The Fool
Description
Shrouded in mystery, lacking even a number with which to fit it into a niche, the Fool can mean a great many things – or nothing at all. It often represents innocence, naivety, carelessness, and madness. Some associate it with hidden agendas and feigned innocence.
Creation
The Fool’s bonuses are different from those of other arcana. The character receives no point to allocate to their aspects. Instead, they receive 6 points to increase their characteristic scores.
Fate
This card’s effect immediately applies to the PC who draws it. Two other PCs of the banner, chosen by the PC who drew this card, may each draw one fate card. The newly drawn cards’ effects are resolved as normal.
Master of Fate, dealer of the cards.Pasts
Tainted innocence, costly naivety, children, the insane, a mentally deranged individual, feigned madness, disguised guilt, passing folly, a temporary leave of one’s senses, an insane asylum.
Advantage - True Knight
The character is a model of purity. They embody generosity, benevolence, kindness. They are a true Knight, imbued with honour and the firm intent of saving all of Humankind. Their selflessness is without equal. They truly are a hero. In game terms, the character may spend 4 heroism points to enter heroic mode, rather than the usual 6. They can still gain up to 6 heroism points in total. In exchange, they must refrain from villainy – any act of malice is punished by the loss of 1 heroism point.
Disadvantage - Mental disorder
The PC has a mental disorder that makes life difficult for them. It can be a phobia (blood, crowds, insects, water, closed spaces, disease, etc.) or a compulsive behaviour (pyromania, kleptomania, counting seemingly insignificant details around them, etc.). This disadvantage is mostly meant as a roleplaying tool, but it can sometimes negatively impact the character’s skill checks, at the GM or the player’s discretion.