Truly Famous
Requisites:
You no longer have a small following in your hometown, instead, you are considered some kind of idol in your base settlement.
This reassured you, and led you to try your luck in the wasteland, and visit other settlements, in some kind of post-apocalyptic tour.
Hence, your renown has trascended your hometown, and your name has reached distant settlements you've never heard of, along with praise. You have attained all the fame someone could possibly achieve in the Afterfall.
As a consequence:
- The Fandom edge.
- At least 2 other Performer edges.
- The skill relevant to your main act needs to reach at least 1D10.
You no longer have a small following in your hometown, instead, you are considered some kind of idol in your base settlement.
This reassured you, and led you to try your luck in the wasteland, and visit other settlements, in some kind of post-apocalyptic tour.
Hence, your renown has trascended your hometown, and your name has reached distant settlements you've never heard of, along with praise. You have attained all the fame someone could possibly achieve in the Afterfall.
As a consequence:
- Fandom is greatly boosted in your settlement, instead of rolling a 10 in a D10 to determine whether someone is a fan, you need to roll only 6 or above.
- Anyone that has been declared a fan of yours will come to your defense if someone threatens you or attacks you.
- If you sleep for a whole week in a settlement different than your hometown, and succesfully perform an act at least once during that week, with no Critical Failures, you develop Fandom in that settlement. For each extra week in which you meet these conditions, the number you must beat in a D10 to check whather someone is a fan or not is lowered by 1, cumulatively, until reaching 6. Examples:
- If you meet the conditions 1 week, you need to roll a 10 in a D10 to check whether someone is a fan.
- If you meet the conditions 3 weeks, you need to roll a 8 or above in a D10 to check whether someone is a fan.
- If you visit a town you've never visited before and interact with someone, roll 1D20, and if you roll a 20, that person has heard your name, and very good things about you. You will have a +1 modfier to the result of all your social rolls towards that person, and +2 to the result of all social rolls to convince that person to help you at setting up your first gig (for example, arranging a venue, start word of mouth).
- Your first show in every new settlement you visit can cause a lot of commotion and expectation, provided you take time to use word of mouth to promote it (see the point above). If your first show is improvised and you do not use word of mouth, it will only be attended by the people that happens to be in the venue, and you lose the opportunity. However, if you do use word of mouth, 4D6 percent of the population will attend. However, the maximum amount of people that can possibly attend is given by the capacity of the venue you manage to arrange. You get 1 Barter for every 5 people that attends the show.
- Some towns of specific religious, moral, or political views might not appreciate your kind of performance, or the type of ideas you have endorsed in the past. At GM's discretion, some may refuse entrance, or once inside, authorities might speak against you, forbid you to make your shows, try to kick you out of town, or even try to kill you.
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