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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 Billowing Lingering attacks enlarge.
caret-right Drift The cloud moves.
caret-right Storm Area becomes tough to deal with.
caret-right Tainted Immunity to your own miasma.
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: When the trigger die is 7+, the attack's effects linger for an additional round. At the beginning of your next turn as a free action, you may make another Miasmist attack in the exact same location as before. This lingering attack does not consume Supply regardless of the trigger die result. If the lingering attack's trigger die is also 7+, it continues to linger for another round. This can keep happening again and again for as long as the trigger die's result is 7+.

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-circleLimited Concentration: Repeated exposure to this weapon's effects in a short time has drastically diminishing returns. After you've attacked a target with your Misasmist weapon once during a round, all further Miasmist attacks from you against them until the beginning of your next turn have a special failure chance of 6.

minus-circleWind Interference: You cannot use lingering attacks at all when in an area of high wind; your Miasmist clouds are scattered almost as soon as you make them. Regular attacks are unaffected by the wind conditions.

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. Lingering after-attacks do not use or require Supply.
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).

Billowing

Offense plus-circleIt Grows: When you make a lingering attack, the area of effect increases by +1 meter from the epicenter. This effect is cumulative if the attack effect lingers across multiple rounds, increasing the radius of the area of effect by +1 meter each time until the effect dissipates.

Drift

Offense plus-circleFollowing Cloud: When you make a lingering attack, you may choose to move the target location up to 2 meters away from where it was during your last turn.

Storm

Offense plus-circleThoroughly Unpleasant: When you make a Miasmist attack (either regular or lingering), the area of effect becomes difficult terrain until the beginning of your next turn. All movement through difficult terrain takes an impairment.

plus-circleSemi-Opaque: Until the beginning of your next turn, the area of effect of your Miasmist attacks gain partial concealment. If they had partial concealment already, they gain full concealment instead. Concealment created by this ability cannot be seen through the way that concealment created from darkness can. If a creature is on the opposite side of a miasma-filled space with complete concealment, then they have complete concealment relative to you even if their actual position is outside the area of effect entirely. If a creature is inside the attack's area, they treat all spaces as having partial concealment.

Tainted

Protection plus-circleEffluviast: You are completely immune to your own Miasmist attacks and cannot be damaged or gain any conditions from them (including elemental conditions if relevant, even if you are not normally immune to those conditions).

plus-circleUnruffled: If you also know the Storm ability from this class, you are also immune to the secondary hindering effects of your own attacks (partial concealment, impaired movement).

minus-circleOnly You To Yours: Your allies are not immune to your attacks and can still be damaged by your miasma clouds. You have no special protection from Miasmist attacks used by your enemies or anyone other than yourself.

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.1572881468.txt.gz · Last modified: 2019/11/04 08:31 by kyle