Clockwork Spy

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I usually justify it as the creature's body moving relatively slower (hence why you get clumsy 1).


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I had a idea for a dancer class or archetype. It lets you gain a benefit until the start of your next turn or lets you attack, when you move from stance to stance.


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They could learn:

1. That certain parts of the creature are valuable to the right buyer, delicious when cooked correctly or a potent aphrodisiac.

2. That they can not go near or are attracted to a certain substance.

3. That under the right conditions they can transform into another creature.

4. That they have some origin story related to a powerful entity or a force of nature.

5. That they are children/servitors of a larger, more legendary creature.

6. That some attack they do transfers a slow acting disease or curse, with a local cure (watch for the symptoms).

7. That they have some unique ritual associated with them.

8. That they have an odd reaction to a spell or item.

9. That among them is a shape-shifting caretaker.

10. That it's clearly a humanoid in a costume.

Most of these waste time after a fight or are quickly disproved by wasting a few action, an equivalent of one person being stunned 2. I based this list on folk stories, urban legends and fairy tales of common creatures.


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Maybe give the Vanguard some way to augment the ships weapons system or boost the engine propulsion?

Honestly, considering the importance of spaceships in some campaigns, all classes should have had a way to specialize their roles on a starship.


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How about Dynamo for Vanguard? It's both a device that converts mechanical energy in to another type (usually electric) and is a name for a dynamic person.


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RainOfSteel wrote:

Yakman,

I think that soul contracts still require a signature in blood, so no clickable souls sales for me.

"Insert Blood into a licenced Blood Port or use previous given blood through your PactPal(tm) account."