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The Delinquent

Trickster archetype with starting label spread Danger +1, Freak 0, Savior -1, Superior +1, Mundane +1. Selects three moves from I Got This (risky improvisation for +1 forward, owe...

Playbook
Core
Danger
+1
Freak
+0
Mundane
+1
Savior
-1
Superior
+1
Advanced Moves
Talk My Way OutThe RevealTake Them Down a PegPublic DisturbanceSlipperyYou're Not the Boss of MeSnipe Hunt

The trickster. The Delinquent runs the prank, picks the lock, and slips the punch on the way out. They are nobody's sidekick and nobody's protege, and the moment a teammate, parent, or city tries to file them in a folder, they will set the folder on fire and pose for the camera.

Underneath the smirk is somebody desperate to find out which version of themselves is real.

Identity questions:

  • Who taught you that authority cannot be trusted?
  • Which teammate have you secretly always looked up to, even when you're mocking them?
  • What is the prank that finally went too far?

Starting label biases: Danger +1, Freak 0, Savior -1, Superior +1, Mundane +1

Advanced moves

  • Talk My Way Out
  • The Reveal
  • Take Them Down a Peg
  • Public Disturbance
  • Slippery
  • You're Not the Boss of Me
  • Snipe Hunt

Advancements

  1. Advancement: Pick a Delinquent advanced moveChoose from Talk My Way Out, The Reveal, Take Them Down a Peg, Public Disturbance, Slippery, You're Not the Boss of Me, or Snipe Hunt.
  2. Advancement: Take a move from another playbook
  3. Advancement: +1 label (max +3)
  4. Advancement: Lock a label
  5. Moment of Truth: drop the act and do something undeniably trueOnce per session, when you finally stop pretending and act on what you actually want, you succeed completely — even if it should be impossible. The cost: you can't hide behind the persona again until you've faced the consequences of what you just did.