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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 | Employer | Leverage friendships into followers. |
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. |
Enterprises | Luminary School Recruitment Office |
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Weaknesses | Pacifist |
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 or one use of a Mojo Catcher item. |
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-circleFriendship Discount: If you have a Friendship with a creature, then hiring them as a follower has an upfront cost of 2 Supply instead of 3. If you have a Bond with them, then hiring them as a follower has an upfront fee of only 1 Supply. plus-circleKnuckleheads From Small Times: Friends are more likely to stand by you when things get tough. If your follower is a Friend, you may roll twice when making checks to see if they desert after gaining Stress and take whichever result is higher. If your follower is a Bond, you may roll three times. |
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Utility | plus-circleSmurfing: You can hire followers that are higher-level than you, up to a maximum of twice your level. minus-circleIncreased Fees: Followers with a level higher than yours have doubled recruitment fees (default 6, 4 for friends and 2 for bonds). |
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Sidebar: Followers |
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You can hire an NPC to come along with you on your adventures as a follower. Followers are generally under your control and do what you want them to for as long as they remain in your service, including fighting at your side and helping you carry the loot. In order to be hired as a follower, an NPC must be willing, sapient (they cannot have the Simple weakness) and be of equal or lesser level than yourself. Followers remain in your employ until the end of the session, upon which point you must re-hire them if you want them to come along again the next time. In order to hire a follower, you must pay an up-front fee of 3 Supply plus expenses. Followers immediately consume/spend/stash their 3 Supply hiring fee, removing it from the game. This means that they do not bring it with them for use on your adventure together, nor can you steal it from their pockets or loot it off their corpse. If your follower consumes or uses Supply in any way, you must be willing to pay the associated costs for them. Every time a follower accumulates a point of Stress, roll a trigger die. If you roll a number equal to or less than that follower's total current Stress, they desert you (either immediately or at the next available opportunity). In addition to all the normal means of accruing Stress, followers automatically gain a point of Stress every time you significantly mistreat them (referee's call). Although you control your followers, the referee always has the option of taking temporary control of them if they decide that the NPC would behave differently than you want them to. For example, if you have a habit of using followers as bait or trap-springers, they'll probably refuse after the first time they get hurt doing so. If you hire a known glutton as a follower, the referee can say that they eat the forbidden pie you gave them to carry even if you specifically told them not to. That kind of thing. |
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/Mojo Catcher use. |
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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/Mojo Catcher use. |
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/Mojo Catcher use. |
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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/Mojo Catcher use. |
Luminary 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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Recruitment Office | When hiring a follower in the settlement, you have a wide pool of applicants and can effectively create your own followers by specifying their level, loadout, combat ability distribution, etc. The referee only determines their appearance and temperament (and maybe not even that). |
Pacifist | You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class. |
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