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Performer | Sway an audience. | |
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caret-right | Anthem | Inspire allies in battle. |
caret-right | Lullaby | Put them to sleep. |
caret-right | Siren | Bring them to you. |
Enterprises | Performer School |
Social | plus-circleDistraction Extraordinaire: By giving a speech, singing a song, or performing in some other manner you can seize and hold the attention of everyone in the area (if it's important, this means within your current dungeon node). They all turn in your direction and pay exclusive attention to you for as long as you continue taking no actions except for continuing to perform. Some might move closer to get a better view unless they have a specific reason to stay where they are (guards posted at doors will stay by their doors, but still look at you). minus-circleSmooth Vibes: People or creatures that are in combat or feel actively threatened are immune to being distracted by your performance. Your allies are also unaffected by this ability (unless they choose to be). minus-circleHearts of Stone: Any creature that knows the Focused ability from the Steadfast class is completely immune to all abilities in the Performer class. |
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Utility | plus-circleCountersong: You can totally negate the effects of other Performers and all Performer abilities on all subjects within your current node, including yourself. This requires you to take no actions other than performing. | |
Protection | plus-circleBattle Bard: As an action, you can perform in combat to inspire and energize your allies. Every ally within 20 meters of your location (including yourself) rolls a trigger die: if the result is 7+, that ally may immediately make a recovery action (restore 1 lost Energy and attempt to remove 1 condition) for free. minus-circleBreathing Rests: You may only perform an Anthem in combat a maximum of once per round. |
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caret-right | Alternative | plus-circleWar Drums: You can choose for any creature that benefits from your Anthem (including yourself) to also deal +2 damage with their single next weapon attack. minus-circleMasterful Drop: When you perform an attack-enhancing Anthem in this way, you must spend 1 point of Supply/Mojo Catcher use. |
caret-right | Alternative | plus-circlePush The Tempo: You can perform an Anthem multiple times in a single round. minus-circleI Got Blisters On My Fingers: Every time you perform an Anthem for the second (or more) times in a given round, you lose 1 point of Energy. |
caret-right | Alternative | plus-circleMaking It Happen: Any ally (including yourself) can choose to gain the benefits of Anthem even if they roll a 1-6 on the associated trigger die. minus-circleTry Hard: Every time an ally gains the benefits of Anthem when they normally wouldn't, they must spend 1 point of Supply/Mojo Catcher use. |
Utility | plus-circleFocusing Chant: As an action, you may perform to inspire competence in a single target of your choice within 20 meters. minus-circleDouble Action: Performing a Mantra requires continuous, unbroken concentration on your part. You must spend two actions each round to gain its effect. |
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Utility | plus-circleDream Of Kittens Please: After every full procedure spent performing for an audience, every member of that audience must roll a trigger die. If the result is 1-6, they feel so relaxed that they immediately fall asleep. Sleeping creatures will remain asleep for at least a few hours, maybe more. You can stop performing after your audience is asleep and they'll stay that way. minus-circleSleep, Not Coma: Anything that would normally wake up a sleeping creature will wake up your slumbering audience members too. |
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Utility | plus-circlePiper's Call: Your performance acts as a summons, drawing creatures inexorably closer to you. After every procedure spent performing, every creature within 2 nodes of your current node will move one node closer to where you are. If they reach your current node, they will probably sit down and quietly watch the show as normal. plus-circleSpecific Summons: You can specify a single type of creature for your summons to affect, such as “cockroaches”, “handsome men” or “stockbrokers”. Everything not of the specified type will still notice your summons, they just won't be compelled to follow it. minus-circleSafe Path: Creatures summoned by your performance will not put themselves in obvious danger (run off cliffs, swim through lava, etc). If they encounter such an obstacle, they will try to find the best way around it if possible. If they can't, they'll just sit there. minus-circleNormal Immunity: Any creature that has reason to be hostile towards you or otherwise feels as if they're in danger can choose to ignore your call. minus-circleNot Subtle At All: Obviously, using this ability is going to get the attention of basically everything in the general area. |
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caret-right | Alternative | plus-circleWanna Be Your Lover: You can force even creatures that are hostile to you or feel like they're actively being threatened to approach you. They just can't help themselves. minus-circleSupply-Heavy: For every procedure in which you use Siren to pull enemies that don't wish to be pulled, you must spend 1 point of Supply/Mojo Catcher use. |
caret-right | Alternative | plus-circleTo Your Doom: Creatures summoned by you completely ignore danger and hazards in their path. They will blindly stumble into certain death if certain death stands between them and you. minus-circleOnly The Weak: Only creatures whose level is half or less of your own can be pulled to their doom in this way. |
Performer 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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