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When I made the order, I thought a “Bohemian Earspoon” was a cocktail. Still not disappointed.
| Possible Keystones | 1. Stave-based martial arts manual. 2. Delicious roasted meat on a skewer. 3. Antique bayonet. 4. Treatise on social proxemics. 5. Flag on a spiked pole. 6. Obsidian spearhead. |
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This is a weapon and subject to universal weapon rules.
| Lancer | Wield a polearm. | |
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| caret-right | Interception | Attack threatened spaces out of turn. |
| caret-right | Longshaft | Increased reach and jousting capability. |
| caret-right | Phalanx | Overcome the troubles of cramped spaces. |
| caret-right | Skewer | Stab multiple targets in a line. |
| caret-right | Standstill | Prevent their approach. |
| Active Combat | plus-circlePain on a Stick: As an action, you may make a Melee attack against any target within 2-5 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Sore, or Vulnerable conditions to its target. plus-circleSkullduggery: This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack). plus-circleSemi-Aquatic: The weapon has a failure chance of 6 when used underwater instead of such use being impossible. minus-circleReach Weapon: This weapon cannot be used to attack subjects that are directly adjacent to you, only those 2-5 meters away. |
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| Condition | Explanation | |
|---|---|---|
| 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. |
| player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
| falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
| Active Combat | plus-circlePay the Pole Tax: When an enemy enters any space within your visual arc you can reach with this weapon, you may attack them as a free action even though it isn’t your turn yet. The attack is resolved before the target can do anything else, including continue moving. plus-circleSelf-Impalement: If the target you intercepted was currently sprinting or making any other sort of enhanced-speed move that carries a potential Energy cost, the interception attack deals +2 damage. minus-circleConservation of Action: Every time you choose to make an interception attack on a target, you get one less action on your next turn. You cannot intercept more than twice per round. minus-circleOne Per Customer: You cannot use an Interception attack on a single target more than once per round. |
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| Enhancement | plus-circleTelescopic: Through clever craft or technique, you can greatly extend the reach of your polearm when necessary (to a maximum reach of 10 meters). minus-circleAwkward: Attacking targets 6-10 meters away has a failure chance of 3 due to the awkwardness of such a long pole. Attacks against targets within the normal reach range (2-5 meters) are unaffected. |
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| Enhancement | plus-circleJoust: A longer spear can also grant more leverage, given the right circumstances. When you are riding on something else that moves you around the battlefield without you having to take any movement actions yourself (a mount, a vehicle, a large friend carrying you on their shoulders, or similar) you deal +2 damage with all Lancer attacks made during the same round you are moved. If you aren't externally moved during a round, you do not get this bonus. minus-circleExternals Only: You don't get this bonus when fighting against something else that's also riding the same thing you are. |
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| Enhancement | plus-circleStab Around: You're used to handling your polearm in a crowd. Creatures no longer impose a failure chance on your attacks when standing between you and your intended target. plus-circleChoke Up: You can expertly shift your grip position on your polearm to use it at close range as needed on the fly, allowing you to use it to attack targets within 1 meter with no penalty. |
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| Enhancement | plus-circleStab Happy: When the trigger die is 7+, your weapon can pass through your target's space and also damage another target standing behind them. When the trigger die is 10+, you can skewer up to three targets with a single attack instead of only two. minus-circleStraight Line: In order to skewer multiple targets with this ability, you must be able to draw a straight line from your own position that (at least partially) passes through the spaces occupied by all of your targets. If a creature doesn't pass the straight line test, then you can't hit them as part of a skewering. |
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| Enhancement | plus-circlePut 'Em On Lockdown: You know how to keep your enemies at the business end of your weapon. When the trigger die rolled with the attack is 7+, the attack's target becomes physically incapable of moving any closer to you than they already are. This effect lasts until the beginning of your next turn. minus-circleTurned Away At the Door: Standstilled enemies can freely move away from you if they want, just not towards you. |
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| Active Combat | plus-circleSticker: If you hit with an attack but the trigger die is not 7+, you can choose to standstill your target anyway. minus-circleExertion: Every time you standstill a target when you normally wouldn't, you lose 1 Energy. |
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