Mastermind: Just as Planned
Sept 6, 2018 16:41:43 GMT -6
Post by username on Sept 6, 2018 16:41:43 GMT -6
Mastermind
Some people are born tougher, faster, or stronger than others you however were born smarter. You are a Mastermind able to manipulate the people and events around you to your liking. Everything is just as you envisioned, because you make that way.
Always Watching: You are aware of the player characters’ actions at all times even if you are not in the scene. You may also use the aid another action on a character at a distance even when the mastermind is in another scene.
Spider in the Web: Each background dot spent in Contacts, Followers, or Allies has its benefits doubled.
Mind Palace: All mental skills are counted as basic skills, and you gain Cunning*2 as a static bonus on all mental skill rolls.
Above Mere Thuggery: You take a -1k1 rolled penalty to rolls with physical characteristics or physical skills. This includes physical attack and damage rolls.
Power Stat: Cunning As you become more Cunning your ability to manipulate events to your whims grows.
Resource Stat: Plot Your Plot is your intelligence+composure+cunning. Gain 1 Plot back per hour spent plotting, also gain Cunning/2 rounded up back at the start of each scene
Tell: As you spend plot the characters around you feel more and more like puppets who's every thought and actions are being predicted and controlled by the Mastermind. Near invisible incorporeal strings attached to your fingers trail off to things you have manipulated with plot.
* Tactical Genius: You gain the Just as Planned feat and can activate it using plot as a reaction action instead of a Hero Point.
** No Gods, No Masters: You can take up to six dots in your Mental Characteristics, and are immune to Degenerations.
*** No Such Thing as Luck: You can cast the spell Luck using Cunning+Intelligence.
**** Eye of the Storm: A Mastermind's unnatural Coolness and Collection can even calm the raging Warp. You may spend a plot point as a reaction action to gain immunity to perils of the warp for as many rounds as Cunning+Composure.
***** Monologue: Other characters do not become jaded to your social attacks. For each raise you get on a social attack or social skill test, the target must spend an additional Resolve to resist.
Assets:
Mystic Dabbling: You gain the Minor Magic and Mana Generator feats. Every time you increase your Cunning you gain the Minor Magic feat again and gain the Spellbook feat.
If You Want Something Done Right: Remove the negative from Above Mere Thuggery and gain the Mind Palace bonus to physical skills as well as mental skills.
Right Place, Right Time: Gain the Nick of Time and World for Two feats. You may use these feats by spending a Plot rather than a Hero Point if you choose. If you use Nick of Time with a plot, you do not gain the normal Plot regain from entering the new scene.
Flawless Arts: Gain a rank in a Gun Kata or Sword School of your choosing and you may increase it as you level as though it appeared on your class track. So long as a Special Attack or Trick Shot is made of only that School or Kata and/or the Universal advantages, no Restrictions are needed to balance cost going above your Martial or Gunslinger level, although the total style point value of a special attack still cannot go above twice your relevant Martial Adept or Gunslinger level.
No more Heroes: Gain 2 Hero Points. As a reaction action, you may let other characters spend your Hero Points. As a Reaction action you may drain the use of an Unspent Hero Point from another character; that Hero Point must immediately be spent (although you may spend an additional reaction action to immediately give it to another character to use).
Just posting this until Redactula can do so.