Networker
You know everyone. Wherever you go, there’s always someone that you can ask for help. Whether they’re family, a friend, an associate, or someone who has had a good word put in about you on your behalf, you can rely on assistance wherever you go.
Networkers accomplish their goals by relying on other people, and they always have those people available. They can call on a variety of extra contacts to help the team, and their tricks can leverage their connections or bolster their allies. And they always have their trusty Loyal Assistant to aid them in combat.
Proficiencies
Saving Throws: Wisdom and Charisma
Skills: Choose two from Arts and Crafts, Systems, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Social Sciences, and Streetwise.
Equipment: Basic Equipment
Equipment Recommendations
Equipment Pack: Socialite Pack
Weapons: None
NETWORKER TALENTS
Loyal Assistant (Level 1). You have a loyal assistant who aids you in everything you do and follows your orders. You can choose from among the companion types listed for the Networker. (See Companion rules in the Everyday Heroes Core Rulebook for full details on how companions can be commanded in combat.)
Phone a Friend (Level 1). You know people all over the world in a variety of fields who are willing to do you a favor. You can always call on assistance, as if you had a contact with level 2 in any one category (see “Contacts” in Part 3), so long as what that contact provides is normally available in your current location or is able to be done remotely. What is available to you is up to the GM’s discretion. You can do this a number of times equal to your Charisma modifier before you finish a long rest.
The level of the contact increases as you gain levels, as shown in the Contact Level column of the Networker table.
Capable Assistant (Level 3). Your companion gains an additional benefit, as described in their stat block.
Advanced Assistance (Level 5). Once during your turn, when your companion takes the Attack action, they can make two attacks as part of that action.
Over Your Head (Level 7). You can threaten to call someone’s superior, whether you actually know them or not. You have advantage on Charisma (Intimidation) checks against any person that has a boss, manager, superior officer, or other authority figure over them.
I Know Everyone (Level 9). Everyone has heard of you, or at least instinctively senses that you are a big deal. You always treat a roll of 4 or lower as a 5 on any Influence die you roll.
EXPERT
Medium person (human)
Defense 13 + your proficiency bonus (treat your proficiency bonus as their Defense bonus)
Hit Points 4 + four times your level (d6 Hit Dice equal to your level)
Speed
30 feet
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+10 | 16 (+3) | 16 (+3) | 10 (+0) |
Skills Choose any four skill proficiencies.
Senses passive Perception 13 (or 10 + their Perception bonus, whichever is higher)
Expertise. Your Loyal Assistant has expertise in your choice of one of their skill proficiencies. When you reach 3rd level, they gain expertise in a second of their skill proficiencies.
Actions
Unarmed. Melee Attack: your Charisma modifier + your proficiency bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
Other Weapons. Your Loyal Assistant can use any other weapon that you give them, using your Charisma modifier instead of the normal ability score for attack rolls, plus your proficiency bonus if they are proficient. They are proficient in Basic Equipment. They use their own ability modifier for damage.
MUSCLE
Medium person (human)
Defense 13 + your proficiency bonus (treat your proficiency bonus as their Defense bonus)
Hit Points 5 + five times your level (d8 Hit Dice equal to your level)
Speed
30 feet
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 12 (+10 | 14 (+2) | 14 (+2) | 10 (+0) |
Skills Choose any two skill proficiencies.
Senses passive Perception 12 (or 10 + Perception bonus, whichever is higher)
Protector. After you reach 3rd level, your Loyal Assistant can make opportunity attacks using their reaction.
Actions
Unarmed. Melee Attack: your Charisma modifier + your proficiency bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.
Other Weapons. Your Loyal Assistant can use any other weapon that you give them, using your Charisma modifier instead of the normal ability score for attack rolls, plus your proficiency bonus if the Assistant is proficient. They are proficient in Basic and Advanced weapons. They use their own ability modifier for damage.
NETWORKER TRICKS
Chop Chop. When you call on a contact for aid, after you roll to determine how long it takes for them to be available, you can roll an Influence die to get them to hurry. Reduce the time before they are available by 15 minutes times the Influence die’s result, to a minimum of 0.
Get ‘Em. You can roll an Influence die to command your companion to Kill as a bonus action. Your companion adds the result of the Influence die roll to their first attack roll during this command. You cannot use this trick if you have already given your companion a Kill command this turn, and you cannot issue another Kill command this turn after using this trick.
Don’t I Know You? You are very adept at pretending to know people. By spending 1 minute talking to someone, you can spend an Influence die to convince them that they know you. The target must make a Wisdom saving throw against your trick DC. On a failed save, they believe that they have met you before but forgotten you. Whether they fail or not, you can roll the Influence die and add it to the next Charisma (Deception or Persuasion) check you make against the target, but you also have advantage on that check if they failed.
Rumor Mill. You talk to a lot of people, and people love to gossip. You can roll an Influence die without taking any action to recall information about specific people. You can ask the GM a number of the following questions about one specific individual equal to the Influence die’s result, which they answer truthfully so long as that information could conceivably be known. If it cannot be known, you can ask a different question instead. If no information could be known about that individual, you do not spend your Influence die. The questions that you can ask are:
- What are they motivated by?
- What is their daily schedule?
- What scandal were they part of?
- What addiction do they have?
- What medications are they on?
- Whom do they work for?
- Whom are they dating or sleeping with?
- Whom do they owe?
- Whom are they trying to win over?
- Who hates them?
Told You They Were Good. Your people are the best of the best. Whenever your Loyal Assistant or one of your contacts makes an ability check, attack roll, or saving throw, after you see the roll but before you determine success, you can roll an Influence die and add it to the result.
You’d Better Not. When an enemy that can hear you would hit you with an attack, you an spend an Influence die to threaten them with retribution from your contacts. Roll the Influence die and reduce the result of their attack roll by your result, and potentially turn the hit into a miss.
Networker Table
Level | Talents | Contact Level |
---|---|---|
1 | Loyal Assistant, Phone a Friend | 2 |
3 | Capable Assistant | 3 |
5 | Advanced Assistance | 3 |
7 | Over Your Head | 4 |
9 | I Know Everyone | 4 |
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