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You ever notice how those enormous cyclops bastards are absolute crack shots with their boulders? Doesn't make any sense, but it's true. Anyway, put this eye patch on; I want to try something.
Anybody with a weapon-using class knows how to use them competently, but a Striker makes attacks with next-level precision. This is useful but also somewhat situational, making Striker a great class for adventurers that consider themselves primarily warriors but a more mediocre one for adventurers that prefer solving problems other ways.
Striker | Attack with uncanny accuracy. | |
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caret-right | Blind-Fight | Ignore concealment. |
caret-right | Deadeye | Deadly accuracy with projectiles. |
caret-right | Foebreaker | Critically hit more often. |
caret-right | Gapmaker | Exclude targets from area attacks. |
caret-right | Hunter | Hit differently-sized targets. |
Enterprises | Striker School |
Offense | plus-circleTrue Strike: If you make an attack that fails for any reason (cover, concealment, size differences, special attack effects, etc) you can choose to make it succeed instead. minus-circleThe Exception: Special optional failure chances incurred from attacking with the Invoker class cannot be overcome through use of Striker. More normal failure chances such as from cover, concealment, size differences, etc absolutely can though. minus-circleMojo: Making an attack succeed that would have otherwise failed costs 1 Mojo. minus-circleNo Impossibilities: You can only use Striker to make an attack succeed if it had a remote possibility of success in the first place. Attacking something behind total cover or outside of your normal range still won't work, Striker or no. plus-circleImprobabilities Are Fine Though: Stacking failure chances above 12 don't make an attack impossible because all attacks always hit on a 12, therefore you can use Striker to make a hit land that you'd normally need to roll a 12 for. |
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Offense | plus-circleZatoichi: You completely ignore failure chance from concealment within 2 meters, and treat all concealment out to a range of 5 meters as being one step less severe than it actually is (complete concealment acts as partial concealment, partial concealment is ignored.) minus-circleYou Can't Actually See Though: Ignoring failure chance from concealment is not the same as ignoring concealment. You still can't perform any vision-based activity effectively in total concealment, it just doesn't hinder you from fighting effectively. |
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Offense | plus-circleSniper: You can use all Remote-type weapons to perform assassination strikes, which instantly kill their target. Assassination requires a target to be completely clueless that they are in danger from you and for their level to be equal to or less than your own. | |
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Offense | plus-circlePoint-Blank: When using a Remote weapon to attack any target within 5 meters, you deal +2 damage. | |
Offense | plus-circleImproved Criticals: You critically hit with all weapons on a trigger die result of 11-12 instead of only on 12. | |
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Offense | plus-circleShotgun Surgeon: When using any Whelm attack that hits multiple spaces, you can intentionally leave one target unharmed/space unaffected that would otherwise have been hit. | |
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caret-right | Alternative | plus-circleMulti-Gapped: You can choose to exclude any number of targets from an area effect that would have otherwise been hit. minus-circleMojo: Excluding two or more targets from an area effect costs 1 point of Mojo. |
Offense | plus-circleBig Game: All failure chances from attacking targets larger than yourself with any weapon are reduced by 12 (to a minimum of 0). plus-circleSmall Game: All failure chances from attacking targets smaller than yourself with any weapon are reduced by 12 (to a minimum of 0). |
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Striker 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 Dosh each. |
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