Tuesday, February 11, 2025
Mastermind [Class]
Starting Equipment: Robe. Fabulous Hat. Dagger. Smaller, Sneakier Dagger. Practical Boots.
Starting Skills: 1. Etiquette. 2. Poison Use. 3. Lawfare.
A. 2 Schemes, Getaway
B. +1 Scheme, Cunning
C. +1 Scheme, Long Term Plans
D. +1 Scheme, Just As Planned
Schemes: As a Mastermind, you can keep up to three schemes going at a time. When starting up a new scheme, the GM secretly rolls a d4. On a 4, you can choose a scheme to gracefully transition into the new scheme without issues. Otherwise, the scheme rolled implodes, with those involved betraying you. You don't learn which scheme was rolled until the aftermath is discovered. You can start up a new scheme whenever you want - it is assumed that you were laying the groundwork in the background all along, but decided to only reveal your plans just now.
Learn two schemes off the list below when taking your first level in this class. Learn one more scheme with each subsequent level. Negotiate with the GM if you want to invent a scheme that isn't on the list or swap one out.
Getaway: When initiative is rolled, you may choose to roll your scheming die first. If it implodes a scheme, you may act before the surprise round. You can move, speak and interact with items, but cannot do anything that would leave you closer to an enemy than you started or deal damage during this bonus turn.
Cunning: Your last [templates] inventory slots are quick-draw and hidden. This means they don't take an action to retrieve and will not be discovered during searches. If you are wearing a wizard robe, this applies against divinations. Attacks made with weapons and spells cast using magic items drawn from a hidden inventory slot are allowed in the turn granted by your 'Getaway' feature.
Long Term Plans: You get an extra scheming slot. It will never implode due to random rolls, but it can only be changed when you roll a 4 on your scheming roll. If it has a one-time benefit or has a specific target, you get/choose them again each week.
Just As Planned: Whenever you roll a 4 on your scheming die, you can frame someone else for your crimes, letting the backlash fall on them. If that person successfully escapes or defends themself from the backlash, they realize you framed them for the crime and discover the nature of the new scheme you transitioned over to.
Schemes List
1. Spread Rumours - Start a rumour. It continues to be treated as credible for as long as this scheme continues and you will receive regular updates about any decisions made on the basis of this rumour. Backlash: If the rumour was false, it dies down. If true, you are revealed as its original source.
2. Embezzlement - Choose a storage space to which you have official access. If there are at least a hundred of a kind of coin or item inside, you can steal a tenth of them without being noticed. Backlash: The items are noticed missing. If any are still in your possession (even secretly), you are caught.
3. Post Bounty - Choose a target. News spreads of fabulous rewards for their death and/or capture (your choice). Anyone even slightly greedy will seek to claim the prize. Backlash: If the target is alive and free, they learn you posted the bounty. Otherwise, their killer or captor comes seeking a reward.
4. Acquire Position - Choose an official position that you could be elected or appointed to. Anyone who doesn't desire to have the position regards you as being just as worthy of it as their next best candidate. Backlash: You are removed from the position if you hold it and are no longer seen as worthy.
5. Secret Sanctum - With an hour in a room that you possess all the keys to, you can establish it as a secret sanctum. It has ten hidden inventory slots that work just like yours do and one hidden trap or escape route. Backlash: The sanctum, its inventory slots and trap/escape route are all discovered.
6. Uncover Blackmail - Pick a target. You acquire evidence of a secret they would take pains to keep hidden. They may Save to pick which one, otherwise the GM picks the most juicy option. Backlash: They learn where the evidence is being kept. If they already knew that, they learn where you are instead.
7. Vast Magical Power - Gain a random scroll and [templates] MD that do not return once used. The MD can be used to cast the scroll without consuming it or for anything else MD get used for. Backlash: The nearest spellcaster who would oppose your goals discovers whichever goal offends them most strongly.
8. Secret Society - Choose a secret goal and up to a dozen people. You intuit which of these people would act in secret to support the goal. You can invite any number of them to a secret meeting. Backlash: The least loyal/discreet person invited reveals your secret goal and the identity of another member.
Subscribe to:
Post Comments (Atom)
Mastermind [Class]
Starting Equipment: Robe. Fabulous Hat. Dagger. Smaller, Sneakier Dagger. Practical Boots. Starting Skills: 1. Etiquette. 2. Poison Use. 3. ...
-
The Treasury of Skillful Methods was once a school of war wizards, esteemed across the realm for their masterful blending of swordplay with...
-
Druid Starting Equipment: Spear, sharp rock, tanned animal hide bag. Pick a specific beast for the animal hide to be from. +1 Stealth at ev...
-
Perk: You have a magic camera with unlimited film, which you use to store spells in place of a spellbook. Getting a new camera costs as muc...
No comments:
Post a Comment