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Mesmer | Wield psychic power. | |
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caret-right | Fireproof | Ignore and snuff fires. |
Enterprises | Mesmer School |
Offense | plus-circleFlash: As an action, you may inflict the Confused condition on any subject within throwing range (0-10 meters). minus-circleFuel Cost: Roll a trigger die when inflicting the Confused condition this way. If the result is 1-3, then doing so costs 1 Supply or use of a Fuel Can item. You cannot use this ability if you have no Supply/Fuel Can uses remaining. |
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Offense | plus-circleShadow Weapons: You know how to enhance your weapons with material antithetical to reason. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Confused condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). | |
Condition | Explanation | |
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reverse | Confused | minus-circle Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. |
Protection | plus-circleFlame Sheath: You no longer take any damage from the Burning condition. If you have the Burning condition and don't want it, you can remove it from yourself as a free action at any time during your turn. | |
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Utility | plus-circleSnuff Out: As an action, you can put out all fires (including both environmental fires and the Burning condition on any creatures) in a 1-meter space within throwing range (0-10 meters) of your location. plus-circleKill the Lights: Any Light items in the target space (either held by a creature or unattended) are extinguished and must be re-lit to regain their benefits. Illuminator lights (from the Outfitter class' Illuminator ability) are immune to this effect. |
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caret-right | Alternative | plus-circleMass Quench: You can put out all fires within 2 meters of the target space instead of only the target space. plus-circleSupply Cost: Snuffing massive fires in this manner costs 1 Supply or Component Pack use. |
Offense | plus-circleNapalm: Fires you start (both environmental and via inflicting the Burning condition) cannot be quenched by water or by transport to an airless environment. They'll even burn in space. plus-circleCharnelhouse: When creatures attempt to recover from Burning conditions that you created, they lose Vitality on a result of 1-6 instead of 1-4. plus-circleBrilliant: Fires you set are brighter than normal. All spaces within 5 meters of the target become well-lit, and all spaces out to 10 meters increase light level by one step (darkness → dim light → well-lit). |
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Utility | plus-circleFirebomb: You can toss a lit flask of something burny to any point in throwing range (0-10 meters) as an action. The target space and all adjacent spaces catch on fire and become difficult terrain (requiring two meters of movement speed for every one traveled). Any creature in the area when you throw the Molotov or that subsequently passes through any space covered by your burning puddle immediately gains the Burning condition. plus-circleBurnout: Burning oil puddles exhaust their fuel supply and go out on their own at the end of the current exploration turn unless there was something else flammable nearby to spread to. minus-circleFuel Cost: Roll a trigger die when throwing a molotov. If the result is a 1-3, then doing so costs 1 Supply or use of a Fuel Can item. You cannot use this ability if you have no Supply/Fuel Can uses remaining. |
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caret-right | Alternative | plus-circleOil: You can choose to throw non-lit oil instead of a molotov. This makes the target spaces difficult terrain as usual but does not catch them on fire. If any source of fire touches an oil puddle, the entire area instantly bursts into flame as per a normal Molotov. |
Protection | plus-circleHeh Heh Heh: Burning things gives you a deep, satisfying thrill. Every time you set something on fire or apply the Burning condition to a creature, you regain 1 point of lost Endurance (up to a maximum equal to your Vitality). | |
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Offense | plus-circleTo Destroy All You've Done: Fire tends to spread much more quickly when you're around. At the beginning of your turn, you can set fire to one space or inflict the Burning condition on one creature of your choice within 20 meters as a free action. minus-circleSpark Seed: You cannot set anything on fire with Wildife unless it is located within 2 meters of another source of flame (burning environmental space or creature with the Burning condition). |
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caret-right | Alternative | plus-circleConflagration: You can spread fire up to three times at the beginning of your turn as a free action instead of only once. minus-circleFuel Cost: Spreading fire rapidly in this manner costs 1 Supply or Fuel Can use. |
Firebug 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. |
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