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faceless

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  • become a non-person, your deeds are selectively forgotten or ignored. like anti-reputation. no fingerprints, no id, no name on file, like you don't exist.
  • can choose to be avoided/shunned/left alone
  • save allies from death?
  • take the sole blame for dark deeds, allies keep unsullied reputations.

actually, let's evolve this into 'spook' or 'faceless'

  • have undefined number of safe houses in various places, can “reveal” one by spending supplies.
  • make somebody forget you, or at least be unidentifiable to them later. nobody ever sees your face. can cause total forgetfulness of your existence by spending 1 mojo
  • not even you know who you are, so everything you say is both lies and the truth. multiple choice past
  • take the Unreadable ability from Trickster, give it something else
  • same with zero ability from charlatan (make lucky guesses about who/what you're impersonating by spending mojo?)
  • the operative from serenity- no name or rank, captain nemo. batman/the joker. the silence. diavolo.
  • successor- if killed or retired, your next character gets Faceless keystones for free and is treated as the same character
  • secret agenda- somehow reward player for making decisions that make little initial sense?
  • I Was There- can reveal yourself to have been a first-hand witness to a past event somehow

can replace known classes/abilities by using a keystone

safehouses good idea, what else could be “revealed” on demand? contacts? memberships in various societies? generic “something hard to get”? or maybe safehouses can optionally mimic an establishment (randomly drawn from a list). yeah.

  • fateless: destiny itself doesn't know what to do with you
    • immune to harbinger damage, luckster jokers, oracle entanglement
    • make any trigger die a 7 before rolling it?
    • immune to cursed condition? have to take this from luckster
    • can discard fortunes from the fortune-teller without actuating them

nullifier: when you gain a condition, whoever gave it to you also gets it? no, too similar to black mirror from hex

maybe a take-backsies social abilitiy? have the ability to retract anything you say. kind of overlaps with rewind form chronomancer

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Faceless You're a mystery.
caret-right Chameleon Change yourself.
caret-right Nondescript You are not remembered.
caret-right Safehouse Secret places everywhere.
caret-right Succession Pass it on.
Enterprises Faceless School

Faceless

Protection plus-circleTransformed Tells: You automatically know when any other creature is trying to use the Negotiator ability to find out what you want or the Scoundrel ability to find out what you don't. You can choose to prevent them from learning anything or feed them false information of your choice.

plus-circleNice Try, Flatfoot: You can likewise know when any creature is trying to use the Investigator's Sherlock ability or the Avenger's Inquisition ability to learn facts about you, and choose to either give them nothing or cause them to draw the wrong conclusions of your choice.
Protection plus-circleMind Shield: You are completely immune to every trick in the Telepath class. If a telepath tries to read your mind, you can send them any thoughts you want.
Protection plus-circleSpook: If your campaign world has things like fingerprint databases, social security numbers, or any similar form of mass recordkeeping and identification you can choose not to appear in them. You can furnish fakes on demand that let you survive in day-to-day life but your true identity is unfindable.

Chameleon

Utility plus-circleI Can Sing: Your capabilities and even nature seem to shift according to your needs. You can choose to use a keystone to learn a new class/ability at any time, not just when you level up. Unlike temporary learning that anybody can do with a keystone that lasts for a single session, this is permanent.

minus-circleIs This Canon: When you learn a new class/ability using Chameleon, you trade out and lose access to a class/ability you already had.
Utility plus-circleShifting Forms: You can choose to redistribute your combat ratings (Melee/Remote/Whelm) and your resource maximums (Provisions/Supplies/Mojo) in any way you like.

minus-circleOffscreener: You may only redistribute combat ratings and resource maximums between sessions. If you're at the table playing, they are what they are until you're done.

Nondescript

Social plus-circleGrey Man: You look like no one in particular, somebody so boring and unremarkable that they're difficult to notice. Anybody that meets you will have a hard time remembering exactly what you look like and be unable to pick you out of a lineup.

plus-circleMake an Impression: You can choose who is affected by this ability and who isn't, if you'd rather be remembered.
caret-right Alternative plus-circleMissing: You can choose to erase the memory of a single significant interaction you've had with a subject from their mind- they'll remember somebody else in your place, or maybe just forget that it happened at all. They won't remember that you even existed in the first place. If you've had multiple significant interactions with a subject, you can erase each one separately.

minus-circleShort-Term: You can only erase the memory of interactions that have happened during the current session.

minus-circleMojo: Removing past interactions with you from a creature's memory costs 1 Mojo.

Safehouse

Utility plus-circleI Know a Place: You have secret safehouses all over the place, and can reveal one anywhere on demand- a cottage, apartment, office, suite, sewer cul-de-sac, or similar. You and a small party can rest in a safehouse without worrying about being found, interrupted, or spied on. If something happens and your safehouse gets revealed (like if somebody is careless and gets followed back to it), nothing inside it or in its ownership records (if any) can be used to trace you.

plus-circleCalling in a Favor: You can freely use this ability to reveal a previously-unknown safehouse even in places you haven't physically been before. Your methods are as mysterious as you are.

minus-circleNonspecific Locations: You cannot reveal a safehouse inside of a dungeon or in close proximity to another location of interest.

minus-circleBurned Out: Once you reveal a safehouse, you can use it for the remainder of the current session. It stops being accessible in any later sessions, but you can always reveal a new one.
caret-right Alternative plus-circleSecret Cache: Some of your safehouses are more than just secret places to rest and have clandestine meetings in.- you can also choose to reveal a safehouse that is stocked with back-alley and black-market equipment/services that you happen to need. Your safehouse can act as any establishment from the Safehouse Establishments list below. The safehouse and its services disappear at the end of the current session as usual.

minus-circleHeavier Price: Revealing an establishment safehouse costs 2 Supplies if you roll the establishment it contains randomly, or 5 if you want to pick one specifically. The die roll to determine a random establishment is not a trigger die and cannot be affected by any ability or effect that manipulates trigger dice.
Sidebar: Establishment Safehouses
1. Charlatan School
2. Clinic
3. Demolition Ground
4. Drill Yard
5. Indulgence
6. Pantry
7. Recruitment Office
8. Repair Shop
9. Shadow School
10. Shooting Range
11. Thief School
12. Trickster School

Succession

Utility plus-circleDread Pirate Roberts: You wear identities like others wear clothes, and can hand them down in much the same way. If you die or decide to retire, your next adventurer starts with a free Faceless keystone and all of your contacts, reputation, important memories, and relationships. The outside world behaves as if you were the exact same person as your predecessor, even if your new character looks wildly different and has different classes/abilities than your previous one did.

plus-circleAncient Tradition: Your characters can keep passing the mantle, one to the next, for as long as you want. Each member of the chain must know the Succession ability in order to pass on the knowledge fully to the next.

Watcher

You always know more than you let on.

Utility plus-circleI Was There: You, or someone like you, were somehow personally present at many important historical events as an overlooked, anonymous background character. You remember what really happened, who did it, and anything else of importance about the event.

Enterprises

Faceless 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 Dosh each.
faceless.1598536749.txt.gz · Last modified: 2020/08/27 07:59 by kyle