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If you're going to have a shot at success in this adventuring business, you'll need to learn how to keep a sharp eye out for danger. I learned long ago to cover my back and attack from behind.
Vigilants are twitchy, perhaps even paranoid. Considering how often they end up in danger, this makes them perfectly sane, rational individuals. Branching out into the Vigilant class is useful to any adventurer that wants to come home again or simply those who love to strike first.
Vigilant | Watch out for danger. | |
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caret-right | Click | Avoid traps. |
caret-right | Opening Strike | Deal heavy damage to the flat-footed. |
caret-right | Retreat | Escape quickly from danger. |
caret-right | Running Drop | Drop throwables behind you as you move. |
caret-right | Whirl | Turn to face attacks from behind. |
Enterprises | Vigilant School |
Utility | plus-circleImproved Initiative: You always get two actions in the opening round without having to roll for initiative at all. plus-circleDifferent For NPCs: Because NPCs don't roll for initiative, the Vigilant class functions differently for them. An NPC with the Vigilant class gets to take one action before rolling for initiative even happens. |
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Protection | plus-circleLight Sleeper: You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature's noise or presence to an awake person (such as the Shadow class) still work against you, but no more effectively than they would if you were awake. | |
Protection | plus-circleOut Of Danger: If you personally trigger a trap, landmine, pressure-plate or other mechanism by moving over/near it, roll a trigger die. If the result is a 7+ you may make a single free move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). plus-circleSaw That Coming: If you already knew a trap was there before triggering it, you always succeed at dodging it without needing to roll a trigger die. minus-circleJust You: You do not get this defense against traps triggered by others. minus-circleDodge Backwards: If you trigger more traps as part of your free movement, you are not protected from them. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Offense | plus-circleSurprise, Motherfucker: You deal +5 damage with all weapon attacks against targets that have not yet taken an action in the current conflict. minus-circleFlat-Footed Only: Once a creature has taken any actions, this ability no longer functions against them. minus-circleNarrow Window: Once Escalation reaches 2 or more, this ability no longer functions at all. |
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Movement | plus-circleGone Baby Gone: At any point during your turn, you can choose to move as a free action. You may do this multiple times per turn. minus-circleLive Chicken, Dead Lion: Your free movement must end with you equidistant or further away from all enemies you are aware of than you were before. If there are enemies in every direction, Retreat doesn't work. minus-circleSupply Cost: Taking a free movement action with Retreat costs 1 Supply/Mojo Catcher use. doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Utility | plus-circleIn Your Wake: You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect either immediately before you start moving or immediately after you finish (you decide). If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. plus-circleJust One: You can only drop one throwable per movement action you take. doubledSynergistic: Running Drop is only useful if you have invested in one or more classes that grant a throwable effect. Some possibilities include pairing with Grenadier to be able to drop a grenade when surrounded by foes and scamper to safety before it explodes, or pairing with Smoker to pull a “ninja vanish” and escape cleanly from foes. Other possible uses also exist: - Caltropper - Grenadier - Mariner: Splash - Smoker doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle. |
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Protection | plus-circleDervish: Every time you are attacked from behind, roll a trigger die. If the result is a 7+, you turn to face your attacker immediately before the attack lands and thus deny your attacker their backstab bonus (if any). doubledShield Synergy: Shields from the Shieldbearer class protect you from attacks in your visual field. If you have a shield up, your shield's protection applies in whatever direction you happen to be facing at the time, allowing you to cover your back more effectively. |
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caret-right | Alternative | plus-circleDesperate Whirl: You can choose to turn to meet an attack even when your trigger die result is 1-6. minus-circleExertion: Every time you choose to whirl when the trigger die is unfavorable, you lose a point of Endurance. |
Vigilant 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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