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chef [2019/10/23 20:19]
kyle
chef [2020/11/19 10:30] (current)
kyle [Supertaster]
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 //In this room is one of the odder treasures we brought back: an invisible roast ham. Smells delicious, but I can't find it. I'm so hungry.// //In this room is one of the odder treasures we brought back: an invisible roast ham. Smells delicious, but I can't find it. I'm so hungry.//
  
-Few things are more foundational than food, and Chefs are the undisputed masters of food preparation and use. While the class has a lot of straightforward useful effects, it also pairs well with a bit of imagination for more unorthodox problem-solving.+Few things are more foundational than food, and Chefs are the undisputed masters of food preparation and use. While the archetype has a lot of straightforward useful effects, it also pairs well with a bit of imagination for more unorthodox problem-solving.
  
 ^[[#Chef]] ^^Edibles are your specialty. | ^[[#Chef]] ^^Edibles are your specialty. |
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 |{{fa>caret-right?24}} |[[#The Itis]] |Your food puts them to sleep. | |{{fa>caret-right?24}} |[[#The Itis]] |Your food puts them to sleep. |
 |{{fa>caret-right?24}} |[[#Tonic]] |Invigorate yourself. | |{{fa>caret-right?24}} |[[#Tonic]] |Invigorate yourself. |
-^[[#Enterprises]] ||Chef School \\ Entertainment \\ Indulgence \\ Pantry |+^^^
  
 ====== Chef ====== ====== Chef ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Lunchbox:** Any Commissary Kit items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**This is Serious Gourmet Shit:** Anybody can cook, but you can //cook//. Up to once per day when you feed yourself (either by spending 1 Provisions as normal or via any other method that allows you to feed yourself, such as the [[Ranger]] or [[Verdant]] archetypes)you also remove 1 point of Stress. \\ \\ {{fa>plus-circle?24&align=left}}**Group Serving:** This benefit also applies to everyone else in your party that you're cooking for. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Extra Goodies:** Your Commissary Kits have five uses instead of threeThey can still be completely refilled for 1 Supply as normal. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Eat Your Feelings:** You can choose to spend Provisions to negate dungeon Stress instead of MojoYou cannot negate Stress from any source other than dungeon exploration this way. If you'd rather use Mojo for this purpose, you still can. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Connoisseur:** If you need a specific, high-quality edible when you're out in the field (like warm pie, fifty-year-old scotch, or filet mignon maybe) you can pull it out with an action. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Pulling out a high-quality edible on demand requires you to spend 1 Supply/Commissary Kit use. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Connoisseur:** If you need a specific, high-quality edible when you're out in the field (like warm pie, fifty-year-old scotch, or filet mignon maybe) you can pull it out with an action. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Pulling out a high-quality edible on demand requires you to spend 1 Provisions. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Lure Encounter:** You can lure a random encounter. You can choose a particular sort of creature that is fairly common in the area or just roll one up randomly. The encounter arrives shortly, and so long as you let it eat will have an attitude +2 steps better than whatever gets rolled. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Luring a random encounter on demand requires you to spend 1 Supply/Commissary Kit use. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Lure Encounter:** You can lure a random encounter. You can choose a particular sort of creature that is fairly common in the area or just roll one up randomly. The encounter arrives shortly, and so long as you let it eat will have an attitude +2 steps better than whatever gets rolled. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Luring a random encounter on demand requires you to spend 1 Provisions. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Delicious Distraction:** As an action, you can deploy something delicious to any location within throwing range (0-10 meters). Any creature that spots the food immediately wanders over to it and then spends three full rounds inspecting/eating it. \\ \\ {{fa>plus-circle?24&align=left}}**Clueless Only:** Any creature that is or suspects they might be in any immediate danger is immune to this trickery. It only works on the bored and/or relaxed. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Roll a trigger die when distracting a target. If the result is 1-6, doing so requires you to spend 1 Supply/Commissary Kit use. You can't pull a Delicious Distraction if you have no resources left. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Delicious Distraction:** As an action, you can deploy something delicious to any location within throwing range (0-10 meters). Any creature that spots the food immediately wanders over to it and then spends three full rounds inspecting/eating it. \\ \\ {{fa>plus-circle?24&align=left}}**Clueless Only:** Any creature that is or suspects they might be in any immediate danger is immune to this trickery. It only works on the bored and/or relaxed. \\ \\ {{fa>minus-circle?24&align=left}}**Provisons:** Roll a trigger die when distracting a target. If the result is 1-6, doing so requires you to spend 1 Provisions. You can't pull a Delicious Distraction if you have no Provisions left. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Share A Meal:** You're so affable (and your food is so good) that anybody who eats your food can't help liking you. Any creature that shares a meal/drink with you gains the Charmed conditionThe Charmed condition cannot be recovered from until the affected creature(s) leave your presence or you take an action that would normally remove it (such as attacking them). \\ \\ {{fa>plus-circle?24&align=left}}**Irresistible:** Creatures that wish to resist having a meal with you for whatever reason (including a longstanding hatred of you or your kind) must roll a trigger die- on a 7+ they turn you down but on a 1-6 they just can't help themselves and eat anyway. \\ \\ {{fa>plus-circle?24&align=left}}**Fine Memories:** Depending on how the meal ends, this experience is likely to count as a positive interaction even after the Charmed effect wears off and thus allow you to make a friendship check with the target. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Feeding a creature in order to befriend them requires you to spend 1 Supply/Commissary Kit use. Feeding multiple creatures at once requires one Supply/Commissary Kit use per subject. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Share A Meal:** You're so affable (and your food is so good) that anybody who eats your food can't help liking you. Any creature that shares a meal/drink with you is charmed by you until they get hungry again. Charmed subjects have an attitude of Welcoming and regard you as a trustworthy friend so long as you don't do anything to prove otherwise. \\ \\ {{fa>plus-circle?24&align=left}}**Irresistible:** Creatures that wish to resist having a meal with you for whatever reason (including a longstanding hatred of you or your kind) must roll a trigger die- on a 7+ they turn you down but on a 1-6 they just can't help themselves and eat anyway. \\ \\ {{fa>plus-circle?24&align=left}}**Fine Memories:** Depending on how the meal ends, this experience is likely to count as a positive interaction even after the charm effect wears off and thus allow you to make a friendship check with the target. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Feeding a creature in order to befriend them requires you to spend 1 Provisions. Feeding multiple creatures at once requires one Provisions per subject. |
 ^ ^^^ ^ ^^^
- 
-|{{ra>help?24|Help}} |**Charmed** creatures have been made friendly. | 
-|::: |{{fa>minus-circle?18&align=left}} Regard whoever created this condition as a friend and react to their actions in the most favorable way. \\ \\ {{fa>minus-circle?18&align=left}} Attacking or making any offensive action against the charmer is impossible. \\ \\ {{fa>plus-circle?18&align=left}} Actual friends are still also regarded as friends. Don't switch sides or anything (unless that's what would happen anyway?) \\ \\ {{fa>plus-circle?18&align=left}} If the charmer takes any offensive action against the charmed, the condition is automatically removed. | 
  
 ====== Supertaster ====== ====== Supertaster ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Anton Ego:** You know the exact ingredients in everything you eat. If your food has been tampered with (poisoned, mutagenic, drugged, full of spider eggs etc) you know and can spit it out before it has a chance to harm you. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Anton Ego:** You know the exact ingredients in everything you eat. If your food has been tampered with (poisoned, mutagenic, drugged, full of spider eggsetc) you know and can spit it out before it has a chance to harm you. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Infinispice:** You can make anything taste good. ANYTHING. Making something taste good is not the same as making it nutritious. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Infinispice:** You can make anything taste good. ANYTHING. Making something taste good is not the same as making it nutritious. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Meat Lore:** Through a careful and somewhat mystical cooking process, you can create a cut of prepared meat that temporarily imparts properties of the creature it came from to its eater. The meat's eater temporarily gains one class or ability known by the creature it is eating- for example, eating a dragon steak prepared with Meat Lore might temporarily give its eater a breath weapon (the Sprayer class), hard scales (the Tank class), wings (the Flier class) or something else entirely that the dragon had. The exact ability is chosen by the chef at the time of preparation. \\ \\ {{fa>plus-circle?24&align=left}}**Item:** Prepared meat doesn't need to be consumed right away and can be stored for later when it's needed most. Every cut of prepared meat occupies one inventory slot. \\ \\ {{fa>minus-circle?24&align=left}}**Short Duration:** Temporary classes or abilities granted via Meat Lore last for a single exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Butchery:** You can create one cut of prepared meat per corpse (everything else in the dead creature is just plain old food). You can only prepare meat from the corpse of something that is of a species non-similar to your own. \\ \\ {{ra>doubled?24&align=left}}**Cannibal Chef:** If you also have the Ghoul class, you can freely make prepared cuts of meat from the corpses of your own or similar species. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Meat Lore:** Through a careful and somewhat mystical cooking process, you can create a cut of prepared meat that temporarily imparts properties of the creature it came from to its eater. The meat's eater temporarily gains one archetype or ability known by the creature it is eating- for example, eating a dragon steak prepared with Meat Lore might temporarily give its eater a breath weapon (the [[Spewer]] archetype), hard scales (the [[Tank]] archetype), wings (the [[Flyer]] archetype) or something else entirely that the dragon had. The exact ability is chosen by the chef at the time of preparation. \\ \\ {{fa>plus-circle?24&align=left}}**Item:** Prepared meat doesn't need to be consumed right away and can be stored for later when it's needed most. Every cut of prepared meat occupies one inventory slot. \\ \\ {{fa>minus-circle?24&align=left}}**Short Duration:** Temporary archetypes or abilities granted via this ability last for a single exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Butchery:** You can create one cut of prepared meat per corpse (everything else in the dead creature is just plain old food). You can only prepare meat from the corpse of something that is of a species non-similar to your own. \\ \\ {{ra>doubled?24&align=left}}**Cannibal Chef:** If you also have the [[Ghoul]] archetype, you can freely make prepared cuts of meat from the corpses of your own or similar species. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hip Flask:** As an action, you can consume something that instantly energizes and focuses you. You immediately regain 1 point of lost Endurance and Flow (up to a maximum of your Vitality). \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Roll a trigger die when using Tonic to heal yourself. If the result is 1-3, then doing so requires you to spend 1 Supply/Commissary Kit use. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hip Flask:** As an action, you can consume something that instantly energizes and focuses you. You immediately regain 1 point of lost Energy and Attention (up to a maximum of your Flesh). \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Roll a trigger die when using Tonic to heal yourself. If the result is 1, then doing so requires you to spend 1 Provisions. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Potent Brew:** Your Tonic can restore 2 or 3 points of lost Endurance and Flow instead of only 1. \\ \\ {{fa>minus-circle?24&align=left}}**Pricier:** If your Tonic restores 2 Endurance/Flow, then it consumes Supply/Commissary Kit uses on a trigger die result of 1-instead of 1-3. If your Tonic restores 3 Endurance/Flow, then it consumes Supply/Commissary Kit uses automatically with no trigger die roll required. | +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Potent Brew:** Your Tonic can restore 2 or 3 points of lost Energy and Attention instead of only 1. \\ \\ {{fa>minus-circle?24&align=left}}**Pricier:** If your Tonic restores 2 Energy/Attention, then it consumes Provisions on a trigger die result of 1-instead of 1. If your Tonic restores 3 Energy/Attention, then it consumes Provisions on a trigger die roll of 1-6 instead of 1. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Chug It, Shorty:** You can heal an ally with Tonic, not just yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Slower Going:** In addition to the normal potential Supply cost, energizing an ally is slower than energizing yourself. You must use an action to hand them the Tonic, then they must use an action of their own to consume it. \\ \\ {{fa>minus-circle?24&align=left}}**Arm's Reach:** You can only use Tonic to heal an adjacent ally. \\ \\ {{ra>doubled?24&align=left}}**Toss The Nosh:** If either you or the creature you want to share Tonic with know the Juggler ability from the Thrower class, you can safely throw it to them without risking spillage/spoliation. This increases effective range to throwing distance (0-10 meters). \\ \\ {{ra>doubled?24&align=left}}**Bartender Arrow:** If you know the Trick Arrow ability from the Archer class, you can attach your tonic to an arrow and shoot it harmlessly to any location you like within 50 meters. If you shoot it at an ally, they get it- otherwise it belongs to whoever goes where the arrow is and picks it up. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Chug It, Shorty:** You can heal an ally with Tonic, not just yourself. \\ \\ {{fa>minus-circle?24&align=left}}**Slower Going:** In addition to the normal potential Provisions cost, energizing an ally is slower than energizing yourself. You must use an action to hand them the Tonic, then they must use an action of their own to consume it. \\ \\ {{fa>plus-circle?24&align=left}}**Toss the Nosh:** You can also throw your Tonic to anywhere within throwing range (0-10 meters). It belongs to whoever picks it up. You can toss it directly to a creature and allow them to catch it as a free action if either you or they know the Juggler ability from the [[Thrower]] archetype. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Chef 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. | 
-^Entertainment |The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on. | 
-^Indulgence |The settlement has pleasant and enticing ways to sate one's desires. Adventurers can spend 1 Supply in the settlement to instantly remove up to 3 points of Stress. | 
-^Pantry |Adventurers that end a day in the settlement do not need to spend Supply or Commissary Kit uses to feed themselves. Commissary Kit items can be bought in the settlement for 1 Supply instead of 3. | 
  
chef.1571883577.txt.gz · Last modified: 2019/10/23 20:19 by kyle