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beastmaster [2020/02/21 14:40]
kyle
beastmaster [2020/11/19 13:57] (current)
kyle
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 //The butcher here makes the best cuts of mutton I've ever seen. He was raised by wolves.// //The butcher here makes the best cuts of mutton I've ever seen. He was raised by wolves.//
  
-Beastmasters have an uncanny connection with animals, which is great for any player that wants to channel their inner savage hero or Disney princess alike. If you're interested in having an animal companion/pet/partner that goes on adventurers with you all the time, you might be more interested in the [[Tamer]] class than this one (but you can also, of course, multiclass as both).+Beastmasters have an uncanny connection with animals, which is great for any player that wants to channel their inner savage hero or Disney princess. If you're interested in having an animal companion/pet/partner that goes on adventures with you all the time, you might be more interested in the [[Tamer]] archetype than this one (but you can also, of course, take levels in both).
  
 ^[[#Beastmaster]] ^^Influence and handle animals. | ^[[#Beastmaster]] ^^Influence and handle animals. |
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 |{{fa>caret-right?24}} |[[#Repellent]] |Keep an area safe from animals. | |{{fa>caret-right?24}} |[[#Repellent]] |Keep an area safe from animals. |
 |{{fa>caret-right?24}} |[[#Whisperer]] |Animals react very positively. | |{{fa>caret-right?24}} |[[#Whisperer]] |Animals react very positively. |
-^[[#Enterprises]] ||Beastmaster School |+^^^
  
 ====== Beastmaster ====== ====== Beastmaster ======
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 ^  Sidebar: Followers  ^ ^  Sidebar: Followers  ^
-|You can hire an NPC to come along with you on your adventures as a follower. Followers are generally under your control and do what you want them to for as long as they remain in your service, including fighting at your side and helping you carry the loot. In order to be hired as a follower, an NPC must be willing, sapient (they cannot have the Simple weakness) and be of equal or lesser level than yourself. Followers remain in your employ until the end of the session, upon which point you must re-hire them if you want them to come along again the next time. \\ \\ In order to hire a follower, you must pay an up-front fee of 3 Supply plus expenses. Followers immediately consume/spend/stash their 3 Supply hiring fee, removing it from the game. This means that they do not bring it with them for use on your adventure together, nor can you steal it from their pockets or loot it off their corpse. If your follower consumes or uses Supply in any way, you must be willing to pay the associated costs for them. \\ \\ Every time a follower accumulates a point of Stress, roll a trigger die. If you roll a number equal to or less than that follower's total current Stress, they desert you (either immediately or at the next available opportunity). In addition to all the normal means of accruing Stress, followers automatically gain a point of Stress every time you significantly mistreat them (referee's call). \\ \\ Although you control your followers, the referee always has the option of taking temporary control of them if they decide that the NPC would behave differently than you want them to. For example, if you have a habit of using followers as bait or trap-springers, they'll probably refuse after the first time they get hurt doing so. If you hire a known glutton as a follower, the referee can say that they eat the forbidden pie you gave them to carry even if you specifically told them not to. That kind of thing. |+|You can hire an NPC to come along with you on your adventures as a follower. Followers are generally under your control and do what you want them to for as long as they remain in your service, including fighting at your side and helping you carry the loot. In order to be hired as a follower, an NPC must be willing, sapient (they cannot have the Simple weakness) and be of equal or lesser level than yourself. Followers remain in your employ until the end of the session, upon which point you must re-hire them if you want them to come along again the next time. \\ \\ In order to hire a follower, you must pay an up-front fee of Dosh equal to the follower's level. Followers immediately consume/spend/stash their hiring fee, removing it from the game. This means that they do not bring it with them for use on your adventure together, nor can you steal it from their pockets or loot it off their corpse. \\ \\ Every time a follower accumulates a point of Stress, roll a trigger die. If you roll a number equal to or less than that follower's total current Stress, they desert you (either immediately or at the next available opportunity). In addition to all the normal means of accruing Stress, followers automatically gain a point of Stress every time you significantly mistreat them (referee's call). \\ \\ Although you control your followers, the referee always has the option of taking temporary control of them if they decide that the NPC would behave differently than you want them to. For example, if you have a habit of using followers as bait or trap-springers, they'll probably refuse after the first time they get hurt doing so. If you hire a known glutton as a follower, the referee can say that they eat the forbidden pie you gave them to carry even if you specifically told them not to. That kind of thing. |
  
 ====== Behaviorist ====== ====== Behaviorist ======
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Possess Animal:** As a procedure, you can enter a trance that places your consciousness directly into an animal. This allows you to see through their eyes and directly control their actions in order to perform complex tasks. The animal in question has to remain in direct physical contact with you during the procedure required to initiate Borrowing, but can freely move elsewhere after you're in control. You can stop Borrowing anytime as an action. \\ \\ {{fa>minus-circle?24&align=left}}**Willing Host:** You can only use Borrowing to possess an animal that is currently employed as a follower or who has an attitude of Welcoming towards you. Animals remain aware while you possess them and can override your control and kick you out at any time, but generally won't unless you try to make them do something clearly suicidal or otherwise against their interests. \\ \\ {{fa>minus-circle?24&align=left}}**Helpless Guest:** While possessing an animal, your own body is comatose and helpless until you stop Borrowing. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Initiating Borrowing costs 1 point of Supply or Commissary Kit use. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Possess Animal:** As a procedure, you can enter a trance that places your consciousness directly into an animal. This allows you to see through their eyes and directly control their actions in order to perform complex tasks. The animal in question has to remain in direct physical contact with you during the procedure required to initiate Borrowing, but can freely move elsewhere after you're in control. You can stop Borrowing anytime as an action. \\ \\ {{fa>minus-circle?24&align=left}}**Willing Host:** You can only use Borrowing to possess an animal that is currently employed as a follower or who has an attitude of Welcoming towards you. Animals remain aware while you possess them and can override your control and kick you out at any time, but generally won't unless you try to make them do something clearly suicidal or otherwise against their interests. \\ \\ {{fa>minus-circle?24&align=left}}**Helpless Guest:** While possessing an animal, your own body is comatose and helpless until you stop Borrowing. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Initiating Borrowing costs 1 point of Provisions. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Call to the Wild:** Name any animal species that lives in your current region. As a procedure, you can guarantee an encounter with one or more animals of that species; they show up at the end of the procedure required to call them. \\ \\ {{fa>minus-circle?24&align=left}}**Locals Only:** You can only use this ability to call animals that could reasonably be nearby- for example, you probably couldn't call up lions if you're currently in a city, although you could easily call up rats, pigeons or cockroaches. If you're not sure what kind of animals are nearby, you can let the referee decide what answers your call. \\ \\ {{fa>minus-circle?24&align=left}}**Otherwise Normal Encounter:** The referee determines exactly how many animals show up according to the local ecology of the species in question, and their attitude towards you is determined by a reaction check as normal. \\ \\ {{fa>minus-circle?24&align=left}}**This Ain't a Faucet:** You can summon animals with this ability a maximum of once per exploration turn. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Call to the Wild:** Name any animal species that lives in your current region. As a procedure, you can guarantee an encounter with one or more animals of that species; they show up at the end of the procedure required to call them. \\ \\ {{fa>minus-circle?24&align=left}}**Locals Only:** You can only use this ability to call animals that could reasonably be nearby- for example, you probably couldn't call up lions if you're currently in a city, although you could easily call up rats, pigeons or cockroaches. If you're not sure what kind of animals are nearby, you can let the referee decide what answers your call. \\ \\ {{fa>minus-circle?24&align=left}}**Otherwise Normal Encounter:** The referee determines exactly how many animals show up according to the local ecology of the species in question, and their attitude towards you is determined by a reaction check as normal. \\ \\ {{fa>minus-circle?24&align=left}}**This Ain't a Faucet:** You can summon animals with this ability a maximum of once per exploration turn. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Wild Summons:** You can cause animals to show up as a single action instead of taking a whole procedure to do so. They immediately show up and intrude on whatever's currently happening according to their nature. \\ \\ {{fa>minus-circle?24&align=left}}**Lay Bait:** Causing animals to show up immediately in this way requires you to spend 1 Supply/Commissary Kit use. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Wild Summons:** You can cause animals to show up as a single action instead of taking a whole procedure to do so. They immediately show up and intrude on whatever's currently happening according to their nature. \\ \\ {{fa>minus-circle?24&align=left}}**Lay Bait:** Causing animals to show up immediately in this way requires you to spend 1 Provisions. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Critters Out:** By spending a procedure, you can mark off a smallish area (one dungeon node, your campsite, etc) in some way. Animals will avoid entering the area or messing with anything inside it. This effect lasts until the end of the session whether or not you're actually present in the area yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Not Actually A Barrier:** Animals can still enter the area without suffering any negative effects if they are compelled to do so somehow, but will leave as soon as possible and with a minimum of interference. Animals that were already in the area that cannot leave (such as fish confined to a pond) will simply stay out of your way as much as possible. You can also allow specific animals (such as pets or animal followers) or even entire species of animal to enter your area freely, allowing them to ignore the effect. \\ \\ {{fa>minus-circle?24&align=left}}**Supply:** Making an area repel animals requires you to spend 1 Supply/Commissary Kit use. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Critters Out:** By spending a procedure, you can mark off a smallish area (one dungeon node, your campsite, etc) in some way. Animals will avoid entering the area or messing with anything inside it. This effect lasts until the end of the session whether or not you're actually present in the area yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Not Actually A Barrier:** Animals can still enter the area without suffering any negative effects if they are compelled to do so somehow, but will leave as soon as possible and with a minimum of interference. Animals that were already in the area that cannot leave (such as fish confined to a pond) will simply stay out of your way as much as possible. You can also allow specific animals (such as pets or animal followers) or even entire species of animal to enter your area freely, allowing them to ignore the effect. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Making an area repel animals requires you to spend 1 Provisions. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**No! Bad!:** Somehow, you can give even the fiercest beasts momentary pause with stern voice and direct eye contactAs an actionyou can pacify any animal within 5 meters of your position. Until the beginning of your next turn, a pacified animal cannot make any weapon attacks. Other abilities (including offensive ones) are unaffected. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Wild Compact:** All animals have special failure chance of 6 with all attacks and offensive abilities they make against you\\ \\ {{fa>minus-circle?24&align=left}}**Broken Compact:** If you use an attack or offensive ability against an animalthat animal ignores this effect for the remainder of the current session. |
 ^ ^^^ ^ ^^^
 ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Princess Special:** Animals are naturally drawn to you. Whenever a reaction check is made to see how an animal reacts to you or those in your direct company, the animal's attitude is +2 steps higher than it would otherwise be. | ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Princess Special:** Animals are naturally drawn to you. Whenever a reaction check is made to see how an animal reacts to you or those in your direct company, the animal's attitude is +2 steps higher than it would otherwise be. |
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 |9-11 |+1 | |9-11 |+1 |
 |12 |+2 | |12 |+2 |
- 
-====== Enterprises ====== 
- 
-^Beastmaster School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
  
beastmaster.1582321224.txt.gz · Last modified: 2020/02/21 14:40 by kyle