WEEJIT TRICKSTER

Weejit Trickster

Tier 1 Social
A small group of Weejits, usually three or four, who try to pass themselves off as some other creature with a crude disguise.
Motives & Tactics: Deceive, prank, misdirect

Difficulty: 12 | Thresholds: 4/8 | HP: 3–4 | Stress: 4
ATK: +0 | Dagger: Melee | 1d6+1 phy
Experience: Better with Friends +2

FEATURES

The Emperor’s Clothes - Passive: Despite the Trickster’s blatantly poor disguise, Instinct rolls to see through it are made with disadvantage.

Look Over There! - Action: Mark 2 Stress to choose a target to misdirect unwanted attention toward in order to gain something of value. The target has disadvantage on action rolls against the Trickster until the end of the scene.

Plant the Evidence - Action: Spend a Fear and plant incriminating evidence on a target within Melee range of the Trickster. Activate a Countdown (2). When triggered, the evidence is spotted and alarms are raised.

Recombine - Reaction: When the Trickster takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.

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