My knives always find their mark. What's my secret? I strap them to the backs of trained attack pigeons.
Possible Keystones | 1. Remote-control airplane. 2. Wizard school basic primer. 3. Winged monkey figurine. 4. Wasp pheromones. 5. Carved lodestone. 6. High-end headset. |
---|
This is a weapon and subject to universal weapon rules.
Missileer | Self-guided projectiles. | |
---|---|---|
caret-right | Barrage | More missiles. |
caret-right | Blitz | Fast and hard. |
caret-right | Homing | Improved targeting and movement. |
caret-right | Lagniappe | Sometimes reuseable. |
caret-right | Override | Move it manually. |
Offense | plus-circleAttack: As an action, you may create a “missile” object in any adjacent space. Your missile is under your direct control and immediately moves a number of spaces equal to the results on the trigger die. If you have your missile come in contact with a creature or object by attempting to enter their space, you immediately execute a Remote attack against that target as a free action using the same trigger die result that moved them there. minus-circleLaunch = Attack: Creating a missile counts as an attack action for all game-mechanical purposes such as double-attacking or the effects of the Nauseous condition. plus-circlePersistence: Missiles used to attack a target are instantly destroyed, while missiles that aren't remain wherever you last left them. At the beginning of each turn in which you have an active missile, you can roll a new trigger die for it and move it up to that number of spaces as a free action. A missile's attack always uses the same trigger die result as its current round's movement die, and calculates its damage using the Escalation during the round in which it actually hit rather than the round in which it was created. minus-circleSingleton: You cannot have more than one active missile at a time. If you create a new missile while you still have one active, your active missile is harmlessly destroyed. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Crippled conditions to its target. plus-circleBackstab: If you attack a target with your missile that cannot see it, you deal +2 damage. Note that you can freely have your missile move past a target that's facing you and then turn around to strike them from behind if you've got enough movement to spare. minus-circleAmmunition: When the trigger die rolled with the initial creation of the missile attack is 1-3, mark off 1 Supplies. You cannot create new missiles if you have no Supplies remaining. Trigger dice rolled to keep a previously-created missile flying do not incur any Supplies cost regardless of their result. minus-circleStoppable: Your missiles can be independently targeted by attacks from enemies. If your missile takes any amount of damage, it is immediately destroyed without any further benefit or use to you. Missiles fly and are immune to ground-based attack forms (such as those from the Caltropper and Earthshaker archetypes). A missile counts as a creature two sizes smaller than you are for purposes of incoming attack failure chance while still striking as a creature of your own size for purposes of outgoing attack failure chance (for example, if you are a size 5 humanoid then your missiles act as size 3 for purposes of what can hit them but size 5 for purposes of what they can hit). |
|
---|---|---|
Condition | Explanation | |
---|---|---|
desert-skull | Afraid | minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. plus-circle Second (and beyond?) actions each round are unaffected. |
noose | Choking | minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
snail | Crippled | minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0). |
Offense | plus-circleTwo In the Pipe: You can freely create another missile while you've already got one in the air. Every time you move your missile at the beginning of your turn (or as an action if you also have the Override ability), you move all extant missiles independently but roll separate trigger dice for each. | |
---|---|---|
caret-right | Alternative | plus-circleMacross: You may have up to five missiles in the air at once. minus-circleIncreased Costs: When creating a missile while you already have two or more active, Supplies are consumed on an initial trigger die roll of 1-6 instead of the normal 1-3. |
Offense | plus-circleDon't Stop Me Now: Your missiles are noticeably more durable than normal. Whenever your missiles would take an amount of damage equal to or less than your Remote combat rating, they ignore it completely and are neither destroyed nor even hindered. | |
---|---|---|
Offense | plus-circleFire Everything: When the trigger die rolled when initially creating a missile is 10+, then doing so retroactively becomes a free action. You have to have at least one action remaining during a turn in order to create a missile as normal. | |
Offense | plus-circleEnergy Signature Lock-On: Attacks with this weapon ignore both partial and total concealment. | |
---|---|---|
Offense | plus-circleAcceleration: The current Escalation is added to the movement distance allotment of your missiles. | |
Offense | plus-circleNear Miss: When an attack with your missile fails against its target for any reason, it is deflected or misses instead of being destroyed. If it hasn't used up all of its movement allotment for the round, you can have it continue moving. Missiles that fail to strike a target cannot be used to attack again until the next round. plus-circleTearthrough: When an attack with this weapon kills a target, the missile is not destroyed and can continue to be used. This can happen multiple times per round if enemy targets are both closely-spaced and weak enough. |
|
---|---|---|
Offense | plus-circleAssuming Manual Control: You can use an action to roll a trigger die and move your missile that many meters further. This can be used to greatly accelerate the speed at which your attack catches its target without having to wait until your next turn. plus-circleEasy Rider: Spending an action to move your missile might result in an attack happening, but it does not itself count as an attack action for purposes of calculating double-attacks, the Nauseous condition, provoking counterattacks, or any other game mechanical effect. |
|
---|---|---|
Utility | plus-circleScouting Overlay: You can see the world from the perspective of any of your missiles that are currently within 50 meters of your location in addition to seeing things from your normal perspective. | |