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visage

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Bears are the most horrifying monsters to exist in this world or any other. FACT. Put on this bear mask and anybody who sees you will be made literally shitty with terror.

The Visage class takes its inspiration from any creature that has a supernaturally striking appearance, such as nymphs or gorgons. While it has a rather strict limitation in use from the fact that targets must be able to see you, it also is unusual among Remote attacks in that it never costs any Supply or Ammo Bag uses regardless of the trigger die result.

Visage To look upon you is death.
caret-right Imagist Create and attack through images.
caret-right Lock Eyes They can't look away.
caret-right Majesty Some attacks are free.
caret-right Splendor Strike multiple targets.
caret-right Stink Eye Sometimes counterattack.
Enterprises Shooting Range
Squad
Visage School

Visage

Offense plus-circleAttack: As an action, you may make a Remote attack against any target within 20 meters.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Afraid, Choking, or Numb conditions to its target.

plus-circleCritical Hits: The attack critically hits (dealing double normal damage) when its associated trigger die is a 12.

plus-circleSize Adapted: All failure chances with this weapon from mismatched sizes between attacker and target are reduced by 12.

plus-circleActive Choice: Your attacks with this weapon are active, meaning you choose when and who to hit with them. Just looking at you casually does not cause targets to be attacked automatically and your allies are always safe.

minus-circleClear Sight: In order for you to attack a target with this weapon, they must be able to see you clearly. This means that you must be somewhere inside their visual arc and cannot have any concealment or cover at all in relation to your target. If the target has their back turned or if you have any cover/concealment (including from the target currently having the Blind condition) then your attacks automatically fail.

plus-circleOne Way: While you cannot have any concealment relative to your target if you wish to attack them, the reverse is not true. If you can't see your target (due to you having your back turned, them lurking in the darkness or you having the Blind condition) you can still freely attack them with this weapon so long as they can still see you. You ignore any of the usual failure chances from concealment in such a case.

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-circleCover Failure: If there are creatures or solid objects partially obstructing the target's view of you, you cannot attack them at all with this weapon.

minus-circleWater Capable: This weapon works just fine underwater (so long as the water in question isn't too murky, anyway).
caret-right Alternative plus-circleLonger Range: You can attack subjects further away than 20 meters, up to a maximum of 200 meters.

minus-circleAccuracy Drop: Attacking very distant targets carries a failure chance since you're much smaller and fuzzier in their vision. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters.
Condition Explanation
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.
Choking minus-circle Lose 1 Endurance at the end of each round. If no Endurance remains, lose Vitality instead. Successfully throwing off the condition prevents damage for that round.
Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.

Imagist

Offense plus-circleEgo Projection: Looking at images of you (photographs, paintings, sculptures, on a TV screen, through a telescope lens, whatever) is the same as looking at you in the flesh. You can freely attack anybody that's currently looking at something that bears your likeness. Range, concealment, and similar factors are calculated from the position of your likeness rather than your own position.

minus-circleWill and Fury: No matter how many people in the world are looking at your picture, you can only attack them if you know both A: that they exist and B: that they are looking at you right now.
Utility plus-circleFor The Fans: You have access to a large supply of images of yourself. As an action, you can pull one out and place it anywhere within throwing range (0-10 meters). You can then attack anyone looking at one of your images as normal for Imagist.

minus-circleMaterial Price: Every time you pull out an image of yourself, roll a trigger die. If the result is a 1, then doing so costs 1 Supply or use of a Component Pack item.

Lock Eyes

Offense plus-circleI'm The Captain Now: When you successfully attack a target with this weapon, that target becomes unable to take their eyes off you. Until the beginning of your next turn, the subject can take no actions that would cause them to lose sight of you (including turning their back or moving to any location that would block their line of sight, either partially or completely).

minus-circleInterference: A target's allies that aren't currently affected by Lock Eyes can still break line of sight between their ally and yourself, such as by moving to an interposing position. Only your target is compelled to keep themselves open to you.
Offense plus-circleMy Eyes, The Goggles Do Nothing: Looking upon you burns an afterimage into the target's mind, allowing you to continue attacking them even if they manage to look away somehow.

minus-circleFading Memory: If a subject has not seen you since the round before, attacking them has a failure chance of 6. If it's been more than one full round since a subject last saw you, you can't attack them any more at all (until they see you again).

Majesty

Offense plus-circlePracticed Ease: A mere glance is enough to convey your powerful scorn. When the trigger die is 10+, the attack is a free action.

Splendor

Offense plus-circleAll Shall Love Me And Despair: You can choose to affect up to 3 targets at once with a single attack instead of just one. Use the same trigger die for all targets.

minus-circleCostly: Splendor is more draining than normal attacks. When you attack multiple targets this way and the trigger die is 1-6, then the attack costs 1 Supply or use of an Ammo Bag item. You cannot use Splendor at all if you have no Supply/Ammo Bag uses remaining.
caret-right Alternative plus-circleMore, More, More: You can choose to affect up to 10 targets with a single attack instead of only 3.

minus-circleVery Costly: Affecting more than 3 targets always costs a point of Supply/Ammo Bag use regardless of the trigger die result.

Stink Eye

Offense plus-circleVengeful Glare: The thing about attacking you is that generally people have to look at you first. Every time you are the target of any offensive action (including weapon attacks, having conditions inflicted on you, being pushed around, or whatever) you may roll a trigger die. If the result is 10+, you may make a Visage attack against whoever targeted you as a free action that is resolved immediately after the attack that triggered it. There is no limit to the number of times this can occur each round except for your luck.

minus-circleReroll That: Your free attack from Visage uses a different trigger die than the one that enabled you to make it in the first place, e.g. if you rolled an 11 to be able to make a Stink Eye counter, your counter doesn't necessarily have a trigger die result of 11. Reroll the die when you make the attack like normal.

Enterprises

Shooting Range Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer.
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.
Visage 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.
visage.1569355759.txt.gz · Last modified: 2019/09/24 14:09 by kyle