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chosen [2019/08/19 14:48]
kyle
chosen [2020/11/19 09:18] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//You'd have to be pretty naive to want to be given a special purpose by the gods. Those poor doomed bastards are in for the ride of their lives, and they can never get off it.//
  
-+Chosen is an archetype for those players who either want a more monomythic play experience or who wish to drastically change their campaign world by loading a plot-gun with a powerful adventurer-bullet. It requires a fair amount of back-and-forth cooperation between player and referee in order to work properly and thus might not be a good fit for every group dynamic. If everyone agrees it seems pretty fun, though, then knock yourselves out.
  
 ^[[#Chosen]] ^^You have a destiny to fulfill. | ^[[#Chosen]] ^^You have a destiny to fulfill. |
-|{{fa>caret-right?24}} |[[#Alter Ego]] |Create alternate identities. | +|{{fa>caret-right?24}} |[[#Guide]] |Receive directions. | 
-^[[#Enterprises]] || | +|{{fa>caret-right?24}} |[[#Magnetism]] |Compel help from others. | 
 +|{{fa>caret-right?24}} |[[#Road of Trials]] |Experience quest success. 
 +|{{fa>caret-right?24}} |[[#Secret Origins]] |Your past holds a secret. | 
 +|{{fa>caret-right?24}} |[[#Sidequester]] |Your fate's less rigid. | 
 +^ ^^^
  
 ====== Chosen ====== ====== Chosen ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Pawn of Fate:** Whether by prophecy, divine meddling, shadowy plotting or sheer bad luck you happen to be The Chosen One. You have a grand destiny to fulfill (whether you want to or not), and almost nothing can keep you from it. Pick a grand task to serve as your destiny, or if you're not sure you can use the Destiny Table below for inspiration. As usual, your referee has the ability to veto your destiny. \\ \\ {{fa>plus-circle?24&align=left}}**Plot Armor:** Unless and until your destiny is fulfilled, you cannot die or be killed. If you would normally die as part of your normal adventuring, you somehow miraculously survive instead and show up alive with 1 Vitality as soon as the immediate danger is past. \\ \\ {{fa>minus-circle?24&align=left}}**Book of Tears:** Make a list of things your Chosen adventurer loves, like "my husband", "my secondhand furniture business", or "my ability to walk unassisted." Try to put down at least three or four things. Every time you survive something that should have killed you, you lose one of these things permanently and irreversibly (either directly as a result of your survival or as a seemingly cruel coincidence). The referee gets to choose what exactly you lose. If your list doesn't have anything impactful enough on it, the referee can come up with something else (and if nothing else comes to mind, the loss of all the Chosen's inventory items and worldly possessions can do the trick). \\ \\ {{fa>minus-circle?24&align=left}}**Tragic End:** Fate is uncaring and exploitative. When the Chosen manages to finally succeed in fulfilling their destiny, they die (either as part of their success or immediately afterwards). Dead Chosen cannot be returned to life by any means. \\ \\ {{fa>minus-circle?24&align=left}}**Fate is Calling:** You can only gain XP during/after a session if you did something during that session directly related to fulfilling your destiny. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Pawn of Fate:** Whether by prophecy, divine meddling, family inheritance, shadowy plotting or sheer bad luck you happen to be The Chosen One. You have a grand destiny to fulfill (whether you want to or not), and almost nothing can keep you from it. Pick a grand task to serve as your destiny, or if you're not sure you can use the Destiny Table below for inspiration. As usual, your referee has the ability to veto your proposed destiny. \\ \\ {{fa>plus-circle?24&align=left}}**Plot Armor:** Unless and until your destiny is fulfilled, you cannot die or be killed. If you would normally die as part of your normal adventuring, you somehow miraculously survive instead and show up alive with 1 Flesh as soon as the immediate danger is past. \\ \\ {{fa>minus-circle?24&align=left}}**Book of Tears:** Make a list of things your Chosen adventurer loves, like "my husband", "my secondhand furniture business", or "my ability to speak." Try to put down at least three or four things. Every time you survive something that should have killed you, you lose one of these things permanently and irreversibly (either directly as a result of your survival or as a seemingly cruel coincidence). The referee gets to choose what exactly you lose. If your list doesn't have anything impactful enough on it (or you've burned through everything on it already), the referee can come up with something else up to and including more abstract valuables like "being recognizably human" or "my ability to feel love". \\ \\ {{fa>plus-circle?24&align=left}}**No Cascade Tragedies:** No matter how many times you cheat deathyou need only pay the sacrificial price a maximum of once per session. \\ \\ {{fa>minus-circle?24&align=left}}**Tragic End:** Fate is uncaring and exploitative. When the Chosen manages to finally succeed in fulfilling their destiny, they die (either as part of their success or immediately afterwards). Dead Chosen cannot be returned to life by any means. \\ \\ {{fa>minus-circle?24&align=left}}**Fate is Calling:** You can only gain XP during/after a session if you did something during that session directly related to fulfilling your destiny. |
 ^ ^^^ ^ ^^^
  
 ^  Sidebar: Destiny Table  ^ ^  Sidebar: Destiny Table  ^
-|1. Become ruler of the land. \\ 2. Avert a catastrophe. \\ 3. Defeat a great evil. \\ 4. End an ancient conflict. \\ 5. Bring about a new era. \\ 6. Recover a long-lost artifact. \\ 7. Set right a great injustice. \\ 8. Reveal an ancient secret. \\ 9. Topple an empire. \\ 10. Activate powerful relic. \\ 11. Lead your people to victory. \\ 12. Do something long though impossible. |+|1. Become ruler of the land. \\ 2. Avert a catastrophe. \\ 3. Defeat a great evil. \\ 4. End an ancient conflict. \\ 5. Bring about a new era. \\ 6. Recover a long-lost artifact. \\ 7. Set right a great injustice. \\ 8. Reveal an ancient secret. \\ 9. Topple an empire. \\ 10. Awaken slumbering force. \\ 11. Lead your people to victory. \\ 12. Do something long thought impossible. \\ \\ If you need more inspiration (or don't want a destiny you can accomplish too quickly), roll twice. You have to do the first thing in order to cause the second. |
  
- +====== Guide ======
-====== Alter Ego ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Alter Ego:** You can create an alternate identity for yourself you can switch to by switching up your disguise. Your alternate identity has their own namereputation and everything required to exist (if you play in a setting with social security numbers and credit cardsyour alternate identity has their own). \\ \\ {{fa>plus-circle?24&align=left}}**Flawless Mask:** When in disguise as a specific alter egoyou cannot be recognized as yourself and no longer need to make Disguise checks when encountering others who are familiar with you\\ \\ {{fa>plus-circle?24&align=left}}**Renewable:** You can burn an alternate identity or create a new one at any time. You have no limitation on how many alternate identities you can have at once. \\ \\ {{fa>minus-circle?24&align=left}}**Fraudster's Price:** It takes a fair bit of time and effort to set up an entire alternative identity that won'fall apart on close inspectionCreating a new identity costs 5 Supplybut once set up it never expires or becomes unusable unless you want it to. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wise And Helpful Guide:** You know your destinybut not necessarily how to accomplish it. Luckily for you, Fate has furnished you with a guide (such as a talking squirrelportable AI interface, absent father reachable by cell phone, or simply just a voice in your head). You can ask your guide what you should do next to help accomplish your destiny at any time and the referee will straight-up tell you the answer. \\ \\ {{fa>minus-circle?24&align=left}}**Sometimes Cryptic:** While the referee will always tell you the truth (or at least their best guess at the truth) they don'necessarily have to explain their reasoningIf your destiny is to slay the Chode-Beast which can only be finished off with the Mystic Megaspoon which is hidden in The Crypts of Wankadoodlethen your guide might say "seek out the Crypts of Wankadoodle" without actually mentioning why they are relevant. Fate rarely stops to explain itself, and Chosen often have to trust blindly in the path being laid out before them. |
 ^ ^^^ ^ ^^^
  
-====== Face Artist ======+====== Magnetism ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Quick Change:** You can change disguises as a single action rather than requiring a procedure+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Heroic Charisma:** Others subconsciously know that you have a grand fate to keep and tend to help as best they can. You can leverage this to compel them to do you favors along the way\\ \\ {{fa>plus-circle?24&align=left}}**Freebies:** If you desire a minor favor that carries little or no risk to the subject (like getting a bouncer to let you in or convincing a bored guard not to inspect your cart's contents too closely), Magnetism compels the target to do it for you freely and automatically\\ \\ {{fa>minus-circle?24&align=left}}**Reluctance:** If you desire a favor that carries some amount of risk or sacrifice for the target (such as convincing beggar to hide you from your pursuers or getting a police officer to lend you their spare uniform) then you must spend 1 Mojo to compel the favor\\ \\ {{fa>minus-circle?24&align=left}}**Doom:** If you desire a favor that could easily ruin/end the life of its target (such as getting the senator to vouch for you or convincing the guard to leave the back gate unlockedyou must spend 3 Mojo to compel it. \\ \\ {{fa>minus-circle?24&align=left}}**No Loose Threads:** You can only use Magnetism to compel favors that arguably help you in fulfilling your destiny. Random other nonsense favors cannot benefit from this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Confrontation:** You cannot compel favors from anybody that is personally invested in your failure to fulfill your destiny. If your destiny is to overthrow wicked king, for example, then the king himself and his closest circle of confidantes will likely be immune to your magnetism. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Shared Disguisery:** You can disguise somebody else as quickly and well as you disguise yourself+
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fashionista:** You can provide any sort of clothing, uniform or costume on demand. Doing so requires procedure as you dig through your collection+
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Morph:** The disguise is either incredibly durable or actually physically changes your body somehow (making it biological in nature rather than mere trickery). In any case, your disguises cannot be ruined by any external circumstances. \\ \\ {{fa>plus-circle?24&align=left}}**Smells Right:** Your scent is changed to match your disguise. \\ \\ {{fa>plus-circle?24&align=left}}**More Versatility:** You can disguise yourself as similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |+
 ^ ^^^ ^ ^^^
  
-====== Impersonation ======+====== Road of Trials ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Mirroring:** You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. \\ \\ {{fa>plus-circle?24&align=left}}**Mimickry:** You disguise also alters your voice and your mannerisms. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Danger:** When disguised as a specific other individual, you run the risk of being discovered (and thus need to make disguise checks when encountering) not only by those who are familiar with you, but also those who are familiar with the one you are impersonating+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Irresistible Force:** You are drawn inexorably towards your final confrontation, and all the challenges and obstacles in your path are fated to fall before you. You can choose to turn any trigger die result into 12 immediately after you roll it regardless of what you actually rolled. \\ \\ {{fa>minus-circle?24&align=left}}**Spinner's Fee:** Every time you change trigger die result to 12, you must spend Mojo. \\ \\ {{fa>minus-circle?24&align=left}}**No Side Streets on the Road of Trials:** You may only use Road of Trials to change trigger die results that are directly related to you fulfilling your destiny. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Infiltrator:** At any time during session, you can go off on your own (effectively removing yourself from the party and proceedings temporarily). Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. \\ \\ {{fa>minus-circle?24&align=left}}**Check Required:** Roll disguise check when you reveal yourself: if the result is a failure whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). Unlike normal disguise checks, you cannot spend Supply/Mojo Catcher uses to get a second chance at this one. \\ \\ {{fa>minus-circle?24&align=left}}**Party-Bound:** You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you drop out of the proceedings to go undercover, you must spend 1 Supply or one use of a Mojo Catcher item. |+
 ^ ^^^ ^ ^^^
  
-====== Possum ======+====== Secret Origins ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Juliet's Repose:** You can convincingly pretend to be dead through self-hypnosis, chemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”make a disguise check to hide the fact that you're faking itYou remain fully aware while feigning death and can stop at any time. \\ \\ {{fa>minus-circle?24&align=left}}**Put Yourself Under:** Faking your own death requires a procedure of uninterrupted concentration to pull off+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**No-So-Humble Beginnings:** At any time after taking the Secret Origins ability, you can declare something hidden in your backstory that becomes 100% canon and undeniable to all (such as being the true lost heir to the thronebeing the only living student of the ancient master to survive, being a clone of the space tyrant grown by his enemies in secret, or some other similar kind of thing)The referee can veto anything that's absolutely strictly impossible, but is encouraged not to. \\ \\ {{fa>minus-circle?24&align=left}}**Mo Money Mo Problems:** If your backstory carries any kind of potential complications, then they will inevitably show upIf you're the King's bastard son, expect assassination attempts from your scheming half-siblings. If your mother was a dragon, she might come calling later. Stuff like that. \\ \\ {{fa>minus-circle?24&align=left}}**One Twist Per Customer:** You can only use Secret Origins to add an unusual fact to your backstory once, ever. You are not required to do so immediately upon getting the ability and can freely wait as long as you want to reveal your big secret. You are also not obligated to decide exactly what your big secret is right away and can wait until you come up with something you like/would be helpful. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**I Am Slain:** You can pretend you are dead instantly at any timeincluding as an immediate reaction to taking damage (so you can make it look like the damage killed you). \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you instantly "drop dead"you must spend 1 Supply/Mojo Catcher use. |+^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Inheritance:** Once you reveal your secret originyou immediately learn the root ability in a new archetype of your choosing that is related to your origin somehow. For example, if you turn out to be the last surviving scion of an ancient line of demon hunters that was thought to be extinct, you could immediately learn the [[Helsing]] archetype. This archetype doesn't count against your normal limit of one known archetype/ability per level and does not need to be a archetype that has previously been unlocked in your campaign. \\ \\ {{fa>plus-circle?24&align=left}}**Free Growth:** You can freely learn advanced abilities from the archetype provided by Secret Origins when you level up as normal for learning new abilities. Unlike normal level-based ability learningdoing so does not require a keystone. |
 ^ ^^^ ^ ^^^
  
-====== Zero ======+====== Sidequester ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Cunning Worm:** You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they're difficult to notice. While disguised as a zero, you are generally ignored by everyone and nobody will be likely to even remember you were there. Enemies in combat target you last or don't bother to target you at all unless you give them good reason to. If you enter crowd, you effectively disappear. \\ \\ {{fa>minus-circle?24&align=left}}**Wide Response:** Passing as a zero is trickier than normal disguises, and provokes a disguise check from every creature you come in contact with (not just those who are already familiar with you). Roll a maximum of one check round and use its results no matter how many creatures you come in contact with\\ \\ {{fa>minus-circle?24&align=left}}**Act A Dullard:** If you do anything memorableexciting or interesting (such as defending yourself in combatyour disguise is instantly ruined. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Vengeance:** Working to avenge the loss of something that was taken from you as a result of evading death in the past counts as working to fulfill your destiny for purposes of being eligible for XP rewards during a session and using all Chosen archetype features\\ \\ {{fa>plus-circle?24&align=left}}**Satisfaction Achieved:** If you manage to properly avenge something you've lost in satisfying way, you immediately gain +5 XP. \\ \\ {{fa>plus-circle?24&align=left}}**Fraternity of Fate:** If another adventurer in your party also has levels in the Chosen archetype, then working to fulfill their destiny also counts as working to fulfill your own destiny for purposes of being eligible for XP rewards during session and using all Chosen archetype features
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Epilogue:** Your ultimate fate need not be terrible. If you successfully fulfill your destinyyou may choose to immediately retire (and reap all associated rewards/benefitsinstead of dying. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Charlatan 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. | 
- 
-====== Weaknesses ====== 
- 
-^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. | 
  
chosen.1566247728.txt.gz · Last modified: 2019/08/19 14:48 by kyle