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missileer

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My knives always find their mark. What's my secret? I strap them to the backs of trained attack pigeons.

A Missileer's projectiles are slow but persistent, capable of independently weaving through all sorts of obstacles in order to strike true at their intended target. In most cases the unusual behavior of Missileer attacks mean they must be magical in nature, but it's also possible to flavor the class as specialized telekinesis or perhaps mastery over small, flying kamikaze creatures.

This is a weapon and subject to universal weapon rules.

Missileer Self-guided projectiles.
caret-right Override Move it manually.

Missileer

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 classes). 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).

Looping

Offense plus-circleAnother Pass: When an attack with your missile fails against its target for any reason, its movement is still halted but it is not destroyed. You can try attacking with it again the next time it moves.

Override

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.
missileer.1605199558.txt.gz · Last modified: 2020/11/12 09:45 by kyle