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[SPOILERS] Pyromancer of Logic - Phase 1

The kit for the phase 1 bossfight for the Pyromancer of Logic. Below I've got his gifts in notation form (for sure not 100% balanced with wording mistakes and rules oversights etc). The boss has a mechanic where he secretly sends the effects of a bomb to a player, forcing them to act a certain way. I will keep some of these effects private for now for dramatic effect!


Pyromancer of Logic

Bombing

Core of Logic's kit. Can be planted with a successful Roll to Do, also synergizes with many, many other of his mechanics.

Red: Fatal Bombing: Detonates in 1d4 + 2 turns. You must pass the turn to an enemy after using this. Can be passed to an adjacent creature as a free action during your turn. The cooldown ticks down at the end of a turn, beginning with the turn it's created. When the bomb detonates, the character possessing it is killed.

Blue: Global Decimation: Detonated is a number of turns set by you. You must pass the turn to an enemy after using this. All creatures in the current area take 6d6 damage, but may Roll to Dye to resist. Damage is halved on a success. The cooldown ticks down at the end of a turn, beginning with the turn it's created.

Green: Parasite Bomb: Detonated in a number of turns set by you. You must pass the turn to an enemy after using this. Can be passed to an adjacent creature as a free action. Detonates and wounds the target. If passed to a demon, the demon is killed instantly and you regain one wound. The cooldown ticks down at the end of a turn, beginning with the turn it's created.

Purple: Nasty Bomb: Detonated in a number of turns set by you. You must pass the turn to an enemy after using this. Can be passed to an adjacent creature as a free action. Detonates and blights the target and all creatures within 5 spaces. They must Roll to Dye versus 20. On a 19 or lower they are blighted with 1d6 random status effects. On a 20 or higher they are Immobilized until the end of their next turn. The cooldown ticks down at the end of a turn, beginning with the turn it's created.

White: Jumping Bomb: Detonated in a number of turns set by you. You must pass the turn to an enemy after using this. Can be passed to an adjacent target as a free action. When detonated this bomb does 9d6 damage and then jumps to a creature within 5 squares, determined by the one who sustained the damage, reducing its damage by 1d6. This process repeats until the damage reaches 0. The cooldown ticks down at the end of a turn, beginning with the turn it's created.


Core

Dancing Detonation: [EXHAUST] If used as a Move, do not Exhaust. Deal 2d6 damage to all creatures within 10', knock them back a number of squares equal to the damage dealt, move yourself a number of spaces equal to the damage dealt.

Explosive Armor: Your block may lockout additional dice. For each dice locked out, you may deal 1d6 damage to yourself, and your attacker. Your block reduces the damage taken by this. Then you as well as your attacker are knocked back a number of squares in opposite directions equal to the damage sustained by this effect.

Flame Corruption: After landing a hit on an enemy, mark them with one stack of corruption. All subsequent hits deal a multiple of your Swing equal to the number of stacks of Corruptuon.



Serious Enough: When this ability is triggered and at the beginning of every subsequent Act, trigger Airstrike, Signal Density or Saturday Morning Villainy.

Abilities Triggered via Serious Enough

Signal Density: Every turn builds 1d4 + 2 stacks of Signal Interference, which can be spent for the following: 2: Disables target Ability 4: Blasts the target for 3d6 unreducable damage 6: Retargets an Attack 10: You control the target's next turn.

Airstrike:  Targets a specific map in the are with a cooldown of at least one Act with a Bombing effect.

Saturday Morning Villainy: Sets bombs with unknown triggers on all creatures in the same map of your choosing. They are alerted to their detonation conditions. They may not share these conditions with their allies, however they may hint their allies towards what their conditions are. All bombs placed in this way are removed at the end of the Act. If you use this ability, you cannot place any other bombs this Act.


Long Dead Arms Factory

Long Dead Arms Factory: Each Act, as a Free Action construct any tertiary demon or Ignite for the purposes of bomb creation one time for free, and any additional times as a Lockout.



Demons Summoned via Long Dead Arms Factory

Conduit

Strike Down: Action. On a success target sustains 3d6 damage and is Stunned through their next turn.

Gravity Well: Action. Summons a Gravity Well. Roll to Dye vs. 20 is required to leave.


Tectonic

Tremor Response: Reaction. Whenever a creature moves within 2 squares of you, you may respond immediately with an Action.

Grab: +1d6 when used as a Reaction. Grabs the target. Grants the football toss Action.

Football Toss: YOU GO LONG and toss the target into a nearby map, dealing 6d6 in the process if they do not have a method of stopping their landing, and 3d6 if they do.

Cover: Once per Act, change the target of an action aimed at an adjacent creature to yourself.


Mimic

Summon: Summons 1d6 mimics.

Call Out: Emits an eerie call that betwitches the target. Roll to Dye vs. 10. On a failure, they must spend their turn moving towards the mimic.

Support: Add 1d6 to the target's next roll.



Devious Endtable

Loading: WARNING THE DEVIOUS ENDTABLE IS LOADING. They are temporarily immobilized.

Unloading: Fires every single shot off in quick succession. Roll to Do 6 times with a decreasing +6 bonus as you unload the clip.




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