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mastermind [2020/04/08 22:19]
kyle
mastermind [2020/11/19 13:46] (current)
kyle
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-  * basic: add mapped nodes to a dungeon map without actually entering them 
-    * control exploration die result 
-    * always get the drop on enemies 
-    * getaway? quick transport to the facility's entrance 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//The more people you tell your plans to, the more people will make fun of you when they inevitably go wrong.//
  
-.+Mastermind is an archetype best suited to games that resemble a heist movie, as its abilities allow its user to prepare retroactively for what comes up during the course of an adventure (but only if sufficient preparation time was invested beforehand). This also means that it should probably be disallowed by any referees that prefer to maintain total control over their dungeons, as it allows a clever player to bypass or straight-up cancel several key problems that can occur in one. This is part of the fun.
  
 ^[[#Mastermind]] ^^Always have a plan. | ^[[#Mastermind]] ^^Always have a plan. |
 |{{fa>caret-right?24}} |[[#Clockwork]] |Control the exploration check. | |{{fa>caret-right?24}} |[[#Clockwork]] |Control the exploration check. |
 +|{{fa>caret-right?24}} |[[#Dowsing]] |Know where the loot's hidden. |
 |{{fa>caret-right?24}} |[[#Insider]] |Retroactively hire enemies. | |{{fa>caret-right?24}} |[[#Insider]] |Retroactively hire enemies. |
 +|{{fa>caret-right?24}} |[[#Junction]] |Find alternate routes. |
 |{{fa>caret-right?24}} |[[#Keymaster]] |Open locks and disarm traps. | |{{fa>caret-right?24}} |[[#Keymaster]] |Open locks and disarm traps. |
-^[[#Enterprises]] ||Mastermind School |+^^^
  
 ====== Mastermind ====== ====== Mastermind ======
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 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Stochastic Pattern:** You can determine the results of an exploration die check in a facility you've cased. This allows you to (for example) select whether you meet an encounter, experience a special dungeon-specific effect, or simply enjoy a quiet moment. You don't have to roll it, you simply declare what it's going to be. \\ \\ {{fa>plus-circle?24&align=left}}**Ambush:** If you choose to have a random encounter, you and your party are very ready for them when they show up. Your side gets automatic surprise (take a full round of actions before initiative even gets rolled). \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Controlling the exploration check result costs 1 Mojo. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Stochastic Pattern:** You can determine the results of an exploration die check in a facility you've cased. This allows you to (for example) select whether you meet an encounter, experience a special dungeon-specific effect, or simply enjoy a quiet moment. You don't have to roll it, you simply declare what it's going to be. \\ \\ {{fa>plus-circle?24&align=left}}**Ambush:** If you choose to have a random encounter, you and your party are very ready for them when they show up. Your side gets automatic surprise (take a full round of actions before initiative even gets rolled). \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Controlling the exploration check result costs 1 Mojo. |
 +^ ^^^
 +
 +====== Dowsing ======
 +
 +^ ^^^
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Keeping Score(s):** You've got almost a sixth sense when it comes to finding valuables. At any time, you can ask the referee if there's unfound treasure/dosh/resources/intel/other goodies anywhere on your current map. If there is, they show you which node it's in. If not, they tell you you've gotten everything (at least so far). You can do this as many times as you wish to reveal the location of multiple hidden valuables. \\ \\ {{fa>minus-circle?24&align=left}}**Inconsistent:** The referee doesn't tell you the exact nature of the undiscovered valuable, just that it exists. 1 lone point of Provisions tucked in the back of a cabinet counts as an undiscovered valuable just as much as a camouflaged vault bursting with Dosh. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Every time you ask the referee about undiscovered valuables, roll a trigger die. If the result is 1-6, then doing so costs 1 Mojo. You cannot use this ability if you have no Mojo remaining. |
 ^ ^^^ ^ ^^^
  
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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 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. | |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. |
 +
 +====== Junction ======
 +
 +^ ^^^
 +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**The Back Way:** Your careful study of a cased facility has revealed unorthodox routes (such as air ducts, crawlspaces, hollow walls or easily-breakable barriers). You can choose to add a new connection between any two mapped nodes. You can use this connection to travel between the two nodes just like any other connection between nodes. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Adding a new connection to your map with this ability costs 1 Mojo. |
 +^ ^^^
  
 ====== Keymaster ====== ====== Keymaster ======
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 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Sabotage:** If you or an ally sets off a trap or automated alarm of some sort in a facility you've cased, you can retroactively declare that you already knew about it and deployed a countermeasure. This completely negates its effect. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Retroactively sabotaging an automated defense with this ability costs 1 Mojo. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Sabotage:** If you or an ally sets off a trap or automated alarm of some sort in a facility you've cased, you can retroactively declare that you already knew about it and deployed a countermeasure. This completely negates its effect. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Retroactively sabotaging an automated defense with this ability costs 1 Mojo. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Mastermind 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 Dosh each. | 
  
mastermind.1586405965.txt.gz ยท Last modified: 2020/04/08 22:19 by kyle