This is an old revision of the document!
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 | Run them over. | |
---|---|---|
caret-right | Full Throttle | Attack multiple targets. |
caret-right | Juggernaut | Attack bigger targets. |
caret-right | Overrun | Roll over smaller targets. |
caret-right | Press | Trap them under you. |
caret-right | Wild Plow | Knock targets aside. |
Enterprises | Drill Yard Trampler School Squad |
|
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-circleNo Space Sharing: Although you can freely move through the spaces occupied by smaller targets in order to attack them, you cannot end your turn while sharing such a space with them (unless they are at least 2 size categories smaller than yourself in which case space sharing is possible anyway without this ability). 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. |
|
---|---|---|
Condition | Explanation |
---|---|
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 attack a second target as part of the same movement. Roll a new trigger die for every target affected this way. There is no limit to how many targets you can attack during a single movement other than your movement rate and your luck on the trigger dice. | |
---|---|---|
Movement | plus-circleWham Bam Thank You Ma'am: You can bowl over and trample larger targets than normal, and are no longer limited only to targets smaller than you are. minus-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. This counts as an attack, preventing you from doing it more than once per movement or attacking any other targets as part of the same movement unless you also know the Full Throttle ability from this class. |
|
---|---|---|
Offense | plus-circleBugs On Your Windshield: Creatures two or more sizes smaller than yourself are exceptionally easy to crush underneath you and hardly slow you down at all. Up to five such creatures are only counted as a single target for purposes of your limit of one attacked target per trample. | |
---|---|---|
Offense | plus-circleFlop Onto: You may stop moving while sharing a space with a creature you are trampling. Doing so causes you to automatically and immediately 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. |
|
---|---|---|
Condition | Explanation |
---|---|
Grabbed | minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. minus-circle The grabber can choose to end the effect as a free action during their turn. minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. |
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. |
|
---|---|---|
Drill Yard | Space has been set aside for practice and sparring with melee weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. |
---|---|
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. |
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. At least two of the soldier's five abilities need to be weapon abilities, 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). |
---|