The Gang's All Here: The Fool

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Revision as of 19:01, 11 July 2019 by 69.243.228.11 (talk) (Your Style)
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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.

Tinkerbook

Stats

  • STRENGTH: 3
  • DEXTERITY: 4
  • CONSTITUTION: 3
  • WISDOM: 2
  • INTELLIGENCE: 2
  • CHARISMA: 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

Tinkerbook.png

How does that make you feel? Write your answer below.

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.