Generally I consider shouting matches to be a total waste of time, but if you're determined to make this into one I suggest you cover your ears.
Thunderers are well-suited to highly dramatic offensive capabilities, with many options that rapidly debilitate foes. For the most part, nothing a Thunderer does is subtle (though the Muffle ability can allow for subtlety when the time is right if necessary).
Thunderer | Wield soundwaves. | |
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caret-right | Amplifier | Enhanced attacks on the Migrained. |
caret-right | Brown Note | Substitute random conditions. |
caret-right | Muffle | Keep things quiet. |
caret-right | Outburster | Detonating kills. |
caret-right | Stunner | Empowered Migrained condition. |
Offense | plus-circleWeirding Module: As an action, you may inflict the Migrained condition on any subject within throwing range (0-10 meters). minus-circleWeaponized: This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do. minus-circleSupplies: Roll a trigger die when inflicting the Migrained condition this way. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
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Offense | plus-circleVibro-Axe: Your weapons scream with every strike. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Migrained condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). minus-circleMonoelemental: Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time. |
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Condition | Explanation | |
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aware | Migrained | minus-circle Roll twice, take lower number for first trigger die check each round. Resets at beginning of turn. plus-circle Second+ trigger die checks each round are unaffected. |
Offense | plus-circleExtra Resonance: Vibrations from your weaponry are enhanced when in the presence of your lingering previous vibrations. All your attacks made with any weapon deal +2 damage to targets that currently have the Migrained condition. | |
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Offense | plus-circleDisruptor Frequency: Every time you would inflict the Migrained condition to a target, you can choose to inflict a random standard condition instead. This is mostly useful when your target is immune to the Migrained condition or already has it, or when you just want to stack debilitating conditions quickly. minus-circlePower Drain: Substituting a random standard condition for the Migrained condition costs 1 point of Energy in addition to any other costs imposed. |
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Condition | Explanation | ||
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1 | 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. |
2 | bleeding-eye | Bleary | minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. |
3 | cut-palm | Bleeding | minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |
4 | noose | Choking | minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). |
5 | cracked-helm | Cracked | minus-circle Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
6 | snail | Crippled | minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0). |
7 | broken-bottle | Deprived | minus-circle Cannot use/spend resources in any way. minus-circle Cannot use any ability that requires unspent resources. |
8 | ringing-bell | Dizzy | minus-circle Every time a movement action is taken, lose 1 Energy. minus-circle Cannot dash (travel further in exchange for Energy) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
9 | turd | Nauseous | minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have. minus-circle Cannot double attack during a round. plus-circle Weapon attacks made for free (without spending any actions) are unaffected. |
10 | aura | Numb | minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
11 | player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
12 | falling | Vulnerable | minus-circle All incoming weapon attacks deal +2 damage. |
Protection | plus-circleNoise-Cancelling Headset: You are completely immune to the Migrained condition. | |
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Utility | plus-circleZone of Silence: As an action, you can muffle all loud noises in the dungeon node (or rough equivalent of a room or two) you are currently inside until the end of the current exploration turn. This dampens sound but does not negate it entirely; normal speech sounds like a whisper and shouting sounds like normal speech. Any weapons or effects with a loudness-related drawback (such as those from the Gunslinger or Grenadier archetypes) do not draw any additional attention when used in a Muffled area. minus-circleSupplies: Muffling a node costs 1 point of Supplies. |
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Offense | plus-circleMaster Exploder: When you strike the killing blow on a creature, you unleash powerful harmonic soundwaves that cause them to violently explode. Every other creature within 2 meters of the target immediately gains the Migrained condition. plus-circleRaining Blood: The target area (the subject's space/spaces plus every other space within 2 meters) becomes difficult terrain until the end of the current exploration turn, as it is now full of slippery chunks of the subject. plus-circleAnnihilation: Subjects killed in this fashion do not leave behind intact corpses for purposes of any effects that depend on such things. minus-circleIndiscriminate: You and your allies are not immune to the effects of Outburster. minus-circleOnly Kills: If you reduce a target to 0 Flesh with an attack but they make their Death & Dismemberment roll, they weren't killed by the attack and thus don't explode. You can attack them again as a coup de grace in order to automatically kill them. Death & dismemberment rolls are usually reserved only for player-controlled adventurers, followers, and the occasional named NPC, so you don't need to worry about this for most random mook enemies (they explode automatically). |
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Offense | plus-circleThunderstruck: Creatures suffering from Migrained conditions that you put on them must roll twice and take the lesser result for the first two trigger dice rolled each round rather than only the first one. | |
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