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Jackass: the Suffering
A few mortals stumbled upon the secret denizens of the World of Darkness, things man was not meant to see. They encountered scheming vampires, raging werewolves, reality-manipulating wizards and scientists, demons, the restless souls of the dead, and many other horrors. It was almost as if some outside force guided these people, subconsciously directing them to the world's hidden horrors. The forbidden knowledge drove them mad. But it also enlightened them, and revealed to them a horrible truth: the world was full of horror and pain.
Rather than committing suicide or finding numbing solace in drugs, these brave men decided they would try to fix things. They would do all they could relieve all this hurting and mental anguish. They believed that there is a finite amount of suffering in the world, and that by concentrating it amongst themselves and deserving others, they could lessen the pain the rest of humanity must endure. They would, in essence, bring immeasurable suffering upon themselves to prevent others from hurting. A few brave pioneers started the movement (and even got their own shows on MTV), though many others have taken up the yoke and are doing their parts to help.
And while they should be lauded as heroes, none know the sacrifices they make for love of mankind. Others just call them Jackasses, and these brave souls have taken this moniker as a badge of pride. Every baited Sabbat pack intent on hunting and killing a Jackass is one less pack tormenting other mortals; every frenzying werewolf that rips into a Jackass isn't attacking a camper; every vengeful Progenitor trying to melt a Jackass into primordial goo isn't experimenting on a broke college student. So let others mock or deride them; Jackasses will still selflessly throw themselves off buildings, kick each other in the groin, break bones, launch themselves into lakes by means of giant slingshots, and mutilate themselves -- all for love of the world.
Jackasses of Note
While every Jackass is a powerful force of chaos and fame is no indicator of Guts, there are several exhalted beings that have near-deific status in the Jackass community. For they were the first Jackasses, and through their antics they have inspired many -- first dozens, now hundreds -- to take up the good fight. Their very names resonate with power, and in some circles they carry the weight that Antediluvians do among Kindred, and the Oracles do among mages. They are: Johnny Knoxville, Chris Pontius, Steve-O, Bam Margera, Wee Man, Ryan Dunn, Chris Raab, Brandon, Dave England, Ehren McGhehey and Rick Kosick. (Much props to you guys; you're the inspiration for this.)
Character Creation and Development
Attributes: Choose primary (6), secondary (4) and tertiary (3). (Hint: go Physical Primary, and buy up Stamina.)
Abilities: Choose primary (12), secondary (8) and tertiary (4).
Backgrounds: 7 points' worth. Choose from Allies, Contacts, Fame, Followers, Influence and Resources.
Advantages: Choose Virtues (7); characters start with one dot in each Virtue.
Finishing Touches: Record Willpower (3) and Guts (3). Spend freebie points (21); Backgrounds and Willpower cost 1 freebie per dot; Abilities, Guts and Virtues cost 2 freebie per dot; and Attributes cost 5 freebie per dot. All Jackasses gain the Merit: Daredevil free of charge.
Experience Point Costs
Attributes: current x 4.
Ability, Guts, Virtue: current x 2.
Willpower: current x 1.
Traits
New Abilities
Exhibition (Talent): This Talent allows you to draw the attention of onlookers to whatever stunt you're about to perform. Exhibition is a useful Ability, as the more witnesses you have, the more Guts you can draw from the event.
Operate Thing (Skill): With this Skill, you can use almost any machine or device, mostly through intuition and luck. While this Skill doesn't offer reliable control, it's usually sufficient to perform a stunt (with the end result usually including damage to, or destruction of, the device). The player makes a Wits + Operate Thing roll, with each success granting a dot of Drive, Firearms, Melee, Pilot, Technology or whatever's appropriate; this "phantom" Ability rating may be used only for for a few turns. The difficulty is based on the complexity of the item; piloting a golf cart is elementary (difficulty 4), much easier than firing an experimental gun just removed from a dead Hit Mark (difficulty 9).
Operate Thing can't be used to operate any single device any more than once per scene; if you want to do a lot of car stunts, for example, then it'd be a good idea to pick up Drive.
Rig (Skill): With Rig, you can construct all types of items on the spot out of available materials. You can McGyver catapults, skateboards, slings, explosives and gliders. However, you're limited to the materials at hand. For example, you can use Rig create an armored sled out of a shopping cart, dishwasher and duct tape, but not a car.
Psychology (Knowledge): This Ability gives you keen insight into others' motivations and thoughts, all the better to find ways to evoke disgust, horror, or other emotions.
Virtues
You gain temporary Guts (see below) whenever you engage in dangerous or truly disturbing activities or stunts. Whenever you perform a stunt (and if you survive), you may spend a point of Guts and make a Virtue roll (with the appropriate Virtue determined by the nature of the stunt). Each success grants you a point of Guts; one success give you back the point of Guts you just spent, and more successes awards more Guts. A failure causes you to lose the point of Guts you spent to no effect. A botch means you lose all your Guts, and you must spend Willpower or wait one day to regain Guts. (You may still perform stunts, of course, but you won't gain any from the activity.)
Annoyance: You make checks involving this Virtue when you aggravate the living shit out of someone. Ways to go about doing this include grinding against passers-by, singing in a high-pitched voice in a theater, waking someone up by slapping him, urinating in a Garou caern, running off a vampire's herd, and holding an all-night rave in a communal haunt. Note that the subject can't be a willing participant to the activity; that defeats the purpose of annoying them, and will net you no Guts. While knocking someone out with a rubber bat or launching his father's urn into a lake with a catapult is bound to bother him, it doesn't count; your initial intent, and the result of your stunt, must be to provoke aggravation from the subject. (So the best Virtues for the previous two examples are Sadism and Horror, respectively.) The difficulty of the Guts check depends on how much you've enraged the victim:
Victim is livid, and must restrain the urge to attack you: difficulty 9.
Victim is so angry she attacks you with the intent to injure or run you off: difficulty 8.
As above, but she assaults you with the intent to kill: difficulty 7.
Victim frenzies (only applies to vampires and werecritters): difficulty 6.
Horror: As Jackasses push the boundaries of all common sense, reason and sanity, they provoke dread and fear in others. While some Jackasses inflict physical harm through Sadism, Horror is more insidious. While broken bones will knit and scars fade, for months to come your victims will have nightmares of your impaling yourself, vomiting worms, french-kissing a Nosferatu, or licking a cadaver's nipples. When you set out to offend, terrify, nauseate, unnerve, gross out, or otherwise emotionally violate others, you may regain Guts through a successful Horror check; see below for difficulties. (While this might seem like the Jackass is adding to the emotional pain in the world, this is a short-sighted view; those so tested gradually become inured to such grotesque spectacles, and become mentally stronger people.)
Victim obviously wants to get away from you: difficulty 9.
You force the victim to run away in fear or disgust, but he maintains his composure: difficulty 8.
The victim is scared witless and runs screaming, or reduced to puking: difficulty 7.
You trigger full-blown Rotschreck, Fox Frenzy or Wave Soul in the poor soul (when applicable): difficulty 6.
Inanity: Almost nothing a Jackass does is smart, but some acts are especially dumb, even for them. Inanity is a sort of catch-all Virtue that covers stunts that other Virtues don't. When you want to do something new just to see what's going to happen, but you have no reasonable expectations for a particular result, Inanity is the Virtue you roll. For example, if you jump off a cliff, barring an act of God, you're going to fall and suffer; thus, as stupid as this act is, the Inanity Virtue wouldn't apply (but Masochism probably would). However, attempting to launch yourself through an open window by means of a spring-loaded catapult can have any number of effects: you may fall short of the mark and hit the ground; you can miss the window and hit the wall; or, you might actually make it through the window and into the kiddie-pool full of oil. Thus, Inanity applies nicely to this stunt. Other Inanity stunts include attempting to steer a shopping cart going downhill by means of a cardboard sail, letting a monkey loose in Elysium, periodically sniping a meditating Stargazer with a pellet gun, dropping a dose of acid in a cop's coffee, or seeing if passers-by freak out when you leap out at them wearing a gorilla suit (ala Night Monkey). As the range of activities covered by this Virtue is so broad, Inanity checks are usually made against a difficulty of 8 or 9.
Masochism: When you intentionally perform a stunt that can injure or kill you, roll your Masochism Virtue to gain Guts. Masochistic acts include jumping off cliffs, running in front of cars, testing out a weird-looking weapon taken from a Son of Ether on yourself, ramping off a moving semi truck with a skateboard, slapping a Ravener Devourer, or swimming in shark-infested waters while wearing nets full of chum. While a different type of stunt may result in your being hurt (such as the use of Annoyance on Brujah, or an Inanity stunt that results in choking on baby snakes), you may only make checks involving Masochism when you go into an activity expecting to hurt, and your expectations are met.
The difficulty of a Masochism check is 9 minus the health levels lost to the stunt. Stunts that cause you to suffer intense agony but no actual damage (like as snorting red pepper, rubbing down one's genitals with Ben Gay, or purposely enduring paper cuts) allow a check against difficulty 7.
Sadism: Sadism is the joy of sharing pain with others. However, it's not that easy. First, Sadism stunts should only be applied to "deserving" victims; the idea is to redistribute the world's ever-present pain to deserving targets, not create more innocent victims. The deserving category is open to interpretation, but includes criminals, most supernaturals, and (of course) other Jackasses. However, it definitely doesn't include random mortals on the street or hapless animals. You'll gain no Guts for capping some old lady with a baseball bat, though thwacking a Get of Fenris a good one is worthy of a Sadism check (and will probably net you several nasty scars along with Guts). Also, the objective of a Sadism stunt is to inflict pain, not to kill; a death nets you no Guts, no matter how cool it looked when the subject died.
The difficulty of a Sadism check is 9 minus the health levels you inflict. Stunts that inflict lots of pain but cause no health level damage allow a check against difficulty 7; pepper spray, cattle prods and fire ants in the urethra are great for this sort of thing.
Virtue Check Modifiers
The following modifiers apply to all Virtue checks:
Vulgar without witnesses (stunt performed by yourself, with no one around) +2 difficulty.
Vulgar with Jackasses (stunt performed with no one but other Jackasses around): +1 difficulty.
Vulgar with some witnesses* (stunt performed in the presence of one to nine non-Jackasses): normal difficulty.
Vulgar with a crowd* (stunt performed in the presence of ten or more non-Jackasses): -1 difficulty.
Jackasses must always attempt new and more clever stunts; doing the same thing over and over gets old and dumb. Attempting the same stunt two to four times forces the Jackass to roll against +1 difficulty when making Virtue checks; attempting the same stunt more than five times imposes a +2 difficulty penalty.
* Cameras and other recording mediums don't count as witnesses, though the person holding the device would.
Guts
Guts is a mystic combination of stubbornness, courage and lack of sense. A Jackass character may spend Guts to perform stunts, and thereby gain more Guts to perform yet more stunts, ad nauseum. Guts is rated like Willpower, on a 1 to 10 scale. And like Willpower, a character has a permanent Guts rating and a temporary Guts rating. A character can have no more temporary Guts than his permanent Guts rating. Guts recovers naturally at a rate of one point per day, or through performing stunts (see above). A character may convert one point of Willpower to a point of Guts (one per turn), but Guts can't be converted to Willpower.
Guts grants a Jackass the following advantages:
♦ Any character with the Guts trait (i.e., a Jackass) can soak any type of damage. (Otherwise, they'd last no time at all.) Unless a soak difficulty is specifically stated, bashing and lethal damage soak difficulties are 6, and aggravated damage soak is difficulty 7.
♦ Guts may be spent like Willpower to ignore wound penalties for a turn.
♦ Each point of Guts spent on a roll grants the Jackass an automatic success, and more than one point of Guts may be spent this way in a turn. However, Guts may only be used on rolls that involves a foolhardy stunt. So spending a Willpower to leap from a moving train to a car is fine, but Guts can't be spent to make impressive speeches, or ignore a vampire's Presence effects.
♦ Guts may be spent to restore a character's health. Each point of Guts spent heals a level of bashing damage, every two Guts spent heals a level of lethal damage, and a level lost to aggravated damage may restored for three Guts. A Jackass can never spend more Guts points to recover health than his permanent Guts rating per day, and he can't spend guts while unconscious or Incapacitated.
♦ A Jackass's permanent Guts is added to his permanent Willpower to determine his reaction to supernaturally-induced madness like the Delirium (see Werewolf), the Fog (see Wraith) and Revelation (see Demon); a character with a Willpower + Guts of 10 or more is immune to these effects. Those who are affected by the Delirium, Fog or Revelation are affected in a very special way; ignore the charts in the rulebooks. Instead, an affected Jackass flips out and will uncontrollably harass and attack the source of irritation until the Jackass loses sight of the trigger, is knocked out or otherwise restrained, or is slain.
♦ A Jackass may spend permanent Guts to ignore death. Every time a character is reduced below Incapacitated by lethal or aggravated damage, he may opt to spend a point of permanent Guts. This will restore the Jackass to Incapacitated. A Jackass reduced to zero Guts is no longer a Jackass, and loses his Guts and special Virtues forever. (On the bright side, this will probably substantially increase the character's lifespan.)
Go to The World of Dorkiness.
Go to the White Wolf index.
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