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Lunatic | Clarity in madness. | |
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caret-right | Percipience | Crazy ideas, sometimes right. |
Utility | plus-circleContents Under Pressure: You've had to learn to cope with mental strain, and even make it your ally. Every time you gain a point of Stress, your next trigger die rolled for any reason (other than your roll to see if you crack) is rolled twice and you pick whichever result you prefer. | |
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Offense | plus-circleDesperate to Survive: You deal additional damage with all attacks equal to half your current total Stress level (round fractions down). | |
Protection | plus-circleFugue: You cannot die from excessively high Stress. If you ever would normally die from Stress, you instead immediately abandon your teammates/whatever you were doing and run off somewhere completely out of your mind. You are under the referee's control during this time, and are not returned to player control until the beginning of the next session. | |
Utility | plus-circleWeird Theories: You are a font of bizarre ideas about how the world works, which leads most to simply ignore you… except sometimes, against all odds, you're actually right. As an action, you may speak a “fact” that you totally make up about the campaign world or the creatures in it, which can be as simple or as elaborate as you like. plus-circleMad Insights: Roll a die whenever you use this ability to state a “fact”. If the result is good enough, then the “fact” turns out to be an actual fact and is considered 100% canon from that point forward. Sort of plausible “facts” are true on a roll of 9+, while highly improbable “facts” are only true on a roll of 12. Flat-out impossible or stupid-in-the-not-fun-way “facts” are never true. The referee will tell you what kind of “fact” yours is before you roll. minus-circleOutside Fate: The die roll made to determine whether a “fact” is true or not is not a trigger die and thus cannot be affected or manipulated by any effect that alters trigger die results. minus-circleFactfinding: You cannot use this ability to prove things that are demonstrably false, including things that have previously failed the die roll when used with this ability. You have to come up with new, interesting “facts” to use with this ability each time. If you or any other player remembers you having tried a particular “fact” before and it failing, you cannot ever re-try that fact with this ability. minus-circleMojo: Every time you use this ability to declare a “fact”, you must spend 1 Mojo. This cost applies whether or not it turned out to be true. |
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caret-right | Alternative | plus-circleConspiracy: You can retry a truthiness roll to prove a “fact” even after you're previously failed it. minus-circleTorturous Reasoning: In order to get another chance to make your “fact” into an actual fact, you must provide some sort of evidence or reasoning in support of it. The standard of evidence does not have to be very rigorous, but it does have to sort of make sense (even if only in a bizarre or roundabout way). minus-circleExtra Mojo: Retrying rolls costs a point of Mojo just like normal rolls do. |
Sidebar: Facts | ||
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Fact Type | Examples | Truthiness Roll |
Sort of plausible or low impact | - Mummies love belly rubs. - Napoleon lost a hand in battle, and kept his deformity hidden in his coat. - Fungus is an extraterrestrial lifeform gone native. The first fungus on the planet came from space billions of years ago. | 9+ |
Highly improbable or high impact | - Angels accept no earthly currency except for Bitcoin, which they covet above all things. - There is a secret island not on any of the charts where world leaders gather to worship an enormous bronze wolf. - The Queen is secretly an immortal lich, and she has stored a piece of her life-force in each of her 12 pet rabbits. | 12 |
Totally impossible or game-breaking | - All the NPCs think I'm cool! - I get a point of XP every time I eat ice cream! - I am the referee now! | Shut up |