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What's the only real difference between a talented young hell-raiser like yourself and a steely old bastard like me? Experience and training, of course. The first you've got to find yourself, but I can help with the second.
Normally every adventurer has their own tricks and capabilities that contrast and synergize with those of their allies. If an Instructor happens to be in the party, however, capabilities and benefits can be shared in a limited way between teammates and development of the team as a whole can be bolstered and guided.
Instructor | Teach and learn. | |
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caret-right | Academic | Create keystones and utilize schools. |
caret-right | Adviser | Lock out your knacks instead of allies'. |
caret-right | Crash Course | Share keystone boosts. |
caret-right | Drills | Bolster combat ratings. |
caret-right | Mentoring | Increased XP for rookies. |
Utility | plus-circleShow Me: You can learn a new class or ability when you level up without the use of a keystone so long as you have an ally that knows the ability you wish to learn and they're willing to show you how it's done. The ally in question can but doesn't necessarily have to be a party member. minus-circleSpecificity: Unlike learning a new ability with a keystone, you don't get to pick any ability from a given class you want. You can only use Instructor to learn abilities that your teacher actually knows. |
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Utility | plus-circleShow You: Your party members and allies can learn any ability you know from you when they level up without the use of a keystone. This works identically to how you can learn abilities from anyone else. | |
Utility | plus-circleInstructional Materials: You can spend 2 Dosh to create a new keystone. Doing so requires a procedure of work. minus-circleIn-Field Specialist: You can only use Academic to create keystones from classes that you personally have at least one level in. |
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Utility | plus-circlePeer Review: Up to once per session, you can get a free keystone from a University establishment. The keystone can be from any class that the university has on its curriculum list. If there are no University-type establishments in your campaign world yet, this ability has no effect (unless you randomly run across one in a dungeon somewhere, anyway). | |
Utility | plus-circleAlternate Approach: You are a patient giver of helpful advice. When you and your party are engaged in an operation challenge and an ally rolls a 1-4 when trying to use a knack, you can choose to prevent that ally from locking out the knack (allowing them to potentially use it again). minus-circleDifficulty's Due: Every time you prevent an ally from locking out a knack, you must lock out one of your own knacks instead. You choose any knack to lock out from those currently available to you. If you have no knacks currently available to you, you cannot use Adviser. |
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Utility | plus-circleShared Gains: When you use a keystone to temporarily grant yourself an ability, you can also temporarily grant an ability from the same class to an ally of your choice. This doesn't cost either you or the ally anything extra, you just both get the benefit instead of it being only you. | |
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caret-right | Alternative | plus-circleMassive Gains: You can choose to grant a temporary ability by burning a keystone to yourself and up to four other allies at once. minus-circleSupplemental Materials: Sharing the benefit of a keystone in this way requires you to spend 1 point of Mojo to help teach the lesson effectively. |
Utility | plus-circleGet Your Stance Right: Allies can temporarily boost their combat ratings by asking you for pointers. One combat rating of the ally's choice (Melee, Remote, or Whelm) is raised by +1. This doesn't cost any actions or procedures, just declare it and it is so. minus-circleKnowledge Required: An ally can only choose to bolster a combat rating if your score in it is higher than theirs. minus-circleTeaching Materials: Bolstering a combat rating by +1 costs 1 Mojo from either you or the ally in question. If your score is higher enough than an ally's, they can bolster it multiple times (but each time costs another Mojo). minus-circleFading Lessons: Temporary boosts from the Drills ability fade and disappear at the end of the current exploration turn. |
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Utility | plus-circleYo, Sensei: You can also bolster your own combat ratings by asking a more accomplished ally for tips. This works the exact same way and is subject to the same costs and limitations as bolstering your allies does. | |
Utility | plus-circlePerceptive Student: Every time you complete a session with one or more party members whose level is higher than yours, you gain +1 bonus XP. minus-circleToo Many Cooks: You gain a maximum of +1 bonus XP from higher-level party members per session no matter how many of them there are. |
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Utility | plus-circlePatient Tutor: Every time you complete a session with one or more party members whose level is lower than yours, all of them gain +1 bonus XP. plus-circleMore Cooks Please: The bonus XP from this ability stacks from multiple high-level characters with the Mentoring ability, and also stacks with the bonus XP gained by a lower-level character that knows the Mentoring ability. |
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Utility | plus-circleFollower Gains: Every time you complete a session with a follower in your party whose level is lower than yours, you may roll a trigger die. If you roll high enough, that follower gains a level instantly (including gaining a new class/ability that the referee agrees is appropriate). | |
Sidebar: Underling Leveling |
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The further behind you in levels a follower is, the more likely they are to level up at the end of the session. 1 level less than you: 11+. 2 levels less than you: 9+. 3 levels less than you: 7+. 4 levels less than you: 5+. 5 levels less than you: 3+. 6+ levels less than you: automatic success. |