[FOCI]

Revels in Trickery

Whether you're a performer, thief, sorcerer, warrior, or simple wanderer, you delight in charming, fooling, confounding, and surprising others. Some of your tricks are meant to delight and entertain. Others are useful for getting out of tight corners and confusing your foes. Even if you're a good-hearted trickster, you've likely accidentally hurt or confused your friends, so you try to avoid making them the target of your antics. But some say you're destined to betray everyone and everything, though you regard the concept (and the personification, if any) of fate as just another trick.

You probably wear a garment with several concealed pockets from which you can produce hidden coins and other oddments of guile.

Additional Equipment

A disguise of your choice.

Minor Effect Suggestion

Your foe loses track of you and moves just out of immediate range before realizing their error.

Major Effect Suggestion

Your foe is confused by your antics. On its next turn, it attacks one of its allies instead of you, before realizing the truth.

Tier 1

Legerdemain (1 Speed point) Action

You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not (or vice versa). You can switch similar objects right in front of someone's eyes.

Opportunist Enabler

You have an asset when you attack a creature that has already been attacked at some point during the round and is within immediate range.

Tier 2

Impersonate (2 Intellect points) Action

You alter your voice, posture, and mannerisms, whip together a disguise, and have an asset on an attempt to impersonate someone else, whether it is a specific individual (Yanir of the city watch) or a general role (a city watch person).

Action to initiate.

Wit or Menace Enabler

Choose whether you're trained in pleasant social interactions (including persuasion) or negative social interactions (including coercion and intimidation).

Tier 3

Poke and Run (3 Speed points) Action

When you attack a creature that has eyes, the difficulty of the attack is increased by one step. If you hit, the creature has trouble seeing for the next hour, and you can move or attempt to hide as part of the same action. Tasks the creature performs that rely on sight are modified by one step to its detriment during this period.

Tier 4

Calm (3 Intellect points) Action

Through jokes, song, or other art, you prevent a foe from attacking anyone or anything for one round.

Tier 5

Trap Trick Action+

You are trained in creating simple traps, especially varieties of deadfalls and snares using natural objects from the environment. You can create a trap in under a minute. When you lay a trap, decide whether you want to hold the victim in place (a snare) or inflict damage (a deadfall). Next, attempt an Intellect-based task with a difficulty of 3 (for a snare) or a difficulty equal to the number of points of damage you want to inflict (for a deadfall). For example, if you want to inflict 4 points of damage, that's a difficulty 4 task, though your training reduces the difficulty. On a success, you create your trap, which is considered level 3 for avoiding detection before it is sprung and for a victim trying to struggle free (if a snare). If you are trained in stealth, disguise, or similar tasks, the trap is considered level 4 for these purposes; if you are specialized, level 5.

A minute's worth of actions.

Tier 6

Fake-Out (8 Intellect points) Enabler

You're not hurt at all! Choose to regain all points in a Pool, ascend one step on the damage track, throw off any ongoing effect (like curse, sleep, or turned to stone), or change a failed die result to a 20 (you can't change the result if you roll a natural 1, unless you also have Wrest From Chance). Once you use this ability, it is not available again until after you make a ten-hour recovery roll.

GM Intrusions: The dupe becomes enraged when they realize they've been tricked. A victim of a previous trick appears, still angry. An authority becomes suspicious.