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If you happen to find a tasty-looking sandwich lying unattended on the beach, the first thing you should do is check for hooks and cables. Sometimes the mermaids like to fish for us.
Grapneliers wield a weapon that is as much utilitarian tool as implement of battle, reducing their overall destructive potential but providing many, many opportunities for traversal and control. As the weapon relies on rope for ammunition, it is remarkably cheap to use so long as its user is properly equipped. Taking levels in the Outfitter class can help tremendously with this.
This is a weapon and subject to universal weapon rules.
Grapnelier | Fire a line. | |
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caret-right | Grapcannon | Fire further, attach to anything. |
caret-right | Retraction | Autowind your line. |
caret-right | Safety Line | Fire harmlessly and freely. |
caret-right | Tether | Shoot both ends at once. |
caret-right | Weaponized | Inflict conditions and damage the grabbed. |
Enterprises | Grapnelier School Shooting Range Squad |
Offense | plus-circleAttack: As an action, you may make a Remote attack against any target within 10 meters. This attaches one end of a rope or similar line to your target and leaves the other end in your hands. plus-circleSpecial Conditioning: Unlike most other weapons, Grapnelier attacks only inflict one condition: Grabbed. Also unlike other weapons, the trigger die does not need to be 10+; all successful Grapnelier attacks inflict Grabbed regardless of the result on the trigger die. If you do not wish to inflict Grabbed on a target with any given strike, you don't have to. plus-circleEnvironment Snag: You can also use this weapon to attach a line to an object or feature in the environment, so long as there's something there to grab on to (sheer walls aren't grabbable). Lines fired by this weapon have all the same properties of a rope (can be climbed by anyone with the Acrobat class and walked on horizontally by anyone with the Perfect Balance ability from the Acrobat class), plus whatever other uses you can come up with for a rope. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. minus-circleSingle Line: If you are currently grabbing a target with your Grapnelier weapon, you cannot use it to attack again without releasing your line (ending the Grabbed condition) first. plus-circleBackup Rope: If you have a rope item in your inventory, you can leave your line attached to a target and fire another line at a different target. This consumes the rope item from your inventory (although you can get it back by detaching either of your lines). minus-circleWater Slowed: This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. doubledOutfitter Synergy: Having the Outfitter class makes it much easier to produce new ropes on demand if you want to attach lines to multiple subjects. If you know the Cabler ability from Outfitter, all lines fired with your Grapnelier weapon have the properties of a Cabler rope instead, and range is increased from 10 meters to 20. |
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Condition | Explanation | |
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tentacle | Grabbed | minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. minus-circle The grabber can choose to end the effect as a free action during their turn. minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. plus-circle Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. |
Offense | plus-circleImproved Firing Mechanism: Your weapon can seamlessly weave multiple ropes together as you fire it. For every rope item you have in your inventory, maximum range is increased by +10 meters. For every 10 meters you shoot, the attack consumes another rope item from your inventory. There is no upper limit to this except for inventory space. Rope items can be reclaimed and re-added to your inventory after being fired as usual. doubledCabler Synergy: If you know the Cabler ability from the Outfitter class, every rope item in your inventory extends range by and is consumed only at the threshold of 20 meters instead of 10. |
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Utility | plus-circleSticky Anchor: You can attach a line to anything solid in your environment (such as smooth, featureless walls), not just things that are eminently grabbable. | |
Movement | plus-circleGet Over Here: After you've attached your line to an object or creature, you can choose to retract the line as an action. If the creature/object is light enough that you could carry them (this usually means smaller than you), they are immediately pulled to you. If they're bigger/heavier, you are pulled to them (attaching to objects in the environment almost always results in this). If you're equal, you get pulled together somewhere in the middle. plus-circleTether Tricks: If you also know the Tether ability from this class and use it to attach two things other than yourself together, you can use an action to draw those two things together from a distance. |
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Utility | plus-circleLight Touch: You can fire your weapon at targets in order to grab them without dealing any damage or otherwise harming them in any way. If the target is willing to be grabbed, then firing your weapon at them in this way also ignores all failure chances your attack would normally suffer. | |
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Utility | plus-circleNot Today: You can fire your weapon at any time as a free action, even when it is not your turn. This can be handy for catching yourself or a nearby ally when being moved against your will or falling, or simply good for snagging an enemy quickly before they get away. minus-circleNonlethal Only: When firing your weapon as a free action, you never deal damage as per the other function of Safety Line. |
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Utility | plus-circleSplitfire: You can fire both ends of your line simultaneously at two different targets. If both targets are creatures, use just one trigger die to determine the results of the attack for both. plus-circleBad Touch: Both targets are considered to have inflicted the Grabbed condition to each other and thus might limit each other's movement. Unlike the normal Grabbed condition, neither can voluntarily end the effect early; it lasts until one or both subjects recover from it. plus-circleAuto-Detach: You can detach one or both ends of your line from a distance at any time during your turn as a free action. minus-circleLimited Ranges: Both targets you fire at must be within range from each others' positions as well as within range from yours. minus-circleDetached: Using Tether to link two things together that are not yourself means losing the line you loaded in order to do so. After tethering two things together, you cannot use this weapon again unless you have another rope in your inventory or you recover the rope you fired off. |
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Offense | plus-circleConditions: You're skilled enough that your weapon truly acts like one, not just a painful way to snag distant targets. When the trigger die is 10+, you may inflict your choice of the Choking, Cracked, or Deprived conditions to your target. This chosen condition is in addition to the Grabbed condition your weapon always applies anyway. | |
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Offense | plus-circleFishhook: The business end of your lines can cause plenty of damage, even after the main attack. After using this weapon to grab a target, you can continue to attack that target by making attack actions without relinquishing your grab simply by yanking on the line. plus-circlePerform By Feel: Attacks made against previously-grabbed targets with Fishhook ignore failure chances from concealment. minus-circleSingleton: You can only attack the single target you've grabbed. If you wish to switch to attacking another target instead, you must relinquish the Grabbed condition on your first one. If your target recovers from the Grabbed condition, you can no longer use Fishhook to attack them until you've re-applied the grab the old-fashioned way. |
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Condition | Explanation | |
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noose | Choking | minus-circle Lose 1 Endurance at the end of each round. If no Endurance remains, lose Vitality instead. Successfully throwing off the condition prevents damage for that round. |
cracked-helm | Cracked | minus-circle Maximum Vitality is reduced to 5. Lose any excess Vitality when gaining the condition. Regain any Vitality lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
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. |
Grapnelier 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. |