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luminary [2019/01/23 10:22]
kyle
luminary [2020/10/07 09:05] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-\\ \\+//A good friend is invaluable to lift you up when you're feeling down and share the load when you're burdened. That's how I escaped the Prison-Pits of Shugadoo and made off with the tyrant's treasure hoard.//
  
 Luminaries are masters of networking, making new contacts and cultivating alliances wherever they go. Talent and hard work are nice, but ultimately worthless if you just know the right people... and a skilled Luminary knows just about everyone worth knowing. Luminaries are masters of networking, making new contacts and cultivating alliances wherever they go. Talent and hard work are nice, but ultimately worthless if you just know the right people... and a skilled Luminary knows just about everyone worth knowing.
  
-^[[#Vigilant]] ^^Watch out for danger. | +^[[#Luminary]] ^^Make friends easily. | 
-|{{fa>caret-right?24}} |[[#Click]] |Avoid traps. | +|{{fa>caret-right?24}} |[[#Casteless]] |Ignore the effects of social class. | 
-|{{fa>caret-right?24}} |[[#Opening Strike]] |Deal heavy damage to the flat-footed. | +|{{fa>caret-right?24}} |[[#Employer]] |Leverage friendships into followers. | 
-|{{fa>caret-right?24}} |[[#Retreat]] |Escape quickly from danger. | +|{{fa>caret-right?24}} |[[#I Know You]] |Declare previous relationships with new NPCs. | 
-|{{fa>caret-right?24}} |[[#Running Drop]] |Drop throwables behind you as you move. | +|{{fa>caret-right?24}} |[[#Meetup]] |Find friends "coincidentally". | 
-|{{fa>caret-right?24}} |[[#Whirl]] |Turn to face attacks from behind. |+|{{fa>caret-right?24}} |[[#Reputation]] |People have heard of you. | 
 +^ ^^^
  
-====== Vigilant ======+====== Luminary ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Improved Initiative:** You always get two actions in the opening round without having to roll for initiative at all\\ \\ {{fa>plus-circle?24&align=left}}**Different For NPCs:** Because NPCs don't roll for initiative, the Vigilant class functions differently for them. An NPC with the Vigilant class gets to take one action before rolling for initiative even happens. | +^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Likable:** When rolling to befriend an NPC you succeed on a 5+ instead of a 9+When rolling to increase an already-existing friendship to a bond, you succeed on a 9+ instead of an 11+. | 
-^ ^^^ +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Solid Friends:** You can choose to befriend a subject regardless of the trigger die result, or form a bond on a result of 7+. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you make a friendship in this way, you must spend 1 Mojo. |
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Light Sleeper:** You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature's noise or presence to an awake person (such as the Shadow class) still work against you, but no more effectively than they would if you were awake. |+
 ^ ^^^ ^ ^^^
  
-====== Click ======+====== Casteless ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Out Of Danger:** If you personally trigger traplandmine, pressure-plate or other mechanism by moving over/near itroll trigger die. If the result is 7+ you may make a single free move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). \\ \\ {{fa>plus-circle?24&align=left}}**Saw That Coming:** If you already knew a trap was there before triggering ityou always succeed at dodging it without needing to roll trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**Just You:** You do not get this defense against traps triggered by others. \\ \\ {{fa>minus-circle?24&align=left}}**Dodge Backwards:** If you trigger more traps as part of your free movement, you are not protected from them. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Preconception Dodger:** You never suffer any unusual animosity from interacting with others of different social class/ethnicity/species/whatever than yourself. With this ability peasants can rub elbows with kingsPalestinians can party with Israelisand robot can be accepted into troop of monkeys. \\ \\ {{fa>plus-circle?24&align=left}}**Haters Gonna Hate:** Note that a given creature can still hate you for any number of othermore personal reasons, but these reasons must be personal rather than simply blanket hate of your entire background. |
 ^ ^^^ ^ ^^^
  
-====== Opening Strike ======+====== Employer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Surprise, Motherfucker:** You deal +10 damage with all weapon attacks against targets that have not yet taken an action in the current conflict. \\ \\ {{fa>minus-circle?24&align=left}}**Flat-Footed Only:** Once creature has taken any actionsthis ability no longer functions against them\\ \\ {{fa>minus-circle?24&align=left}}**Narrow Window:** Once Escalation reaches 2 or morethis ability no longer functions at all. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Friendship Discount:** If you have a Friendship with a creature, then you can hire them as a follower for half the normal cost in Dosh (round fractions down, minimum 1 Dosh). If you have a Bond with them, then you can hire them as a follower for one-quarter the normal cost in Dosh (round fractions down, minimum 1 Dosh). \\ \\ {{fa>plus-circle?24&align=left}}**Knuckleheads From Small Times:** Friends are more likely to stand by you when things get tough. If your follower is Friendyou may roll twice when making checks to see if they desert after gaining Stress and take whichever result is higherIf your follower is a Bond, you may roll three times. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Smurfing:** You can hire followers that are higher-level than youup to a maximum of twice your level. |
 ^ ^^^ ^ ^^^
  
-====== Retreat ======+^  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 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. | 
 + 
 +====== I Know You ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Gone Baby Gone:** At any point during your turn, you can choose to move as free actionYou may do this multiple times per turn. \\ \\ {{fa>minus-circle?24&align=left}}**Live ChickenDead Lion:** Your free movement must end with you equidistant or further away from all enemies you are aware of than you were before. If there are enemies in every direction, Retreat doesn'work. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Taking free movement action with Retreat costs 1 Supply. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Long Time No See:** When encountering or interacting with a nameless NPC (a bartenderclerk, policeman, evil henchman #4, or similar) you can declare that you have actually met them before and you know them on first-name basisRoll a trigger die; if the result is 5+ the target NPC also remembers you. If the result is a 9+, you already have a Friendship-level relationship with the NPC. \\ \\ {{fa>minus-circle?24&align=left}}**No-Names OnlyMaybe:** The GM has the right to disallow you from using this ability on NPCs that already have names and backgrounds, but there's no hard rule that says you can'either. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Using I Know You to declare previously-existing relationship costs 1 Mojo. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**You Know Me:** You can choose to establish a previously-existing friendship between yourself and the subject of I Know You regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you make a friendship in this way, you must spend 1 Mojo. |
 ^ ^^^ ^ ^^^
  
-====== Running Drop ======+====== Meetup ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**In Your Wake:** You can use any thrown effect as part of movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect either immediately before you start moving or immediately after you finish (you decide). If you were moving through open space (such as through jumpingflyingor similar) then the thrown effect is dropped down to the ground below your starting location. \\ \\ {{fa>plus-circle?24&align=left}}**Just One:** You can only drop one throwable per movement action you take. \\ \\ {{ra>doubled?24&align=left}}**Synergistic:** Running Drop is only useful if you have invested in one or more classes that grant throwable effect. Two possibilities: pair with Grenadier to be able to drop a grenade when surrounded by foes and scamper to safety before it explodesor pair with Smoker to pull a "ninja vanish" and escape cleanly from foes. Other possible uses also exist. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Fancy Seeing You Here:** You can declare that anybody you've previously befriended is present in scene or situation so long as it's even remotely possible/plausible that they might be thereYou can then ask them for favors or hire them as followers as normal. \\ \\ {{fa>plus-circle?24&align=left}}**For Example:** You're out in the wilderness and a blizzard is comingso you use this ability to declare that your friend Luanna the Trapper is here. Turn a corner and there she is sitting in her camp, which she of course shares with you until the blizzard's over. You're friends, after all. \\ \\ {{fa>minus-circle?24&align=left}}**Different Circles:** You can only declare meetups with friends in places where those friends might realistically be. If you want to declare a meetup at the Duchess' ball, then you can't do so with Luanna the Trapper since that's really not her scene (but you totally could with your other friend, the gentleman pirate Deadlights Jack Madrigal). \\ \\ {{fa>minus-circle?24&align=left}}**Meetup Check:** When you declare a meetup, roll a trigger die. If you're trying to meetup with a friendyou succeed on a 9+; when trying to meetup with a bond, success comes on a 5+ instead. If you don't roll high enough to succeed, then the meetup fails and you cannot retry with that friend for the rest of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per:** You cannot meet up or attempt to meet up with any given friend more than once per session. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Make It Happen:** You can make a meetup happen even if you don't get a high enough result on the trigger die check. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you make meetup happen when it normally would failyou must spend 1 Mojo. |
 ^ ^^^ ^ ^^^
  
-====== Whirl ======+====== Reputation ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dervish:** Every time you are attacked from behindroll a trigger dieIf the result is a 7+, you turn to face your attacker immediately before the attack lands and thus deny your attacker their backstab bonus (if any). \\ \\ {{ra>doubled?24&align=left}}**Shield Synergy:** Shields from the Shieldbearer class protect you from attacks in your visual field. If you have a shield upyour shield's protection applies in whatever direction you happen to be facing at the time, allowing you to cover your back more effectively. | +^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**A Pirate's Worth:** When meeting one or more creatures for the first time, you may specify that they have heard of you before and exactly what they have heardFor example, you might use this ability to specify that Lord Toastwanker has heard that you're good at getting jobs done discreetly, or alternately that Lord Toastwanker's wife has heard that you're good at making love discreetly. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** For every thing you specify that somebody has heard about you before, you must spend 1 Mojo. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Desperate Whirl:** You can choose to turn to meet an attack even when your trigger die result is 1-6\\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you choose to whirl when the trigger die is unfavorable, you lose point of Endurance. |+^ ^^^ 
 +^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**VIP:** You can get into any exclusive establishment, event, or social gathering in the game world simply by showing up and asking to be let inAllies that lack this ability might or might not be allowed in with you depending on circumstances. This ability does not guarantee you entrance into classified areas or private residences (unless there'party or something going on in there). Bad behavior can still get you un-invited and possibly physically thrown out. |
 ^ ^^^ ^ ^^^
  
luminary.1548264142.txt.gz · Last modified: 2019/01/23 10:22 by kyle