~~NOTOC~~ //The Queen's family tree much resembles a telegraph-pole and she is not burdened with an abundance of brain nor talent, but she has a certain gravitas that I must begrudgingly respect. Probably it has to do with her ability to have me executed if she ever heard how much shit I talk about her.// Being a Sovereign does not actually require a character to be literal royalty, but does require them to have leadership qualities or simply unspoken authority. The archetype has several abilities that increase in relative effectiveness as character level grows, making it useful at every level but especially potent in the hands of the powerful. ^[[#Sovereign]] ^^Exude authority. | |{{fa>caret-right?24}} |[[#Counselor]] |Take on others' Stress. | |{{fa>caret-right?24}} |[[#Pacify]] |Disallow attacks. | |{{fa>caret-right?24}} |[[#Presence]] |Sap their Attention. | |{{fa>caret-right?24}} |[[#Submission]] |Force surrenders. | |{{fa>caret-right?24}} |[[#Unassailable]] |Protection from attacks until hurt. | ^ ^^^ ====== Sovereign ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Eyes On Me:** You can choose to be the center of attention, forcing everybody in the general vicinity to shut up and listen to you for at least a few sentences. Nobody is compelled to actually obey or otherwise act on what you say, but you cannot be ignored. | ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Bearer of the Crown:** Everyone will assume you're the one in charge unless it's really obvious that you're not. When a crisis breaks out, NPCs will see you as an authority and will obey your orders unless they're clearly terrible. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Inimitable:** Nobody can successfully disguise themselves as you or otherwise impersonate you unless they also have at least one level in Sovereign. | ^ ^^^ ====== Counselor ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Calming Authority:** As a procedure, you can assure up to 5 allies that you have everything under control. This reduces the total Stress of those allies by 1 point each. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy is the Head:** Whenever you reduce somebody else's Stress in this way, you gain 1 Stress from the burdens of leadership. \\ \\ {{fa>plus-circle?24&align=left}}**Willing Burden:** You do not need to roll to Crack when you gain stress from using this ability. No matter how many allies you counseled, you only gain +1 Stress. | ^ ^^^ ====== Pacify ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Stand Down:** Your authoritative commands give others pause, momentarily unwilling to cause trouble. As an action, you can pacify any target within 10 meters. Pacified subjects cannot make attacks or take offensive actions until the beginning of your next turn. If you're not sure if a given action counts as being offensive in nature, the referee makes the call. \\ \\ {{fa>minus-circle?24&align=left}}**Instincts Intact:** The subject can still perform any free actions they are capable of, even offensively-oriented ones (such as the automatic free counterattacks granted by the [[Bristler]] archetype). Being pacified only prevents them from using their normal actions to attack. \\ \\ {{fa>minus-circle?24&align=left}}**Commandment Limits:** You may only use this ability to pacify creatures whose level is equal to or less than your own, and only creatures with whom you have the ability to communicate (you must share a language and be visible/audible/whatever to each other). You cannot pacify creatures that have the Focused ability from the [[Steadfast]] archetype. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when you pacify a subject. If the result is 1-6, then doing so costs 1 point of Mojo. You cannot use this ability at all if you have no Mojo left. \\ \\ {{ra>doubled?24&align=left}}**Beastmaster Synergy:** The [[Beastmaster]] archetype allows you to communicate with animals (or all simple-minded creatures if you learn the Behaviorist ability from that archetype), meaning that you can also pacify them if you wish. | ^ ^^^ ====== Presence ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**YS ATUN VRAMA PRESH:** As an action, you can use your inherent sovereignty to instill momentary awe in those nearby. After using Presence, all enemies within 5 meters immediately lose Attention equal to the difference in levels between yourself and them- for example, if you're level 8 and you use Presence to awe a level 5 creature, they immediately lose up to 3 Attention. \\ \\ {{fa>plus-circle?24&align=left}}**On Your Knees:** Creatures of half your level or lower are stunned by your presence, causing them to have an impairment on all movement and a failure chance of 6 with all attacks until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Not Actually a Weapon:** Targets cannot lose Energy or Flesh from being in your Presence, only Attention. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when you use this ability. If the result is 1-3, then doing so costs 1 point of Mojo. You cannot use this ability at all if you have no Mojo left. | ^ ^^^ ====== Submission ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Force Surrender:** As an action, you can attempt to force any creature within 2 meters to surrender to you. This is not pure intimidation; success means that the creature is both in awe of you and believes that you will treat them fairly. Roll a trigger die: if the result is 9+, the action succeeds and the target immediately surrenders themselves to your power. \\ \\ {{fa>minus-circle?24&align=left}}**Language-Dependent:** You must have some means of communication with a subject in order to force them to surrender to you. \\ \\ {{fa>minus-circle?24&align=left}}**Required Imbalance:** In order to attempt to force a target to surrender, at least one of the following conditions must be true: \\ - The target's level is lower than yours. \\ - The target is outnumbered by you/your allies. \\ - The target has lost at least 1 point of Flesh. \\ If none of these conditions are true, then they will be unwilling to entertain your offer at all. \\ \\ {{fa>plus-circle?24&align=left}}**Stacking Bonuses:** If two of the surrender conditions above are true, then the ability succeeds on a trigger die roll of 5+ instead of 9+. If all three conditions are true, the ability succeeds automatically regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo Drain:** When you roll the trigger die to attempt to force a surrender and the result is 1-6, then doing so costs 1 point of Mojo. You cannot use this ability at all if you have no Mojo remaining. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**At Your Service:** When you force a target to surrender to you, you can immediately hire them as a follower. They will serve you as loyally as any other follower until the end of the session. \\ \\ {{fa>minus-circle?24&align=left}}**Hiring Fee:** Turning a surrendered target into a follower carries the normal hiring fee (Dosh equal to the target's level). | ^ ^^^ ^ 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. | ====== Unassailable ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Divine Grace:** You have the kind of absolutely unshakable confidence and regal bearing that makes attackers hesitant. All incoming attacks have a failure chance of 6 against you. \\ \\ {{fa>minus-circle?24&align=left}}**You Made Me Bleed My Own Blood:** Suffering setbacks makes you seem mortal again, and your grandeur is temporarily banished. You lose the benefits of Unassailable after losing Energy or Flesh for any reason, including by choice (such as by sprinting). \\ \\ {{fa>plus-circle?24&align=left}}**Just A Fluke:** If you lose the protection of Unassailable, you regain it at the beginning of each new exploration turn. | ^ ^^^