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chef

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In this room is one of the odder treasures we brought back: an invisible roast chicken. Smells delicious, but I can't find it. I'm so hungry.

Few things are more foundational than food, and Chefs are the undisputed masters of food preparation and use. While the class has a lot of straightforward useful effects, it also pairs well with a bit of imagination for more unorthodox problem-solving.

Chef Edibles are your specialty.
caret-right Bait Lure them in with food.
caret-right Break Bread Befriend targets by feeding them.
caret-right Supertaster Increase food safety and utility.
caret-right The Itis Your food puts them to sleep.
caret-right Tonic Invigorate yourself.
Enterprises Chef School
Entertainment
Indulgence
Pantry

Chef

Utility plus-circleLunchbox: Any Commissary Kit items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area.
Utility plus-circleExtra Goodies: When you would mark off the last use in a Commissary Kit, roll a trigger die. If the result is a 7+, you don't mark off the use after all. There is no limit to how often you can take advantage of this ability except your luck.
Utility plus-circleConnoisseur: If you need a specific, high-quality edible when you're out in the field (like warm pie, fifty-year-old scotch, or filet mignon maybe) you can pull it out with an action.

minus-circleSupply-Driven: Pulling out a high-quality edible on demand requires you to spend 1 Supply/Commissary Kit use.

Bait

Utility plus-circleLure Encounter: You can lure a random encounter. You can choose a particular sort of creature that is fairly common in the area or just roll one up randomly. The encounter arrives shortly, and so long as you let it eat will have an attitude +2 steps better than whatever gets rolled.

minus-circleSupply-Driven: Luring a random encounter on demand requires you to spend 1 Supply/Commissary Kit use.
Utility plus-circleDelicious Distraction: As an action, you can deploy something delicious to any location within throwing range (0-10 meters). Any creature that spots the food immediately wanders over to it and then spends three full rounds inspecting/eating it.

plus-circleClueless Only: Any creature that is or suspects they might be in any immediate danger is immune to this trickery. It only works on the bored and/or relaxed.

minus-circleSupply-Driven: Roll a trigger die when distracting a target. If the result is 1-6, doing so requires you to spend 1 Supply/Commissary Kit use. You can't pull a Delicious Distraction if you have no resources left.
Sidebar: Reaction Checks
All creatures have a general default attitude from the following list in ascending order of friendliness: Hostile - Confrontational - Suspicious - Neutral - Curious - Polite - Welcoming.

If a creature is randomly encountered, the referee might ask for a reaction check. This is a trigger die roll that adjusts their default attitude up or down the scale.
Die Result Attitude
1 -2
2-4 -1
5-8 0
9-11 +1
12 +2

Break Bread

Social plus-circleShare A Meal: You're so affable (and your food is so good) that anybody who eats your food can't help liking you. Any creature that shares a meal/drink with you gains the Charmed condition. The Charmed condition cannot be recovered from until the affected creature(s) leave your presence or you take an action that would normally remove it (such as attacking them).

plus-circleIrresistible: Creatures that wish to resist having a meal with you for whatever reason (including a longstanding hatred of you or your kind) must roll a trigger die- on a 7+ they turn you down but on a 1-6 they just can't help themselves and eat anyway.

plus-circleFine Memories: Depending on how the meal ends, this experience is likely to count as a positive interaction even after the Charmed effect wears off and thus allow you to make a friendship check with the target.

minus-circleSupply-Driven: Feeding a creature in order to befriend them requires you to spend 1 Supply/Commissary Kit use. Feeding multiple creatures at once requires one Supply/Commissary Kit use per subject.
Help Charmed creatures have been made friendly.
minus-circle Regard whoever created this condition as a friend and react to their actions in the most favorable way.

minus-circle Attacking or making any offensive action against the charmer is impossible.

plus-circle Actual friends are still also regarded as friends. Don't switch sides or anything (unless that's what would happen anyway?)

plus-circle If the charmer takes any offensive action against the charmed, the condition is automatically removed.

Supertaster

Utility plus-circleAnton Ego: You know the exact ingredients in everything you eat. If your food has been tampered with (poisoned, mutagenic, drugged, full of spider eggs etc) you know and can spit it out before it has a chance to harm you.
Utility plus-circleInfinispice: You can make anything taste good. ANYTHING. Making something taste good is not the same as making it nutritious.
Utility plus-circleMeat Lore: Through a careful and somewhat mystical cooking process, you can create a cut of prepared meat that temporarily imparts properties of the creature it came from to its eater. The meat's eater temporarily gains one class or ability known by the creature it is eating- for example, eating a dragon steak prepared with Meat Lore might temporarily give its eater a breath weapon (the Sprayer class), hard scales (the Tank class), wings (the Flier class) or something else entirely that the dragon had. The exact ability is chosen by the chef at the time of preparation.

plus-circleItem: Prepared meat doesn't need to be consumed right away and can be stored for later when it's needed most. Every cut of prepared meat occupies one inventory slot.

minus-circleShort Duration: Temporary classes or abilities granted via Meat Lore last for a single exploration turn.

minus-circleButchery: You can create one cut of prepared meat per corpse (everything else in the dead creature is just plain old food). You can only prepare meat from the corpse of something that is of a species non-similar to your own.

doubledCannibal Chef: If you also have the Ghoul class, you can freely make prepared cuts of meat from the corpses of your own or similar species.

The Itis

Utility plus-circleFood Coma: You can choose for any creature that eats your food to become very sleepy afterwards. So long as they don't perceive themselves to be in any immediate danger, they will almost immediately fall asleep and stay that way for at least a few hours, maybe longer.

Tonic

Utility plus-circleHip Flask: As an action, you can consume something that instantly energizes and focuses you. You immediately regain 1 point of lost Endurance and Flow (up to a maximum of your Vitality).

minus-circleSupply-Driven: Roll a trigger die when using Tonic to heal yourself. If the result is 1-3, then doing so requires you to spend 1 Supply/Commissary Kit use.
caret-right Alternative plus-circlePotent Brew: Your Tonic can restore 2 or 3 points of lost Endurance and Flow instead of only 1.

minus-circlePricier: If your Tonic restores 2 Endurance/Flow, then it consumes Supply/Commissary Kit uses on a trigger die result of 1-6 instead of 1-3. If your Tonic restores 3 Endurance/Flow, then it consumes Supply/Commissary Kit uses automatically with no trigger die roll required.
caret-right Alternative plus-circleChug It, Shorty: You can heal an ally with Tonic, not just yourself.

minus-circleSlower Going: In addition to the normal potential Supply cost, energizing an ally is slower than energizing yourself. You must use an action to hand them the Tonic, then they must use an action of their own to consume it.

minus-circleArm's Reach: You can only use Tonic to heal an adjacent ally.

doubledToss The Nosh: If either you or the creature you want to share Tonic with know the Juggler ability from the Thrower class, you can safely throw it to them without risking spillage/spoliation. This increases effective range to throwing distance (0-10 meters).

doubledBartender Arrow: If you know the Trick Arrow ability from the Archer class, you can attach your tonic to an arrow and shoot it harmlessly to any location you like within 50 meters. If you shoot it at an ally, they get it- otherwise it belongs to whoever goes where the arrow is and picks it up.

Enterprises

Chef 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 Supply each.
Entertainment The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on.
Indulgence The settlement has pleasant and enticing ways to sate one's desires. Adventurers can spend 1 Supply in the settlement to instantly remove up to 3 points of Misery.
Pantry Adventurers that end a day in the settlement do not need to spend Supply or Commissary Kit uses to feed themselves. Commissary Kit items can be bought in the settlement for 1 Supply instead of 3.
chef.1560544013.txt.gz · Last modified: 2019/06/14 14:26 by kyle