User Tools

Site Tools


lunatic

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
lunatic [2020/11/17 13:14]
kyle
lunatic [2021/01/13 08:26] (current)
kyle [Wildcard]
Line 1: Line 1:
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//Nobody calls me "eccentric" unless they want something from me.//
  
-.+Being a Lunatic does not actually require a character to literally be crazy; a sufficient weirdness, unusual mindset or any similar sort of mental otherness works just as well. Like all archetypes in the game, the rules here are meant to help simulate playing a fictional character and are not a reflection of how mental health works in the real world. Be sensible in your portrayal of insensible characters, please
  
 ^[[#Lunatic]] ^^Clarity in madness. | ^[[#Lunatic]] ^^Clarity in madness. |
 |{{fa>caret-right?24}} |[[#Fugue]] |Run off to recuperate. | |{{fa>caret-right?24}} |[[#Fugue]] |Run off to recuperate. |
 |{{fa>caret-right?24}} |[[#Madguyver]] |Invert operation dice. | |{{fa>caret-right?24}} |[[#Madguyver]] |Invert operation dice. |
 +|{{fa>caret-right?24}} |[[#Metagame]] |Exactly what it sounds like. |
 |{{fa>caret-right?24}} |[[#Percipience]] |Crazy ideas, sometimes right. | |{{fa>caret-right?24}} |[[#Percipience]] |Crazy ideas, sometimes right. |
 +|{{fa>caret-right?24}} |[[#Wildcard]] |Eclectic, temporary talents. |
 ^ ^^^ ^ ^^^
- 
-weird talents: gain one nearly-useless skill at perfect proficiency per level. might need a big random table to make this one fun. player can make suggestions, referee picks specifics. 
-  * play a single game/sport 
-  * cook a single recipe 
-  * craft a single item 
-  * play a single instrument in a specific style 
-  * recite a single play/movie/book 
-  *  
  
 ====== Lunatic ====== ====== Lunatic ======
Line 59: Line 53:
 |  5 <=> 8  | |  5 <=> 8  |
 |  6 <=> 7  | |  6 <=> 7  |
 +
 +====== Metagame ======
 +
 +^ ^^^
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Medium Awareness:** You're vaguely aware of a startling truth: your world is fictional, and everyone in it (yourself included) is controlled by extrauniversal beings for the purposes of entertainment. Sometimes you can catch glimpses of this world that are useful to you. At any time, you (the adventurer) can learn a single useful piece of information that you (the player) know. You will never be able to explain exactly how you know it to any other creature that does not also have the Metagame ability, but you can act upon it freely. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Learning information from your player costs 1 Mojo per piece of useful information. |
 +^ ^^^
  
 ====== Percipience ====== ====== Percipience ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Weird Theories:** You are a font of bizarre ideas about how the world works, which leads most to simply ignore you... except sometimes, against all odds, you're actually right. As an action, you may speak a "fact" that you totally make up about the campaign world or the creatures in it, which can be as simple or as elaborate as you like. \\ \\ {{fa>plus-circle?24&align=left}}**Mad Insights:** Roll a die whenever you use this ability to state a "fact". If the result is good enough, then the "fact" turns out to be an actual fact and is considered 100% canon from that point forward. Sort of plausible "facts" are true on a roll of 9+, while highly improbable "facts" are only true on a roll of 12. Flat-out impossible or stupid-in-the-not-fun-way "facts" are never true. The referee will tell you what kind of "fact" yours is before you roll. \\ \\ {{fa>minus-circle?24&align=left}}**Outside Fate:** The die roll made to determine whether a "fact" is true or not is not a trigger die and thus cannot be affected or manipulated by any effect that alters trigger die results. \\ \\ {{fa>minus-circle?24&align=left}}**Factfinding:** You cannot use this ability to prove things that are demonstrably false, including things that have previously failed the die roll when used with this ability. You have to come up with new, interesting "facts" to use with this ability each time. If you or any other player remembers you having tried a particular "fact" before and it failing, you cannot ever re-try that fact with this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you use this ability to declare a "fact", you must spend 1 Mojo. This cost applies whether or not it turned out to be true. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Weird Theories:** You are a font of bizarre ideas about how the world works, which leads most to simply ignore you... except sometimes, against all odds, you're actually right. As an action, you may speak a "fact" that you totally make up (or hear from another lunatic that makes sense to you) about the campaign world or the creatures in it, which can be as simple or as elaborate as you like. \\ \\ {{fa>plus-circle?24&align=left}}**Mad Insights:** Roll a die whenever you use this ability to state a "fact". If the result is good enough, then the "fact" turns out to be an actual fact and is considered 100% canon from that point forward. Sort of plausible "facts" are true on a roll of 9+, while highly improbable "facts" are only true on a roll of 12. Flat-out impossible or stupid-in-the-not-fun-way "facts" are never true. The referee will tell you what kind of "fact" yours is before you roll. \\ \\ {{fa>minus-circle?24&align=left}}**Outside Fate:** The die roll made to determine whether a "fact" is true or not is not a trigger die and thus cannot be affected or manipulated by any effect that alters trigger die results. \\ \\ {{fa>minus-circle?24&align=left}}**Factfinding:** You cannot use this ability to prove things that are demonstrably false, including things that have previously failed the die roll when used with this ability. You have to come up with new, interesting "facts" to use with this ability each time. If you or any other player remembers you having tried a particular "fact" before and it failing, you cannot ever re-try that fact with this ability. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you use this ability to declare a "fact", you must spend 1 Mojo. This cost applies whether or not it turned out to be true. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Conspiracy:** You can retry a truthiness roll to prove a "fact" even after you're previously failed it. \\ \\ {{fa>minus-circle?24&align=left}}**Torturous Reasoning:** In order to get another chance to make your "fact" into an actual fact, you must provide some sort of evidence or reasoning in support of it. The standard of evidence does not have to be very rigorous, but it does have to sort of make sense (even if only in a bizarre or roundabout way). \\ \\ {{fa>minus-circle?24&align=left}}**Extra Mojo:** Retrying rolls costs a point of Mojo just like normal rolls do. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Conspiracy:** You can retry a truthiness roll to prove a "fact" even after you're previously failed it. \\ \\ {{fa>minus-circle?24&align=left}}**Torturous Reasoning:** In order to get another chance to make your "fact" into an actual fact, you must provide some sort of evidence or reasoning in support of it. The standard of evidence does not have to be very rigorous, but it does have to sort of make sense (even if only in a bizarre or roundabout way). \\ \\ {{fa>minus-circle?24&align=left}}**Extra Mojo:** Retrying rolls costs a point of Mojo just like normal rolls do. |
 ^ ^^^ ^ ^^^
Line 70: Line 70:
 ^Fact Type ^Examples ^Truthiness Roll ^ ^Fact Type ^Examples ^Truthiness Roll ^
 |Sort of plausible or low impact |- Mummies love belly rubs. \\ - Napoleon lost a hand in battle, and kept his deformity hidden in his coat. \\ - Fungus is an extraterrestrial lifeform gone native. The first fungus on the planet came from space billions of years ago. |9+ | |Sort of plausible or low impact |- Mummies love belly rubs. \\ - Napoleon lost a hand in battle, and kept his deformity hidden in his coat. \\ - Fungus is an extraterrestrial lifeform gone native. The first fungus on the planet came from space billions of years ago. |9+ |
-|Highly improbable or high impact |- Angels accept no earthly currency except for Bitcoin, which they covet above all things. \\ - There is a secret island not on any of the charts where world leaders gather to worship an enormous bronze wolf. \\ - The Queen is secretly an immortal lich, and she has stored a piece of her life-force in each of her 12 pet rabbits. |12 |+|Highly improbable or high impact |- Angels accept no earthly currency except for Bitcoin, which they covet above all things. \\ - Gender is a lie perpetuated by Big Bathroom in order to sell twice as many units. \\ - The Queen is secretly an immortal lich, and she has stored a piece of her life-force in each of her 12 pet rabbits. |12 |
 |Totally impossible or game-breaking |- All the NPCs think I'm cool! \\ - I get a point of XP every time I eat ice cream! \\ - I am the referee now! |Shut up | |Totally impossible or game-breaking |- All the NPCs think I'm cool! \\ - I get a point of XP every time I eat ice cream! \\ - I am the referee now! |Shut up |
  
 +====== Wildcard ======
 +
 +^ ^^^
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Mr. Toad:** You're prone to manic episodes where you pick up respectable skill in a given area, only to later forget everything as you move on to the next big obsession. At the beginning of each session, you gain access to a random new archetype and one advanced ability from it of your choice for the duration of the session. This new archetype and ability are an exception to the normal rule that you may only have one archetype/ability per level. \\ \\ {{fa>minus-circle?24&align=left}}**How Pedestrian:** You must choose which archetype Wildcard grants access to randomly from all the archetypes that have been unlocked in your campaign world. If you randomly select an archetype that you already have at least one level in, reroll (you never have Wildcard experiences with things you're familiar with already). You have free choice over which advanced ability you gain access to from this archetype, however. \\ \\ {{fa>minus-circle?24&align=left}}**On To the Next Thing:** Your random new archetype and ability disappear and are replaced with a new archetype+ability after every session, even if you've grown fond of your Wildcard ability and would rather keep it. You can always go learn it properly the old-fashioned way next time you level up, though. |
 +^ ^^^
lunatic.1605644061.txt.gz · Last modified: 2020/11/17 13:14 by kyle