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Professor Freud had a lot of comments about my invention of a sidearm that mimics a scorpion-tail, which is why he's no longer invited to any of our poker nights.
Most weapons deal damage at the moment of attack, but Injectors also have the added property of leaving something damaging behind. Poison is a classic (leading to great conceptual synergy with the Poisoner class) but it could also be flavored as barbs, parasites, or whatever else.
This is a weapon and subject to universal weapon rules.
Injector | Put something nasty in them. | |
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caret-right | Ejector | Death spreads injections. |
caret-right | Prescription | Stronger against specific targets. |
caret-right | Spite | Progression attacks are sometimes free. |
caret-right | Subtle Needle | Don't give yourself away. |
caret-right | Torment | Injection is easier and lasts longer. |
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 Bleary, Choking, or Numb conditions to its target. 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-circleInject: When the attack's trigger die is a 7+, you leave something behind in your target's body that can cause them further harm. As an action, you can choose to make a “progression attack” against any target you've previously successfully injected. Progression attacks have effectively infinite range and completely ignore all failure chances from cover, concealment, or the presence of water. All progression attacks are considered backstabs (and thus deal +2 damage) even if the target can clearly and directly sense you when you're making them. minus-circleCourse Is Run: When the trigger die rolled with a progression attack is 1-6, the target loses its injected status immediately afterwards and must be re-injected before any more progression attacks are made. Injected targets automatically lose their injected status at the end of the current exploration turn. minus-circleWater Failure: This weapon is awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6. |
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Condition | Explanation | |
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bleeding-eye | Bleary | minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. |
noose | Choking | minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
aura | Numb | minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
Offense | plus-circleGrand Finale: When you use a progression attack to strike the final blow on a target, they violently expel multiple injectables as they succumb. Every enemy target within 2 meters of the slain target's position is automatically considered injected and you can choose to make progression attacks against them even if you've never attacked them directly with your Injector before. You can choose to exclude your allies from this effect if desired. | |
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Offense | plus-circleJust For You: By spending a procedure's worth of work, you can adjust your injectable formula to be particularly effective against a specific individual that you name, such as “Lord Toastwanker”, “The Dean's horse”, or “that one guy in the homemade batman costume who keeps trying to steal my hubcaps.” Against the specified target, the injector deals +2 damage with all regular and progression strikes. You can declare a new prescription target by spending another procedure to re-adjust your formula. plus-circleStill Approved For General Use: The injector has no special bonus against creatures other than the specified target, but still has all the normal effects against them. plus-circleMaterials Advantage: If you have access to some part of the intended subject's body (hair clippings, drop of blood, chewed-off fingernails, severed thumb, whatever) when you are adjusting your formula to target them, then the bonus damage increases to +5. |
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Offense | plus-circleInescapable Torment: When the trigger die rolled with a progression attack is 10+, then making the progression attack is a free action. You can do this multiple times per round if you're lucky enough. minus-circleNo Take-Backsies: You have to commit to potentially using an action when you make a progression attack, and if the die comes up 1-9 you have no choice but to do so. You cannot attempt to make a progression attack with Spite if you have no actions remaining in the current round. |
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Utility | plus-circleJust A Little Poke: You can use the attack while hiding or moving in a crowd without giving away your position or intent. Attacked subjects will still be aware that they just got injected, but not know by whom. | |
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Offense | plus-circleVein Finder: Every target you successfully damage with this attack is considered injected afterwards and thus can be struck by progression attacks. | |
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Offense | plus-circleLingering: Targets struck with a progression attack lose their injected status on a trigger die result of 1 instead of 1-6. minus-circleShort-Term: Injected targets still automatically lose their injected status at the end of the current exploration turn. |
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