Classes
Classes grant an intrinsic and gains specials through leveling. Specials are gained every 3 character levels.
§ Marksman
This class excels at dealing high damage from afar.
§ Intrinsics
§ Devil’s Luck
Starting at level 1 and every 3 beyond, if a piercing shot misses it can be rerolled.
§ Specials
§ Lockdown
When using a ranged weapon and spending 2 Move Tokens, the marksman grants the attack the Stumbling or Disabling properties using the Character’s Level for Stumble/Disable damage.
§ Aimed Shot
When spending 4 Move Tokens, the marksman can multiply the weapon’s damage by half their character level with a minimum of 2.
§ Arsonist
This class controls the battlefield and deals damage over time.
§ Intrinsics
§ Immolation
When a target dies via the Arsonist’s attack, there is a 50% chance to cause Pyromaniac on adjacent targets equal to half of the Character Level.
§ Specials
§ Pyromaniac
Weapons can gain Flambe with a Fuel of Flame or Ice with 1 Damage /Level at the cost of one additional attack token.
§ Tactical Fire
Fuel-based throwables can be used to create lines of Flambe by spending 4 Move Tokens. These lines are equal to Level times the radius of the throwable.
§ Butcher
This class thrills in diving deep into the enemies with melee weapons.
§ Intrinsics
§ Violent Satiation
If a target dies from your attack, you gain 1 attack token.
§ Specials
§ Skirmisher
Melee weapons automatically gain additional properties at the cost of one additional attack token if used. Slash weapons gain Cleave. Pierce weapons gain Penetrate.
§ Bloodslaughter
Every 3 kills with a melee weapon grants 1 health.
§ Bulwark
Grants an additional Health token per two Character Levels.
§ Grandstand
By spending all Move Tokens, the Butcher can use the Awaiting movement without losing their next turn’s attack tokens.
§ Healer
This class supports their team but can also do lethal damage over time.
§ Intrinsics
§ Blessed Touch
Healing items gain a bonus heal equal to the character’s level.
§ Specials
§ Sharing is Caring
Using a Healing Item on an ally grants half of the heal to oneself and a fourth to all other allies, with a minimum of 1.
§ Cursed Shots
Spending an additional move token grants the Disabling property equal to the Character’s Level.
§ Poison Mark
Spending an additional attack token grants the Poison property equal to the Weapon’s Damage for a duration of half the character level, minimum 1.
§ Lucker
This class revels in the RNG.
§ Intrinsics
§ Holographic Coin
When spending a wealth token, there is a 50% chance the token is not consumed, up to the Character’s Level.
§ Specials
§ Where’d This Come From
When using a consumable item, there is a 50% chance the item is not consumed.
§ Ricochet
By spending an amount of move tokens equal to twice a weapon’s attack tokens, the attack has a 50% to hit the nearest enemy target. These penetrative attacks continue until either there are no more enemies or the attack fails.
§ Slapstick
When surrounded by 3 or more enemies, each attack made against the Lucker has a 50% chance to be redirected to other nearby enemies, up to the Lucker’s remaining move tokens.
§ Stalker
This class nimbly wades into combat, gutting enemies with precise strikes.
§ Intrinsics
§ Shadowmeld
When using sneak, gain an additional sneak token equal to half of the Character Level with a minimum of 1.
§ Specials
§ Ruptured Tendons
By spending 1 move token during a single attack with a melee weapon, the stalker grants the attack the Stumbling or Disabling properties using the Character’s Level for Stumble/Disable damage. If this action is made after a successful sneak, the Stumble/Disable damage is doubled.
§ Stealth Strike
After successfully using Sneak, the stalker can apply all spent sneak tokens as additional Universal damage to the next attack.
§ Umbral Shift
If a target dies from your attack with a melee weapon, gain 2 move tokens.
§ Seer
This class excels at seeing the unseen and buffing allies.
§ Intrinsics
§ Orion’s Eye
Any enemy within 2 tiles plus half Character Level is treated as if adjacent to counter the effects of Sneak. Additionally, the Seer gains 1 bonus token for use with Observe starting at level 1 and every 3 levels thereafter.
§ Specials
§ Callout
By spending 4 move tokens, the Seer may call out a single target, granting half the Character’s Level as bonus damage to that target, with a minimum of 1, to every ally, including the Seer.
§ Clairvoyance
When taking an attack, there is a 50% chance the attack will miss, usable up to half the Character’s Levels per turn, with a minimum of once and a maximum of 5 times.
§ Headhunter
§ Intrinsics
§ Absolute Precision
You may ignore attack interdiction.
§ Specials
§ Clustered Strike
When using a weapon with the Cleave property, you can spend two additional attack tokens to instead apply the Clustershot property.
§ Aegis
§ Intrinsics
The Aegis chooses one Intrisic at character creation.
§ Aegis Shield of the Peasant
1/4 shield, min 1, regen 1 your turn; apply to all allies up to half character level in tiles.
§ Aegis Shield of the Knight
1/2 level as shield, to 1 person other an yourself until the start of your next turn up to half character level in tiles.
§ Aegis Shield of the Duke
1/2 level as a shield to yourself until the start of your next turn.
§ Specials
§ Armored Blessing
The first target receiving your Aegis Shield that takes damage receives 1 armor to all types. More WIP
§ Sword Saint
§ Intrinsics
§ Saintly Parry
First attack is always parried.
§ Specials
§ Blessed Reach
Spend 1 additional attack tokens to make melee weapon attacks at up to a fourth of your Character Level in range.
§ Divine Stride
By spending all your remaining move and attack tokens, you move up to the lower of either category in a straight line, ignoring enemies and difficult terrain, and deal damage equal to your current melee weapon to all targets between your starting position and ending position.
§ Perfect Strike
By spending 2 move tokens as part of an attack, you can ignore half of your character level in defense.
§ Commando
More bullets means more fun.
§ Intrinsics
§ Arm day
Ignore the additional carry penalty of all bulky items.
§ Specials
§ Overwatch
By spending 4 move tokens and discarding all remaining, the Commando can declare a cone to automatically use any unspent attack tokens to make attacks within. Move tokens cannot be used during the ability.
§ Spray ‘n’ Pray
By spending all attack tokens, the Commando can attack in a cone equal in length to their attack tokens, flipping a token for every target within the cone to see if they are hit.
§ More Bullets
If the Commando ends their turn with no attack tokens, they automatically refill their active weapon up to quarter capacity. This can be used with Overwatch.
§ Even More Bullets
If More Bullets has been taken, the Commando automatically refills their active weapon to half capacity.
§ Infinite Bullets
If Even More Bullets has been taken, the Commando automatically refills their active weapon to full capacity, and any carried weapons up to half capacity.
§ Shield Maven
As fragile as a bubble, but as sharp as a hypodermic needle.
§ Intrinsics
§ Health Bubble
All health, save for 1, becomes shields that replenish half their total at the beginning of their every third turn.
§ Specials
§ Maelstromic Enhancement
By spending 2 Move Tokens and 4 Shields, any one of the following effects may be applied to attacks: Blinding, Disabling, Stumbling
§ Glass Cannon
By spending 2 Attack Tokens, a Stabbing or Bludgeoning projectile is summoned that does 1 damage per Shield placed upon it. The projectile may be immediately launched up to 2 tiles for every Move Token spent.
§ Reform Matter
By spending 4 Attack Tokens and 6 Shields, you can create the following effects in a tile for 1 round: Rough, Flaming, or Freezing terrain. The amount of tiles can be increased by 1 for every 6 Move Tokens spent.
§ Mindbend
By spending 3 Shields, 2 Attack Tokens, and 4 Move Tokens, you can redirect any non-boss enemy within 8 tiles to attack any target. At the end of the turn on which they attack their target, or after 4 turns, the effect ends.
§ Quickhand
Hands have never been as quick as these.
§ Intrinsics
§ Quicksilver
You may spend 5 move tokens to reload dual-wielded weapons at the same time.
§ Specials
§ Agile Draw
You can draw 2 items as if drawing 1.
§ Quicksilver Redux
You may reload a single weapon as part of any move action that requires at least 2 move tokens.
§ One More
You gain an attack token after reloading.
§ Fanciful Frenzy
You gain a move token after one kill, up to a quarter of your max move tokens.
§ Huntsman
Nets, poisons, and bolas, oh my.
§ Intrinsics
§ Trapper
Halve the token cost for setting up traps and gain an extra token for Observe.
§ Specials
§ Netted Strike
By spending 1 move tokens as part of an attack, the Trapper can apply Stumbling to the attack, using half their Character Level for Stumbling damage.
§ Poison Laced
By spending 4 move tokens, the Trapper can apply Poison to one attack, using a quarter their Character Level for damage, and half their Character Level for the duration.
§ Surprise Bolas
When using the Bypass ability, the Trapper can spend an extra move token per enemy to apply a Stumbling effect equal to half of their Character Level.
§ Slinger
There is nothing you cannot attempt to throw. Success is a different matter.
§ Intrinsics
§ Instant Draw
By spending 1 move token, gear can be drawn and thrown immediately.
§ Specials
§ Pneumatic Muscles
By spending 1 extra attack token, the range of throwing doubles.
§ Mjolnir’s Touch
By spending 2 extra move tokens during a throw, thrown gear returns to the Slinger at the start of their next turn.
§ Grounding Strike
By spending 2 extra attack tokens, any thrown gear does 1 Electric damage to all targets between the thrown gear’s ending position and the Slinger’s current position once it lands.
§ Guiding Throw
By spending 3 extra move tokens, any thrown gear ignores attack interdiction.
§ Complex Geometry
By spending 1 extra move token, you can ricochet thrown gear. Additional move tokens can be used to add additional ricochets.
§ Bombshell
§ Intrinsics
§ Nuking the Hurricane
Explosives can be used to reduce the value of any DoT by the explosive’s damage. Additionally, all traps take double damage.
§ Specials
§ Fist Full of Frags
Explosives can be treated as melee weapons that use the explosive’s damage, but with a 50% chance it will explode.
§ Kaboom Stick
By using a reload action, the Bombshell can use an explosive to overload any fully reloaded weapon and add the explosive’s damage in addition to the weapon’s regular damage.
§ If I Only Had a Frag
By spending and flipping move tokens, you can convert any gear worth 2 or more into a single explosive grenade. If any of the flipped tokens are heads, the conversion is successful.
§ Red Hot Dyn-o-mite
By spending 2 extra attack tokens and 3 extra move tokens, the Bombshell can convert half of an explosive’s damage to instead apply a Fire DoT equal to half the damage for half their Character Level in turns. This is usable with Fist Full of Frags.
§ Implosive Explosion
By spending an extra 2 attack tokens, the Bombshell can cause any explosion to instead do single-target damage for double the base explosion’s damage. This is usable with Fist Full of Frags.
§ Spread 'Em
By spending an extra 2 attack tokens, the Bombshell can double an explosion range at the cost of halving the damage.
§ Remote Detonation
By spending an extra 4 move tokens, the Bombshell can cause any explosive device thrown/launched/fired to delay up to an amount of extra move tokens used. The delayed explosives can be activated with a move token, otherwise they explode at the end of the specified delay.
§ Shrapnel City
When a target is hit by an explosion, Penetrate can be flipped to hit an adjacent target, up to half your Character Level.
§ Harbinger
§ Intrinsics
§ Herald
By spending 8 move tokens, the Harbinger can grant a quarter of the Character Level as bonus damage to all targets to every ally next round. This cannot be used two turns in a row.
§ Specials
§ Cherrybomb Blossom Festival
By spending an extra 2 move tokens, any fired or thrown grenade can turn into a cone equal in length to double the grenade’s radius. This activation can occur at any point during the grenade’s arc.
§ Pray To The Only God That Matters, Artillery
By spending all move and attack tokens, you can call down a 1-turn delayed artillery strike on a location that will do Damage equal to half your Character Level in a radius equal to a quarter of your Character Level.
§ Breastplate of Righteousness
By spending 4 move tokens, any enemies that attack you up to half your Character Level take damage equal to the armor’s value.
§ Mine!
You may grab an amount of unattended items up to a quarter of your Character Level for free.