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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, bomber squadron, floating eldritch abomination, or whatever. You tell it where to strike, and after a short delay it does so with extreme prejudice. Rainmaker attacks have excellent range and area of effect but are nigh-useless underground, meaning the class is of limited 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 | Lock On | A target can't escape. |
caret-right | Smite | Hit one target hard. |
caret-right | Sunroofer | Destroy target's shelter. |
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-circleTracking Shots: When you mark a target location, you can choose to mark a target creature instead. When the attack comes at the beginning of your next round, it will strike the target creature regardless of whether they have moved to a new position during their previous turn. plus-circleLarge Targeting: If you mark a creature that's large enough to take up multiple spaces, the target space of the attack is always considered to be their center space. |
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Offense | plus-circleThy Domain Be Not Heaven: When you attack a target with this weapon that is currently airborne for any reason (flying, jumping, etc) they immediately lose up to 10 meters of elevation. If the trigger die is 10+, they lose up to 20 meters of elevation instead. plus-circleForced Fall: If a target of the attack ends up hitting the ground (or another solid surface) as a result of this elevation loss, they take fall damage in addition to damage from the weapon itself (1 point per 3 meters fallen, applied directly to Flesh). |
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Offense | plus-circlePrecision Strike: When making an attack with this weapon, you can choose to strike and damage just one single creature instead of every creature in the target area. All targets other than your lone intended target are left unharmed. plus-circleDeadly: When you use the Smite ability to attack only one target, the attack is considered an assassination strike (if the target is not expecting an attack and is of your level or lower, they are instantly killed by it regardless of defenses or remaining Flesh). |
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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 left partially buried in its rubble. This effectively causes them to gain the Grabbed condition from the ruins of whatever building they're in, preventing any movement until they recover from it. minus-circleHeavy Ammo: When choosing to use the Sunroofer ability, you must always spend a point of Supply when marking the target area. You no longer roll a trigger die for this; it happens automatically. |
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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. |