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It depends a lot on where in the world you happen to be at the time and who you're with, but when in doubt follow this simple principle: Puff, puff, pass. Oh, you want to know about smoke SCREENS? You should have said so to begin with.
Smokers (at least in the context of the class) are experts in the creation and deployment of smokescreens for concealment, which can be an invaluable tactical tool. It doesn't have to be smoke, either- depending on what's plausible in your campaign world, you can create similar effects via evoking mist or maybe creating an area of tall grass or something.
Smoker | Deploy smokescreen grenades. | |
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caret-right | Lingering | Smoke lasts longer and can be used for signals. |
caret-right | Sanctuary | Regenerates those hiding in it. |
caret-right | Tear Gas | Irritate the eyes and lungs of your targets. |
Protection | plus-circleScreening: You may toss a smoke bomb into any space within throwing range (0-10 meters). The targeted space and all other spaces within 2 meters gain complete concealment, and all other spaces within 5 meters become one step more concealed than before (no concealment becomes partial concealment, partial concealment becomes total concealment). plus-circleOpaque: Concealment created by smoke cannot be seen through the way that concealment created from darkness can. If a creature is on the opposite side of a smoke-filled space with complete concealment, then they have complete concealment relative to you even if their actual position is outside the smoke entirely. If a creature is inside the smoke, they treat all spaces as having the same amount of concealment as they have themselves. minus-circleShort Burst: The smoke dissipates at the beginning of your next turn. minus-circleSupply-Driven: Roll a trigger die when you toss a smoke bomb. If the result is 1-3, you lose one Supply. You cannot use smoke bombs if you have no Supply remaining. |
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Utility | plus-circleNon-Dissipation: You can choose to make the smoke last until the end of the conflict (or for a few minutes when used outside of a combat conflict) instead of dissipating at the beginning of your next turn. Every time you toss a smoke bomb, you can choose whether you'd prefer it to be lingering or dissipate quickly as per the default. | |
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Utility | plus-circleSmoke Signal: Lingering smoke is visible from quite a long ways away. You can also choose to give your smoke a specific color if you want (like red, green, blue, purple, etc). | |
Protection | plus-circleCombat Stimulants: When you throw a smoke grenade, you can choose to make it a sanctuary grenade instead. Sanctuary grenades create smoke that is laced with stimulants that energize anyone hiding in it: any creature that starts their turn inside the sanctuary cloud automatically regains 1 point of lost Endurance. This happens immediately after they regain Flow, meaning that the new Endurance does not get covered with a matching point of Flow. plus-circleEscalating: For every 3 points of active Escalation, the sanctuary smoke restores 1 more Endurance per round. minus-circleSupply Cost: Every time you throw a sanctuary grenade, you must spend 1 Supply. You no longer make a trigger die check; Supply expenditure happens automatically. This only happens when throwing a sanctuary grenade; normal smoke grenades consume Supply at the normal lower rate. |
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Offense | plus-circleIrritant: When you throw a smoke grenade, you can choose to make it a tear gas grenade instead. Tear gas acts as an irritant to whoever's caught in it: any creature that starts their turn inside the tear gas cloud automatically gains both the Choking condition and either the Bleary condition (if in an area of partial smoke concealment) or the Blind condition (if in an area of total smoke concealment). minus-circleSupply Cost: Every time you throw a tear gas grenade, you must spend 1 Supply. You no longer make a trigger die check; Supply expenditure happens automatically. This only happens when throwing a tear gas grenade; normal smoke grenades consume Supply at the normal lower rate. |
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