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Class record

Mime

Utility

Tier
1
Difficulty
3 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Art. You can exchange any skill point for 2 expertise points, but must spend them in this skill.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Mary couldn’t quite understand what she was seeing. Their caravan had been attacked by hobgoblins, which their guards had dutifully moved to engage. They were fighting among the trees, working together to root out the hobs and unfortunately fully engaged and unable to respond to the second group of hobs that had been waiting. Merchants and fathers had picked up brooms, rakes, and shovels. Anything to defend themselves with as they ushered the women and children behind them.

But it was the young man that had silently been riding along with them that stepped forward to confront the small group of hobs on his own. He gestured with a smile that he’d be perfectly okay and that everyone should stay back. Mary thought he must be a mage or a martial artist of some kind. And she was kind of right. Instead of calling down sparkling magic and fire or punching and kicking his way through the hobs he just…acted like he was pulling out…something. A gun? He behaved like he had a real gun in his hands, dramatically loading it. But…he didn’t have anything in his hands.

Was he crazy? Was it actually magic?

Everyone was surprised when there was the loud crack of a gun going off and one of the hobs tumbled to the ground. The…mage -- he had to be a mage -- twirled his invisible gun and blew silently like he was blowing away smoke from the barrel of a real gun. He dramatically fell into a showy stance and three more gunshots rang out, dropping just as many hobs. The last one seemed to get over whatever strange magic this was and charged at the man.

Again, he reacted dramatically and silently, acting out dropping his invisible gun and putting his hands out in some attempt to stop the enraged hob. Everyone was as shocked as the hob was when it slammed into an invisible wall inches from the man’s outstretched hands. Stunned by the sudden impact, the hob staggered backwards, giving the man time to do…what was he doing?

He was reaching over his shoulder like he was gripping the handle of something slung over his back. He hefted whatever it was like it weighed a lot and dramatically tilted as it dragged him sideways. A puff of dirt appeared as an indent was carved out of the ground by whatever it was. Acting like he was lifting something massive, the man silently wound up with a dramatic stance, one leg lifted. Then he brought his invisible weapon down, smashing the hob into the road in a sickening crack.

Was that…a giant hammer? An invisible giant hammer?

The man rocked on his feet to regain his balance and made a show of wiping his brow and heaving a relieved sigh. Then he turned back to all of them and gave a cheerful thumbs up.

“What…the hell was that?” Mary heard her dad mutter. She wanted to know too. She’d never heard of invisible magic like this!

Tactical guidance

Playing Mime

The mime is a silly class that prevents you from speaking while using it. Making gestures is still fine!

Most Mime abilities are Illusion abilities, which means you'll be weak to people with the Faerie Light Eyes. Your imaginary weapon just lets you quickly draw any weapon you want. Powerful early, though it remains a basic version with no mods or upgrades. Imaginary consumables is a similar ability that mimics a real thing, allowing you to spend a fair bit of mana for a powerful consumable effect. Things like flashbangs and smokeflasks are always good to mimic, though you'll still have to spend the AP to toss it as well.

Invisible Wall is a small wall that gives a temporary big bonus. The size is small, but it's low AP cost and it costs no mana. 

Finally Dramatic Death is a way to get an enemy group to stop focusing you. If you use it while low on HP, you can also simply choose to remain playing dead and be safer.

Mime

Class features

Abilities unlocked

Complete rules for every ability granted by Mime.

Key ability

Mime's Journey

Class feature
Grants+5 skill pointsArt

Benefit 1

You gain proficiency in 1 common and 1 specialized weapon

Benefit 2

You gain +5 skill points to spend in Art. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

As a mime, you’re not allowed to speak. If you speak during an encounter, you cannot use any Mime abilities until the end of the encounter.

0 AP
Range
Self
Keywords
Quick,Illusion

You ‘draw’ an imaginary weapon or shield in which you are proficient. 

This weapon works exactly like a normal weapon would, but only you can wield it and normal people can't see it.

1 AP
Range
5ft
Keywords
Illusion

You create an invisible 5ft wide and high wall within range. It gives Low Cover, but it counts as High Cover against the first ranged attacks the wall gives cover from.

1 RP
Range
Self

You fall prone and may immediately use the Play Dead action. You may use your Art(Mime) for this roll instead of Deception.

At the start of your turn, you may stop playing dead and immediately stand up from prone for 0 AP.

Requirements

You've taken damage and that damage is done resolving.

1 AP-1 MP
Range
Self
Keywords
Illusion

You ‘draw’ an imaginary basic consumable alchemy item or minor item that can cost no more than 100c per mana spent on this ability and no more than 500c total. 

This consumable works like regular consumables would, but only you can use it, normal people can’t see it and it doesn’t work with abilities that require you to use real consumables like counter-potion.

Any items created with this ability only last until the end of the encounter, or for 5 minutes outside of one.