This is an old revision of the document!
“One side, peasants, a knight is coming through!” Haha, wait until the lads get a load of this. This is going to be great.
Everybody is just sort of assumed to be wearing a few pieces of minor protective gear as a matter of course (or be good at protecting themselves in some other way). If you want to be serious about armor, then that's where the Tank class comes in. Creatures with oversized shells or other natural protection might also have levels in Tank, as does anything that has naturally hard skin (like robots or golems).
Tank | Wear heavy armor. | |
---|---|---|
caret-right | All-Points | Negate backstabs and crits. |
caret-right | Eternal | The armor refreshes more. |
caret-right | Juggernaut | Break on through. |
caret-right | Light Armor | You aren't slowed down. |
caret-right | Smug Safety | Regain health when struck. |
Enterprises | Tank School |
Protection | plus-circleArmored Plating: You are covered in heavy armor. The first time in a round you are struck by any attack, you treat your relevant combat ability score as double its normal value for purposes of defense against that attack. For example, if you are struck by a melee attack and your Melee combat ability is 3, you could subtract 6 damage from the attack instead of the normal 3 damage. Your combat ability scores are not actually changed and Tank has no effect whatsoever on your offensive capabilities. plus-circleEnduring Defense: Every time you use Tank to reduce the damage taken from an attack, roll a trigger die. If the result is 7+, Tank remains active to protect you from the next attack taken as well. There is no limit to how many attacks Tank can protect you from during a given round except your luck. Tank always renews and is ready to defend you again at the beginning of each new turn you take. minus-circleTurtle Style: Your armor is bulky and somewhat difficult to move in. You take an impairment to all movement. minus-circleColonel Clank: Tanking is not a subtle activity, and moving around in your armor makes a fair amount of noise. You cannot sneak or otherwise go unnoticed. |
|
---|---|---|
Protection | plus-circleBack Plating: Extra armor covers all weak points. Attackers gain no bonus damage against you with either backstabs or when you have the Prone condition on any attack that your armor applies against. minus-circleGuard Up: If your armor has already been depleted during the current round, backstabs and prone strikes deal +2 damage as normal. |
|
---|---|---|
Protection | plus-circleNo Gaps: When an attacker critically hits against you, you can spend one Supply or Component Pack use to negate the critical hit (and thus take no extra damage and avoid the Bleeding condition). The attack still deals regular damage as normal, only the additional citical hit portion is cancelled. minus-circleGuard Up: If your armor has already been depleted during the current round, you cannot use this ability to cancel incoming critical hits. |
|
Protection | plus-circleImproved Renewal: If you have no Flow left after taking an attack, then your armor refreshes on a trigger die roll of 4+ instead of 7+. plus-circleDesperate Defense: If you have no Endurance left after taking an attack, then your armor always refreshes with no need to roll a trigger die at all. |
|
---|---|---|
caret-right | Alternative | plus-circleForced Renewal: If your armor fails to refresh, you can choose to make it refresh anyway and thus keep on protecting you from further attacks. minus-circleSupply Cost: Every time you force your armor to stay active when it normally wouldn't, you must spend 1 Supply or use of a Component Pack item. |
Movement | plus-circleWham Bam Thank You Ma'am: Once per movement action taken, you can simply knock down a single creature standing in your path. This immediately inflicts the Prone condition to them and allows you to pass through (but not stop in) the space they occupy. plus-circleWeight Limit: You can only knock down a target with Juggernaut if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). doubledOOOOOHHHHH YYYYEEEEAAAHHHH: If you know the Door Kicker ability from the Powerhouse class, you can smash through anything you're capable of breaking with it as part of a movement action instead of knocking down a creature. doubledStompy Time: If you have levels in the Trampler class, you can use it to attack creatures you smash through. |
|
---|---|---|
Help | Prone creatures are lying on the ground or otherwise very off-balance. |
minus-circle Impairment to all movement. minus-circle Incoming melee attacks deal +2 damage. plus-circle Incoming projectile attacks have a failure chance of 3. |
Movement | plus-circleMithril Shirt: Your armor is lightweight and unobtrusive; you can wear it under your clothes or whatever and nobody will know. You no longer take an impairment to movement from wearing armor and are free to sneak or otherwise go unnoticed. | |
---|---|---|
Protection | plus-circleBreak Upon Me: You get a special thrill out of feeling protected by your armor. Every time you are attacked, you regain 1 point of Endurance immediately afterwards (up to the limit of your Vitality as normal). It doesn't matter if the attack actually managed to inflict any damage or not. plus-circleInsufferable Tin Can Ass: If your Endurance is full, you regain one Flow instead. minus-circleGotta Land: Attacks against you that fail for any reason do not cause you to regain lost Endurance/Flow. minus-circleGuard Up: If your armor has already been depleted during the current round, you do not regenerate Endurance/Flow from this ability when attacked. |
|
---|---|---|
Tank 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. |
---|