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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 | Dodge | Evade incoming attacks. |
caret-right | Opening Strike | Deal heavy damage to the flat-footed. |
caret-right | Retreat | Escape quickly from danger. |
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. | |
Limitation | minus-circleStay Light: You cannot benefit from any ability in the Vigilant class while carrying anything more than a light load. doubledPowerhouse Exemption: If you also have the Powerhouse class, you can ignore this limitation. |
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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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Protection | plus-circleJump Clear: When you are targeted with an attack, you can choose to dodge it after seeing the dice result but before actually suffering the effect. Dodging lets you move up to 2 meters in any direction you like. The attack targets the place you were, not the place you are (and thus has no further effect). minus-circleGotta See It Coming: You can only dodge attacks when you can clearly see the attacker (they must be within your visual arc and have no concealment/cover from you). If you also have the Whirl ability from this class, you totally can dodge attacks that you successfully spun around to face. minus-circleThat One's Gonna Land: You cannot dodge attacks whose trigger die is 10+. They're going to get you regardless. minus-circleMelee Only: You can only dodge Melee-type attacks. minus-circleConservation of Action: Every time you choose to dodge an attack, you get one less action on your next turn. You cannot dodge more than twice per round. |
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caret-right | Alternative | plus-circleBullet Time: You can choose to dodge Projectile-type attacks. minus-circleExertion: Every time you choose to dodge a projectile, you lose a point of Endurance. |
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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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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