Page

The emissary to the game world, the Page is gifted with an innate ability to commune with the creatures he encounters. The Page often finds that problems are best dealt with using diplomacy, and when diplomacy fails, it pays to have a lot of very angry friends. The Page’s boundless optimism gives him the strength to endure what often kills stronger characters.

The Page is the passive (-) counterpart to the Knight. The Knight strives to protect others, while the Page is protected by others. Pages can be either gender, but tend to be male.

Skill Bonus: +2 Enduring

Good Cheer

Intrinsic

Whenever a healing effect is triggered by an ally within 10 yards of the page, it heals an additional 1/Page’s Level. This includes scooping up Vitality Gel.

Befriend

Contest: Pestering vs Pestering

The page selects a single neutral or hostile Underling, Carapacian or Consort in this power's area of effect to contest Pestering vs Pestering with. On a success, the target becomes friendly to the Page’s cause and joins him as a follower. The Page may have any number of followers so long as their total level is less than or equal to his own. These followers accompany the Page indefinitely, until released from service or killed. This power will not affect Agents, Royalty, or unique Boss enemies.

Charm Contest: None The Page gains the followoing ongoing effect: Any creature wishing to target the Page with a single-target ability or standard attack must contest their Trolling to his Pestering. If the enemy fails the contest, they spend their action, but are unable to follow through. They do not spend the ability they used. This Ongoing effect is dropped if an enemy succeeds on the contest, or if the Page is rendered unconscious, asleep, stunned, or otherwise unable to speak. Powers that affect an area larger than one target function as normal, dealing regular damage or effects to the Page.

Rally Contest: None The Page sends out a wave of good vibes. All allies within range immediately regain consciousness, lose all Afflictions, and gain a +6 to their AV and MA until the end of their next turn.