Mr. Mask
2015-10-27, 05:48 PM
I had an interesting idea for a character class, earlier, and I wanted to discuss the idea to see if there's much like it out there, and if it's worth developing. Note that I'm not thinking of this for a particular system, it's just a system-neutral idea.
The concept is essentially a Loki-inspired Trickster/Jester/Fool. A serial prankster you might say. The more essential concept is the idea of a class that lets your players be mischievous without breaking the game, and possibly garnering power by successfully entertaining those around them.
A game called King of Dragon Pass had the priests of Euramal or something, who were tricksters who generally caused trouble. However, they also did awesome stuff, like teaching a dragon to play dice then winning a sizeable chunk of its hoard through gambling. This is also an inspiration. That along with historical fools and jesters.
Something to note here, is the leniency often offered a jester. They were allowed to be rude, to not adhere to social standards, and were sometimes even expected to criticize the king or queen (Elizabeth is said to have criticized her jester for not being critical enough of her). That is, they can get away with this, so long as they're amusing. If a jester goes too far, he might get booted, whipped, or even killed, and frankly no one much would likely care if such happened. So the jester has a unique position, of being expected to walk that sort of knife-edge. This inspired me with a few possible abilities:
Detect Sense of Humour: Like the Paladin's Detect Evil, the jester would likely have a power to estimate how far he can go with certain people before getting suitably flogged or punished. This doesn't need to be like Detect Evil, it might just be a skill roll that helps the jester to determine when to sing, and when to shut up.
Reward for Funny Pranks: As I alluded, the jester is known for their tricks and rude jokes. If they succeed at entertaining NPCs, and especially players at the table, then they can get points which help them to utilize their more magical abilities.
Failing pranks are good too: However, something important I would add, is that a jester will generally roll for their pranks. If these fail, then the prank is expected to backfire in an amusing way. If the player succeeds in amusing the audience, with a successful prank, or one that fails and gives them their comeuppance, they still receive the points. A failed prank could include things like the knight seeing you were about to tie a roast chicken to his cape, then he chases the jester around the castle in a Benny Hill fashion with his sword, or the jester trying to placate the knight by managing to stuff most of the entire chicken into his own mouth. This is important, so the player doesn't feel they have a licence to annoy everyone, but rather can fail as much as they like, but will still progress if people are amused.
Negotiator and Spy: Despite being considered something of an idiot, the jester can be very smart and cunning. Moreover, the jester can talk to some people in ways no one else can, who no one else can really reach. Sometimes, people will underestimate the jester and not care if he overhears certain things. Their relationship with the jester might be different from that with anyone else, where they'll hear criticism or bluntness they would allow no one else to give. Mechanically, this'd be something like the Jester gets less penalties for trying to convince the target of absurd ideas. If the adventurer suggests he be given the princess' hand in marriage, he might be thrown out, but the king might hear the jester's amusing opinion of this without punishing him. And if there is any chance of the king giving the princess to the adventurer, the jester might just manage to convince him.
And even Dragons: Like the example of King of Dragon Pass, the Jester might be able to also negotiate with creatures and peoples who would kill adventurers on sight. Or, simply infiltrate the bandit's lair as a wandering fool, who proceeds to entertain them. In some settings, dragons might be a bit much, but the general idea is the jester's seemingly idiotic fearlessness takes creatures off guard, and they tend to see what he's up to before attacking. You see a few examples of this is fiction, where the joker character manages to get friendly with the bad guys before betraying them.
Tricks and Spells: A magical trickster could probably pull off some minor mind tricks and illusions. He could convince someone that the right way to the castle is to the left (when it's to the right), or be very good at cheating at dice. The list goes on, where many of the tricks Loki and other famous tricksters have pulled could be inspirations for spells and powers.
Anyone have thoughts to add to this class idea?
The concept is essentially a Loki-inspired Trickster/Jester/Fool. A serial prankster you might say. The more essential concept is the idea of a class that lets your players be mischievous without breaking the game, and possibly garnering power by successfully entertaining those around them.
A game called King of Dragon Pass had the priests of Euramal or something, who were tricksters who generally caused trouble. However, they also did awesome stuff, like teaching a dragon to play dice then winning a sizeable chunk of its hoard through gambling. This is also an inspiration. That along with historical fools and jesters.
Something to note here, is the leniency often offered a jester. They were allowed to be rude, to not adhere to social standards, and were sometimes even expected to criticize the king or queen (Elizabeth is said to have criticized her jester for not being critical enough of her). That is, they can get away with this, so long as they're amusing. If a jester goes too far, he might get booted, whipped, or even killed, and frankly no one much would likely care if such happened. So the jester has a unique position, of being expected to walk that sort of knife-edge. This inspired me with a few possible abilities:
Detect Sense of Humour: Like the Paladin's Detect Evil, the jester would likely have a power to estimate how far he can go with certain people before getting suitably flogged or punished. This doesn't need to be like Detect Evil, it might just be a skill roll that helps the jester to determine when to sing, and when to shut up.
Reward for Funny Pranks: As I alluded, the jester is known for their tricks and rude jokes. If they succeed at entertaining NPCs, and especially players at the table, then they can get points which help them to utilize their more magical abilities.
Failing pranks are good too: However, something important I would add, is that a jester will generally roll for their pranks. If these fail, then the prank is expected to backfire in an amusing way. If the player succeeds in amusing the audience, with a successful prank, or one that fails and gives them their comeuppance, they still receive the points. A failed prank could include things like the knight seeing you were about to tie a roast chicken to his cape, then he chases the jester around the castle in a Benny Hill fashion with his sword, or the jester trying to placate the knight by managing to stuff most of the entire chicken into his own mouth. This is important, so the player doesn't feel they have a licence to annoy everyone, but rather can fail as much as they like, but will still progress if people are amused.
Negotiator and Spy: Despite being considered something of an idiot, the jester can be very smart and cunning. Moreover, the jester can talk to some people in ways no one else can, who no one else can really reach. Sometimes, people will underestimate the jester and not care if he overhears certain things. Their relationship with the jester might be different from that with anyone else, where they'll hear criticism or bluntness they would allow no one else to give. Mechanically, this'd be something like the Jester gets less penalties for trying to convince the target of absurd ideas. If the adventurer suggests he be given the princess' hand in marriage, he might be thrown out, but the king might hear the jester's amusing opinion of this without punishing him. And if there is any chance of the king giving the princess to the adventurer, the jester might just manage to convince him.
And even Dragons: Like the example of King of Dragon Pass, the Jester might be able to also negotiate with creatures and peoples who would kill adventurers on sight. Or, simply infiltrate the bandit's lair as a wandering fool, who proceeds to entertain them. In some settings, dragons might be a bit much, but the general idea is the jester's seemingly idiotic fearlessness takes creatures off guard, and they tend to see what he's up to before attacking. You see a few examples of this is fiction, where the joker character manages to get friendly with the bad guys before betraying them.
Tricks and Spells: A magical trickster could probably pull off some minor mind tricks and illusions. He could convince someone that the right way to the castle is to the left (when it's to the right), or be very good at cheating at dice. The list goes on, where many of the tricks Loki and other famous tricksters have pulled could be inspirations for spells and powers.
Anyone have thoughts to add to this class idea?