When you trick an NPC, roll with Creativity. On a hit, they fall for it and do what you want for the moment. On a 7–9, pick one. On a 10+, pick two.
- They stumble; take +1 forward to acting against them.
- They act foolishly; the GM tells you what additional opportunity they give you.
- They overcommit; they are deceived for some time.
Faking illness to draw a guard into your prison cell, dressing up as a dark spirit to scare intruders away, convincing a ship captain to give you passage with forged papers—any time you use your wits and skills to fool, confuse, or deceive NPCs, you’re tricking an NPC. This move covers all sorts of deception, from bald-faced lies to creating diversions. Whether you’re bluffing your way into or out of somewhere, fooling or distracting someone, or otherwise convincing an NPC of a falsehood for some reason, it’s a trick. If you just lie without any intent to push the NPC to action, though, you’re not tricking. And if you lie in a particularly ridiculous, completely incredible way—the NPC has to be a fool to fall for it—then you’re probably
.When you trigger this move, first tell the GM what you’re trying to get the NPC to do. If you’re not trying to get them to do something right this second, then you’re not tricking them yet. On a hit, they take the bait and do what you want, but only for a short while. You then get to choose how they fall for your trickery—they might be briefly thrown off or flustered, make a mistake you can capitalize on, or buy it hook, line, and sinker. A roll of 7–9 lets you choose one of these options, while a particularly effective trick on a 10+ lets you choose two instead.
Missing on a trick attempt can result in a lot of different results. The most obvious outcome is that your target catches you in your lie or discovers your deception. They might just as easily go along with it but reveal a new complication about the situation in the process. They might even believe your trickery in a way that brings too much attention to you—not only do you convince the opera house staff that you’re filling in for a sick performer, but they tell you you’re about to miss your cue and shove you on stage!
Options for Tricking
If “they stumble,” the NPC believes your deception and it catches them off guard. When you next make a move against them based on your trickery, you take +1 to the roll. If you don’t choose this option, they buy your trick but you can’t continue to use it as leverage.
If “they act foolishly,” they fall for your trick in a way that also creates another opening for you to take advantage of. They might reveal something hidden, falsely assume something else that benefits you, or otherwise give you a chance to act. Whatever it is, it’s only a momentary opening and you still need to act quickly to seize it. If you don’t choose this option, your trick grants the original opportunity without any extra openings.
If “they overcommit,” not only do they take the bait but you sell it so well that it takes a long time for them to realize they’ve been fleeced. If you don’t choose this option, your trick deceives them but they catch on sooner rather than later to your trickery.
Kirilaq the Rogue is at a local watering hole, and she settles in playing games of dice with some Fire Nation guards. “I kind of want to play with them, keeping them talking and losing intentionally long enough that they let slip something important—I really want to know what’s in the crates we saw the guards carting into town. Is that a
with my background? Playing dice games, playing someone?” asks Kirilaq’s player, Kayla.“No, I think it’s a trick,” says the GM. “Your skills and training let you trick like this, but trick is more specific and more direct, and it matches the whole thing that you’re doing.”
Kayla agrees and rolls, getting a 10! “I definitely want them to overcommit—I don’t want them to figure this out for a while—and…I think I want them to act foolishly, too.”
“Excellent,” says the GM. “So they’re really into this, enjoying beating you—but of course, only by the skin of their teeth, you make sure, to keep the tension—and they start openly talking about all manner of things, including the crates and how they think dragon eggs are inside, and where exactly the eggs are going to be stored. They even imply the lock is special, how no one can get in without a special tool, and one guard shows you a weird flute in his tunic.”
Nokahhak the Bold wants to save her friends from being captured by some Triad toughs! “I rush out toward them, shrieking and screaming and looking behind me,” says Nadja. “‘SPIRIT! SPIRIT ON THE LOOSE! RUN! RUUUN!’ I want them to bolt!”
“Hm,” says the GM. “That seems a little unlikely to fool them—yeah, there are spirits around Republic City now, but one random stranger yelling isn’t that convincing. I’d say you’re
right now.”“Can I make some subtle airbending motions, create a whistling, groaning wind that blasts out from the alley to help sell it?” asks Nadja.
“Oh, absolutely, that’s perfect. Roll to trick these NPCs !”
Nadja rolls and gets a 7. “I just want them to stumble—that way, if they do figure out what’s up, I’ll get a +1 forward against them,” says Nadja.
“Excellent,” says the GM. “So the Triad toughs start running away from the weird wind pouring out of the alley, and that gives you and your friends a chance to flee in the other direction!”