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miasmist

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This is a weapon and subject to universal weapon rules.

Miasmist Create a cloud of gas.
caret-right Blastwave Knock targets about.
Enterprises Demolition Ground
Miasmist School
Squad

Miasmist

Offense plus-circleAttack: As an action, you may make a Whelm attack against any target(s) within a a space of your choice in throwing range (0-10 meters), plus all adjacent spaces.

plus-circleLingering:

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Bleeding, or Choking conditions to its target.

plus-circleArea Weapon: This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12.

minus-circleConstrained: The attack's effect emanates outwards from its center point. Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread.

minus-circleAmmunition: When the trigger die rolled with the attack is 1-6, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining.
Condition Explanation
bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Vitality 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.
noose Choking minus-circle Lose 1 Endurance at the end of each round. If no Endurance remains, lose Vitality instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Endurance (but still allows a check to remove a condition as normal).

Blastwave

Offense plus-circleSend Flying: Creatures that were caught in the explosion are physically moved 2 meters directly away from the epicenter. Creatures precisely in the epicenter are instead moved 2 meters directly away from you.

plus-circleCome On And Slam: When the trigger die is 10+, affected creatures are moved 5 meters instead of only 2.

minus-circleHuge Exemption: Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was affected.

Enterprises

Demolition Ground Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer.
Miasmist 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.
Squad The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply.
miasmist.1572618817.txt.gz · Last modified: 2019/11/01 08:33 by kyle