Dagger
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Description
Life and death rest on the knifes edge, every heartbeat precious. The Dagger rides that edge with wild glee and in doing so become the very personification of death – every step, every touch, every move a blade’s kiss. In this world, sometimes the only safety from the monsters is to be a faster, scarier monster.
Daggers are dolls specializing in Rapid, impactful attacks, acting outside of normal count order to disrupt the enemies plans. They often find themselves in feast or famine when it comes to AP, but the destructive power of their speed cannot be denied.
Playing a Dagger
A Dagger is fast, a Dagger is unexpected, a Dagger is vicious. Daggers can fall to one of two sides, two schools of thought, two styles of murder. One, careful and collected, that picks apart enemies. The other, wild and fast, is a flurry of violence.
Should the Dagger choose the careful approach, she should consider “Heavy Blade” to slow enemies, “Poisoned Blade” to punish their actions, and “Blade Throw” to keep her distance. But should the Dagger choose the path of violence, she would be well served to consider “Hidden Blade” so as to strike in rapid succession, “Trusty Blade” to maintain the assault, and “Phantasmal Blade” to pierce the strongest of defenses. Regardless, the Dagger will be a threat to those she comes across.
New Terms
Sister Class: A sister class is two classes ideally played together, but can stand on their own. You may take the special skill of your primary class if your secondary class is the listed sister class.
You may not take the special skill from the secondary class even if your primary is the listed sister class. You can see if a class can Sister with another class under the Special Skill section of each class.
Reinforcement Points
Armament | Mutation | Enhancement |
2 | 0 | 0 |
Special Skill
Sister Classes with Cloak
Shadow Striker | |||||
Timing: | Auto | Cost: | None | Range: | None |
Effect | Gain +1 to hit, and +1 damage to attacks made with timing [Rapid] | ||||
Striking from the shadows nets you an upper hand in combat, If they don’t see it coming, it hurts a lot more. |
Skills
Hidden Blade | |||||
Timing: | Auto | Cost: | None | Range: | None |
Effect | When you take this skill Choose a part that can make a Melee Attack. That maneuver becomes [Rapid] timing and has its Action Point cost reduced by 1, to a minimum of 1. | ||||
Hiding a Chainsaw on your person isn’t easy, but they sure won’t expect it! |
Blade Throw | |||||
Timing: | Rapid | Cost: | 1 | Range: | Special |
Effect | The Range of your next Melee Attack increases by 1. | ||||
Catch! |
Heavy Blade | |||||
Timing: | Damage | Cost: | 2 | Range: | Self |
Effect | You may only use this Skill when you deal damage with a Melee Attack. Add the “Stagger” property to this damage. | ||||
Strike hard, catch them off guard. That’s what my Ma’ used to say… at least I think that was it… |
Poisoned Blade | |||||
Timing: | Damage | Cost: | 2 | Range: | Self |
Effect | You may only use this Skill when you deal damage with a Melee Attack. Until the End of the Round, anytime the target uses an action they take 1 damage, this damage cannot be defended against. | ||||
A little bit of Slime Mold injected in the right spot can ruin your day |
Trusty Blade | |||||
Timing: | Auto | Cost: | None | Range: | Self |
Effect | The first time each round you would use a part with [Rapid] timing that can attack, you may use that part one more time this round. | ||||
Always by your side… or in your boot, or hiding in your forearm… I’m sure you get the picture. |
Guarding Blade | |||||
Timing: | Damage | Cost: | 0 | Range: | Self |
Effect | Choose an undamaged part capable of a Melee Attack. The attack value of the part becomes the defend value of this maneuver. If the attack would still exceed the Defend value, negate the attack entirely and break the chosen Melee Weapon Part instead. | ||||
This blade of yours could save your life one day, do not miss that chance. |
Phantasmal Blade | |||||
Timing: | Check | Cost: | 2 | Range: | Special |
Effect | Use this skill only during a Melee Attack maneuver used by you. The target of the Attack cannot use Defend maneuvers against this attack. | ||||
A secret technique that lets the blade bypass even the toughest of armors. |
Balance Tweaking
Different campaigns may require varied balance considerations due to varying play styles and game focuses among different groups. If you find that a Dagger character is either over- or under-performing in your games, here are some suggestions to adjust the balance accordingly.
Your Dagger is Over-Performing
- “Guarding Blade” can be very strong defensive option, especially should a Dagger focus on high damage weapons. If your Dagger ends up too safe, even when putting herself in danger, consider always having the weapon break, regardless of the damage blocked.
- A Dagger is specialized in dealing large amounts of damage in a very short amount of time. As such “Phantasmal Blade” can be extremely useful in forcing through damage to highly defensive enemies. If this ends up being too powerful, consider increasing the cost to 3 AP.
Your Dagger is Under-Performing
- Daggers tend to be extremely AP inefficient, in exchange for speed and versatility. “Hidden Blade”‘s cost reduction helps to overcome this but with some parts, it doesn’t actually help. Consider changing the minimum AP of “Hidden Blade”‘s ability to 0 to allow a broader range of parts.
- “Poisoned Blade” can be very strong, but it’s also very easy for enemies to work around the poison. If it ends up being too weak and not delivering good damage, consider reducing the AP cost from 2 to 1 to encourage its use.
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