Networker
Difficulty: ★★ Involved
Charisma. Some people have it. Some people weaponize it. The networker’s effusive charm and timely assistance put them at the center of a web of obligations and associations that can cause wildly different individuals to move together with the coordination of a school of fish, seemingly leaderless, yet startlingly agile.
You’ll constantly be juggling return on investment decisions, trading precious Legend for the ability to secure victory in any situation. Your “I Need a Favor” ability will eventually take some of the pressure off, but even then, you’ll constantly be tempted by your own array of opportunities to shine.
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You’ll constantly be juggling return on investment decisions, trading precious Legend for the ability to secure victory in any situation. Your “I Need a Favor” ability will eventually take some of the pressure off, but even then, you’ll constantly be tempted by your own array of opportunities to shine.
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Power: Contacts
You are the consummate social animal, maintaining dozens of close, even intimate connections with people from all walks of life. And who doesn’t want to help out a friend when they can?
Party Role: Talker/Backer
Your communication skills are unmatched and your ability to elevate your teammates’ performances are similarly impressive.
Class Features
Favored Attributes: Cunning, Determination or Grace (depending on your preference for Charisma or Menace)
Max Luck per level: 8 + Determination modifier
Skill Ranks per level: 4 + Cunning modifier
Class Skills: Acting, Charisma, Menace, Negotiation, Profession
Class Abilities
It's Not what you Know: (prologue)
You and your teammates gain a +1 Teamwork bonus to your Threat Range with all Charisma, Menace, and Negotiation checks. You may spend your Twists to automatically confirm threats with these skills as a critical success when rolled by a teammate who can see or hear you.
(Teamwork stacks, but cannot exceed +4)
It's Who You Know:
At Level 1, you gain an Advice Contact and a Mentor Contact. When you call upon a Contact for the first time each adventure, you may make a Charisma, Menace, or Negotiation check with a Goal of 20. If the check succeeds, they contribute 1 additional Twist to the effort. If the check is a critical success, they contribute a second additional Twist to the effort.
Friend of a Friend:
At Level 2, at the beginning of each adventure you gain a pool of Twists equal to the number of types of Strings you have amongst your Contacts and Allies (Advice, Mentor, Sanctuary, etc.). This pool may only be spent pulling the Strings of your Contacts and Allies.
You may call upon your Advice and Mentor Contacts to grant their benefits to one or more of your teammates instead of you (paying for each teammate to be affected separately). Teammates may still only benefit from one Advice and one Mentor Contact at a time and you may not benefit from that Contact yourself while conferring this benefit upon others.
Everybody's Friend:
At Level 3, if it is possible to gain a benefit when dealing with an NPC because of sharing a faction them, you are considered to share that faction with that NPC (including the reduced cost for claiming Contacts with a shared faction).
Little Black Book:
At Level 4, you gain +2 Presence and an additional Contact. Each time you would gain a Character Level Talent, you may gain this benefit an additional time instead.
"I Need a Favor":
At Level 5, the size of the pool of Twists you gain from Friend of a Friend Is increased by 10.