~~NOTOC~~ //I danced with the Duchess while wearing the peacock mask, spiked the punch wearing the boar mask, and now I'm talking shit about both of those "other" guys while wearing the gladiator mask. I love these kinds of parties so much.// Faceless creatures wear masks- either figuratively or literally, if you prefer. This makes the archetype an excellent choice for anyone that's engaged in espionage or deep-cover work, or anyone else that simply wishes to reap the benefits of having an unreadable (and therefore pliable) identity. The [[Trickster]] and/or [[Charlatan]] archetypes synergize extremely well with being Faceless if you wish to do a lot of social maneuvering, while if you prefer for your unknowability to be more physical, dramatic and explicitly supernatural you may wish to check out [[Darkseeker]]. ^[[#Faceless]] ^^You're a mystery. | |{{fa>caret-right?24}} |[[#Chameleon]] |Change yourself. | |{{fa>caret-right?24}} |[[#Fateless]] |Choose your fortune. | |{{fa>caret-right?24}} |[[#Nondescript]] |You are not remembered. | |{{fa>caret-right?24}} |[[#Nothing]] |Inflict the uninflictable. | |{{fa>caret-right?24}} |[[#Succession]] |Pass it on. | ^ ^^^ ====== Faceless ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Transformed Tells:** You automatically know when any other creature is trying to use the [[Negotiator]] ability to find out what you want or the [[Scoundrel]] ability to find out what you don't. You can choose to prevent them from learning anything or feed them false information of your choice. \\ \\ {{fa>plus-circle?24&align=left}}**Nice Try, Flatfoot:** You can likewise know when any creature is trying to use the [[Investigator]]'s Sherlock ability or the [[Avenger]]'s Inquisition ability to learn facts about you, and choose to either give them nothing or cause them to draw the wrong conclusions of your choice. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Mind Shield:** You are completely immune to every trick in the [[Telepath]] archetype. If a telepath tries to read your mind, you can send them any thoughts you want. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Spook:** If your campaign world has things like fingerprint databases, social security numbers, or any similar form of mass recordkeeping and identification you can choose not to appear in them. You can furnish fakes on demand that let you survive in day-to-day life but your true identity is unfindable. \\ \\ {{fa>minus-circle?24&align=left}}**Cannot Be Temped:** If you use a Faceless keystone to temporarily gain this archetype, you do not gain this benefit. | ^ ^^^ ====== Chameleon ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I Can Sing:** Your capabilities and even nature seem to shift according to your needs. You can choose to use a keystone to learn a new archetype/ability at any time, not just when you level up. Unlike temporary learning that anybody can do with a keystone that lasts for a single session, this is permanent. \\ \\ {{fa>minus-circle?24&align=left}}**Is This Canon:** When you learn a new archetype/ability using Chameleon, you trade out and lose access to a archetype/ability you already had. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Shifting Forms:** You can choose to redistribute your combat ratings (Melee/Remote/Whelm) and your resource maximums (Provisions/Supplies/Mojo) in any way you like. \\ \\ {{fa>minus-circle?24&align=left}}**Offscreener:** You may only redistribute combat ratings and resource maximums between sessions. If you're at the table playing, they are what they are until you're done. | ^ ^^^ ====== Fateless ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Choose Your Path:** Even destiny itself doesn't quite know what to do with you, and you've taken advantage of this fact. While you're not immune to bad luck by any means, you have the ability to choose your own fate in a way that others can't. At any time as a free action, you may roll five dice to create a "fate pool." Whenever you would have to roll a trigger die for any reason, you select a die result of your choice from your fate pool instead of rolling. \\ \\ {{fa>minus-circle?24&align=left}}**Take Your Lumps:** If you have active dice in your fate pool, you cannot choose to roll any trigger dice naturally until you've used them all. You cannot roll up a new fate pool until you've depleted your current one. \\ \\ {{fa>plus-circle?24&align=left}}**Autopilot Fate:** Using a fate pool is optional. If you do not have an active fate pool, then you can choose to simply roll trigger dice as necessary like everybody else does if that's what you'd rather do. \\ \\ {{ra>doubled?24&align=left}}**Fate Interactions:** If you are also a [[Luckster]], you can reroll fate pool results when you use them as if they were regular trigger dice. If you are also an [[Oracle]], your prediction dice are kept separate from your fate pool, but you can pull from either of your choice. If you know the Revocation ability, you can remove any result from your fate pool you want and replace it with your prediction die instead. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Spurned Prophesy:** If you get a fortune (as from the Fortuneteller establishment) that you don't like, you can choose to remove it without invoking it; it simply disappears and will not necessarily ever come true. You still cannot get your fortune told more than once per session. | ^ ^^^ ====== Nondescript ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Grey Man:** You look like no one in particular, somebody so boring and unremarkable that they're difficult to notice. Anybody that meets you will have a hard time remembering exactly what you look like and be unable to pick you out of a lineup. \\ \\ {{fa>plus-circle?24&align=left}}**Make an Impression:** You can choose who is affected by this ability and who isn't, if you'd rather be remembered. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Missing:** You can choose to erase the memory of a single significant interaction you've had with a subject from their mind- they'll remember somebody else in your place, or maybe just forget that it happened at all. They won't remember that you even existed in the first place. If you've had multiple significant interactions with a subject, you can erase each one separately. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** You can only erase the memory of interactions that have happened during the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Removing past interactions with you from a creature's memory costs 1 Mojo. | ^ ^^^ ====== Nothing ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**What Could Do This:** You can somehow make the fearless afraid, the bloodless bleed, the fireproof burn. When you would inflict a condition to a target that is immune to that condition for whatever reason, you can choose for them to be inflicted with it anyway. When you inflict a condition on a target that ignores some or all of its negative effects for whatever reason, they suffer the full negative effect of the condition as normal. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Inflicting a condition on a target that they could usually ignore costs 1 point of Mojo. | ^ ^^^ ====== Succession ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Dread Pirate Roberts:** You wear identities like others wear clothes, and can hand them down in much the same way. If you die or decide to retire, your next adventurer starts with a free Faceless keystone and all of your contacts, reputation, important memories, and relationships. The outside world behaves as if you were the exact same person as your predecessor, even if your new character looks wildly different and has different archetypes/abilities than your previous one did. \\ \\ {{fa>plus-circle?24&align=left}}**Ancient Tradition:** Your characters can keep passing the mantle, one to the next, for as long as you want. Each member of the chain must know the Succession ability in order to pass on the knowledge fully to the next. | ^ ^^^