This is an old revision of the document!
.
.
Chosen | You have a destiny to fulfill. | |
---|---|---|
caret-right | Sidequester | Your fate's less rigid. |
Enterprises |
Protection | plus-circlePawn of Fate: Whether by prophecy, divine meddling, shadowy plotting or sheer bad luck you happen to be The Chosen One. You have a grand destiny to fulfill (whether you want to or not), and almost nothing can keep you from it. Pick a grand task to serve as your destiny, or if you're not sure you can use the Destiny Table below for inspiration. As usual, your referee has the ability to veto your destiny. plus-circlePlot Armor: Unless and until your destiny is fulfilled, you cannot die or be killed. If you would normally die as part of your normal adventuring, you somehow miraculously survive instead and show up alive with 1 Vitality as soon as the immediate danger is past. minus-circleBook of Tears: Make a list of things your Chosen adventurer loves, like “my husband”, “my secondhand furniture business”, or “my ability to walk unassisted.” Try to put down at least three or four things. Every time you survive something that should have killed you, you lose one of these things permanently and irreversibly (either directly as a result of your survival or as a seemingly cruel coincidence). The referee gets to choose what exactly you lose. If your list doesn't have anything impactful enough on it, the referee can come up with something else (and if nothing else comes to mind, the loss of all the Chosen's inventory items and worldly possessions can do the trick). plus-circleNo Cascade Tragedies: No matter how many times you cheat death, you need only pay the sacrificial price a maximum of once per session. minus-circleTragic End: Fate is uncaring and exploitative. When the Chosen manages to finally succeed in fulfilling their destiny, they die (either as part of their success or immediately afterwards). Dead Chosen cannot be returned to life by any means. minus-circleFate is Calling: You can only gain XP during/after a session if you did something during that session directly related to fulfilling your destiny. |
|
---|---|---|
Sidebar: Destiny Table |
---|
1. Become ruler of the land. 2. Avert a catastrophe. 3. Defeat a great evil. 4. End an ancient conflict. 5. Bring about a new era. 6. Recover a long-lost artifact. 7. Set right a great injustice. 8. Reveal an ancient secret. 9. Topple an empire. 10. Activate a powerful relic. 11. Lead your people to victory. 12. Do something long though impossible. |
Utility | plus-circleVengeance: Working to avenge the loss of something that was taken from you as a result of evading death in the past counts as working to fulfill your destiny for purposes of being eligible for XP rewards during a session. plus-circleSatisfaction Achieved: If you manage to properly avenge something you've lost in a satisfying way, you immediately gain +5 XP. plus-circleFraternity of Fate: If another adventurer in your party also has levels in the Chosen class, then working to fulfill their destiny also counts as working to fulfill your own destiny for purposes of being eligible for XP rewards during a session. |
|
---|---|---|
Utility | plus-circleEpilogue: Your ultimate fate need not be terrible. If you successfully fulfill your destiny, you may choose to immediately retire (and reap all associated rewards/benefits) instead of dying. | |
Utility | plus-circleQuick Change: You can change disguises as a single action rather than requiring a procedure. | |
---|---|---|
Utility | plus-circleShared Disguisery: You can disguise somebody else as quickly and well as you disguise yourself. | |
Utility | plus-circleFashionista: You can provide any sort of clothing, uniform or costume on demand. Doing so requires a procedure as you dig through your collection. | |
Utility | plus-circleMorph: The disguise is either incredibly durable or actually physically changes your body somehow (making it biological in nature rather than mere trickery). In any case, your disguises cannot be ruined by any external circumstances. plus-circleSmells Right: Your scent is changed to match your disguise. plus-circleMore Versatility: You can disguise yourself as a similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |
|
Social | plus-circleMirroring: You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. plus-circleMimickry: You disguise also alters your voice and your mannerisms. minus-circleIncreased Danger: When disguised as a specific other individual, you run the risk of being discovered (and thus need to make disguise checks when encountering) not only by those who are familiar with you, but also those who are familiar with the one you are impersonating. |
|
---|---|---|
caret-right | Alternative | plus-circleInfiltrator: At any time during a session, you can go off on your own (effectively removing yourself from the party and proceedings temporarily). Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. minus-circleCheck Required: Roll a disguise check when you reveal yourself: if the result is a failure whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). Unlike normal disguise checks, you cannot spend Supply/Mojo Catcher uses to get a second chance at this one. minus-circleParty-Bound: You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. minus-circleSupply Cost: Every time you drop out of the proceedings to go undercover, you must spend 1 Supply or one use of a Mojo Catcher item. |
Utility | plus-circleJuliet's Repose: You can convincingly pretend to be dead through self-hypnosis, chemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”, make a disguise check to hide the fact that you're faking it. You remain fully aware while feigning death and can stop at any time. minus-circlePut Yourself Under: Faking your own death requires a procedure of uninterrupted concentration to pull off. |
|
---|---|---|
caret-right | Alternative | plus-circleI Am Slain: You can pretend you are dead instantly at any time, including as an immediate reaction to taking damage (so you can make it look like the damage killed you). minus-circleSupply Cost: Every time you instantly “drop dead”, you must spend 1 Supply/Mojo Catcher use. |
Social | plus-circleCunning Worm: You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they're difficult to notice. While disguised as a zero, you are generally ignored by everyone and nobody will be likely to even remember you were there. Enemies in combat target you last or don't bother to target you at all unless you give them good reason to. If you enter a crowd, you effectively disappear. minus-circleWide Response: Passing as a zero is trickier than normal disguises, and provokes a disguise check from every creature you come in contact with (not just those who are already familiar with you). Roll a maximum of one check a round and use its results no matter how many creatures you come in contact with. minus-circleAct A Dullard: If you do anything memorable, exciting or interesting (such as defending yourself in combat) your disguise is instantly ruined. |
|
---|---|---|
Charlatan 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. |
Pacifist | You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. |
---|