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Mesmer | Wield psychic power. | |
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caret-right | Convoke | Bring them in. |
caret-right | Domination | Assume direct control. |
caret-right | Enthrall | Charm them. |
caret-right | Fratricide | They harm each other more. |
caret-right | Scorn | Slay the weak-minded. |
Enterprises | Mesmer School |
Offense | plus-circleBrainwash: 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-circleYellow Sign: 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. |
Offense | plus-circleCome To Me: When you inflict the Confused condition to a target, you also implant an irresistible urge to approach you. At the beginning of a confused subject's turn, they must take a movement action to approach you by as direct a route as possible. This happens to a subject regardless of whether Confused takes effect that turn for them. minus-circleSomnambulism: The movement action induced by Convoke is a free action for its subject. The subject is not required to pass through obvious danger (off a cliff, through caltrops, etc) in order to approach you but will try to find the best way around that's available. |
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Offense | plus-circleMindbreaker: When you kill a subject with any weapon attack and the trigger die is 12, you can choose for the subject to be mindbroken instead of killed. Mindbroken subjects survive with 1 Vitality and are permanently bound to you, following you everywhere and trying their best to do things that they think will please you. They are also clearly and irrevocably insane. | |
Offense | plus-circleBrain Puppet: You can spend an action to force any target within 20 meters that currently has the Confused condition to take any single action of your choice (including dangerous or self-destructive ones like attacking their allies, moving into a dangerous location, or similar). minus-circleFast Control: The actions you force your target to make are free actions for them. They still get their normal amount of actions on their next turn that they can spend any way they wish (unless Confused procs on them, anyway). |
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Offense | plus-circleTrust In Me: When you inflict the Confused condition to a subject, they briefly forget that you are an enemy. Until the beginning of your next turn, the subject has a special failure chance of 12 with all attacks made against you. | |
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Social | plus-circleCharm Person: When you inflict the Confused condition to a target, you can choose to charm them longer-term. The target treats you (and only you, not your allies) as a trusted friend until the end of the current exploration turn, effectively changing their attitude to Welcoming. minus-circleCharm Cost: Charming a target in this way costs 1 Supply or use of a Fuel Can item in addition to any other costs. minus-circleFragile Peace: If you make any kind of offensive action against a charmed target (or obviously allow an ally to do the same) the effect is immediately broken and the subject remembers what you really are. |
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Offense | plus-circleClaudius: Creatures currently suffering from the Confused condition that you inflicted on them deal +2 damage with all weapon attacks against themselves or any of their allies. | |
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Offense | plus-circleSuperior Brains: You find it easier to overload minds that are less sophisticated. All your weapon attacks deal +2 damage to creatures with the Simple weakness (this includes most animals and anything else in your campaign world that lacks sapience, such as possibly robots, zombies, golems, slimes, or what have you). plus-circleUndeniable Power: This effect even works against creatures with the Simple weakness that are also immune to the Confused condition for whatever reason. They may not be manipulable, but they are still as nothing before you. |
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Mesmer 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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