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
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
Starting moves (pick 3): I Got This, The Plan, Out of Sight, I Know People, Punch the Clown
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
- Advancement: Pick a Delinquent advanced move — Choose 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.
- Advancement: Take a move from another playbook
- Advancement: +1 label (max +3)
- Advancement: Lock a label
- Moment of Truth: drop the act and do something undeniably true — Once 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.
Masks: A New Generation is published by Magpie Games and released under the Creative Commons Attribution 4.0 International License.