Alternate Paragon - Fool
Aug 9, 2018 2:03:27 GMT -6
Post by GuardianTempest on Aug 9, 2018 2:03:27 GMT -6
Alternate Paragon - Fool
Exaltations are like prizes in a lottery, some are blessings so great that they can set you for life while others seem like curses that require a lot of work to enjoy. For some bashers, winning the lottery in the first place is proof of the greatest power of them all. Fools are unwitting mortals blessed with luck so improbable that they are considered Exalts by themselves. Their mere presence warps fortune in their favor and fending off any harm onto others with jinxes. Paragons, who worked tirelessly for their status, tend to be upset at their effortless achievements.
Tell:
No visible effect on the Fools themselves except for appearing more and more out of place from their surroundings as they remain unaffected from coincidences erupting everywhere.
Power Stat: Excellence
Resource Stat: Action Points
Pressure Points are gained as normal but spent differently, they instead decrease the final total of another person's skill roll by 1.
Power | Replaced With |
Statuesque | Auspicious (cosmetic) |
Perfection | Born Lucky |
Flash | Flunk |
Swift as the Coursing River | Misfortune's Gain |
All the Force of the Great Typhoon | Coincidence Magnet (cosmetic) |
Strength of a Raging Fire | Clutch |
Mysterious as the Dark Side of the Moon | Winds of Destiny, Change! |
Born Lucky: You start the game with the Luck feat.
Flunk: It's called a surprise attack because landing an attack on you takes a surprising amount of effort. Gain the Defensive Mobility feat, its effect becomes "Increase your Static Defense by your Excellence while you are Surprised and gain five times that amount against Opportunity Attacks."
Excellence | Power Gained |
✱✱ | Misfortune's Gain: No matter how bad it gets, a Fool's luck always ends up for the better. Whenever you fail a test, you recover 1 Action Point. |
✱✱✱ | Coincidence Magnet: As All the Force of a Great Typhoon. |
✱✱✱✱ | Clutch: Fools succeed when they look like they failed. Your dice explode on a roll of 1 as well as 10. |
✱✱✱✱✱ | Winds of Destiny, Change!: At this point the wheel of fortune is yours to control. You may spend one Action Point to use the Luck feat an additional time per day. Gain an Action Point on the fifth use of this ability in the current round. |
Fool Wildcard Assets
Note: A Fool can purchase one additional exaltation asset during character creation.
Epic Fail
The greater the effort the more spectacular the disaster. Whenever another person within 25m gains additional rolled and/or kept dice from circumstantial, temporary bonuses (e.g. stunting, Ganging Up, Short Range, pushing spells, spending resource points); you may spend one Action Point to negate it and instead provide a static penalty equal to your Excellence, treating separate bonuses individually. This ability does not work on constant, innate bonuses like weapon proficiency, martial maneuvers, feats such as Binary Chatter, and the Dragonblooded's Dragon Mind ability. (Example: The target is getting +3k0 in a ranged attack roll. +2k0 is from resource points and +1k0 is from Short Range. You can spend one Action Point to affect either of the two bonuses, or two Action Points to affect both.)
Klutz
Your real strength lies in your weaknesses. Whenever an effect would cause a penalty to your rolled and/or kept dice (e.g. fatigue, Unluck spell, difficult terrain, etc), you may spend an Action Point to turn it into a bonus until the end of the scene, treating separate penalties individually. This does not include self-imposed penalties like Power Attack and martial maneuvers. (Example: You would gain -3k1 to an attack roll, -1k0 comes from using a weapon with the Defensive property while -2k1 comes from the Lost Hand condition. You can spend one Action Point to affect either of the two penalties, or two Action Points to affect both for a +3k1 bonus.)
Disaster Dominoes
A Fool's misfortune is highly contagious, even a simple misstep is enough to throw chaos in their surroundings. Every time you fail a stunt, you may spend a Hero Point to force everyone in the area who can see you to make a test using Willpower or Composure with a TN of 5 x (stunt level+Excellence). For example, if you fail a 2-die stunt, the TN is 25 with Excellence 3. Failing this test results in being stunned (dazzled if the person has resistance to fear effects) for rounds equal to twice the stunt level and gain a static penalty (Excellence x stunt level) on all tests for two minutes. Allies get +10 on this test.
Comeback
You know what they say, a setback is a setup for a comeback. Whenever you fail a test with one or more checks, you may spend an Action Point to gain the ability to add +XkX to any single roll you make until the end of the scene, where X is the amount of checks (to a maximum of your Excellence). This asset is not cumulative, you must use the ability before this asset can be applied on another failed test. This asset also does not apply when failing tests with zero kept dice (i.e. rolling a 1d10 with 10 being a 0).
Murphy's Law
Everything goes wrong for the other Exalts when you're around. Whenever another person spends resource points or a Hero Point for any effect, you may spend an equal amount of Action Points to negate it. You may also negate the effects of someone burning a Hero Point by burning one of your own and cause a non-sequitur event in the process.
Revised Core Edition
This uses the revised Paragon as detailed in this thread.
Flunk: It's called a surprise attack because landing an attack on you takes a surprising amount of effort. Gain the Defensive Mobility feat, its effect becomes "Increase your Static Defense by your Excellence while you are Surprised and gain five times that amount against Opportunity Attacks."
Born Lucky: You start the game with the Luck feat and one asset, generic or Fool.
Fool Wildcard Assets
Note: A Fool can purchase one additional exaltation asset during character creation.
Epic Fail
The greater the effort the more spectacular the disaster. Whenever another person within 25m gains additional rolled and kept dice from circumstantial, temporary bonuses (e.g. stunting, Ganging Up, Short Range, pushing spells, spending resource points); you may spend one Action Point to negate it and instead provide a static penalty equal to your Excellence, treating separate bonuses individually. This ability does not work on constant, innate bonuses like weapon proficiency, martial maneuvers, feats such as Binary Chatter, and the Dragonblooded's Dragon Mind ability. (Example: The target is getting +3k0 in a ranged attack roll. +2k0 is from resource points and +1k0 is from Short Range. You can spend one Action Point to affect either of the two bonuses, or two Action Points to affect both.)
Klutz
Your real strength lies in your weaknesses. Whenever an effect would cause a penalty to your rolled and kept dice (e.g. fatigue, Unluck spell, difficult terrain, etc), you may spend an Action Point to turn it into a bonus until the end of the scene, treating separate penalties individually. This does not include self-imposed penalties like Power Attack and martial maneuvers. (Example: You would gain -3k1 to an attack roll, -1k0 comes from using a weapon with the Defensive property while -2k1 comes from the Lost Hand condition. You can spend one Action Point to affect either of the two penalties, or two Action Points to affect both for a +3k1 bonus.)
Disaster Dominoes
A Fool's misfortune is highly contagious, even a simple misstep is enough to throw chaos in their surroundings. Every time you fail a stunt, you may spend a Hero Point to force everyone in the area who can see you to make a test using Willpower or Composure with a TN of 5 x (stunt level+Excellence). For example, if you fail a 2-die stunt, the TN is 25 with Excellence 3. Failing this test results in being stunned (dazzled if the person has resistance to fear effects) for rounds equal to twice the stunt level and gain a static penalty (Excellence x stunt level) on all tests for two minutes. Allies get +10 on this test.
Comeback
You know what they say, a setback is a setup for a comeback. Whenever you fail a test with one or more checks, you may spend an Action Point to gain the ability to add +XkX to any single roll you make until the end of the scene, where X is the amount of checks (to a maximum of your Excellence). This asset is not cumulative, you must use the ability before this asset can be used on a failed test another time. This asset also does not apply when failing tests with zero kept dice (i.e. rolling a 1d10 with 10 being a 0).
Murphy's Law
Everything goes wrong for the other Exalts when you're around. Whenever another person spends resource points or a Hero Point for any effect, you may spend an equal amount of Action Points to negate it. You may also negate the effects of someone burning a Hero Point by burning one of your own and cause a non-sequitur event in the process.
Power | Replaced With |
Statuesque | Auspicious (cosmetic) |
Flash | Flunk |
Perfection | Born Lucky |
Be a Man | Misfortune's Gain |
Swift as the Coursing River | Statistical Outlier (cosmetic) |
All the Force of the Great Typhoon | Coincidence Magnet (cosmetic) |
Strength of a Raging Fire | Clutch |
Mysterious as the Dark Side of the Moon | Winds of Destiny, Change! |
Flunk: It's called a surprise attack because landing an attack on you takes a surprising amount of effort. Gain the Defensive Mobility feat, its effect becomes "Increase your Static Defense by your Excellence while you are Surprised and gain five times that amount against Opportunity Attacks."
Born Lucky: You start the game with the Luck feat and one asset, generic or Fool.
Excellence | Power Gained |
✱ | Misfortune's Gain: As Be a Man except the Pressure Points are spent differently, these points instead decrease the final total of another person's skill or characteristic roll by 1. Also, you do not recover Action Points upon succeeding a 2-die stunt or higher. You instead recover one Action Point upon failing a test. |
✱✱ | Statistical Outlier: As Swift as the Coursing River. |
✱✱✱ | Coincidence Magnet: As All the Force of a Great Typhoon. |
✱✱✱✱ | Clutch: Fools succeed when they look like they failed. Your dice explode on a roll of 1 as well as 10. |
✱✱✱✱✱ | Winds of Destiny, Change!: At this point the wheel of fortune is yours to control. You may spend one Action Point to use the Luck feat an additional time per day. Gain an Action Point on the fifth use of this ability in the current round. |
Fool Wildcard Assets
Note: A Fool can purchase one additional exaltation asset during character creation.
Epic Fail
The greater the effort the more spectacular the disaster. Whenever another person within 25m gains additional rolled and kept dice from circumstantial, temporary bonuses (e.g. stunting, Ganging Up, Short Range, pushing spells, spending resource points); you may spend one Action Point to negate it and instead provide a static penalty equal to your Excellence, treating separate bonuses individually. This ability does not work on constant, innate bonuses like weapon proficiency, martial maneuvers, feats such as Binary Chatter, and the Dragonblooded's Dragon Mind ability. (Example: The target is getting +3k0 in a ranged attack roll. +2k0 is from resource points and +1k0 is from Short Range. You can spend one Action Point to affect either of the two bonuses, or two Action Points to affect both.)
Klutz
Your real strength lies in your weaknesses. Whenever an effect would cause a penalty to your rolled and kept dice (e.g. fatigue, Unluck spell, difficult terrain, etc), you may spend an Action Point to turn it into a bonus until the end of the scene, treating separate penalties individually. This does not include self-imposed penalties like Power Attack and martial maneuvers. (Example: You would gain -3k1 to an attack roll, -1k0 comes from using a weapon with the Defensive property while -2k1 comes from the Lost Hand condition. You can spend one Action Point to affect either of the two penalties, or two Action Points to affect both for a +3k1 bonus.)
Disaster Dominoes
A Fool's misfortune is highly contagious, even a simple misstep is enough to throw chaos in their surroundings. Every time you fail a stunt, you may spend a Hero Point to force everyone in the area who can see you to make a test using Willpower or Composure with a TN of 5 x (stunt level+Excellence). For example, if you fail a 2-die stunt, the TN is 25 with Excellence 3. Failing this test results in being stunned (dazzled if the person has resistance to fear effects) for rounds equal to twice the stunt level and gain a static penalty (Excellence x stunt level) on all tests for two minutes. Allies get +10 on this test.
Comeback
You know what they say, a setback is a setup for a comeback. Whenever you fail a test with one or more checks, you may spend an Action Point to gain the ability to add +XkX to any single roll you make until the end of the scene, where X is the amount of checks (to a maximum of your Excellence). This asset is not cumulative, you must use the ability before this asset can be used on a failed test another time. This asset also does not apply when failing tests with zero kept dice (i.e. rolling a 1d10 with 10 being a 0).
Murphy's Law
Everything goes wrong for the other Exalts when you're around. Whenever another person spends resource points or a Hero Point for any effect, you may spend an equal amount of Action Points to negate it. You may also negate the effects of someone burning a Hero Point by burning one of your own and cause a non-sequitur event in the process.