User Tools

Site Tools


trickster

This is an old revision of the document!


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.
caret-right Doublespeak Send hidden messages and spot lies.
caret-right Reverse Psychology Manipulate via anti-suggestion.
caret-right Sincerity Seem legit.
caret-right Tongue Slip Trick chumps into telling you things.
Enterprises Trickster School

No matter how outrageous or bizarre the lie, everybody always believes that you believe it. Act like you belong.

Slippery mind- negotiator/scoundrel cant get a read on you, telepath cant read your mind

Trickster

Social plus-circleSilvertongue: 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.

minus-circleThis 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

Social plus-circleCant: 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.
Social plus-circleLie 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.

minus-circleSocial Fog: If the creature you are using Lie Detector on also has levels in the Trickster class, Lie Detector automatically fails.

Reverse Psychology

Social plus-circleJust Don't Throw Me in the Briar Patch: If you tell any party that personally dislikes you to do something, roll a trigger die. If the result is a 5+, they will always do the opposite without even taking time to think about it.

minus-circleOpposition: In order to use reverse psychology on a subject, the subject must have some form of animosity or dislike for you. Neutral or friendly types are immune to this type of manipulation.

minus-circleNot An Idiot: The referee might rule some reverse psychology attempts to automatically fail if they proscribe actions which would clearly help you or hurt the target (“I sure hope you don't untie me and give me my gun back” or “Hey, I bet you're too chicken to jump in that oven” are two such examples). Successfully tricking a subject in a way that immediately reveals it was a trick might also make the subject immune to further reverse psychology, at least for a while.

plus-circleAn Idiot: On the other hand, subjects that hate you a whole lot and are really, really stupid can be reverse-psychology manipulated into pretty much anything.
caret-right Alternative plus-circleRephrase: If you fail to reverse-psychology a target, you can retry your check if you'd like.

minus-circleMojo: Every time you retry a reverse psychology check, you must spend 1 Mojo.

Sincerity

Social plus-circlePolygraph 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 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.
Social plus-circleAct 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

Social plus-circleConversational 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.

minus-circleEmbarrassing 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.
caret-right Alternative plus-circleYou'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.

minus-circleMojo: Hiding your trickery from a creature costs 1 Mojo per time that you do so.
Social plus-circleMonologue: 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.

Enterprises

Trickster School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each.
trickster.1588452632.txt.gz · Last modified: 2020/05/02 14:50 by kyle