020/10/30 08:59 by kyle