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I don't care if you have to go to the bathroom, we're not taking the suit off until you complete the dive. Those Navy lads will call you a pantywaist if you back out now. I have money on this.
A Mariner is the undisputed master of watery environments, meaning that the usefulness of the class will largely pivot around how often your adventures involve water. Humanoid adventurers probably shouldn't be able to invest in this class unless the technology level of the campaign is high enough to give them the ability to surpass their land-based biology.
Mariner | Mastery in water. | |
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caret-right | Freeflow | Move and attack unimpeded. |
caret-right | Kraken | Wreck boats and unskilled swimmers. |
caret-right | Lurker | Hide in plain sight underwater. |
caret-right | Powerswim | Strength and endurance in water. |
caret-right | Splash | Throw water for offense and support. |
Enterprises | Mariner School |
Movement | plus-circleNative Swimmer: You no longer take an impairment to movement when swimming and may do so at your full normal movement rate. plus-circleAquatic Defense: Attacks made against you while swimming no longer deal +2 bonus damage. |
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Protection | plus-circleWaterbreathing: You can either breathe water, hold your breath an insanely long time, or just have an oxygen tank or something. You no longer gain the Choking condition when underwater and can remain so basically indefinitely. | |
Movement | plus-circleSea Cleaver: You ignore the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow you down. You take no impairment and do not take extra damage from attacks when moving through such spaces. | |
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Offense | plus-circleSubmersible Arms: You can freely use any abilities while underwater without any failure chance, even those that normally cannot be used underwater at all. Who knows how you can fire a gun or use a flamethrower when completely submerged, but you can. | |
Offense | plus-circleAquatic Predator: When attacking a subject in the water that does not have the Mariner class, your bonus damage is increased from +2 to +5. You still deal no bonus damage to fellow Mariners. | |
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Offense | plus-circleWrecker: When attacking a boat or other watercraft, you deal +2 bonus damage. minus-circleLandlubbers Only: If the boat in question is currently being piloted by a creature that has the Mariner class, you do not get this bonus. |
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Offense | plus-circleCapsize: When successfully attacking a boat or other watercraft, you add +1 Water Point to your target any time the trigger die is 7+ instead of only when critically hitting. plus-circleStacking Sink: If you critically hit with an attack against a boat, the boat takes on a total of +2 Water Points. |
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Protection | plus-circleSunken Camouflage: When underwater, you gain partial concealment against anything that is outside the water. If you would already gain partial concealment (such as from murky water or dim light) you instead gain complete concealment. plus-circleVice Versa: If you are outside of water, you gain the same benefit against creatures that are inside the water. minus-circleBarrier Required: Lurker provides no special effects against other creatures that are in the same element as you are (water when in water, air when in air). doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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caret-right | Alternative | plus-circleUnfathomable Deeps: You can gain complete concealment from being on the opposite side of a water/air barrier from your observers instead of partial. minus-circleSlow Roll: When completely concealing yourself, you must take an impairment to all movement. Moving at full speed causes you to lose full concealment until the beginning of your next turn. |
Movement | plus-circleSeaborne Freight: You can swim effectively even when carrying a heavy load. Carrying more than a light load imposes an impairment to move as normal, but doesn't cause you to just straight up sink to the bottom anymore. | |
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Protection | plus-circleCounterpush: A single sweep of your swimming gear produces incredible force. When underwater, you act as if you are 1 size category larger than you actually are for purposes of resisting effects that push, pull, pick you up, or otherwise change your position against your will. This includes ability effects, natural currents and somebody trying to reel you in. | |
caret-right | Alternative | plus-circleUnmovable: As a free reaction that can be done at any time, you can choose to temporarily increase your effective immovability even further until the beginning of your next turn. minus-circleSupply Cost: For every additional effective size category you gain until the beginning of your next turn, you must spend 1 Supply or one use of a Component Pack item. There is no limit to how many effective size categories you can gain at once in this manner. |
Protection | plus-circleDive Resistant: You no longer suffer any negative effects from exposure to extremely high pressure, such as that found in oceanic depths. | |
Utility | plus-circleWater Toss: As an action, you can hurl a large amount of water at any point or single creature within throwing range (0-10 meters). In addition to doing pretty much anything you'd expect a few gallons of water to be able to do, this has a variety of specific effects useful for both offense and support detailed below. minus-circleNeed Water: Roll a trigger die whenever you Splash a target. If the result is a 1-3, then doing so costs 1 point of Supply/Component Pack use. You cannot Splash if you have no Supply remaining. plus-circleSwimming In Ammo: If you are currently swimming when you use Splash, you ignore its Supply/Component Pack use costs and requirements. That restriction only applies when you're on dry land and have to carry water with you. |
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caret-right | Alternative | plus-circleTorrent: You can create a powerful stream of water instead of a simple splash. Splashed subjects are pushed back 5 meters from your position in addition to all other Splash effects. minus-circleI Can't Push Through That: Other creatures or solid barriers in inconvenient locations can prevent you from pushing a target back as far as you normally might. minus-circleWeight Limit: In order to shove a subject, you must be capable of carrying the subject- this means that you are normally restricted to shoving only creatures of your own size or smaller. minus-circleIncreased Input: Using a Torrent instead of a Splash costs 1 Supply/Component Pack item- there's no longer any need to roll a trigger die; the cost is automatic. plus-circleSwimming Helps, Though: If you are currently swimming when using a Torrent, roll a trigger die and spend Supply/Component Pack uses only on a 1-6. |
Protection | plus-circleQuench: If your target has the Burning condition, you can choose to immediately remove it. Any reasonably-sized fires (such as torches, candles, etc) in the target space are also immediately put out. | |
Protection | plus-circleDilution: If your target has the Dissolving condition, you can choose to immediately remove it. | |
Offense | plus-circleDrown: You can choose to aim your water right for a target's breathing holes, inflicting the Choking condition to them. Targets that have the Mariner class are immune to this effect, as they can already breath water anyway. | |
Offense | plus-circleDischarge: If your target has the Electrified condition, splashing water on them immediately causes the target to lose an amount of Endurance equal to the current Escalation from the electrical discharge. If the target has no Endurance remaining, the remainder is applied to Vitality as normal. minus-circleElectric Drain: Intentionally discharging a target's Electrified condition by splashing them automatically removes the Electrified condition from them. |
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Help | Burning creatures are on fire. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. minus-circle Occupied and all adjacent spaces become well-lit. Spaces within 2 meters have light levels increased by one step (darkness becomes dim light, dim light becomes well-lit). plus-circle Instantly removed if subject is immersed in water or gains the Frozen condition. plus-circle Removes the Frozen condition upon application. |
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Help | Omniburned creatures are aflame with unnaturally-durable fire. |
minus-circle Omniburned is not removed by water or the Frozen condition. minus-circle Omniburned does not remove the Frozen condition. |
Help | Dissolving creatures are being broken down at the molecular level. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Help | Choking creatures aren't able to breathe or otherwise freely intake/vent gases. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Help | Electrified creatures are dangerously charged with electric energy. |
minus-circle At the end of each turn, subject and all other creatures within 2 meters lose 1 Endurance (unless recovery is successful). If no Endurance remains, lose Vitality instead. plus-circle If no other creatures are within 2 meters, this condition has no effect. |
Mariner 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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