You are an entertainer: a singer, dancer, poet, storyteller, or
something similar. You perform for the benefit of others.
Naturally charismatic and talented, you have also studied
to master your art. You know all the old poems, songs,
jokes, and stories, and you’re skilled at creating new ones,
too.
You probably wear flamboyant or at least fashionable
clothes and use cosmetics, tattoos, or hair stylings for
dramatic effect.
The role of the entertainer fits the Jack best, though
Glaives and Nanos sometimes entertain as well.
Connection: Choose one of the following.
1. Pick one other PC. This character is your worst critic.
Your abilities to help or inspire others don’t function for
them.
2. Pick one other PC. They seem to really enjoy your
attempts to entertain, and this brings out the performer in
you. It’s up to that character whether their appreciation is
real or they’re just being polite.
3. Pick one other PC. They are so inspired and put at ease
by your stories or other forms of entertainment that when
you use Levity, they gain +2 to their recovery rolls (instead
of +1).
4. Pick one other PC. This person knows the secret to
one of your favorite forms of entertainment. You worry
constantly that they will steal it or reveal it.
Additional Equipment: You start with a musical
instrument or other tools needed to perform.
Minor Effect Suggestions: You enchant the target, who
remains enchanted as long as you focus all your attention
on keeping them that way.
Major Effect Suggestions: The target is forever favorably
disposed toward you.
Tier 1: Levity. Through wit, charm, humor, and grace,
you are trained in all social interactions other than those
involving coercion or intimidation. During rests, you put
friends and comrades at ease so much that they gain +1 to
their recovery rolls. Enabler.
Tier 2: Inspiration. Through stories, songs, art, or other
forms of entertainment, you inspire your friends . After
spending 28 hours with you, once per day each of your
friends can decrease the difficulty of a task by one step.
This benefit is ongoing while you remain in the friend's
company. It ends if you leave, but it resumes if you return
to the friend's company within 28 hours. If you leave
the friend's company for more than 28 hours , you must
spend another 28 hours together to reactivate the benefit.
Enabler.
Tier 3: Knowledge. Your stories and songs contain truth .
You are trained in two areas of knowledge of your choosing.
Enabler.
Tier 4: Calm (3 Intellect points). Through jokes, song, or
other art, you prevent a living foe from attacking anyone or
anything for one round. Action.
Tier 5: Able Assistance. When you help someone with a
task, you always reduce the difficulty of the task by one step
regardless of your own skill at that task. Enabler.
Tier 6: Master Entertainer. Your Inspiration ability works more
effectively, allowing your friends to decrease the difficulty of a
task by two steps rather than one step. Enabler.