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thunderer

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  • standard
    • immunity+extra
    • exploder- slain targets messily burst, causing damage/trouble to nearby targets
    • muffle- dampen all sound in area/node, covers up loud effects from within
    • brown note- inflict other random conditions? needs a special gimmick, like only when recovery check is 1 (which will actually happen on results of 1-4).
    • deafen/disorient should be a thing, unless brown note covers that conceptual territory

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Thunderer Wield soundwaves.
caret-right Brown Note Substitute random conditions.
caret-right Muffle Keep things quiet.
caret-right Outburster Detonate kills.
Enterprises Thunderer School

Thunderer

Offense plus-circleRock n' Roll: As an action, you may inflict the Migrained condition on any subject within throwing range (0-10 meters).

minus-circleTool Cost: Roll a trigger die when inflicting the Migrained condition this way. If the result is 1-3, then doing so costs 1 Supply or use of a Tool Box item. You cannot use this ability if you have no Supply/Tool Box uses remaining.
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).
Condition Explanation
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.

Brown Note

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.
Condition Explanation
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 Supply or Supply-substituting items in any way.

minus-circle Cannot use any ability that requires Supply in inventory.
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.

Muffle

Protection plus-circleNoise-Cancelling Headset: You are completely immune to the Migrained condition.
Utility plus-circleZone of Silence: As an action, you can muffle all loud noises in the dungeon node (or rough equivalent of a few rooms) 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 classes) do not draw any additional attention when used in a Muffled area.

minus-circleSupply-Driven: Muffling a node costs 1 point of Supply/Toolbox use.

Outburster

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-circleBodiless: 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, hirelings, and the occasional named NPC, so you don't need to worry about this for most random mook enemies.

Enterprises

Thunderer 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.
thunderer.1581365455.txt.gz · Last modified: 2020/02/10 13:10 by kyle