The Showman is a performer of great skill that is able to inspire and rally others with their entertainment. Clever and possesed of a certain flair, Showmen are often encountered on the move, traveling from place to place to ply their trade and assuage their curiosity for unusual events.
Showmen are interesting to play and can often contribute to an adventuring group.
Cost Ability
24 Performance MPP: MP, 30-point reserve, (30 Active Points); all slots Requires A Performance Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Power Skill (PRE); -1/4)
2 1) Presense: +30 PRE (30 Active Points)
1 2) Countersong: Suppress 2d6, any SONIC power one at a time (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), AOE (2" Radius; +1) (27 Active Points); No Range (-1/2), Concentration, throughout (1/2 DCV; -1/2), Incantations (throughout; -1/2)
1 3) Inspire Greatness: Succor 1d6 (standard effect: 3 points), Reduced Endurance (1/2 END; +1/4), AOE (2" Radius; +1), Selective (+1/4), all Primary Characteristics simultaneously (+2) (22 Active Points); Incantations (throughout; -1/2), Concentration, throughout (1/2 DCV; -1/2)
7 Power Skill (PRE): Performance +2
3 Quick Witted: +3 INT
3 Glib: +3 PRE
3 Alert: +1 All PER
10 Puissant: +1 Overall Level
1 WF: Short Blades
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
3 Well Connected
var Contacts
var Favors
var Successful: Money
var Street Credibility: Reputation Perk
var Established: Base(s)
var Established: Followers
2 Thieves' Cant: (Language; basic conversation; literate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)