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At first they weren't very impressed when I told them I was going to defend their village with just my swords, but then I explained that I meant my Swift Weaponized Orbital Reconnaissance and Deployment System.
Rainmakers are target-callers for some external source of weaponry high above them- this could be a satellite, gunship, floating eldritch abomination, or whatever. You tell it where to strike, and it does so after a short delay. Rainmaker attacks have excellent range and area of effect but are nigh-useless underground, limiting their utility to adventurers that spend a lot of time in deep dark dungeons.
This is a weapon and subject to universal weapon rules.
Rainmaker | Death from above. | |
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caret-right | Automation | Reload faster and fire remotely. |
Enterprises | Demolition Ground Rainmaker School Squad |
Offense | plus-circleRadio Coordinates: As an action, you may invisibly mark any target space within 50 meters. plus-circleDelayed Strike: At the beginning of your next turn after marking a space, you make a Whelm attack as a free action against that space and all other spaces within 5 meters of it. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Cracked, Crippled, or Sore conditions to its target. plus-circlePowerful: This weapon is more powerful than normal, dealing +2 damage with every attack. plus-circleArea Weapon: This weapon does not suffer failure chances from concealment. Failure chances from mismatched sizes between attacker and target are reduced by 12. plus-circleSkyfaller: Because this weapon's attacks come from above, it ignores cover from objects between you and the targeted destination. minus-circleUmbrella: Any creatures with a roof over their heads are immune to this weapon's attacks. Only targets with nothing above them but sky are vulnerable to sky-deployed weaponry. minus-circleUncancelable: Once you've marked a target location, you cannot stop the attack from striking it at the beginning of your next turn even if you'd rather it didn't. minus-circleAmmunition: Roll a trigger die when you mark a target location for this weapon to strike. When its result is 1-6, then doing so costs 1 point of Supply or Ammo Bag use. You cannot mark a location if you have no Supply/Ammo Bag uses remaining. This trigger die roll is separate from the trigger die rolled as part of the attack, which has no chance to consume Supply. |
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caret-right | Alternative | plus-circleLonger Range: You can mark a target space further away than 50 meters, up to a maximum of 500 meters. minus-circleExtra Calculations: Marking a space within 51-500 meters takes two actions to perform instead of only one. |
Condition | Explanation | |
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cracked-helm | Cracked | minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
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). |
player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
Offense | plus-circleBring it Down: You may choose for the attack to utterly splinter anything in its target area made of wood or similarly-durable materials (plastic, bone, ice, etc), and also destroy up to 1 meter's thickness of stone or similarly-durable material such as concrete. This allows it to punch holes in rooftops and strike any creatures hiding underneath them. plus-circleBuried Alive: Any creatures that were underneath a roof you destroyed with this attack are partially buried in rubble, gaining the Grabbed |
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caret-right | Alternative | plus-circleOverdrive: You can choose to instantly reduce the number of actions required to reload your artillery by 10 as a free action during your turn. minus-circleSupply-Driven: Reloading your artillery piece instantly costs 1 Supply or use of a Tool Box item. |
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. |
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Rainmaker 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. |