The Trickster



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In most cultures Tricksters are teachers and guides. Whether your parent was someone like Coyote, Loki, or Ārohirohi you advise, hint, and cajole to bring these mortals enlightenment.

Tricksters are not always funny gods, but you do see the world differently from most everybody else. You will do almost whatever it takes to achieve your goals. This is lucky when your friends want the same things you do, and awkward when they don't.

Playbook Moves
The Trickster receives 3 Playbook Moves.

Outfit of the Day
You're always dressed and styled the way you want to be. Your hair, makeup, and clothes morph to be perfect for the given occasion. Casual or formal is up to you. If you try to mimic a recognizable uniform or outfit, it will look mostly convincing, but always be slightly off in some small detail.


 * GIFTED: If you have the Mimicry gift, you may use this ability to resemble a specific person and their outfit.

Fake News
When telling half-truths or outright lies take a +1 to SWAY SOMEONE.


 * GIFTED: If you have the Silver Tongue gift, roll with Fate's Favor instead of the +1.

Larceny
Take +1 when rolling PERFORM UNDER PRESSURE to sneak, pick locks, or generally get away with something you shouldn't be doing.


 * GIFTED: If you have the Prestidigitation gift, roll with Wyrd instead of the +1.

Location, Location, Location
Perform a small ritual to travel instantly to any person or place you know. Describe the ritual, such as drinking tea, three running strides, clicking your heels together, or something along those lines.

Nothing to See Here
When leaving the scene of your own hijinks, people don't notice you. You're not invisible, but everyone seems to have bigger things on their minds.


 * GIFTED: If you are using the Animal Form gift, take a souvenir with you. It's usefulness will be clear later.

On You Mean this Gate Key
You are able to produce a small object which is useful in the immediate situation, but is not 100% correct, and only works once. For example, a key which opens the door but jams the lock, an ID badge that works if you don't look too closely, or a swipe card that goes blank after use.


 * GIFTED: If you have the Puzzle Box gift, the object works perfectly the first time, no glitches. The object can be used two more times after that, but no promises on the result. Roll PERFORM UNDER PRESSURE when you use it again.

Takes One to Know One
Roll Wyrd instead of Judgement to PIERCE THE VEIL with a person.

The Hard Way
When you present a course of action to your Weave you don't need to roll SWAY SOMEONE. Each member can choose to take 1 Harm (ignoring armor) to receive +1 ongoing while pursuing your plan. That Harm can't be healed until you sleep, which also ends the +1 ongoing.


 * SPINDLE: If you present your course of action at The Spindle, you can choose to take 2 Harm, ignoring armor, to provide the +1 ongoing. This is in place of the 1 Harm each member would take. It can't be healed until you sleep.

What's That Over There
You may use Awe instead of Prowess to SMITE YOUR ENEMIES, but you can't choose Exchange Harm if you do.