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I've used many strange and curious weapons in my time, but the most satisfying one by far is my motor-car. The only thing it drops faster than blackguards is panties.
Trampler is largely the domain of hooved animals, wheeled vehicles, and spherical rolly-monsters but could potentially be usable by anybody willing to invest in some heavy boots. It's great against smaller targets but of limited or no utility against larger ones, so it's rarely a worthwhile investment for tiny creatures to take levels in.
Trampler | Melee Weapon. Run them over. | |
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caret-right | Full Throttle | Keep pushing onward. |
caret-right | Juggernaut | Break on through. |
caret-right | Press | Trap them under you. |
caret-right | Ram | Smash into targets too big to trample. |
caret-right | Wild Plow | Knock targets aside. |
Enterprises | Trampler School Trampler Squad |
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Weaknesses | Handless |
Offense | plus-circleStomp: When you take an action to move, you can choose to run over a target standing in your path. This allows you to make a Melee attack against them. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Dizzy, Nauseous, or Sore conditions to its target. plus-circleCritical Hits: The attack critically hits (dealing double normal damage) when its associated trigger die is a 12. plus-circleRunt Crusher: Size-based failure chances against smaller targets with this weapon are reduced by 12 (minimum 0). plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. plus-circleAssassinate: If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). plus-circleIgnore Concealment: This weapon ignores the normal failure chance from concealment (3 for partial, 6 for total). minus-circleAction-Dependent: You can only make Trample attacks as part of a movement action. If you have any abilities that allow you to make moves as free actions (such as Vanguard from the Steadfast class) you cannot trample anybody when using them. minus-circleDual Nature: Movement actions that include a trampling target are mechanically considered to be both movement and attack actions for things such as double attacks or the effects of the Dizzy/Nauseous conditions. minus-circleSingle Target: You can only attack a single target with this weapon per movement action taken, no matter how many targets you pass over. minus-circleWater Blocked: This weapon cannot be used effectively at all while underwater or against targets that are underwater. minus-circleLarger Impossible: You cannot use this weapon effectively against any creature your own size or larger than you are. minus-circleCover Failure: If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all. |
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Condition | Explanation |
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Dizzy | minus-circle Every time a movement action is taken, lose 1 Endurance. minus-circle Cannot dash (travel further in exchange for Endurance) during a movement action. plus-circle Movement made for free (without spending any actions) is unaffected. |
Nauseous | minus-circle All weapon attacks cost 1 Endurance 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. |
Sore | minus-circle Do not automatically regain lost Flow at the beginning of each round. |
Movement | plus-circleCHOO CHOO MOTHERFUCKER: When the trigger die is 7+, you can trample a second target as part of the same movement. There is no limit to how many t | |
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caret-right | Alternative | plus-circleNo Brakes: You can keep on moving (and trampling) even when the trigger die is 1-3. minus-circleExertion: Every time you continue moving when you'd normally be stopped, you lose 1 point of Endurance. |
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. |
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Offense | plus-circleFlop Onto: You may stop moving while sharing a space with a creature you are trampling. Doing so immediately causes you to automatically apply the Grabbed condition to all creatures trapped underneath you. plus-circleHeel Grinder: If you start a new turn grabbing any creature(s) with this ability, you automatically use a Trampler attack on them as a free action. minus-circlePositioning-Dependent: As soon as you move off, the Grabbed condition is automatically removed. |
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Offense | plus-circleSmash Into: You can use a Trampler attack by smashing directly into your target instead of moving over them. This allows you to use trample attacks against targets that would normally be immune, such as those that are underwater/flying or larger than yourself. After ramming a target, you end up in a space adjacent to them and stop moving. minus-circleStandard Larger Failure: Attacking a target larger than yourself has a failure chance of 3 per size category of difference between you and your target. minus-circleRunup: In order to effectively ram a target, you have to move at least 5 meters first. plus-circleDashup: If you dash while making your runup (lose Endurance in order to move further) your Ram attack deals +2 damage and critically hits on a 10+ instead of a 12. doubledSpikey Ram: If you also have the Bristler class, you deal +2 damage with all ram attacks. If you know the Hooks ability from the Bristler class, your ram attacks can inflict Grabbed just like your Bristler attacks can. |
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Offense | plus-circleMake A Path: When you trample a target they are immediately moved to the nearest space you don't occupy, clearing them from your path. plus-circleKnock Flying: When the trigger die is 10+, the attacked target is pushed 5 meters directly away from you. minus-circleI Can't Push Through That: Other creatures or solid barriers in inconvenient locations can prevent you from pushing a target back as far as you normally might. minus-circleWeight Limit: In order to shove a subject, you must be capable of carrying the subject- this means that you are normally restricted to shoving only creatures of your own size or smaller. This is mostly only an issue if you also know the Ram ability and use ti to attack larger targets. |
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Trampler 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. |
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Trampler 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. |
Handless | You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). |
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