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The Gang's All Here: The Fool
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= Page One = '''CLASS DIE: D6''' Always look on the bright side of life. Always look on the bright side of life. Always look on the bright side of life. Always look on the bright side of life. And if I don’t things will be worse. Fools rush in... and their friends have to deal with the consequences. ==Name== Tinkerbook ==Stats== *STRENGTH: 3 *<u>DEXTERITY</u>: 4 *CONSTITUTION: 3 *WISDOM: 2 *INTELLIGENCE: 2 *<u>CHARISMA</u>: 4 ==Equipment== *Whatever you wish to wear, it always counts as Defence 2. *A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.) *A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.) ==Look== *Light fabrics, exposed skin, a big grin ==Defensive Stats== *GUARD (=Dex): 4 *HEALTH (=Con): 3 *DEFENSE: 2 *WILLPOWER (=Wis x 2): 4 =Page Two= ==The Fool's Six== When no one's looking, draw a symbol on one side of your D6. (Write the number you're replacing beside one of the symbols.) At any time, if you want to wipe it off and draw a different symbol, or on a different number, I guess I can't stop you. (Just do it '''before''' you roll. Don't push it.) This symbol counts as a six, no matter what the actual number beneath it. It can either activate any relevant Special, or activate the corresponding ability below: X: Disarm a foe O: Knock a Foe Over (Makes Them Lose All Guard) V: Inspire all allies to get advantage next round These actions make it appear that the Fool has simply been lucky, or that the opponent has been unlucky. Anyone watching the fight will not assume the Fool is any good at all. ==The Fool's D6== If your D6 is in your possession, it is added to a dice pool any time when the character is acting in a cavalier fashion. In any dice pool where the Fool’s D6 has been added, you gain... Special: roll another D6 and add it to the present dice pool. Yes, if you roll a six, this Special can be activated again. ==If All Else Fails== If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. The GM may return your D6 at any point, to create an entirely unfair event on a similar scale of awfulness. If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM. ==Your Style== Fools are, above all things, fools – charming or otherwise. However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the rest of the party. What style of Fool are you? *A Trickster Wizard (Example Archetype: Rincewind, John Constantine) Can cast a small magical attack (throws glowing needle bolts). Can cast minor magical spells (Max difficulty of 1). See what you can talk the GM into. Example spells: ''Disguise, Summon Animal, Fairy Lights'' ==And that's it== ==Everyone else is still filling out their sheet, aren't they? Shit.== ==What Do You Love== Write a mark out of ten for each of the following, depending on how much you like them: _10_ Bunny Rabbits _10_ The Concept of Forgiveness _6_ Tulips _1_ That weird guy who you see in the supermarket _3_ Jazz _5_ The Eiffel Tower _6_ ''Alien3'' _4_ Multiple Choice Quizzes _8_ Dancing _9_ Pyramids _8_ Card Games Taught By Grandparents _4_ Objectivity _5_ The End of Game of Thrones _7_ Cats _8_ Dogs ==Upload An Image File, Or Something== [[File:Tinkerbook.png]] How does that make you feel? Write your answer below. '''"Stoked! I'm excited about getting to make a swashbuckling fairy, slinging enough pixie dust to make Tony Montana blush!"''' Post this image to the OOC board. Tell the GM about it. We'll all be very impressed. You are a two-thumbs-up individual.
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