The Jester's Way
By Jeffrey Wasser (Seace1@aol.com) and Simon Nightingale
* Jesters Moves
This power gives the Jestinite enhanced gymnastic ability such as flips, jumps, rolls etc.System: By making a succesful Dexterity+Athletics roll (Difficulty 6) the Jestinite may Execute Any Basic Gymnastic Feat.
** Jester's Performance
This power is an enhanced version of Jesters moves. It enables the most advanced gymnastic moves such as tight rope walking, trapeze, etc.System: By making a successful Dexterity+Athletics roll (Difficulty 6) the Jestinite may execute any advanced gymnastic feat.
*** Bouncy Boots
This power changes the Jestinites (or others) shoes into a very springy mystery material which enables the wearer to leap great distances horizontally and vertically.System: The wearer must spend one blood point to enable the Jestinite to activate this power. Warning: do not use under low ceiling!!!
**** Sticky Gloves
This power makes magical gloves appear on the Jestinites hands. This enables the Jestinite to stick to any object or substance no matter what the circumstances (or danger). In other words the Jestinite can stick to a greased going 100 miles per hour with his hands. The Jestinite can control whether he wants to stick or not.System: By expending 2 blood points and making a dexterity roll (Difficulty 4) the Jestinite can grab and hold on to anything.
***** Jester's Cap
This power makes a magical jesters cap appear on the Jestinite's head (bells and all). The 5 bells represent the 4 elements plus a little added comedy. By throwing the colored bells (red=fire blue=water brwon=earth white=wind and pink=comedy) the Jestinite can cause extreme forces to attack the victim or make her laugh hysterically. The fire bell will cause a fireball to explode on anything it hits. The water bell when aimed toward a victim will shoot a stream of high pressure water at the victim. The earth bell when thrown will cause a crack to open under targets feet and cause her to fall in (caution very deep!!!). The wind bell when thrown will cause a small whirlwind to engulf the victim and whirl her to a very dangerous place. The comedy bell when thrown will cause one victim to laugh hysterically, immobilizing her for 3 d10 rounds.System: Making a successful wits+the Jesters Way discipline roll (difficulty 6) will bring the cap out. Thrown as a regular ranged weapon such as rocks+expending 1 bloodpoint.
****** Jester's Scepter (Ho boy!!)
This is the most powerful Jestinite power. when this scepter is brought forth a bright flash is seen and hysterical laughter is heard. This small scepter has a small head that resembles the Jestinite's head. It has the power to induce madness or hysterical laughter for 5 d10 rounds immobilizing the victim. But wait there's more!!! It also has the four powers (fire,wind,water, and earth) of the Jesters Cap bells. But it is not thrown but shot out like a beam of colored light. System: After expending 5 blood points to summon the scepter the Jestinite must make a successful willpower roll (difficulty 6) (area affect 30 yard radius) to keep from going mad from the intense laughter heard from the other dimension.