Travelers of Ki'Mara

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Mastermind

Technology is the way of the future. The rattle of industry, the smell of an engine, the muzzleflash of a pistol. Do you have a sharp eye and a quick trigger finger? Do you consider yourself experiemental or just mental? It may be your god complex but you have an itch for creating and occasionally destroying things; Your inventions are astounding, astundent, opreapo! If they can build it, you can build it better, faster, and with twice as many cogs! Are you accurate with a firearm and prefer to leave the fighting to the brutes? Do you just prefer the hum and whirl of your magnificent pets? If you like to make things and occasionally people explode then you are a Mastermind. 

Starting Benefit

Create Schematics

You are one of the few capable enough to imagine greater. This skill allows you to copy existing schematics or sketch up new schematics from Gadgets, Firearms, and Explosives that you find in Ki’mara. You may choose 3 blueprints to start with when creating your character. You must spend at least 5 minutes roleplaying this skill. You also gain the skill "Read Schematics" for free.

Novice Tier

At 1st level you only have access to Novice Tier Skills. Full descriptions of each skill can be found below the table.

Skill Name
Requirements
 Description
 XP Cost

Bioserum Chemist

Chemistry
You can create Rank I Bioserums.
6

Blinding Shot I-II*

Dead Eye
You are able to blind a foe with your gun's muzzleflash.
4 / 6
Build Components
 -
You are able to create invention components from ores and mundane materials.
3

Chemistry

 -
You are able to gather and create chemical components.
4

Crippling Shot I-II*

Dead Eye
You can target limbs to cripple your foes.
6 / 8

Disable Invention

Read Schematics
You are able to disable inventions.
4
Dread Promise I-II*
-
Your knowledge provides you with insight into peoples darkest fears.
5 / 7

Electro Baton

Weird Science
You are able to build a weapon that delivers electricity damage.
5
Helatite Shield I-II*
 -
When holding a helatite stone you gain 1 magical defense per rank in this skill.
 
Ignore Addiction
 -
You suffer no negative effects from illegal or raw components and substances.
5
Inner Madness I-II*
 -
You gain 1 mental defense per rank in this skill.
3 / 5

Jimmy Rig

Read Schematics
You are able to get 1 more use out of an invention.
6

Shirk

 -
You may use your firearm to defend against attacks.
5

Quick Draw

Trickshot x2
 You can draw your gun quickly and accurately
4
Read Schematics
 -
You can read and understand Invention Schematics.
3**

Salvage

Build Components
You can regain 1 component from a broken device for each tier in Mastermind.
4
Surgical Precision I-II*
Dissect
Using a melee or projectile attack you can ignore armor and other defenses.
5 / 7

Trickshot

 -
You can perform feats of skill and precision with firearms.
1
Weird Science
 -
You are able to inscribe your own biology onto devices you create.
5

Zap I-II*

Electro Baton
You can daze your foe with an electro baton.
3 / 5

*Rank III and IV can be purchased when you attain Journeyman Tier, and Rank V can be purchased when you attain Expert Tier.

**Masterminds gain Read Schematics for free as a starting benefit. Mastermind Hobbyists must pay 3 XP to take this skill. 

In the section below, each skill name is followed by its Usage (Common, Heroic, Mastery, Legendary). This defines the number of purchases you may make of that skill, when it refreshes, and how often you can use it. More information about a skills usage can be found on the Using Skills page under Larp Basics

 

Novice Tier Skill Descriptions

Bioserum Chemist   ♦   Common

You are able to use Rank 1 Bioserum recipes that provide super human defenses. See Alchemy Recipes for more details.

Blinding Shot  ♦   Mastery

You are able to temporarily blind a foe with your muzzle flash. You may use this skill to defend against a melee attack. The attack misses and the target is then blind for 5 seconds. You must also expend 1 bullet when you use this skill.  At mastery V you may use this skill as an attack that lasts for 1 minute.

Build Components   ♦   Common

You are able to create invention components from raw materials with the use of a forge or workbench. If you have the resources to do so you may create up to 5 of the same component with a single use of this skill. Each time you use this skill requires a minimum of 5 minutes of roleplaying. 

Chemistry   ♦   Common

You are able to gather, use, and produce Chemical Components and Extracts. These components may have unique applications including universal solvent, caustic or bonding effects, or even bizarre side effects when used on living creatures. See the Creating Items page for more details on components.

Crippling Shot   ♦   Mastery

You are able to target your enemy’s arms and legs to devastating effect. When you use this skill call “Crippling Shot, Maim” and designate a target limb. At Mastery V this skill also knocks the target prone for 10 seconds.

Disable Invention   ♦   Heroic

You may use this skill to permanently disable an unattended device after 5 seconds of roleplay for each component it contains. If you are interrupted in any way the skill fails. While using electro batons you can strike your foe to instantly disable a device they are using or wearing for 1 minute. This is considered a melee attack.

Electro Baton   ♦   Common

You are able to create this unique device that delivers a lethal jolt of lightning to your foes. To build an Electro Baton you must have 1 Helatite Fitting, 1 Copper Pipe, and 1 Helatite Stone of any value, and then roleplay building it for 5 minutes. These batons are considered Small Blunt melee weapons that deals 1 Lightning Damage. If held by someone other than you it deals 1 Lightning Damage to the wielder every 5 seconds. Once created, Electro Batons do not need to be repaired and do not expire due to their biological nature though they may still be disarmed or sundered by other skills. This skill requires a Physrep.

Helatite Shield   ♦    Mastery

You can use an empty helatite stone to protect yourself from a magical attack. You may use this defense skill whenever you are holding an empty stone or wearing it in plain sight. At Mastery V when you use this defense it charges the stone with 3 Mana.

Ignore Addiction   ♦   Common

You have worked up tolerance to an illegal alchemy or raw component of your choice. You no longer take any negative effects from this substance and can imbibe any amount of it without risk. You may purchase this skill multiple times choosing a new substance each time. 

Inner Madness   ♦    Mastery

You are able to unleash the madness in your mind against those who try to pry into it. When you are struck with a mental attack you may call Inner Madness to negate the attack and daze your attacker for 20 seconds. When using this skill call, “Inner Madness, No Effect, Daze 10 seconds.” At Mastery V this defense can be used to cause a 5 second pain instead.

Jimmy Rig    ♦   Common

You are able to get an invention working for just long enough to use it one more time. Using this skill requires 1 minute of roleplaying after which you may call “Jimmy Rig” and immediately activate the device for 1 use. If the device does not have uses, it instead functions normally for 1 hour before breaking again. Each device can have this skill used on it once ever. This can only affect Mastermind devices that are equal to or lower than your tier in Mastermind.

Quick Draw   ♦   Heroic

You can draw your weapon with lightning reflexes and deadly accuracy. To use this skill you must have a gun holstered or slung over your shoulder for at least 5 minutes and the target must be within 30 feet of you. When you use this skill call “Quick Draw, 5 Damage” and immediately draw your weapon as quickly as possible. You may use Quick Draw with multiple guns. This skill requires ammunition to use.

Read Schematics   ♦   Common

You can read and understand Rank 1 Invention Schematics. Schematics list all the components you need to construct a device and describe how to put it together using a Toolbox or Workbench. Schematics also contain all the rules regarding the function of a device. See the Invention Schematics page for more details.

Salvage   ♦   Heroic

You can regain components from a broken or non-functioning device. You may salvage 1 Component from the device for each tier you have attained in the Mastermind path.

Shirk   ♦   Heroic

You may use firearms to block incoming attacks in a tight situation. When you are struck by a melee attack in combat if you are wielding a projectile weapon you may say, "Shirk, No Effect" to block melee attacks.  Do not actually block a melee attack as both props can become damaged and dangerous to use in play.

Surgical Precision   ♦   Mastery

Your keen eye-hand coordination allows you to aim at critical points in your enemies armor. You may combine this skill with any melee or projectile attack to give it the Piercing quality. When using this skill call, "Surgical Precision" followed by the skill you wish to use. At Mastery V the target requires 2 defenses to block this attack.

Trickshot   ♦   Heroic

This skill is used strictly for roleplaying feats of precision and skill. You could call “Trickshot” to shoot an apple at a 100 feet away, bounce bullets around a room, or shoot at inanimate targets you can’t directly see but are still aware of. You may also use this skill to perform additional feats when a narrator is present or solve puzzles that require accuracy. You may not use this skill to deal damage or bypass concealment. Ammunition is still expended normally.   

Weird Science   ♦   Common

When you create a device, you can alter it in such a way that it can only be used by you. Whether it responds to your fingerprint, your DNA, your body’s electrical signals, the device somehow knows if you’re using it and simply does not work if anyone else attempts to do so. Check off Weird Science on the Invention card when using this skill.

Zap   ♦    Mastery

You generate excess energy with your body movement and use it to disable your enemies. When you use this skill call “Zap, Stun 10.” You must be wielding an Electro Baton to use this skill. At Mastery V when you use this skill now call “Zap, Pain 5 Seconds Prone” knocking the target prone and applying a pain effect that lasts 5 seconds.

Journeyman Tier

To open the Journeyman Tier of Mastermind you must have a total of 100 XP spent on skills from the Mastermind and Traveler list.

Skill name
Requirements
Description
XP cost
Blast Lock
Trick Shot x3
You can open locks by attacking them with a firearm.
8
Cauterize
 -
You can heal 3 points of damage after firing off your weapon.
6
Cure Poison
Physician (traveler)
You can relieve and cure the effects of poison.
7
Disarm Bomb
Demolition Expert
You can disable timed bombs and explosives.
4
Disengage
 -
You can quickly retreat from combat.
6
Demolition Expert
Improved Inventions, Chemistry
You are able to create Rank 3 and Rank 4 Explosives.
7
Eureka!
Inner Madness
You can give a temporary immunity to mental attacks.
8
Field Strip
 -
You can repair a broken firearm in 1 minute with minimal parts.
10
Improved Inventions
Read Schematics
You are able to use Rank 2 Invention Schematics.
4
Linguistics
Read Schematics
You can translate dead languages and decipher blueprints in any language.
5
Replacement Parts
Read Schematics
You can repair inventions instead of scrapping them when they break.
8
Static Discharge
Electro Baton
You can temporarily stop mages from casting spells.
6
Understand Machinery
Improved Inventions
You can rework schematics to reduce the number of components you need.
8
Vaccine
Physician (traveler)
You can create vaccines that prevent infection and disease.
7
Mutation Theorist
Bioserum Chemist
You are able to use Rank 2 Bioserum Recipes.
8
 

Journeyman Tier Skill Descriptions

Blast Lock   ♦   Heroic

You are able to use explosives or guns to destroy Novice or Journeyman Locks. You must roleplay inspecting or wiring up the lock for 20 seconds after which you may expend 1 explosive or 2 bullets. After you have performed this skill you may bring the locked box to logistics or seek out a marshal to open the lock for you if you are unable to move it. 

Cauterize   ♦   Common

You are able to press the heated barrel of your gun against your skin to close a wound or stop bleeding. After firing your weapon without aiming at or hitting a target you are able to heal 3 points of damage. You may only benefit from this skill once before you must take more damage to benefit from it again. You may choose to heal yourself or someone else with this effect. This skill cannot be combined with another skill or attack.  

Cure Poison   ♦   Common

You are able to create cures to poison using the same ingredients as the original. Additionally you can reverse engineer a cure from existing poisons. Write Cure Poison on the item card when used in this way.

Demolition Expert   ♦   Common

You are able to create bombs and explosives using chemistry. You may now build Rank 3 and Rank 4 explosive schematics.

Disarm Bomb   ♦   Heroic

You are able to disarm explosive and canister traps, and timed bombs. You must roleplay using this skill for 20 seconds. When disarming traps with the Superior Wiring trait this skill reveals two of the incorrect wires.

Disengage   ♦   Heroic

You are able to quickly escape combat and retreat to safety. When you use this ability call “Disengage” then you may put your weapons on your head and go OOG for 20 seconds. You cannot be followed or tracked when using this ability.

Eureka!   ♦   Common

Your experiments have progressed to the next level of self discover, the mind! You are able to perform a 10 minute experiment to give someone (including yourself) immunity to one mental skill of their choice for the duration of the event. Additionally, they take one minor derangement that cannot be cured till the following event. You may use Eureka twice for every tier you have obtained in Mastermind. If anyone benefits from Eureka! more than 3 times during the same event they take a major derangement that cannot be cured till the next event and one minor derangement that cannot be cured for at least 6 months.

Field Strip   ♦   Common

You can repair a Firearm by expending any invention component. This component does not have to be an ingredient used to build the weapon. You must roleplay this skill for 1 minute.  

Improved Inventions   ♦   Common

You know how to use Rank 2 Invention Schematics.

Linguistics   ♦   Common

You are able to translate bits and pieces of dead languages and know how to recognize schematics written in any language. You may use this skill to obtain partial translations of coded languages, or learn facts about ruins with ancient writing. You may not use this skill to translate Arcane Muttering.

Mutation Theorist   ♦   Common

You can create bioserums that cause dramatic mutations for a short duration. You are able to use Rank 2 Bioserum Recipes. Many of these bioserums require that you wear additional costume or makeup for their duration. 

Replacement Parts   ♦   Common

You are able to repair an invention instead of building a new one from scrap. Using this skill requires 5 minutes of roleplaying after which you may call “Replacement Parts” and immediately restore half of the Invention’s Charges. If the device does not have charges it instead functions normally until the end of the event before breaking again. Each device can have this skill used on it once ever.

Static Discharge   ♦   Heroic

You are able to use electro batons to interrupt the body’s natural flow of mana. With this skill you are temporarily able to stop a mage from casting arcane spells and only arcane spells. Any time that you strike a mage with your batons you may call “Mute 5 seconds” instead of dealing damage. Mages may still use other skills from their path as long as they do not have a speaking requirement.

Understand Machinery   ♦   Common

When building a device that requires 2 of the same components you are able to substitute a single component instead. 

Vaccine   ♦   Common

You are able to create vaccines to disease and infection. See Alchemy Recipes for more information.

Expert Tier

To open the Expert Tier of Mastermind you must have a total of 300 XP spent on skills from the Mastermind and Traveler list.

Skill Name
Requirements
Description
XP Cost
1.21 Gigajoules
 -
You gain an extra use of any skill or item ability that you possess.
7
Armor Graft
 -
You are able to graft armor to your body with the help from an assistant.
8
Artifice
Build Components
You know how to collect unique components.
6
Blind Fire
Trick Shot x4
You may operate firearms while blinded.
8
Crypto Compendium
Mutation Theorist
You are able to create Rank 3 Bioserum Recipes.
10
Engineer
Improved Inventions
You are able to use Rank 3 Gadget Schematics.
6
Inventor
Improved Inventions
You are able to use Rank 3 Experimental Schematics.
6
Gunsmith
Improved Inventions
You are able to build Rank 3 Firearm Schematics.
6
Lobotomize
 -
You can afflict a victim with a permanent derangement.
8
Persistent Mutation
Crypto Compendium
Rank 3 Bioserums can be made permanent on yourself.
8
Rebuild Device
Replacement Parts
You can completely rebuild a device with minimal components.
10
Rewire
Disable Invention
You can steal inventions from other masterminds.
10
Sonic Boom 
Electro Baton
You can create fear with a massive sonic boom.
7
 

Expert Tier Skill Descriptions

1.21 Gigajoules   ♦   Common

You have purposefully been struck by lightning after preparing several elixirs and chemicals. You are able to bend the laws and reality of time just slightly. Once per battle you may call this skill and then immediately call any skill that you have already used. This may be a skill that appears on your card including buffs or item uses but not legendary skills. 

Armor Graft   ♦   Common

You are able to graft armor to a humanoid's torso or limbs. Grafting armor is extremely painful for the recipient and has a 50% chance of inflicting a permanent derangement or causing death. Armor grafts can be used to reinforce a body or even replace missing limbs. The target of this effect must use the same physrep or make-up at all times to represent the effects of this skill. Armor grafts can be hidden below the flesh or worn as bulky as the target wishes, but they cannot change it without first having this skill used on them again. Armor grafts are also always removed when a character is resurrected (however a derangement will remain). Armor that is grafted to a limb or torso affects the entire area with threshold and any other traits that the armor possesses regardless of what it actually covers. 

Artifice   ♦   Common

You know how to collect unique components even if you don’t have the right tools or skills to do so yourself. You are able to instruct others in the methods of collecting these components if they have the neccesary skills.

Blind Fire   ♦   Common

You no longer need to see to successfully hit a target with your shots. You may ignore the effects of blindness as long as you are able to hear and may attack normally with firearms. You still incur other penalties from blindness including reduced movement and the inability to call melee based skills. 

Crypto Compendium   ♦   Common

You have kept a detailed guide to your experiments that allows you to complete experiments more quickly. You are able to use Rank 3 Bioserum Recipes and no longer need a Laboratory for any recipe that requires one.  To use this skill you must designate a journal or similar book as your compendium and have it with you when creating bioserums.  

Engineer    ♦   Common

You have a better understanding of helatite science and specialize in building gadgets. You are able to use Rank 3 Gadget Schematics. Additionally you may now use Create Schematic on experimental inventions to create gadget schematics (effectively converting them from experiments into gadgets).

Gunsmith   ♦   Common

You have learned how to construct more complex firearms with larger clips and better functionality. You are able to use Rank 3 Firearm Schematics.

Inventor    ♦   Common

Your mind doesn't see theories and concepts but reality on paper. You are able to use Rank 3 Experimental Schematics. Additionally you have contacts in the quartermaster's office which allow you to purchase schematics directly from Amara. 

Lobotomize   ♦   Common

You are able to give someone that goes under your knife a permanent derangement. This skill takes 30 minutes of roleplay to use and has a 75% chance of success. As part of the lobotomy you are able to obtain one truthful answer to a question that you ask. This skill can be performed on an unwilling victim.

Persistent Mutation   ♦   Common

You have synthesized a Rank 3 Bioserum to provide you with a permanent mutation. Any costume requirements must still be met at all times. You may take this skill multiple times choosing a different mutation each time.

Rebuild Device   ♦   Common

You are able to completely clean and rebuild the parts of this device to restore it to complete working order. Using this skill requires 30 minutes of roleplaying after which you may call “Rebuild Device” and immediately restore all of the devices charges. If the device does not have charges it instead functions normally until broken again. Each device can have this skill used on it once ever. 

Rewire   ♦   Common

You are able to take control of devices by rewiring them for your own purposes. You must roleplay this skill for at least 5 minutes after which you may treat a device as your own. This skill bypasses the skill Weird Science as well as any kind of locking mechanism or traps and bombs that you have not set off. 

Sonic Boom   ♦   Heroic

You are able to overload your batons to create a massive wave of sonic energy.  Anyone standing within 30 feet of you takes a 10 second fear effect that is centered on you. You may call a personal hold to clarify this skill.

Legendary Tier

Skill Name
 Description
 Requirements
Clockwork Engineer
You are able to write schematics for a unique device that only you know how to build. This device can be completely new or an improved version of something that already exists.
Build Components, Salvage, Rewire, Linguistics, Rebuild Device, Jimmy Rig, Artifice, Disable Invention and Understand Machinery
Mad Science
You create a serum that causes you to have a split personality that transforms your physical form. This personality is completely different and gives you access to a new set of skills.
Lobotomize, 1.21 Gigajoules, Bioserum, Mutation x4, Persistent Mutation x4, and Inner Madness V.
Signature Weapon
You have built a custom firearm for yourself or someone else. This weapon deals +1 damage when used by them, is unbreakable and immune to magic.
Gunsmith, Deadeye, Blinding Shot V, Cauterize, Crippling Shot V, Blind Fire, Quick Draw, and Pistol Whip

*All Legendary Skills cost 15 XP per purchase.

 

Legendary Tier Skill Descriptions

Clockwork Engineering ♦ Legendary ♦ 15 XP
Requirements: Build Components, Salvage, Rewire, Linguistics, Rebuild Device, Jimmy Rig, Artifice, Disable Invention, and Understand Machinery
You are able to create a unique unbreakable device (that is not a firearm). This device can do something that no other device can, or may be an improved version of a device that already exists (The device that you create requires Storyteller Team approval). You may purchase this skill up to 3 times.

Mad Science ♦ Legendary ♦ 15 XP

Requirements: Lobotomize, 1.21 Gigajoules, Bioserum, Mutation x4, Persistent Mutation x4, and Inner Madness V.

You have created a serum which alters your body and mind. This skill allows you to create a secondary persona which acts and dresses differently. You lose access to all of your mastermind skills and instead develop a secondary set of skills that you use while under this transformation (You still retain access to any secondary or tertiary skills). This skill list can be composed of either warrior or outlaw skills and may not include their starting benefits or master level skills. You also may not purchase skills that you already know (but you may increase their mastery with this skill). You will receive a special character card for your persona. The serum lasts 6 hours and unless someone witnesses your transformation it is impossible to tell you are the same person. It is unknown what will happen to a person who dies while under this transformation. You may purchase this skill up to 3 times.

Signature Weapon ♦ Legendary ♦ 15 XP

Requirements: Gunsmith, Deadeye, Blinding Shot V, Cauterize, Crippling Shot V, Blind Fire, Quick Draw, and Pistol Whip. 

You are able to create a firearm that cannot be disabled by magic or other devices and is unbreakable. It never wears out and deals +1 damage when used by it's designated owner. This firearm has no market value, and if lost or stolen it is returned by a random NPC at the beginning of the next event due to the firearm's reputation. You may purchase this skill up to 3 times.