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telekinetic

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Telekinetic Projectile Weapon. Throw things with your mind.
caret-right Equilibrium Take advantage of gravity.
Enterprises Telekinetic School
Telekinetic Squad

Telekinetic

Offense plus-circleAttack: As an action, you may make a projectile attack against any target within 5 meters.

plus-circleLooping Strike: Because you control your projectile remotely and can change its direction as much as you want, it does not need to fly in a straight line from you to your target. This attack completely ignores partial cover under all circumstances, and ignores total cover if there is any open route within range for it to get around/over/under whatever's providing the total cover.

plus-circleCritical Hits: The attack critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) when its associated trigger die is a 12.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

minus-circleSize Failure: Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3.

minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6.

minus-circleCover Failure: If there is no available route for your projectile to reach your target, you cannot attack them at all.

minus-circleWater Slowed: This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range.

minus-circleAmmunition: When the trigger die rolled with the attack is a 1, 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-circleLonger Range: You can fire at subjects further away than 5 meters, up to a maximum of 50 meters.

minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 6-10 meters, 6 for targets within 11-20 meters, and 9 for targets within 21-50 meters.

minus-circleLooping Shot Accuracy: Failure chances from shooting at longer range apply even when a target is close by if you had to send your projectile out further in order to get around cover to get at them. For example, if you had to send your projectile out 20 meters in order to get around a wall and hit a target on the other side that's only 5 meters away from your position, failure chance is 6 because the maximum distance away your attack traveled was still 20.
Help Bleeding creatures are quickly losing their precious bodily fluids.
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead.

Twinned

Offense plus-circleArc Shot: You can freely shoot over creatures and solid barriers. Barriers circumvented in this way do not apply a failure chance to your attack or prevent you from making it at all the way they normally would.

minus-circleNot Too Steep: You can only shoot over an obstacle or creature so long as their height is no more than half the intended distance of your shot.

minus-circleGravity Dependent: You can only use this effect when in an area that has some form of gravity.
Offense plus-circleDrop Shot: So long as you are at least three meters higher in elevation than your target is, you deal +2 damage to them with all Archer attacks.

minus-circleGravity Dependent: You can only use this effect when in an area that has some form of gravity.

Enterprises

Archer 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.
Archer 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. Two of the soldier's five abilities need to be from this class, 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.
telekinetic.1566567776.txt.gz · Last modified: 2019/08/23 07:42 by kyle