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This is a weapon and subject to universal weapon rules.
Spewer | Use a breath weapon. | |
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caret-right | Hose | Ignore recuperation and choking. |
caret-right | Nozzled | Spray wider or longer. |
Enterprises | Demolition Ground Spewer School Squad |
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 (failure chance of 6) and any cover created by creatures hiding behind one another. Only complete and total cover such as that provided by windowless walls 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. |
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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 | |
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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. |
Offense | plus-circleGusher: You can choose to make an attack with this weapon that ignores recuperation: it can be used while recuperating, and it does not trigger the normal recuperation time afterwards. This allows you to attack again immediately or even make a double attack if desired. minus-circleSpendy: A continuous stream of energy is harder on your ammunition stores. Every time you make an attack that ignores recuperation, you must spend Supply/Ammo Bag uses on a trigger die result of 1-6 instead of 1-3. |
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Protection | plus-circleDecoupled: You can use Spewer attacks freely even when you have the Choking condition. | |
Offense | plus-circleWide Spray: This weapon affects every space within your visual arc instead of only those within an equilateral triangle. minus-circleNormal Limits: Total targets are limited by the trigger die number as usual. Nearer targets are struck first. |
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caret-right | Alternative | plus-circleLong Spray: You can choose to focus your spray, increasing effective distance to 20 meters. Targets within 21-50 meters have a failure chance of 6, and targets further away than 50 meters cannot be struck at all. minus-circleThin Spray: Extra distance comes at the cost of coverage. Instead of striking everything in your visual arc, you strike only those targets on a 1-meter-wide straight line. plus-circleDon't Forget: Note that all Spewer attacks ignore cover from creatures hiding directly behind one another, so you can still easily hit multiple targets when you do this. |
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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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. |