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fool

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That child is such an idiot. He's going to be Prime Minister one day, mark my words.

The Fool is as much an archetype as it is a class: the oblivious, bumbling type who nonetheless avoids tragedy and experiences great success. You don't have to be foolish to take levels in Fool, but its abilities are strongly helpful towards allowing you to survive and thrive despite acting that way. Besides, sometimes it's more fun to fuck up.

Fool Blunder your way to victory.
caret-right Bedlam Redirect failed attacks against you.
caret-right Homer Succeed despite failing in challenges.
caret-right Noncombatant Seem harmless.
caret-right Oblivious Evade unseen attackers.
caret-right Wheel-Rider Bad luck causes good.
Enterprises Fool School
Weaknesses Pacifist

Fool

Protection plus-circleOooh, a Penny: You have an almost supernatural ability to evade harm and danger by what seems to be a series of stupid coincidences and blunders. You can choose to negate any harmful effect such as an attack that is directed at you.

minus-circleThat One's Gonna Land: You cannot foolishly evade attacks whose trigger die is 10+. They're going to get you regardless.

minus-circleSupply-Driven: Every time you use Fool to dodge something that would have otherwise hit, you must spend one Supply or Mojo Catcher use.
Utility plus-circleThat Damn Kid is Back on the Escalator Again: You have a way of making everything more dangerous just through your mere presence. Whenever Escalation increases during battle, you have the option of causing it to increase by an additional +1 point. This effect is optional, but stacks when multiple Fools are present.
Protection plus-circleOld Man Henderson: You're supremely difficult to traumatize. You never gain points of Misery from witnessing the death of your allies, fighting creatures with the Boss class, encountering horrific situations, facing off against madness-inducing abominations or similar sources of mental strain.

Bedlam

Offense plus-circleSow Chaos: Whenever you evade an attack (with Fool or with any other ability that allows you to evade or negate incoming attacks such as Parry from the Bladesman class or Dodge from the Vigilant class) or an attack fails against you for any reason, you may redirect its effect to any other creature within 2 meters of your location of your choice. The original trigger die roll is used against its new target as normal.

minus-circleRespective Range: You cannot redirect an attack to a new target that's outside of the original attacker's range. It just doesn't work.

minus-circleNo Doubles: Attacks that hit multiple targets (such as most Area-type effects) cannot be redirected to any target that has already suffered their effects.

Homer

Utility plus-circlePush All the Buttons: When making an adjustment or using a knack during an operation challenge, you always succeed in what you intend to do. If you roll a 1-4, the die is jammed or the knack is locked out AFTER the desired effect takes place instead of before as normal.
Utility plus-circleHeadbutt The Console: You can completely reset a challenge, even if it's an unsolvable jammed-up mess. All dice are unjammed and rerolled. Hidden dice that weren't revealed already remain hidden, but no new dice become hidden.

minus-circleContinuing Issue: Any knacks that have been locked out (either yours or any allies) remain locked out after resetting the operation. All you've done is vastly recontextualize the problem.

minus-circlePricey Business: Resetting an operation challenge costs 2 Supply/ Mojo Catcher uses.

doubledLuckster Synergy: If you (or any of your allies) have the Serendipity ability from the Luckster class, the free die reroll also happens whenever you reset a challenge.

Noncombatant

Protection plus-circleMostly Harmless: You just don't seem to be at all threatening. So long as you haven't directly and meaningfully participated in a battle, all attacks have a failure chance of 12 against you. Most enemies won't even bother targeting you.

minus-circleIt's On, Motherfucker: As soon as you start making actions to attack enemies, aid allies, or do anything else that establishes you as a for-real participant in the current battle this effect ends.
Social plus-circleProfessional Hostage: If you offer to surrender, it will always be honored by any enemy capable of understanding your intent. Depending on the enemy in question, their reaction to taking you prisoner might range from letting you go on the spot to tying you up and hauling you back to their headquarters (so some investment in the Elusive class might help you break out later and cause mischief).

plus-circleThey're With Me: This effect also extends to anybody else in your party that wants to surrender along with you.

Oblivious

Protection plus-circleDid You Say “Abe Lincoln”: Your ability to coincidentally evade harm is enhanced when you don't know you're in danger. Attacks made against you by enemies that you cannot see (or otherwise sense) have a failure chance of 3.

plus-circleDoes This Mean I Can Wear a Blindfold Into Battle for All-Purpose Defense: Yes, although every attack that DOES land is going to get a backstab bonus (if applicable). I'd tell you to choose tactics wisely, but that's against the spirit of the class.

minus-circleNo Cheaters: The important component of your defense is obliviousness, not blindness. If you have some other sense that allows you to note the presence/location of an attacker (such as scent or tremorsense) then you don't get the Oblivious bonus to defense against attacks from such targets even if you cannot see them.

Wheel-Rider

Utility plus-circleO Fortuna: Your bad luck is inevitably followed by good. Every time you roll a 1 on a trigger die, your single next trigger die result is always a 12.

minus-circleTrigger Dice Only: Some die rolls in the game are explicitly not trigger dice and thus cannot be affected via the use of Wheel-Rider (usually these are dice rolled to produce a random effect from a table, such as looting rolls). Such situations are both rare and clearly noted, so don't worry about it too much but do be aware that's a thing.
caret-right Alternative plus-circleFool's Fortune: You can also choose for Wheel-Rider to give you an automatic 12 on your next roll when the trigger die result is a 2.

minus-circleSupply-Driven: Making a result of 2 trigger Wheel-Rider's effect costs 1 Supply/Mojo Catcher use.

Enterprises

Fool School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on.

Weaknesses

Pacifist You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class.
fool.1557501093.txt.gz · Last modified: 2019/05/10 09:11 by kyle