Foolery
Gift Details
Types
Gift Requires
Trigger
Scare, Trick, or Taunt Stunt
Refresh
Effect
No successes: Nothing happens.
One success: The target becomes Enraged. (If the target was Afraid or otherwise unable to become Enraged, nothing happen .) Enraged characters must take the “Attack” action every round.
Two successes: The target becomes Enraged. If anything would prevent the target becoming Enraged, negate those conditions and make the target Enraged anyway.
Three successes or more: The target becomes Berserk. If anything would prevent the target becoming Berserk, negate those conditions and make the target Berserk anyway.
Effect Description
You’ve often been called a fool ... but when you have this Gift, yo certifably are one!
New stunt “Taunt”
As a stunt, you may Taunt another target. Your character insults the target, or performs rude gestures, or generally does something to the target to make them angry with you. You may taunt even if this Gift is exhausted.
Taunting does not require you to have your mental faculties. You can Taunt even when Confused or Enraged.
Roll your own Mind, Will, and Presence dice. The target rolls their Will, Inquiry, and your Body Dice. (That’s right – bigger people have less effective taunts, because the target is more likely to be scared than taunted.)
The target must be able to hear you. You can’t be Silenced, the target can’t be Asleep or Unconscious, etc.
Range penalties apply, but use the Cover and Concealment on yourself, not the target. (Taunting works better if you’re out in the open.)
Trigger: “Scare, Trick, or Taunt Stunt” Negate Reeling
Whenever you take the “Scare”, “Trick”, or your special “Taunt” stunt, you may Exhaust this Gift. You are not sent Reeling by the stunt.
The Stunt still ends your turn, as usual, but at least you’re not Reeling.
Source
Pg. No. 354