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A good friend is invaluable to lift you up when you're feeling down and share the load when you're burdened. That's how I escaped the Prison-Pits of Shugadoo and made off with the tyrant's treasure hoard.
Luminaries are masters of networking, making new contacts and cultivating alliances wherever they go. Talent and hard work are nice, but ultimately worthless if you just know the right people… and a skilled Luminary knows just about everyone worth knowing.
Luminary | Make friends easily. | |
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caret-right | Casteless | Ignore the effects of social class. |
caret-right | I Know You | Declare previous relationships with new NPCs. |
caret-right | Reputation | People have heard of you. |
caret-right | Rival | Establish negative relationships. |
Social | plus-circleLikable: When rolling to befriend an NPC you succeed on a 5+ instead of a 9+. When rolling to increase an already-existing friendship to a bond, you succeed on a 9+ instead of an 11+. | |
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caret-right | Alternative | plus-circleSolid Friends: You can choose to befriend a subject regardless of the trigger die result, or form a bond on a result of 7+. minus-circleSupply Cost: Every time you make a friendship in this way, you must spend 1 Supply. |
Social | plus-circlePreconception Dodger: You never suffer any unusual animosity from interacting with others of a different social class/race/species/whatever than yourself. With this ability peasants can rub elbows with kings, Palestinians can party with Israelis, and a robot can be accepted into a troop of monkeys. plus-circleHaters Gonna Hate: Note that a given creature can still hate you for any number of other, more personal reasons, but these reasons must be personal rather than simply a blanket hate of your entire background. |
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Utility | plus-circleHirelings: You can hire lackeys, minions or assistants that will accompany you on adventures. Hirelings are defined as sapient, free-willed creatures that work for you in exchange for material compensation. You control the actions of your hirelings for as long as they remain in your service. minus-circleWages: Hirelings require 1 Supply to join you, paid up front. minus-circleLength Of Service: A hireling will follow your orders for the duration of the current session. If you wish to retain their services in future sessions, you must pay their hiring fee again. |
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Social | plus-circleLong Time No See: When encountering or interacting with a nameless NPC (a bartender, clerk, policeman, evil henchman #4, or similar) you can declare that you have actually met them before and you know them on a first-name basis. Roll a trigger die; if the result is 5+ the target NPC also remembers you. If the result is a 9+, you already have a Friendship-level relationship with the NPC. minus-circleNo-Names Only, Maybe: The GM has the right to disallow you from using this ability on NPCs that already have names and backgrounds, but there's no hard rule that says you can't either. minus-circleSupply Cost: Using I Know You to declare a previously-existing relationship costs 1 Supply. |
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caret-right | Alternative | plus-circleYou Know Me: You can choose to establish a previously-existing friendship between yourself and the subject of I Know You regardless of the trigger die result. minus-circleSupply Cost: Every time you make a friendship in this way, you must spend 1 Supply. |
Social | plus-circleA Pirate's Worth: When meeting one or more creatures for the first time, you may specify that they have heard of you before and exactly what they have heard. For example, you might use this ability to specify that Lord Toastwanker has heard that you're good at getting jobs done discreetly, or alternately that Lord Toastwanker's wife has heard that you're good at making love discreetly. minus-circleSupply Cost: For every thing you specify that somebody has heard about you before, you must spend 1 Supply. |
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Social | plus-circleVIP: You can get into any exclusive establishment, event, or social gathering in the game world simply by showing up and asking to be let in. Allies that lack this ability might or might not be allowed in with you depending on circumstances. This ability does not guarantee you entrance into classified areas or private residences (unless there's a party or something going on in there). Bad behavior can still get you un-invited and possibly physically thrown out. | |
Social | plus-circleSworn Foe: You know how to leave a lasting impression, even if it's not a fond one. After having a negative experience with any creature, you can roll to establish a relationship with them as a rival. This has the same odds (5+) as establishing a friendship with a creature after a positive experience, only it sometimes can be much easier to have a negative experience than a positive one. Rivals won't aid you the same way friends will, but will always treat you with respect and will hate the idea of anyone except them getting to defeat you. plus-circleNemesis: You can increase a Rival relationship to a Nemesis one with a further negative interaction and die roll of 9+. A nemesis hates you so much that they also kind of love you. |
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caret-right | Alternative | plus-circleSolid Rivals: You can choose to make a subject into a rival regardless of the trigger die result, or form a nemesis on a result of 7+. minus-circleSupply Cost: Every time you make a rivalry in this way, you must spend 1 Supply. |