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You should try thinking more positively! While it's true that stripping down and smearing oneself with bacon fat might make one more attractive to bears, it also helps avoid being caught by any. Try and use that.
Elusives are slippery, tricky bastards that are extraordinarily difficult to pin down or contain. While the class doesn't have a lot of options for enhancing movement, it has unparalleled usefulness in the niche of preventing movement and freedom from being taken away.
Elusive | You're a slippery one. | |
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caret-right | Contortionist | Fit where you shouldn't be able. |
caret-right | Escape Artist | Immunity to being grabbed or stuck. |
caret-right | Lemmiwinks | Escape the impossible. |
caret-right | Scuttle | Move after being attacked. |
caret-right | Sidestep | No cover to enemies, more cover to yourself. |
Enterprises | Elusive School | |
Weaknesses | Petite |
Movement | plus-circleSqueeze By: You may freely move through (but not stop inside) spaces occupied by your allies and neutral parties that are willing to let you through. Such creatures do not impede or slow you at all. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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caret-right | Alternative | plus-circleArtful Dodger: You may also pass through (but not stop inside) spaces occupied by enemies or other creatures that are unwilling to allow you to simply slide on by. minus-circleSlower Going: You take an impairment to movement when entering a space occupied by an enemy. |
Movement | plus-circleHelpful Slide: Your allies can also pass freely through your space. You still act as a barrier to enemies as normal. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Limitation | minus-circleStay Light: You cannot benefit from any ability in the Elusive class while carrying anything more than a light load. doubledPowerhouse Exemption: If you also have the Powerhouse class, you can ignore this limitation. |
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Movement | plus-circleSqueeze Down: You can occupy space and pass through gaps as if you were one size smaller than you actually are. While squeezing yourself down, you take an impairment to movement and +2 damage from all attacks. | |
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caret-right | Alternative | plus-circleLiquid Form: You can choose to squeeze yourself down even further for a round, acting as if you were two or more size categories smaller than you actually are. minus-circleSupply-Driven: Acting as if you were two or more size categories smaller than your actual size costs 1 Supply or one use of a Mojo Catcher item for every size category smaller beyond the first you wish to emulate. For example, acting as 2 sizes smaller costs 1 Supply per round, and acting as 4 sizes smaller costs 3 Supply per round. |
Protection | plus-circleUncatchable: You are completely immune to the Grabbed condition (unless you don't want to be). If you allow yourself to be caught, you can get un-caught again any time as a free action, even when it's not your turn. | |
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Protection | plus-circleUnsnareable: You are completely immune to the Stuck condition. | |
Help | Grabbed creatures are being physically held on to. |
minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This might cause an impairment to movement. minus-circle The grabber can choose to end the effect as a free action during their turn. minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. |
Help | Stuck creatures have been trapped in place somehow. |
minus-circle Cannot take move actions. plus-circle In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using any melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, arrows, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck. |
Protection | plus-circleImpossible Escape: As an action, you can escape from impossible circumstances (such as a sealed room, a buried coffin, or the stomach of a monster that devoured you alive). You end up right outside whatever was previously holding you in. minus-circleBreakouts Only: You cannot use Lemmiwinks to escape into anything (such as to get through a locked door), only escape out of situations that would likely kill you. minus-circleSupply-Driven: Making an impossible escape costs 1 Supply/Mojo Catcher use. |
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Protection | plus-circleThe Greatest Escape: Even Death struggles to catch you. If you are killed, you can avoid actually dying and rejoin your party later with 1 Vitality whenever it's dramatically appropriate. minus-circleAin't Coming Back From That: If you die in a particularly messy way (such as falling into lava or having your head explode) you can't use Lemmiwinks to escape. Suspension of disbelief only goes so far. minus-circleVariable Cost: If you want to reappear right away, escaping death costs 2 Supply/Mojo Catcher uses. If you don't mind rejoining your party a while down the line (determined by your referee), escaping death costs just 1 Supply/Mojo Catcher use. |
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Movement | plus-circleWoop Woop Woop: Every time you are attacked, you may move 1 meter immediately afterward. It doesn't matter if the attack succeeded or failed, and you can move any direction you want. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. Vehicles can move 2 meters when attacked instead (or 5 meters if the vehicle's base move speed is 20, or 10 meters if the vehicle's base move speed is 50). |
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Protection | plus-circleDon't Mind Me: You are skilled at not getting in your allies' way. Enemies never gain cover (partial or full) from having you in between them and an attacker. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Protection | plus-circleSuck It In: You present a minimal target to enemies as well as allies. You treat all partial cover (solid objects between you and an attacker, failure chance 6) as full cover (attacks against you are mostly impossible) instead. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Elusive 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. |
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Petite | You're just not very strong. Your inventory is limited to six slots instead of ten (carrying more than three pushes into heavy encumbrance). You carry the weight of other creatures as a creature one size smaller than your true size. |
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