PLAYBOOK: SNAKE OIL PEDDLER.   Posted by The Guide.Group: 0
The Guide
 GM, 9 posts
Tue 16 Jul 2019
at 19:09
PLAYBOOK: SNAKE OIL PEDDLER
SNAKE OIL PEDDLER

STATS:

Distribute these scores:

+2, +1, +1, 0, -1

TRICK:   +2  (MANIPULATE, TRICK, BRIBE) (Snake Oil Peddler must have +2 here!)

BACKBONE:    (SURVIVE or give AID)

SMOOTH:      (INVESTIGATE and ASSESS)

BRAWN:       (ATTACK and SHIELD) (Snake Oil Peddler cannot start with higher than 0 here)

CREEP:       (CONJURE)


DOUBLE CROSS - Roll +BRAWN to attack, but roll +TRICK to move out of your foeís reach on the same turn. On a +10, you avoid their attack, on a 7-9 they do -1 damage, but on a fail, you
take +1 damage.

GRIFT- When you want to TRICK a foe or ally, you can ask the GUIDE what is needed to convince your mark to give up their item, information, or supplies. The guide must answer honestly. If you donít have what your mark wants, you get a +1 TRICK to attempt to trick them into thinking you have it.

KNIFE: 2 hurt - hand, quiet
RAZOR: 2 hurt-- hand, messy, quiet
WATER CANTEEN: holds 3 days' worth of water (9 drinks)
GOLD - 40
SNAKE OIL X2  consume it for +2 to your next BACKBONE roll OR +1 to your next CREEP roll, OR to gain +1 Vitality...
GRAVE DIRT X2 ...add the grave dirt to a successful attack to do +3 Harm.
TRICK DECK: Once per day, you can give yourself an extra +2 to misdirect a target into being more susceptible to your lies...
SKIN OF YOUR TEETH: give this up in order to add 2 extra drinks of water...

You must take 3 drinks per day in order to survive. You may also trade a drink of water to change a roll to 12 or avoid harm.
Take four or more harm and youíre unstable.


The flash of a your toothy grin is all it takes to convince all around you to fall for your lies and treachery. Youíre here to take until there is nothing left.
Your powers of deception may be unnatural, but you are still very, very human. You get all the standard actions, but what sort of lies will you tell, exactly...?

Choose one of these to start with...

ASPECTS
1 I SEE HOW IT IS
They canít pull the wool over your eyes. You know all the tricks - and you know how to turn them against those who would try to take advantage of you.
If you feel as though youíre being deceived by an enemy or an ally, you may roll +TRICK. On a +10 you see through the lie and get the truth. 7-9 allows you to see through the deception and a hint at what is really going on. On a fail, you are taken hook line and sinker, and you lose 1 water.

2 KNIFE IN THE BACK
They never saw you coming.
You do +2 Harm when you attack an unsuspecting foe or ally for the first time.

3 I HAVE WHAT YOU NEED
A master manipulator, you may not actually have what they need, but you really are convincing.
You get +2 to a TRICK or SMOOTH roll when you attempt to TRICK or BRIBE someone. On a +10 you can hand them any item and have them convinced itís what they wanted, on a 7-9, they are convinced for 2 rounds, but may come after you.
On a fail, they arenít fooled and will attack.

4 SOLVES-ALL
Donít ask where it came from, what itís made of, or what the side effects are. What matters is that it will solve ALL your problems.
You gain +3 packets of GRAVE DIRT. Your deception makes the poison all the more potent. When you use GRAVE DIRT, roll 1D6 + your TRICK score, and deal extra Harm equal to the result.

5 MISDIRECTION
Youíve got a knack for distraction. They wonít see your true intentions if you draw their
attention from your ulterior motives - and thatís sickeningly simple to do.
Roll +TRICK to draw the attention of whoever your mark is away from their goal. On a +10 not only are they so distracted they miss their turn, you get a surprise attack on them. A 7-9 has them distracted enough to miss their turn. A fail? You played yourself and will reap the rewards of your markís surprise attack.

6 YARN
What is a storyteller but a liar with kinder intent? You spin a yarn so flawless that even
those with iron will and flawless memory will doubt what they know to be true.
Your lies are so convincing that once per day you are able trick a mark (be it foe or ally) into believing your bullshit without question (and without a roll).

This message was last edited by the GM at 21:15, Tue 16 July 2019.