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improviser

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It's a proven fact that if you want to use something weird as a weapon, you can increase the power of your strike if you say something cool right as you do it. That's why I invented this One-Liner Projector, a shoulder-mounted sass machine with three settings: “Playtime's over”, “I'm what you call a specialist”, and “Shank you very much”.

If you have a dedicated weapon that's actually built for the purpose, there are any number of other classes to represent that. If you make a habit of scooping up random crap from the environment and beating your enemies with it, then you're an Improviser instead. Your weapons are significantly less dependable than “real” ones, but also very versatile and widely available.

This is a weapon and subject to universal weapon rules.

Improviser Anything's a weapon in your hands.
caret-right Body Work Beat dudes with other dudes.
caret-right Finale Shatter harder and on-demand.
caret-right Multipurpose More flexibility in conditions.
caret-right Oversized Increase range.
caret-right Snatch Up Re-arm quickly.
Enterprises Drill Yard
Improviser School
Squad

Improviser

Offense minus-circlePick Up: As an action, you may pick up any random object in your environment that comes to hand- planks of wood, barbecue forks, potted cacti, frozen salmon, whatever. You can't use Improviser attacks unless you've picked something up to use as a weapon.

plus-circleAttack: Once you've picked up an improvised weapon, you can use it to make Melee attacks against any target within 1 meter as an action.

plus-circleConditions: When you pick up an improvised weapon, roll a random standard condition from the chart below. The weapon inflicts that condition to its subject when the trigger die is 10+. You can change the inflicted condition by picking up a different weapon, but doing so requires you to drop/throw away your current weapon.

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).

plus-circleBottle Breaker: When you assassinate or strike the killing blow against a target with this weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures don't lose any Vitality from the blow that finished them and become totally helpless and oblivious for a few hours instead.

minus-circleShatter: When the trigger die is 10+ the strain of the blow shatters your current weapon, making it useless. You have to pick up a new weapon if you want to make further Improviser attacks.
caret-right Alternative plus-circlePreserver: You can choose to avoid shattering your weapon when the trigger die result is 10+, allowing you to keep making attacks without picking up anything new.

minus-circleHolding Back: If you choose not to shatter your weapon, then it also does not inflict its condition with that attack either.
Condition Explanation
1 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.
2 bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
3 cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Vitality if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
4 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.

minus-circle Making a recovery action no longer restores 1 Endurance (but still allows a check to remove a condition as normal).
5 cracked-helm Cracked minus-circle Maximum Vitality is reduced to 4. 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.
6 snail Crippled minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0).
7 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.
8 ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Endurance.

minus-circle Cannot dash (travel further in exchange for Endurance) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.
9 turd 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.
10 aura Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.
11 player-pain Sore minus-circle Do not automatically regain lost Flow at the beginning of each round.
12 falling Vulnerable minus-circle All incoming weapon attacks deal +2 damage.

Body Work

Offense plus-circleBeat A Dude With Another Dude: If you have inflicted the Grabbed condition to a subject small enough for you to carry (in most cases, this means your own size or smaller), you can swing them around and use them as an improvised weapon. Roll up a random condition for your living weapon to apply as normal.

plus-circleDouble Down: The effect of the attack (damage, critical hits, added conditions, etc) are applied to both the creature you are using as a weapon and whoever you're hitting with them.

minus-circleAltered Shatter: If your weapon “shatters” when wielding another creature, you simply lose your grip on them (automatically removing the Grabbed condition) immediately after the attack is performed and drop them in an adjacent space instead of instantly destroying them.

Finale

Offense plus-circleCrack Hard: When your weapon shatters, the attack also deals +2 damage to its target from the force of the blow.

plus-circleStacker: Every time your shattering attack would inflict its chosen condition on a target that already has it (e.g. your current weapon inflicts Choking and you shatter it against a target that is already Choking), the bonus damage from shattering your weapon increases to +5.
caret-right Alternative plus-circleCome On And Slam: You can choose to shatter your weapon (therefore both applying its condition and gaining the bonus damage from Finale) on any attack you make regardless of the trigger die result.

minus-circleExertion: Every time you shatter your weapon when it normally wouldn't be, you lose 1 Endurance.

Multipurpose

Offense plus-circleMultiple Choice: When picking up a new weapon, roll twice on the list of applied conditions. When you shatter the weapon, you can choose to apply either result. You don't have to actually choose until you shatter the weapon.

plus-circleResounding Smackdown: When the weapon critically hits (trigger die result of 12), you apply both conditions your weapon is capable of instead of only one of them.

Oversized

Offense plus-circleBig Junk: You tend to pick up and use larger random objects as weapons, increasing effective range. When picking up a new weapon, you can choose between a range of 1-2 or 2-5 meters instead of the normal 1. If range is 2-5, the weapon cannot be used to strike directly adjacent targets at all.

Snatch Up

Offense plus-circleRunning Snag: You can grab a new weapon by simply scooping one up as you run by. Every time you take an action to move, you may gain a new improvised weapon for free.
Offense plus-circlePocket Plank: You can store improvised weapons in your inventory for later. Different inventory weapons can have different conditions assigned to them. You can freely pull out any improvised weapon in your inventory and use it (until you get tired of it or it shatters) without having to spend an action picking it up.

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.
Improviser 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.
improviser.1571415884.txt.gz · Last modified: 2019/10/18 10:24 by kyle