~~NOTOC~~ //What's the only real difference between a talented young hell-raiser like yourself and a steely old bastard like me? Experience and training, of course. The first you've got to find yourself, but I can help with the second.// Normally every adventurer has their own tricks and capabilities that contrast and synergize with those of their allies. If an Instructor happens to be in the party, however, capabilities and benefits can be shared in a limited way between teammates and development of the team as a whole can be bolstered and guided. ^[[#Instructor]] ^^Teach and learn. | |{{fa>caret-right?24}} |[[#Adviser]] |Lock out your knacks instead of allies'. | |{{fa>caret-right?24}} |[[#Crash Course]] |Share keystone boosts. | |{{fa>caret-right?24}} |[[#Drills]] |Bolster combat ratings. | |{{fa>caret-right?24}} |[[#Inculcation]] |Boost bases' Influence. | |{{fa>caret-right?24}} |[[#Mentoring]] |Increased XP for rookies. | ^ ^^^ ====== Instructor ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Show Me:** You can learn a new archetype or ability when you level up without the use of a keystone so long as you have an ally that knows the ability you wish to learn and they're willing to show you how it's done. The ally in question can but doesn't necessarily have to be a party member. \\ \\ {{fa>minus-circle?24&align=left}}**Specificity:** Unlike learning a new ability with a keystone, you don't get to pick any ability from a given archetype you want. You can only use Instructor to learn abilities that your teacher actually knows. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Show You:** Your party members and allies can learn any ability you know from you when they level up without the use of a keystone. This works identically to how you can learn abilities from anyone else. | ^ ^^^ independent study: only need keystone for first level taken in a given archetype. later levels are free Or can grant known abilities temporarily for mojo ====== Adviser ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Alternate Approach:** You are a patient giver of helpful advice. When you and your party are engaged in an operation challenge and an ally rolls a 1-4 when trying to use a knack, you can choose to prevent that ally from locking out the knack (allowing them to potentially use it again). \\ \\ {{fa>minus-circle?24&align=left}}**Difficulty's Due:** Every time you prevent an ally from locking out a knack, you must lock out one of your own knacks instead. You choose any knack to lock out from those currently available to you. If you have no knacks currently available to you, you cannot use Adviser. | ^ ^^^ ====== Crash Course ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Shared Gains:** When you use a keystone to temporarily grant yourself an ability, you can also temporarily grant an ability from the same archetype to an ally of your choice. This doesn't cost either you or the ally anything extra, you just both get the benefit instead of it being only you. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Massive Gains:** You can choose to grant a temporary ability by burning a keystone to yourself and up to four other allies at once. \\ \\ {{fa>minus-circle?24&align=left}}**Supplemental Materials:** Sharing the benefit of a keystone in this way requires you to spend 1 point of Mojo to help teach the lesson effectively. | ^ ^^^ ====== Drills ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Get Your Stance Right:** Allies can temporarily boost their combat ratings by asking you for pointers. One combat rating of the ally's choice (Melee, Remote, or Whelm) is raised by +1. This doesn't cost any actions or procedures, just declare it and it is so. \\ \\ {{fa>minus-circle?24&align=left}}**Knowledge Required:** An ally can only choose to bolster a combat rating if your score in it is higher than theirs. \\ \\ {{fa>minus-circle?24&align=left}}**Teaching Materials:** Bolstering a combat rating by +1 costs 1 Mojo from either you or the ally in question. If your score is higher enough than an ally's, they can bolster it multiple times (but each time costs another Mojo). \\ \\ {{fa>minus-circle?24&align=left}}**Fading Lessons:** Temporary boosts from the Drills ability fade and disappear at the end of the current exploration turn. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Yo, Sensei:** You can also bolster your own combat ratings by asking a more accomplished ally for tips. This works the exact same way and is subject to the same costs and limitations as bolstering your allies does. | ^ ^^^ ====== Inculcation ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Encouragement:** Any base you are in has its Influence rating increased by +1, allowing you and your teammates to make use of all of its Influence-related establishments with greater efficiency. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** This bonus only applies to bases whose level is equal to or lower than your own. The bonus does not stack with multiple creatures present that know this ability. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Believe in Yourself:** You can choose to increase an affected base's Influence rating even further. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** For every +1 you wish to add to a base's Influence rating beyond the standard +1, you must spend 5 Mojo. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Additional Influence created by spending Mojo disappears at the end of the current session. | ^ ^^^ ====== Mentoring ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Perceptive Student:** Every time you complete a session with one or more party members whose level is higher than yours, you gain +1 bonus XP. \\ \\ {{fa>minus-circle?24&align=left}}**Too Many Cooks:** You gain a maximum of +1 bonus XP from higher-level party members per session no matter how many of them there are. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Patient Tutor:** Every time you complete a session with one or more party members whose level is lower than yours, all of them gain +1 bonus XP. \\ \\ {{fa>plus-circle?24&align=left}}**More Cooks Please:** The bonus XP from this ability stacks from multiple high-level characters with the Mentoring ability, and also stacks with the bonus XP gained by a lower-level character that knows the Mentoring ability. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Follower Gains:** Every time you complete a session with a follower in your party whose level is lower than yours, you may roll a trigger die. If you roll high enough, that follower gains a level instantly (including gaining a new archetype/ability that the referee agrees is appropriate). | ^ ^^^ ^ Sidebar: Underling Leveling ^ |The further behind you in levels a follower is, the more likely they are to level up at the end of the session. \\ 1 level less than you: 11+. \\ 2 levels less than you: 9+. \\ 3 levels less than you: 7+. \\ 4 levels less than you: 5+. \\ 5 levels less than you: 3+. \\ 6+ levels less than you: automatic success. |