Continuing my series about incomparable classes. As before, I've framed the rules here into a GLoG milieu but you can steal the basic concepts pretty easily.
If it's not, like, super apparent - the Trickster uses portions of another person's character sheet for a little while.
You're a magic user. Most of your abilities are identical to the core wizard class. The only difference is your Prime ability.
Your magic steals. This is how Mother stole fire. This is how gaps entered the historical record.
You begin the game with 6 random spells. You learn more magic as you level up (per normal wizard). You can also learn new spells from foxes, if they existed.
Tricker Prime Ability: Face Dancer
Whenever you cast a stealing spell, mark down the target on your legendarium. You do not have to touch the target use this theft again.
- Any spell you cast instantly ends if you hear your true name.
- Any "Borrow ___" spells you cast are sustainable.
- You are a good ventriloquist. Your voice can sound like just about anything.
- Gain 1 Trauma
- Take 1d6 damage
- Random mutation for 1d6 rounds then save; permanent if you fail
- Your voice is replaced with a parrot voice. You can only repeat something someone said in the last 5 minutes.
- A fox steals a random item from your pack (you cannot perceive the fox in any normal circumstance)
- You can't cast spells for 1d6 rounds
- Borrow Portrait
- Borrow Shape
- Borrow Name
- Borrow Language
- Steal Attribute
- Borrow Item
- Steal Skill
- Steal Ability
- Steal Spell
- Steal Health
- Borrow Memory
- Steal Player
- Target: All spells require a target to steal from. You can only target creatures whose HD equals [sum].
- Range: You must touch the target. The Trickster themself is the only person who can benefit from the effect.
- Duration: All spells last for [dice] hours.