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That's a lot of scratches. Tell me while I start sewing them up: did you have a bad time, or a really good one?
Lacerators wield fang and claw or a small, stabby weapon like a dagger. This makes the class quite common among both animals and people and is an excellent choice for anybody that wants a close-range, vicious fighting style.
This is a weapon and subject to universal weapon rules.
Lacerator | Rip and tear. | |
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caret-right | Counterattack | Free vengeance attacks. |
caret-right | Pounce | Free move before attacking. |
caret-right | Rend | Triple-attack single targets. |
caret-right | Savage | Prevent recovery. |
caret-right | Wolfpack | Cooperative maneuvers. |
Establishments | Butcher Drill Yard Lacerator School |
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Weaknesses | Handless |
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 Choking, Deprived, or Dizzy 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-circleKO: 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 Flesh from the blow that finished them and become totally helpless and oblivious for a few hours instead. plus-circleWater Capable: This weapon works just fine when underwater. |
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Condition | Explanation | |
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cut-palm | Bleeding | minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh 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. |
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). |
falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Offense | plus-circleReturn Pain: When you are attacked by an adjacent foe, you may immediately make an attack with this weapon of your own back against them if they are within your reach. Your counterattack is resolved immediately after the attack that triggered it. minus-circleAll In The Timing: If the trigger die rolled with a counterattack is a 7+, then it is a completely free action. If not, then you get one less action on your next turn. If you've already lost one action on your upcoming turn from counterattacking, then losing another counts as a double attack and thus costs 1 Energy to perform. If you've already lost both actions on your next turn from counterattacks, then you cannot counterattack any more this round. |
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caret-right | Alternative | plus-circleVengeful: You can choose to make a counterattack into a free action even when the trigger die is 1-6. minus-circleExertion: Every time you make a free counter that normally wouldn't be free, you lose 1 Energy. |
Movement | plus-circleLeap Attack: You may move up to 2 meters and make an attack as a single action. The movement happens immediately before the attack does. | |
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caret-right | Alternative | plus-circleLong Pounce: You can choose to move up to 5 meters immediately before an attack instead of the normal 2. minus-circleExertion: Pouncing further costs a point of Energy in addition to an action. |
Offense | plus-circleMeat Grinder: When you double-attack with this weapon (make two attack actions during a single turn, spending a point of Energy for the second one) and both attacks were directed at a single target, you may make a third attack against the same target as a free action. minus-circleExhausting Rage: The third attack also costs 1 additional Energy to perform. This cost is in addition to the 1 Energy that double-attacking cost to being with. |
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Offense | plus-circleTwist The Knife: When you successfully damage a target with this weapon, name any condition that the target is currently suffering from, including any conditions that may have been inflicted by the attack itself. They cannot recover from that condition by any means until the beginning of your next turn. minus-circlePre-Existing: If a target doesn't have any conditions immediately after you strike them, Savage has no effect. |
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Movement | plus-circleIn and Out: When an ally strikes a target that is adjacent to you with any weapon, you may immediately move 1 meter as a free action. | |
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Offense | plus-circleCumulative Takedown: If you attack a target that one of your allies has already attacked during the current round, you deal +2 damage. | |
Butcher | plus-circleCorpse Processing: Corpses can be brought to the base to be broken down and processed into valuable resources- meat, hides, bones, scrap metal, circuitry, holy relics, rare spell components, etc. This generates a payout in Dosh for whoever provided the corpse in question. minus-circleHigh Standards: Not every corpse provides enough resources to be worth a substantial payout. The payout from butchering a corpse depends largely on the corpse's size category but can be further modified by other factors. See the Establishments page for more details. minus-circleBring it Home: A corpse has to physically be in your base somehow in order for you to butcher it. |
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Drill Yard | plus-circleMelee Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). |
Lacerator School | plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
Handless | You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). |
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