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weapon_abilities

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Weapon Abilities

Weapon abilities (as the name suggests) represent weapons. All new adventurers can select two weapon abilities for free as part of the creation process.

All weapon abilities deal damage to their targets by adding together all of the following:

  • The number rolled on a four-sided die
  • Your relevant combat skill (Melee for melee weapons, etc)
  • The current Escalation level
  • Other bonuses (backstabs, firearm bonus damage, etc)

Roll a trigger die (12-sided) every time you make an attack. If the result is a 12, then there are two separate beneficial effects: the target(s) of the attack gain the Bleeding condition, and you critically hit. Critical hits completely ignore the target's defenses, treating them as if they were 0. Some attacks have other effects dependent on the trigger die as well.

Some attacks have a chance to fail when used under less-than-ideal circumstances. Failure chance is also dependent on the trigger die. For example, if an attack has a failure chance of 4 then it fails (does absolutely nothing) when the trigger die displays a 4 or less. Multiple different failure chances stack with each other- so an attack with a failure chance of 4 and a failure chance of 6 from different sources would have a total failure chance of 10, and would therefore fail when the trigger die displays any number of 10 or less.

Abilities

Ability Summary
Artillery (Area) Launch enormous payloads over huge distances.
Beam (Projectile) Shoot a laser, heat ray or other directed energy beam.
Boomstick (Area) Fire a spread of pellets/shrapnel.
Bow (Projectile) Make ranged attacks by firing arrows, bolts, pellets, or similar.
Close Combat (Melee) Fight up close and personal with fists, daggers, fangs, etc.
Explosive (Area) Attack a whole area at once with a thrown explosive.
Firearm (Projectile) Fire high-energy ballistic projectiles.
Flamethrower (Area) Spray fire at a spread of targets.
Hazard (Area) Make an area painful to walk in.
Lasher (Melee) A long, flexible weapon such as a whip, chain or similar.
Lightning (Projectile) Arc bolts of electricity at a target.
Martial (Melee) Wield a hefty weapon such as a sword, axe, club, or similar.
Spikes (Melee) Automatically counterattack everything nearby.
Throwing (Projectile) Throw knives, shuriken, rocks, or similar.
Trample (Melee) Attack by moving over a target.

Artillery (Area)

  • Artillery. Launch enormous payloads over huge distances.
    • Automated Artillery. Reduce reload times.
    • Big Bertha. Crank it up to 11.
    • Miniaturized. The artillery piece is more transportable.
    • Parts Kit. Recreate the artillery quickly and cheaply.
    • Rockets. Greatly increase range.
    • Shells. Increase area of effect.
      • Warheads. Greatly increase area of effect.
    • Siege Engineer. Lower the odds of a misfire.
Artillery Boulder Launch: Artillery attacks hit a targeted space and all other spaces within 2 meters of it. Artillery strikes are overwhelmingly powerful, dealing +10 bonus damage to all targets.

Long Range: Artillery attacks can be used to target any space within 200 meters, but not any space within 20 meters.

Inaccuracy: Artillery is difficult to fire with the same degree of precision as smaller, more manageable weaponry. When the trigger die is 1-6, the artillery misfires and targets a different space 10 meters away from the original intended target location in a random direction. Assign each of the six direction on a hex grid a number starting with 1 in the space closest to the firer and use the actual number rolled on the trigger die to determine exactly where the artillery strike falls.

Very Slow Reload: Artillery requires 10 actions to reload between each shot. Multiple creatures that are adjacent to the artillery piece can all contribute actions to reload it faster.

Supply-Driven: When the trigger die is 1-6, using an Artillery attack consumes one Supply.

Bulky: Artillery is not carried like other weapons. An artillery piece is size category 7, meaning that it occupies a space and all other spaces within 2 meters of its center. It cannot be picked up or moved by anything incapable of carrying a size 7 creature.

Constructable: You can re-create your artillery anywhere you want by spending 5 Supply and several hours of work.

Area Benefits: Artillery has no failure chance due to concealment or size differences.
Automated Artillery Faster Reload: The number of actions required to reload the artillery is reduced from 10 to 5, or from 50 to 20 if Big Bertha is also equipped.
Big Bertha Heavy Weapon: The artillery is unusually large and powerful. The actual artillery piece itself is size 8 instead of size 7 (meaning that it occupies all spaces within 5 meters of its central point). Range is increased to 1 kilometer from 200, minimum range increases to 100 meters from 20, misfire distance is increased from 10 to 20, reload time increases to 50 actions from 10, and the damage bonus increases to +20 from +10.

Supply Eater: Firing a Big Bertha always consumes one Supply regardless of the trigger die result.
Miniaturized Smaller Package, Same Punch: The artillery piece is size 6 instead of 7 (or 7 instead of 8 if Big Bertha is also equipped). All other statistics and effects remain the same.
Parts Kit Rapid Construction: The artillery can be constructed quickly and cheaply. Supply cost to recreate the artillery in a new location is reduced from 5 to 2 and the time required is reduced to a few minutes instead of a few hours.
Rockets Extended Range: Effective range of the artillery is increased from 200 meters to 1 kilometer, and misfire distance is increased from 10 meters to 20. If Big Bertha is also equipped, range becomes 10 kilometers and misfire distance is 100 meters. Minimum range is not affected.
Shells Explosive Rounds: The artillery's area of effect is increased to all spaces within 5 meters of the target location instead of all spaces within 2 meters.
Warheads Devastation: The artillery's area of effect is increased to all spaces within 20 meters of the target location instead of all spaces within 2 meters.
Siege Engineer Precision Fire: The artillery only misfires to a random location on a 1-2 instead of a 1-6.

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Beam (Projectile)

  • Beam. Shoot a laser, heat ray or other directed energy beam.
    • Concentrated. The beam has greater effective range.
    • Continuous Stream. Gain bonus damage for repeatedly attacking the same target.
    • Glare. The beam can inflict the Bleary condition.
      • Dazzle. The beam can inflict the Blind condition.
    • Invisible Beam. Use the attack discretely.
    • Overclock. Increase damage on the next shot.
    • Phased Array. The beam penetrates atmospheric conditions.
    • Recharger. The weapon does not require Supply when used sparingly.
Beam Range: Beam weapons can be used against any target within 6-50 meters from their user. In a vacuum without air to diffract the beam, beam weapons can be used against targets within 6-200 meters.

Circumstances of Failure: Some common circumstances that have failure chances for beam attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all.

Particulate Block: Concealment that comes from any source other than darkness or distance (such as mist, smoke, foliage, etc) blocks beam weapons. Partial concealment can be penetrated, but every meter of partial concealment counts as five meters of normal space for purposes of range. Total concealment cannot be penetrated at all. Darkness and distance-based concealment do not block beam weapons and function normally.

Water Incompatible: Beam weapons are instantly diffracted upon striking water and cannot be used while underwater or against creatures that are underwater.

Charge: Beam attacks consume a point of Supply when the trigger die is 1-2. If you have no Supply remaining, you cannot use Beam weapons at all.
Concentrated Longer Range: The beam's range is increased from 6-50 meters to 6-200 meters. In vacuum, the beam's range becomes 6-1000 meters.
Continuous Stream Keep 'Er Frying: Firing the beam allows you to simply hold it in place on a target, compounding damage. Every attack you make against a given target deals a cumulative +1 damage if the last action you took was also to attack that same target. For example, if you use your Beam Weapon to attak a single target three times in a row, the second attack deals +1 damage above normal and the third attack deals +2 damage above normal. If you take any other action, your attack fails for any reason, or you simply do not act during a round this bonus resets to +0.
Glare Spotted Vision: The beam attack inflicts the Bleary condition when the trigger die is 10+.
Dazzle Blinding Beam: As Glare, but the beam inflicts the Blind condition instead of the Bleary one.
Invisible Beam From A Clear Sky: The beam's light is not on the normal visible spectrum, rendering it invisible. You can use the weapon while hiding without revealing your location. Targets getting shot by invisible beams will still react normally, probably running for cover.
Overclock Charge Up: You can spend an action to divert additional power to the beam weapon, empowering a later attack. Your next single shot after spending an action to supercharge your beam deals +5 damage above normal. If you don't fire your beam before the end of your next turn, the extra charge dissipates and is wasted.
Phased Array Penetrator: The beam weapon punches through all forms of concealment and atmospheric conditions, including those not caused by darkness or distance.
Recharger Free Lunch: When you fire the beam weapon, it does not consume or require Supply so long as the last action you took was anything other than firing the beam weapon. Every time you fire your beam multiple times consecutively, it has a chance to consume Supply as normal.

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Boomstick (Area)

  • Boomstick. Fire a spread of pellets/shrapnel.
    • Blow Away. Send targets flying.
      • Blow Down. Knock moved targets prone.
    • Carnage. Potentially hit more targets.
    • Double Barreled. Deal more damage by consuming supply more quickly.
    • Flame Rounds. Set targets on fire.
    • Intimate Boom. Deal enhanced damage at very close range.
    • Longer Falloff. Shoot effectively at longer range.
    • Pump Action. No longer need to reload between shots.
    • Shotgun Surgeon. Avoid hitting targets you otherwise would.
Boomstick Triangle Spread: A boomstick's target area is defined by a equilateral triangle on the battlefield 10 meters on a side with one corner adjacent to your position.

Variable Targets: Boomsticks can hit a different number of potential targets in their area of effect depending on the trigger die, up to a maximum of 3: if the trigger die is a 1-4, they hit only one target for that attack. If 5-8, they hit two. If 9-12, they hit three. Nearer targets inside the area of effect are selected first. If multiple creatures are equidistant and the boomstick cannot hit all of them, select which will be hit randomly.

Cover Failure: Boomsticks suffer no failure chance from concealment or size differences, but are fully affected by cover (including the partial cover failure chance of 6 granted by one creature standing in front of another).

Damage Falloff: Boomsticks are more powerful at closer range. When used against targets within 5 meters, the attack deals +2 damage. Against targets within 10 meters, damage is normal. Targets within 11-20 meters take normal damage but have a failure chance of 6.

Water Limitations: Boomsticks cannot be used effectively at all while underwater or against creatures that are underwater.

Ammunition: Boomstick attacks consume a point of Supply when the trigger die is 1-3.

Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity.

Reload: In order to fire your boomstick, you need to reload it first. Reloading requires an action. Once reloaded, the boomstick can be used to attack with another action as normal, but will then need to be reloaded once again.
Blow Away Knockback: Targets damaged by the boomstick are moved directly away from the attack's user a number of spaces equal to half the damage they took (round down). Large creatures that occupy multiple spaces are immune to this effect unless every space they occupy is within the triangular area of effect.
Blow Down Knockdown: Any target that is moved by the boomstick's attack also gains the Prone condition when the trigger die is 10+. If they were moved at least two meters, the trigger die only needs to be 7+.
Carnage More Targets: The boomstick hits up to six targets instead of up to three. The maximum number of targets is equal to half the trigger die's value (round fractions up).
Double Barreled Ramp Up: The boomstick deals +2 additional damage to all targets, but consumes supply on a 1-6 instead of a 1-3. This bonus damage is on top of the bonus damage granted from targets at close range, if applicable.
Flame Rounds Fireburst: The attack gains the Heat tag. Targets gain the Burning condition when the trigger die is 10+.
Intimate Boom Adjacent Empowered: Boomsticks deal +5 damage instead of +2 to targets that are within 1 meter of you. If you also have the Longer Falloff ability equipped, this benefit extends to creatures within 2 meters.
Longer Falloff Enhanced Range: The attack deals +2 damage against all creatures out to 10 meters, normal damage out to 20, and normal with a failure chance of 6 against creatures out to 50.
Pump Action Rapid Reload: You no longer need to spend an action reloading between every shot.
Shotgun Surgeon Avoid Target: You can chose for your boomstick to skip a target that it would normally hit, instead moving on to the next valid target and leaving the chosen excluded target unharmed. You can only do this once per shot.

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Bow (Projectile)

  • Bow. Fire arrows, bolts, stones or similar.
    • Crossbow. The bow must be reloaded between uses, but becomes stronger.
    • Doubleshot. Fire two arrows at once.
    • Fire Arrow. Shoot flaming arrows.
      • Fireburst. Your fire arrows have a chance to explode.
    • Longshot. Dramatically increase effective range.
    • Poison Arrow. Shoot poisoned arrows.
    • Trick Arrow. Use your bow to deliver throwable effects to faraway destinations.
Bow Range: Bow attacks can be used on any subject within 6-20 meters from your position. Subjects 5 meters away from you or less cannot be targeted by a Bow attack. You may fire at targets within 21-50 meters of your position, but this has a failure chance of 6.

Circumstances of Failure: Some common circumstances that have failure chances for bow attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all.

Water Limitations: Bows cannot be used effectively at all while underwater. You may freely fire at targets that are underwater, but each meter of water passed through counts as five meters of air for purposes of range.

Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Ammunition: Bow attacks have a chance to consume supply. When the trigger die rolled with a bow attack displays a 1, you lose one supply. If you have no supply remaining, you cannot use bow attacks at all.

Standing Only: Bows cannot be used by a subject with the Prone condition.
Crossbow Slow Reload: In order to fire your bow, you need to reload it first. Reloading requires an action. Once reloaded, the bow can be used to attack with another action as normal, but will then need to be reloaded once again.

Powerful: Shots with a crossbow deal +2 damage above normal and critically hit (ignore defenses) on a 10+.

Increased Range: Crossbows can fire at any target within 6-50 meters (or 51-100 meters with a failure chance of 6.) If the Longshot ability is also equipped, this range increases to 6-200/201-500 instead.

Lying Shot: Unlike base bows, crossbows can be freely used while you have the Prone condition.
Doubleshot Double The Fun: Shoot two arrows at once as a single action. Both arrows are shot at the same target. Roll separate attack checks for each, including separate trigger dice. Each shot has a special failure chance of 4.
Fire Arrow Alternate Ammo: For any given bow attack, you can choose to shoot a fire arrow instead of a normal one. Fire arrows have the Heat tag, which potentially changes their behavior in some circumstances. When the trigger die displays a 10+, the subject of a fire arrow attack gains the Burning condition.
Fireburst Incendiary: Your fire arrows are loaded with additional flammable compounds. When you strike a target that already has the Burning or Curseburn condition on them with a fire arrow and the trigger die is 7+, it creates a fiery explosion that deals your attack damage to every other creature within 2 meters of the original target. This secondary damage is still treated as a Projectile-type attack and still has the Heat tag.
Longshot Increased Range: Your range increases to 6-100 meters instead of 6-20. You may fire at targets within 101-200 meters with a failure chance of 6.
Poison Arrow Venom-Dipped: When the trigger die displays a 10+, the target gains the Poisoned condition.
Trick Arrow Ranged Delivery: Any effects or abilities you have equipped with a thrown range (0-10m) such as explosives, smoke bombs or similar can be used at any range you can hit with your bow instead (up to 50m, or 200m if you also have the Longshot ability equipped). Firing a trick arrow consumes supply according to the rules for whatever throwable effect you fire instead of the normal rules for firing your bow. The only thrown effect that cannot be used as a Trick Arrow is a Throwing Weapon attack.

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Close Combat (Melee)

  • Close Combat. Fight up close and personal with fists, daggers, fangs, etc.
    • Commando. Assassinate suspicious creatures.
    • Flurry. Make multiple quick attacks.
    • Grab. Grapple targets after attacking them.
    • Pounce. Move a short distance as part of your attack.
    • Shocker. Empower your attacks with electric current.
    • Venom. Attacks can poison foes.
    • Whirlwind. Attack all adjacent targets at once.
Close Combat Range: Close combat attacks can only be used against creatures directly adjacent (1 meter away) from you.

Circumstances of Failure: Some common circumstances that have failure chances for close combat attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all.

Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a close combat ability, 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).

Sleeper Hold: When you assassinate a subject with a close combat attack, you can choose to knock them unconscious instead of killing them. Unconscious creatures wake up several hours later none the worse for wear (although possibly with a huge headache).
Commando Suspicious Assassination: You can assassinate creatures in the Suspicious state as well as those in the Clueless state.
Flurry Double Strike: Attack rapidly, hitting twice as a single action. Both attacks are directed at the same target. Roll separate attack checks for each, including separate trigger dice. Each attack has a special failure chance of 4.
Grab Grapple: When the trigger die is 7+, you inflict the Grabbed condition on your target. While grabbing a given target, you cannot make close combat attacks against any other targets.
Pounce Leap Attack: You may move up to two meters and make a close combat attack as a single action.
Shocker Zap Zap: Your attack gains the Electric tag and inflicts the Dazed condition when the trigger die is 10+. If you use a Shocker-upgraded close combat ability while underwater, it automatically strikes everything within 1 meter of you and yourself as well.
Venom Poison Touch: Your attack inflicts the Poisoned condition when the trigger die is 10+.
Whirlwind Multiattack: Make a single attack that hits every creature adjacent to you. You can avoid hitting adjacent allies if you desire.

Windup: Making a whirlwind attack costs two actions instead of one. If you don't have two actions to spare, you cannot make a whirlwind attack. Other close-combat upgrade abilities synergize normally with Whirlwind (Flurry hits all adjacent targets twice, Pounce lets you move a short distance before unleashing the whirlwind, etc.)

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Explosive (Area)

  • Explosive. Attack a whole area at once with a thrown explosive.
    • Depth Charge. The explosive can be used in water.
    • Emanation. The explosive uses no Supply, but is centered on the user.
      • Kamikaze. The explosive is significantly empowered but kills the user.
      • Rupture. Use the explosive automatically when you take damage.
    • Expanded. The explosion tends to fill a bigger area.
    • Firebomb. The target area is set on fire.
    • Forceful. The explosion sends targets flying and possibly knocks them down.
    • Sludgy Residue. The area of effect becomes difficult terrain.
    • Toxic Blast. The explosion poisons everything in the area of effect.
Explosive Range and Area: Explosives can target any point within throwing range (0-10 meters). An explosive attack affects every creature in the target space and all other spaces within a distance determined by the trigger die rolled when the attack is used. If the trigger die is a 1-4, it affects all creatures within 1 meter of its origin. If the trigger die is a 5-8, it affects all creatures within 2 meters of its origin. If the trigger die is a 9-12, it affects all creatures within 5 meters of its origin. Walls and other solid barriers block the explosive from filling its entire area.

Water-Averse: Explosive attacks cannot be used effectively at all while underwater or against another creature that is underwater.

Supply Eater: When the trigger die is 1-6, the attack consumes one Supply.

Failproof: Explosive attacks do not suffer a fail chance from any of the normal circumstances that affect melee or projectile attacks such as size differences, concealment or similar. Total cover still applies, but partial cover (including the partial cover from standing behind another creature) does not.

Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity.
Depth Charge Aquatic-Capable: The explosive can be used while in water or against a subject that is in water.
Emanation Innate: The explosive attack draws on an innate stock rather than external supplies. Using the explosive never consumes Supply no matter what the trigger die result is.

Centered: Instead of targeting a point in thrown range, Emanation explosives target all spaces within the proscribed distance from their user. The user themself is not affected by the explosive, but any nearby allies in range are.
Kamikaze Frailty: Equipping a Kamikaze ability removes all Endurance from its user and prevents them from ever gaining any back. Vitality is unaffected.

Life Enhanced: Using a Kamikaze attack deals an amount of damage to its user equal to the amount of Vitality they have remaining. The same amount of damage is also added to the normal damage dealt to all targets of the blast. This damage cannot be avoided or reduced in any way.
Rupture Reactive Boom: If you take any amount of damage from any source while a Rupture ability is equipped, you automatically use the Explosive ability as an immediate reaction to whatever caused the damage. You cannot choose not to Rupture when you take damage; it'll always happen whether you want it to or not. If you also have the Kamikaze ability equipped, this obviously means that any damage will rather spectacularly kill you.

Uncontrolled: You can no longer choose to use the explosive as an action like normal when you have this ability equipped. The only way you can make it happen on purpose is to damage yourself.
Expanded Bigger Blast: The blast affects the target space and all other spaces within 2 meters when the trigger die is 1-4, within 5 meters when the trigger die is 5-8, and within 10 meters when the trigger die is 9-12.
Firebomb Flame Field: The explosive splatters flammable material across its target area, then immediately sets it ablaze. Explosive attacks upgraded with the Firebomb ability gain the Heat tag. The target area catches on fire. Any creature that starts their turn inside a burning space immediately gains the Burning condition. If the environment contains flammable materials such as wood, paper, etc then the fire can spread to new spaces as well- otherwise, it goes out on its own at the end of combat.
Forceful Takeoff: Creatures that were caught in the blast are physically moved directly away from the epicenter a distance equal to half the damage they took (rounded down). Creatures precisely in the epicenter are instead moved directly away from you. This effect can freely move subjects off cliffs/into lava/through portals and so forth. Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was affected.

Splat: If the trigger die was 10+, all subjects who the explosion moved also gain the Prone condition.
Sludgy Residue Bog Down: Every space affected by the blast becomes difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of combat (or for about a minute when used outside of combat). Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage.
Toxic Blast Baneful Explosion: All creatures struck by the explosive gain the Poisoned condition.

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Firearm (Projectile)

  • Firearm. Fire high-energy ballistic projectiles.
    • Magazined. Reloading between shots is no longer required.
      • Automatic. Shoot large numbers of bullets at once.
      • Suppression. Suppress targets, making them unable to move safely.
    • Piercing. Ignore shields and lessen the effects of cover.
      • Piercethrough. Hit multiple targets on a line.
    • Rifling. Greatly increase your range.
      • Remote. Increase range to incredible levels.
    • Silenced. Shots no longer make large amounts of noise.
Firearm Range: Firearm attacks can be used on any subject within 6-50 meters from your position. Subjects 5 meters away from you or less cannot be targeted by a Firearm attack. You may fire at targets within 51-100 meters of your position, but this has a failure chance of 6.

Empowered: Firearms are powerful. All firearm attacks deal +2 damage at all times and critically hit on a 10+.

Loud: Attacking with a firearm creates a loud noise that gets the attention of everything in the general area, especially when fired multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes firearms an exceptionally poor choice for stealth.

Circumstances of Failure: Some common circumstances that have failure chances for firearm attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all.

Water Limitations: Firearms cannot be used effectively at all while underwater or against targets that are underwater (bullets simply richochet off the surface).

Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Ammunition: Firearm attacks have a chance to consume supply. When the trigger die rolled with a firearm attack displays a 1-3, you lose one supply. If you have no supply remaining, you cannot use firearm attacks at all.

Slow Reload: In order to fire your firearm, you need to reload it first. Reloading requires an action. Once reloaded, the firearm can be used to attack with another action as normal, but will then need to be reloaded once again.
Magazined Rapid Reload: More advanced construction means you no longer need to reload your firearm between shots.
Automatic Bullet Storm: You fire large numbers of bullets per attack. Bonus damage for using a firearm is increased from +2 to +5.

Sweep Fire: You can choose to direct your attack to hit multiple targets if desired instead of the normal single one. When making a sweeping attack, you hit every subject within an equilateral triangle that has one of its points adjacent to you. Failure chance from cover counts fully against sweeping attacks (including cover from being behind other creatures). Making a sweeping attack removes all bonus damage from using a firearm (+0 instead of +5).

Ammo Eater: When firing your weapon on full automatic, supply is used on a trigger die result of 1-6 instead of 1-3.
Suppression Stay Down: When the trigger die is a 10+, you suppress your target. If a target you suppressed moves from their current position at all for any reason during their next turn, you may automatically attack them for free as an immediate interrupt to their movement at any point along their movement path. If the target does not move during their next turn, you don't get the free attack. Suppression only lasts until the end of the target's next turn. You cannot re-suppress a target using the free attack that suppression granted you, but you may freely do so with a regular attack on your next round.
Piercing Cover Breaking: The failure chance for attacking a target that has cover is halved to 3 for partial cover and 6 for total cover (instead of the normal 6/12).

Shield Denial: Attacks with the firearm completely ignore any Shield ability used by their target.
Piercethrough Lineshot: Your bullets pass right through their targets. If there is another creature behind one that you shot at (“behind” meaning that you can draw a straight line from your position through the position of both your original target and the secondary one) then it also takes damage from the attack.

Bullet Slowdown: The secondary target takes 2 less damage from the attack than the original target did and the trigger die is treated as being 1 point lower than it actually was for the purposes of adding beneficial effects such as bleeding or critical hits. This effective lowering of the trigger die only prevents positive bonuses on the attack and cannot cause negative consequences such as losing supply.

Unlimited Pierce: If there are still more targets behind the secondary target, then they can potentially take damage from your shot as well. Every time your bullet passes through a target, it deals a cumulative -2 damage and treats the trigger die as -1 from its actual value to the next target in line. The first time a target takes no damage from the attack or reaches the end of your normal range, then the bullet stops moving.
Rifling Increased Range: Your range increases to 6-200 meters instead of 6-50. You may fire at targets within 201-500 meters with a failure chance of 6.
Remote Huge Range: Your range increases to 6-1000 meters instead of 6-50. You may fire at targets within 1001-2000 meters with a failure chance of 6. When using this ability to shoot at a target further away from you than 200 meters, you must spend one round aiming before you spend another to fire.
Silenced Quiet Shot: Using the firearm does not create any noise (at least, not any louder than any other weapon).

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Flamethrower (Area)

  • Flamethrower. Spray fire at a spread of targets.
    • Breath Weapon. Spend Endurance instead of Supply to power the attack.
    • Fast Spray. Attack with one action instead of two.
    • Frost Thrower. The weapon sprays cold instead of flame.
      • Freezedown. The cold spray immobilizes targets.
    • Spread Panic. Sometimes inflict fear.
    • Toxic Spray. Poison targets.
    • Wide Spread. Increase the effect's targeted area.
Flamethrower Double Action: Using a Flamethrower attack costs both actions during a round instead of only one. If you don't have two actions to spare, you cannot use a Flamethrower attack.

Target Area: Define an equilateral triangle on the battlefield with ten meters on each side. This is the target area of your flamethrower strike.

Variable Targets: Your flamethrower attack can hit a maximum number of creatures in the target zone equal to the result of the trigger die. For example, if there are five creatures in the target zone but the trigger die displays a 3, then the flamethrower only hits three of the five. Closer creatures are hit before ones further away. For multiple creatures equidistant, determine which get hit randomly. Allies are fully capable of being burned by a flamethrower in addition to enemies.

Close Devastation: The attack does +5 damage to all creatures within 2 meters of your location, and +2 damage to all creatures within 3-5 meters of your location. Creatures within 6-10 meters take normal damage.

Incinerate: Any creature struck by a Flamethrower attack automatically gains the Burning condition. Anything ignitable in the target area also catches fire. The weapon has the Heat tag.

Fluid Flow: Flamethrower attacks easily go through cracks/around corners and thus ignore anything less than absolute total cover.

Supply Eater. When the trigger die is 1-6, the attack consumes one Supply.

Water-Averse: Flamethrower attacks cannot be used effectively at all while underwater or against another creature that is underwater.

Failproof: Other than their inability to work in water, flamethrowers do not suffer a fail chance from any of the normal circumstances that affect melee or projectile attacks such as size differences, concealment or similar.
Breath Weapon Innate: The flamethrower draws on an innate stock rather than external supplies. If using the weapon would consume Supply, you lose one Endurance instead. If you have no Endurance, you lose Vitality.

Breathe Freely: You cannot use a Breath Weapon-upgraded Flamethrower if you are currently under the effects of the Choking condition.
Fast Spray High Volume: Your flamethrower is more efficient than usual, and you only need to use one action to attack with it instead of the normal two.
Frost Thrower Heatless: Your flamethrower loses the Heat tag and no longer inflicts the Burning condition on targets.

Cold Stream: Instead of spraying fire, the weapon sprays intensely-cold material instead. The weapon gains the Cold tag and automatically inflicts the Slow condition on all targets it hits.

Liquid Freeze: If the trigger die is 7+, the frost thrower freezes any liquid in its target cone within 5 meters of your position completely solid. If the trigger die is 6 or less, it only freezes liquids within 2 meters of your position. Any creatures wading in liquid you freeze this way gain the Stuck condition, and swimming creatures gain the Wrapped condition. Frozen spaces can be walked on by any creature with an Acrobatics ability.
Freezedown Immobilize: When the trigger die is 7+, all struck creatures within 5 meters of your position gain the Stuck condition. When the trigger die is 10+, struck creatures gain the Wrapped condition instead as they are completely encased in ice.
Spread Panic Terrorize: Flamethrowers are inherently terrifying weapons. When the trigger die is 10+, you apply the Fear condition to every creature struck.
Toxic Spray Poison Mist: The chemicals in your flamethrower are highly toxic as well as flammable. All struck targets gain the Poisoned condition.
Wide Spread Spray Madly: The area affected by your spray is your entire visual arc instead of a defined triangle. Targets are selected based on their distance from you as normal.

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Hazard (Area)

  • Hazard. Make an area painful to walk in.
    • Foot Snare. Immobilize those that pass through the area.
    • Icy Razors. Gain the Cold tag and slow targets.
    • Inevitable. Going slow doesn't let you avoid the hazard.
    • Maker's Path. You are immune to your own hazard.
      • Leader's Path. Your allies are also immune to your hazards.
    • Scatter Wide. Affect a larger area.
    • Size-Adapted. Ignore failure due to size differences.
    • Slippery. The area requires good balance to pass through.
Hazard Caltrops: You toss hazardous material at a target space within throwing range (0-10 meters). The target space and all adjacent spaces become hazardous until somebody goes and spends time cleaning them up. Solid barriers prevent the spread of the hazard from its central origin point.

Supply-Driven: Roll a trigger die when you first set the hazard. If the result is 1-4, creating the hazardous area costs 1 Supply. You cannot create hazardous areas if you have no Supply remaining.

Hazard Attack: You instantly and automatically use your Hazard attack on any creature that enters an affected space. This includes your allies or even yourself. Entering a space does not have to be done willingly to provoke an attack. If any creature gains the Prone condition while in a hazard area, they are automatically attacked again (up to once per round).

Repeated Exposure: If a given creature enters two or more hazardous spaces during their round (regardless of whether those spaces are from a single Hazard effect or from multiple different ones) they are attacked twice. If they enter five or more, they are attacked three times. Ten or more, four times- and so on. Creatures large enough to occupy multiple spaces only count as entering one hazard space per meter traveled no matter how many they actually “entered.”

Tippy-Toe: Creatures can voluntarily take an impairment to movement when entering a hazardous space. Doing so causes the space to not count as hazardous for them in that moment.

Ground-Based: Hazards can only be spread on solid or semi-solid surfaces, and only affect creatures that pass over them without flying, teleporting, or using other forms of movement that would allow them to logically bypass the effect.

Fail Circumstances: Hazard attacks have no failure chance from concealment or cover, but normal failure chances from size differences (4 per category of difference).
Foot Snare Immobilize: When the trigger die on a hazard's attack is a 7+, the target gains the Stuck condition.
Icy Razors Frost Hazard: The painful bits of the hazard are made of ice. The ability gains the Cold tag and inflicts the Slow condition when the trigger die is 10+.
Inevitable Always Underfoot: The hazard cannot be avoided by taking an impairment to movement into affected spaces. This is visually apparent to anyone looking at it.
Maker's Path Know The Way: You are completely immune to the effects of your own hazard and can move through the area freely.
Leader's Path Show The Way: Your allies are also immune to your hazards.
Scatter Wide Larger Area: The target space and all other spaces within two meters become hazardous.
Size-Adapted Fits All: Mixed-size hazardous material means the hazard has no failure chance from size differences at all.
Slippery Unsure Footing: Hazardous spaces are also made slippery. Creatures without the Acrobatics ability fall prone when moving through them, automatically getting attacked by the hazard again as a result.

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Lasher (Melee)

  • Lasher. A long, flexible weapon such as a whip, chain or similar.
    • Close Lash. Use the lasher against adjacent targets.
    • Constrict. Continue making attacks against a grabbed target.
    • Disable Weapon. Grabbing a target also disables one of their weapons.
    • Far Hand. Use your lasher to grab things at a distance.
    • Lash Pull. Reposition grabbed targets.
      • Lash Leverage. Reposition targets of any size.
    • Leg Tangle. Knock targets prone.
    • Tentacle. The weapon can be used in water.
Lasher Reach: Lasher weapons can be used against any target within 5 meters of your position, but not against targets within 1 meter. Unlike martial weapons with the Reach upgrade, you cannot use lashers to make interception attacks.

Circumstances of Failure: Some common circumstances that have failure chances for martial weapon attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all.
-The attack cannot be used while underwater or grappled at all.

Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a lasher weapon ability, 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).

Wrap: Lashers can frequently be used to entangle targets. When the trigger die is 7+, you may choose to inflict the Grabbed condition on your target if desired. You cannot use your lasher to make attacks while using it to grapple somebody.
Close Lash Intimate: You can make attacks with your lasher against targets that are 1 meter away from your position.
Constrict Pressure Cut: You can make attacks with your lasher while using it to grapple, but only against the target you're grappling.
Disable Weapon Wrap Tight: When you successfully grapple a target with your lasher, you can choose to completely disable one of the target's equipped weapon abilities. Disabled weapons cannot be used at all for as long as the effect lasts. If the subject recovers from the Grabbed condition, this ends the disabling effect as well.
Far Hand Painless: If you want, you can choose to use your lasher without inflicting damage to its subject. Other effects such as grabbing are unaffected.

Snatch: You can use your lasher to grab any unattended object in range and pull it to yourself as an action.

Swinger: You can use your lasher to grab immovable objects such as beams, branches, gargoyles, etc above you in range as an action and then swing on it like a rope. Detaching is a separate action.
Lash Pull Scorpion Style: If you have successfully grabbed a target with your lasher, you can use an action to pull them directly towards you any number of spaces you like.

Whirl About: If the target you struck is small enough that you could lift them without suffering an impairment (under normal circumstances, this means they must be a smaller size than you) you can move them to any space in range of the Lasher attack instead of just moving them towards you.
Lash Leverage Twist and Yank: You're an expert at using an opponent's own momentum for your own ends. You can use a lash pull action to move creatures of any size to any new space in range of the attack, not just small/light ones.
Leg Tangle Lash Trip: When the trigger die is 10+, you inflict the Prone condition on the target.
Tentacle Water-Capable: You can use the attack underwater or against targets that are underwater with no failure chance.

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Lightning (Projectile)

  • Lightning. Arc bolts of electricity at a target.
    • Directed Chain. Gain more control over where chains go.
    • Double Chain. When the lightning chains, it chains twice.
    • Far Shock. Use lightning at a greater range.
      • Remote Shock. Use lightning at maximum range.
    • Invoked. Ignore cover and solid barriers.
      • Stormlord. Do more damage when summoning lightning from the sky.
    • Redirect Lightning. Absorb incoming electric attacks to power your own.
    • Stunning Bolt. The attack inflicts the Dazed condition.
    • Thunderclap. Knock targets prone with a wave of force.
Lightning Range: Lightning is difficult to reliably direct over a long distance and has an effective range of 10 meters.

Electric Nature: Lightning attacks have the Electric tag.

Chain Lightning: When the trigger die is a 7+, the lightning bolt bounces to a new target, dealing damage to them as well. The new target is always whichever creature is physically nearest to the original- this can be a friend, foe or even yourself. If there are multiple creatures equidistant, choose randomly. If there are no other creatures within 5 meters of the original target, the lightning bolt does not chain.

Circumstances of Failure: Some common circumstances that have failure chances for lightning bolts include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all.

Water Limitations: Lightning stops moving forward when it enters water and instead spreads out from its point of entry in all directions, dealing the attack's damage to everything within 5 meters (including the ability's user, if applicable.) If you are underwater when you fire off a lightning bolt, you are considered the centerpoint of the effect.

Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Charge: Using a Lightning attack consumes 1 Supply when the trigger die is 1-4.
Directed Chain Chain Control: When the lightning chains to a new target, it strikes the nearest available target as normal. However, if there are multiple nearby targets equally distant from the primary target, you choose which one the bolt chains to instead of picking randomly.
Double Chain Arc Twice: When the lightning chains, it arcs off the secondary target to hit a third one (whichever creature is closest to the secondary target except for the primary target, max range 5 meters).
Far Shock Bolt Thrower: The range of your lightning bolts is increased to 20 meters.
Remote Shock Hand Of God: The range of your lightning bolts is increased to 50 meters.
Invoked Call Lightning: Instead of firing a lightning bolt from your position to that of your target, you call it down from above them instead. This allows you to treat cover (solid barriers) as concealment (non-solid visual blockers) instead. Targets without at least a meter or two of open space above them cannot be targeted in this way.
Stormlord Summon the Elements: When you use the Lightning ability against a target that has nothing above them except sky, the attack deals +2 damage. When a target has nothing above them except sky and there is already a storm brewing/in effect, the attack deals +5 damage.
Redirect Lightning Absorb Charge: When you are targeted with an attack that has the Electric tag, you can choose to automatically absorb it. This completely cancels the attack against you. If you absorb a Lightning attack in this way, it also cancels any chains that would normally arc off you.

Release: Immediately after absorbing an electric attack, you must release the absorbed energy. You make a Lightning attack of your own immediately after the attack you absorbed. This attack is completely identical to your normal Lightning attacks, but does not consume Supply and can be done even if you have no Supply remaining.

Conservation of Action: Every time you absorb and release an attack, you take one less action on your next turn. You may use this ability a maximum of twice per round.
Stunning Bolt Shocking: When the trigger die displays a 10+, the targeted creature gains the Dazed condition.
Thunderclap Force Wave: When the trigger die is 7+, the target gains the Prone condition. Secondary targets (if any) do not get knocked down by the thunderclap.

Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity.

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Martial (Melee)

  • Martial. Wield a hefty weapon such as a sword, axe, club, or similar.
    • Cleave. Get free attacks after felling targets.
    • Close-Quarters. The attack has no failure chance in grapples or underwater.
    • Driver. Knock subjects away from you.
    • Knockdown. The attack knocks targets prone.
    • Mighty Blow. Trade accuracy for power.
    • Powered. The attack is empowered, but noisy and drains supply.
    • Reach. The attack has a greater reach and can be used to make interception attacks.
      • Receive Charge. Interception attacks are empowered.
    • Rotate. The attack can change its target's facing.
Martial Range: Martial weapons can be used against any target within 2 meters of your position.

Circumstances of Failure: Some common circumstances that have failure chances for martial weapon attacks include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all.
-Using the ability while partially or completely submerged has a failure chance of 6.
-Using the ability while being grappled has a failure chance of 6.

Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a martial weapon ability, 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).
Cleave Momentum: When you either make a kill with this attack (reduce a target's Vitality to 0) or get a result of 12 on the trigger die, you may immediately make another attack with the weapon against any other target you can reach as a free action. Your bonus attack cannot be against the same creature that caused you to get a Cleave attack in the first place. There is no theoretical upper limit to how many times you can Cleave per round.
Close-Quarters Grapple-Capable: The attack has no special failure chance when used against a creature that is grabbing you.

OK For Water: The attack has no special failure chance when used underwater or against a creature that is underwater.
Driver Fore!: When the trigger die is 10+, the attack knocks its subject directly away from you a distance equal to half the damage the subject took (rounded down). This can freely knock the subject into danger such as off cliffs, into lava or similar.
Knockdown Knockdown: When the trigger die is 10+, you apply the Prone condition to an attacked foe.
Mighty Blow Total Beatdown: You may choose to attack as a mighty blow instead of normally. Mighty blows have a failure chance of 4, but deal +5 bonus damage when they land.
Powered Shredder: The weapon tears into targets on its own, such as a chainsaw or drill. Powered martial weapons deal +2 damage at all times and critically hit on a 10+.

Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity.

Fueled: If the trigger die has a result of 1, the attack consumes 1 Supply. If you have no Supply remaining, the weapon is too awkward and ineffective to be used to attack.
Reach Increased Range: The melee attack can be used against any target within 2-5 meters of your position, but not against those within 1 meter. This overrides the default range of martial weapons for as long as the Reach ability is equipped.

Interception: You can choose to instantly attack any enemy that enters any of the spaces you can reach with this weapon for free as an immediate interruption to their movement. The attack is resolved before the target can do anything else, including continue moving. Every time you do this, you get one less action on your next turn. You can do this a maximum of twice per turn.
Receive Charge Improved Interceptions: You deal +2 damage with all interception attacks made with this weapon. If the target of your interception was sprinting at the time you intercepted them, the attack automatically critically hits.
Rotate Right Round Baby: When the trigger die displays a 7+, you may choose a new facing for the target. The target may change their facing normally on their next turn.

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Spikes (Melee)

  • Spikes. Automatically counterattack everything nearby.
    • Barbed Spikes. Automatically grab spiked targets.
    • Body Slam. Attack by smacking into targets.
    • Long Spikes. Increase the area of effect.
    • Outflow. Automatically attack everything near you every round.
      • Retractable. Turn your spikes on or off.
    • Tearaway Spikes. Inflict the Splinters condition.
    • Venomous Spines. The spikes can poison targets.
Spikes Defensive Offense: You cannot use an action to attack with a Spikes weapon the same way you can choose to use other weapons. When an adjacent (1 meter distant from you) enemy attacks you using any weapon, you may immediately attack them back with your Spikes as a free action that is resolved immediately after the attack that triggered it. Non-adjacent enemies that attack you from a distance of 2 meters or greater do not trigger a free counter in this manner.

Grapple Pain: At the beginning of your turn before you take any actions, you automatically use your Spikes weapon to attack any adjacent creature that you have inflicted the Grabbed condition on or vice versa for free.

Size Matters: Spikes have standard size-based failure chances (4 per category of difference). Spikes do not have any failure chance from concealment, however.

Slampaler: If you ever run into anybody at speed while having Spikes equipped (such as from falling on them from a height or being thrown at them) you attack them automatically with this weapon.
Barbed Spikes Sink The Hooks: You inflict the Grabbed condition on a target when the trigger die is 7+.
Body Slam Ram Attack: When you make a move, you can use your Spikes weapon to attack any single creature adjacent to the space in which you stop moving.
Long Spikes Far Jabs: The effective range of the Spikes ability increases to 2 meters instead of only 1.
Outflow Aura Pain: Every round at the beginning of your turn before taking any actions, you automatically use your Spikes weapon to attack every other creature adjacent to you (both friend and foe). This effect replaces and does not stack with the normal automatic attack you make at the beginning of your turn against creatures you are in a grapple with.
Retractable Toggle Switch: You can spend an action to turn your Spikes weapon on or off.
Tearaway Spikes Left In Flesh: You inflict the Splinters condition on a target when the trigger die is 10+.
Venomous Spines Poison Prickle: When the trigger die is 10+, the weapon inflicts the Poisoned condition.

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Throwing (Projectile)

  • Throwing. Throw knives, shuriken, rocks, or similar.
    • Fastball Special. Turn an ally into a thrown weapon.
      • Coordinated Throw. Being thrown is more pleasant for your allies.
      • Foe Throw. Throw an enemy you've grabbed.
    • Juggler. Catch and redirect incoming thrown effects.
      • Interception. Catch thrown effects not meant for you.
      • Snatch Arrows. Redirect bow attacks.
    • Pass. Toss objects safely to your allies.
    • Sling. Increase the maximum range of all thrown effects.
      • Catapult. Greatly increase the range of all thrown effects.
    • Throw Anything. Turn any inanimate object into a projectile.
Throwing Range: Throwing weapons can be used on any subject within thrown range (0-10 meters).

Circumstances of Failure: Some common circumstances that have failure chances for throwing weapons include the following:
-Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference.
-Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8.
-Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all.

Water Limitations: Throwing weapons cannot be used effectively at all while underwater. You may freely throw them at targets that are underwater, but each meter of water passed through counts as five meters of air for purposes of range.

Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage.

Ammunition: Throwing weapon attacks have a chance to consume supply. When the trigger die rolled with a throwing attack displays a 1, you lose one supply. If you have no supply remaining, you cannot use throwing weapons at all.
Fastball Special Live Ammunition: You can use an ally as a projectile. To use the Fastball Special ability, you must have a willing ally within 1 meter of your position. The ally in question must be of a size that you could carry without having any impairment to your movement speed (which means that they must be smaller than you unless you also have the Carrier ability equipped). The ally you use is henceforth referred to as the ammunition, because that's what this ability makes them into.

Short Flight: If the ammunition hits a wall or another creature, they stop moving and land in whichever adjacent space to the obstacle is nearest to you. If you threw the target up into the air, then they will take falling damage as normal when they come down.

Damage: Using an ally as a projectile deals damage to both that ally and whatever you threw them at. Both the ammunition and the target are affected by the results of the trigger die (including critical hits and bleeding).

Supply-Free: When you're using an ally as ammunition, attacking has no chance to consume supply and you may do so even when you have no supply remaining.
Coordinated Throw Safety First: You can choose whether or not the ammunition is damaged by being thrown.

Perfect Timing: If the ammunition has actions left during the round, they can take them at any point while sailing through the air.
Foe Throw Throw Yo Foe: If you currently have grabbed an enemy (as in, have inflicted the Grabbed condition on them) and they are within your normal size limit, you may throw them with the Fastball Special like an ally.
Juggler Return To Sender: When you are targeted by any thrown effect (including not only Throwing weapons but anything else with a thrown range such as explosives, smoke bombs, or whatever), you can choose to catch the thrown projectile and hurl it at anybody else you want, including back at its thrower. The effect is exactly identical to what its user intended, but with a target chosen by you instead of them. Effects that don't target you or the space you occupy cannot be caught with Juggler.

Turn Conservation: Every time you use a Juggler ability to turn an enemy's action into one of your own, you take one less action than normal on your next turn. You may make use of Juggler a maximum of twice per round.
Interception Yoink: You can use Juggler to catch any thrown effect that targets a space within one meter of your position or that passes through a space within one meter of your position.
Snatch Arrows Redirect Shafts: You can use Juggler to catch and redirect Bow attacks made against you. Arrows can only be redirected to a new location within throwing range of yourself.
Pass Heads-Up: You can toss any object you are carrying to an ally in thrown range, who can catch it as a free action. Even dangerous or fragile objects can be quickly passed to an ally in this fashion with no negative effect.
Sling Long Pitch: Your range for throwing weapons and all other thrown effects in the game is increased to 20 meters.
Catapult Super Fling: Your range for throwing weapons and all other thrown effects in the game is increased to 50 meters.
Throw Anything Chuck Garbage: Instead of throwing one of your weapons made for that purpose, you can choose to throw anything else you happen to have at hand- forks, bottles, chairs, rocks, severed heads, frozen salmon, whatever. You cannot throw anything that would give you an impairment to movement if you carried it (or in other words is your own size or larger). Living creatures tend to squirm and throw off your aim so they cannot be effectively thrown with this ability (but dead ones are fine so long as they are under the size limit). Exceptionally soft or squishy objects (such as pillows) might be ruled by the GM to not actually do any damage when you throw them.

Easy Pickup: Picking up an object and throwing it is all part of the same fluid motion for you so long as the object you intend to throw is within arms-reach of your current position.

Supply-Free: You never lose Supply when throwing random garbage and can do so even when you have no supply left at all.

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Trample (Melee)

  • Trample. Attack by moving over a target.
    • Beatdown. Trampling knocks targets prone.
    • Breakthrough. When you make a kill, you can keep trampling.
      • Full Throttle. Keep on trampling even when some survive.
    • Careful Steps. Don't harm chosen targets.
    • Naval Smash. Trample targets on the surface of water.
    • Plow. Shove targets aside.
      • Wild Plow. Knock targets flying.
    • Ram. Smash into targets you couldn't normally trample.
Trample Stomp: Trample attacks cannot be used on demand like other attacks are. Instead, every time you move through the space occupied by another creature smaller than you are you automatically use your trample attack on them. Normally you may only move through the space of creatures two sizes different than your own, but having a trample attack equipped allows you to move through (and trample) creatures one size smaller than you or creatures of your own size that have the Prone condition.

Personal Space: You cannot stop your movement in the space occupied by another creature. If you don't have enough movement speed to move into and then out of a target creature's space, you cannot trample them.

Failure: Unlike other melee weapons, trample attacks suffer no failure chance when attacking smaller creatures. However, it is completely impossible to use them on larger creatures by definition. Failure chance from concealment is normal (4 for partial, 8 for complete).

Trample Limit: No matter how many other creatures' spaces you move through in a turn, you only actually use your trample attack on the first one. All others are unharmed by the experience.

Ground-Based: You can only trample subjects that are currently sitting on the ground (or another solid/semisolid surface). Swimming or flying subjects cannot be trampled even if you move through their space.
Beatdown Knock Over: Targets of your trample attack gain the Prone condition when the trigger die is 7+.
Breakthrough Keep Rolling: When you kill a subject with your trample attack, you can also attack the next target you run over with the same movement action. You do not re-roll the trample attack for the next target. If that target also is killed, you can keep right on trampling until either a target survives it or you run out of movement.
Full Throttle Choo Choo Motherfucker: You can trample up to two creatures in a movement that are not killed by the attack. Once a third creature survives being trampled, you can't trample any more with that movement action. You can trample a single creature more than once.
Careful Steps Spare Them: You can choose not to trample any given creature whose space you pass through.
Naval Smash Wavesmasher: You can trample a creature on the surface of water as easily as one on a more solid surface. You have to be moving across the surface of water as well, obviously. Submerged creatures still cannot be trampled.
Plow Shove Aside: When you pass through the space occupied by another creature that you could trample they are immediately moved to the nearest space you don't occupy, clearing them from your path. This effect applies even to targets that are not damaged by your trample attack (due to not being the first you run over with a given movement action or for whatever other reason).
Wild Plow Knock Flying: Plowed creatures are sent flying in whatever direction they were ejected from your path. Creatures one size smaller than you are moved 1 meter, two sizes smaller are moved 2 meters, three sizes smaller are moved 5 meters, and so forth up the 1→ 2→ 5→ 10→ 20→ etc scale for every size category smaller than you the plowed target is.
Ram Smash Into: You can use a Trample 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. Larger targets have a failure chance of 4 per size category difference, as usual.

Runup: You must move at least five meters and end in a space adjacent to your intended target in order to ram them. If you move at least 20 meters in a more-or-less straight line before ramming, the attack deals +2 damage.

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weapon_abilities.1492622962.txt.gz · Last modified: 2017/04/19 11:29 by kyle