Build guide
The trickster (Freeform / Custom)
Wins by changing the game rather than playing it. The archetype that finds the option nobody at the table considered.
The starting sheet
Every number this build starts with. Take it as your own and change anything, nothing here is locked.
Character identity
- Concept
- A quick talker who would rather rearrange a problem than solve it honestly.
Personality
- Personality
- Charming, restless, and rarely serious in public. Uses humour as distance.
- Strengths
- Improvisation, misdirection, and reading a room in seconds.
- Weaknesses
- Deflects everything, including help. Leaves before things get hard.
Goals & motivations
- Motivations
- Curiosity, and the pleasure of proving the rules were optional.
- Fears
- Being genuinely known.
Recommended choices
Archetype
The trickster
System
Freeform, no stats, no dice required
What to fill in first
Concept, personality, and one concrete goal
Priorities
- Decide what the jokes are covering. There is always something.
- Give them one line they will not cross, and make it specific.
- Pick who they are honest with, and why that person earned it.
Play tips
- Trick the situation, not the party. The second one ends campaigns.
- Your improvisation is a gift to the GM if it opens doors rather than closing them.
- Let a plan work occasionally. It makes the chaos land harder.