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spewer

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This is a weapon and subject to universal weapon rules.

Spewer Use a breath weapon.
caret-right Carnage Increased target potential.
Enterprises Demolition Ground
Spewer School
Squad

Spewer

Offense plus-circleAttack: As an action, you may make an Whelm attack against a number of targets within an equilateral triangle, one corner of which must be adjacent to your position.

plus-circleVariable Targets: This weapon can hit a maximum number of potential targets in its area of effect equal to the trigger die result- for example, if the trigger die is a 5 but there are 7 targets in the area of effect, only 5 of them are damaged by the attack. Nearby creatures are hit before further ones. If multiple creatures are equidistant and the attack cannot hit all of them, select which will be hit randomly.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Bleary, or Deprived conditions to its target.

plus-circleArea Weapon: This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12.

plus-circleFluid Flow: This weapon flows easily around and through targets, causing it to ignore failure chances from partial cover (6). Only complete and total cover protects targets from your Spewer attacks.

minus-circleChoking Vulnerable: If you have the Choking condition, you cannot make Spewer attacks. Breath weapons don't work if there's no breath to be had.

minus-circleRange Falloff: This attack has a special failure chance of 6 against targets within 6-10 meters. It cannot be used against targets further away than 10 meters at all.

minus-circleConstrained: The attack's effect emanates outwards from its starting point (the corner of the triangle that's adjacent to you). Walls and solid barriers can prevent its spread and protect things behind them.

minus-circleHuff And Puff: This weapon is significantly slower to reload than most, as it requires you to regenerate an internal source of energy between uses. After you've made a Spewer attack, you cannot make another one right away. At the beginning of each turn after using a Spewer attack, roll a trigger die: if the result is 9+, you have regained the ability to make more Spewer attacks. Double-attacking with this weapon is impossible.

minus-circleAmmunition: When the trigger die rolled with the attack is 1-3, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining.
caret-right Alternative plus-circleOverdraw: You can choose to make a Spewer attack even if you've already made one and haven't regenerated the capacity yet.

minus-circleStill No Doubles: Double-attacking is still impossible with Spewer attacks.

minus-circleGasp: Every time you choose to make a Spewer attack before you would normally be allowed, the attack costs 1 Energy in addition to any Supply/Ammo Bag use costs it might normally have.
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.
bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
broken-bottle Deprived minus-circle Cannot use/spend Supply or Supply-substituting items in any way.

minus-circle Cannot use any ability that requires Supply in inventory.

Carnage

Offense plus-circleMore Targets: The maximum number of targets the weapon can affect per attack is equal to the number on the trigger die (1-12 instead of 1-4, basically).

Heavy Spit

Offense plus-circleLonger Falloff: The weapon's maximum range and effectiveness at close range are further enhanced, as such:
- Against targets within 10 meters, the attack deals +2 damage.
- Targets within 20 meters are attacked normally.
- The attack has a special failure chance of 6 against targets within 21-50 meters.
- Targets further away than 50 meters cannot be targeted at all.

Intimacy

Offense plus-circleReverse Hugs: At point-blank range, your gun is absolutely devastating. The bonus damage against targets at close range is increased from +2 to +5 against targets 1 meter away.

minus-circleAdjacent Only: Bonus damage is still only +2 against targets 2-5 meters away.

plus-circleIntimate Spit: If you also know the Heavy Spit ability from this class, bonus damage is increased to +5 out to a range of 2 meters instead of 1 meter.

Pump-Action

Offense plus-circleCh-Chick: Advanced construction means you no longer need to reload between shots.
caret-right Alternative plus-circleBoth Barrels: You can choose to fire off multiple shells per attack to really make sure the job gets done. When giving them both barrels, the attack always deals +2 bonus damage to all targets struck. This bonus damage is in addition to the normal bonus damage from close range, if any.

minus-circleAmmo Eater: Every time you choose to use Both Barrels for extra damage, Supply/Ammo Bag uses are consumed on a trigger die roll of 1-6 instead of 1-3.

Pushback

Offense plus-circleHella Kick: Creatures damaged by the weapon are physically moved 2 meters directly away from you.

minus-circleHuge Exemption: Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was in the shrapnel cone.
Offense plus-circleRip And Tear: Your attacks no longer suffer failure chances from cover granted by creatures. Cover granted by solid objects such as walls still applies, but creatures do not.

Enterprises

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.
Spewer 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.
spewer.1574193806.txt.gz · Last modified: 2019/11/19 13:03 by kyle