~~NOTOC~~ //The perfect adventuring companion is unquestionably trustworthy to their allies, but still a complete reprobate when the situation calls for it. It can be a hard quality to find by chance, which is why I'm attempting to instill the proper values in you impressionable youngsters instead.// A Trickster is a fast-talking con artist. The weapons don't have to actually be out for there to be a battle going on, an invisible battle of information and trust that the clueless chumps that surround a Trickster are nearly ignorant of. In such waters, the fish rarely recognize the sharks until it's too late. ^[[#Trickster]] ^^Bluff and mislead. | |{{fa>caret-right?24}} |[[#Doublespeak]] |Send hidden messages and spot lies. | |{{fa>caret-right?24}} |[[#Inception]] |Make them think it was their idea. | |{{fa>caret-right?24}} |[[#Mooch]] |They give you stuff. | |{{fa>caret-right?24}} |[[#Sincerity]] |Seem legit. | |{{fa>caret-right?24}} |[[#Tongue Slip]] |Trick chumps into telling you things. | ^ ^^^ ====== Trickster ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Silvertongue:** You know how to tell extremely believable lies. So long as nobody actually has a way of disproving anything you're saying, they'll believe you. \\ \\ {{fa>minus-circle?24&align=left}}**This Ain't Diplomancy:** If you tell a weird or suspicious lie, listeners will definitely still try to verify before they take any action on it even if it seems believable as you tell it. If you tell a really outrageous or bizarre lie, they just straight-up won't believe you. | ^ ^^^ ====== Doublespeak ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Cant:** You can slip secret messages into your communication by using allusions, slang and innuendo that your allies (or whoever else you choose) can understand but anyone else listening/watching you would not even notice. | ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Lie Detection:** You can't bullshit a bullshitter. Whenever you are listening to another creature speak, you can ask the referee if they're telling the truth. The referee secretly rolls a die where you can't see- if the result is 4+, then the referee tells you honestly if they're telling the truth or if they seem like they're hiding something. If the result is 1-3, the referee simply tells you that they are telling the truth whether that's accurate or not. \\ \\ {{fa>minus-circle?24&align=left}}**Social Fog:** If the creature you are using this ability on also has levels in the Trickster archetype, Lie Detector automatically fails. | ^ ^^^ ====== Inception ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**BWAAAAAH:** When you successfully perform an operation challenge to convince a target to do something, you're so slick that the target always ends up believing that it was their own idea to do the thing you wanted all along. If you want, you can even make them believe that you actually tried to talk them out of it. | ^ ^^^ ====== Mooch ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Gib Clay:** You can convince almost any NPC to "loan" you 1 point of some spare resources. When you do so, roll a die to determine exactly what your mark is willing to give you: 1-4 Provisions, 5-8 Supplies, 9-12 Mojo. \\ \\ {{fa>minus-circle?24&align=left}}**Limited:** A mark must have an attitude of at least Curious towards you in order for you to successfully mooch off them. You cannot mooch off a single mark more than once per session. \\ \\ {{fa>minus-circle?24&align=left}}**Gas Station Crackhead:** Mooching too hard and too often can lead to more annoyance than sympathy. Keep track of how often you've already tried to mooch during a session. Every time you mooch, you must roll a trigger die. If the result is higher than your total mooch attempts so far, you succeed. If it is equal to or less than your total mooch attempts so far, the attempt fails and the prospective mark's attitude towards you drops by one step (Welcoming-> Polite-> Curious-> Neutral). Failed attempts to mooch still increase your total mooch attempts by +1. Mooch attempts reset to 0 at the beginning of each new session. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Benefits of Friendship:** If you find yourself in need of something (a key, a crown, a credit card, a priceless heirloom, a pet iguana, a wedding dress, whatever) that one of your friends has and you don't, you can spend an action to retroactively declare that you "borrowed" it from them already and have had it with you the entire time. A friend is considered anybody that your character has a relationship level of Friend or Bond with (or any other willing player-controlled adventurer). \\ \\ {{fa>minus-circle?24&align=left}}**Jig's Up:** When you want to retroactively borrow something from a friend, roll a trigger die. If the result is 1-6, then it doesn't work and whatever you were trying to borrow simply cannot be borrowed with this ability during the current session. \\ \\ {{fa>plus-circle?24&align=left}}**Bond's True:** If you have a relationship level of Bond with whoever you're borrowing from, you don't need to roll a trigger die. This ability always succeeds with your bonds. \\ \\ {{fa>minus-circle?24&align=left}}**How Was I Supposed to Know that My Actions Have Consequences:** If whatever you borrowed is a physical item, then it takes up an inventory slot after producing it and your friend will be very upset if you don't return it later. Depending on the circumstances, your friend might be very upset with you regardless, even to the point of no longer being your friend anymore (referee's discretion). | ^ ^^^ ====== Sincerity ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Polygraph Buster:** No matter how bizarre, ludicrous or straight-up impossible the lies you tell, you have a way of telling them with such conviction that everybody at least believes that you believe what you're saying. They may call you inaccurate, mistaken, or even insane, but they will never call you a liar. | ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Act Like You Belong:** So long as you don't draw any undue attention to yourself, everybody will assume you have the right to be wherever you go even if you really don't. | ^ ^^^ ====== Tongue Slip ====== ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Conversational Trickery:** You have a way of making others talk about themselves even when they don't want or mean to. If you can engage a subject in conversation for at least a single procedure of time, you may compel them to truthfully answer any personal question you ask of them, such as their greatest fear, true loyalty, current goal or whatever. \\ \\ {{fa>minus-circle?24&align=left}}**Embarrassing Slip-Up:** After providing the answer to your question, the subject will be more guarded around you and won't answer anything else through the use of this ability for the rest of the session. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**You're Doing Fine:** You can choose for a creature who just told you something juicy to not even realize it, allowing you to gain more information from them and not let on that you've even learned anything to begin with. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Hiding your trickery from a creature costs 1 Mojo per time that you do so. | ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Monologue:** If a creature believes that you are in their power (they have you captured, confined, or they simply believe themselves to completely and overwhelmingly outclass you) then you can provoke them into telling you anything you want about themselves, their plan, anything. You are not limited to only one piece of information. They hold nothing back. Note that you do not actually have to be under your target's power, they need only believe that you are. | ^ ^^^