Essence of theTrickster
byLucianoWrites
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AI summary
Makes you The Trickster, granting conceptually appropriate powers and the goodwill of beings of chaos and mischief, alongside a stunning wit that lets you outmanoeuvre opponents and find unorthodox solutions to almost anything. You are the definitive shapeshifter, able to change so completely that reality itself accepts you as having always been the other sex, and — subverting the usual trickster expectations — you can make deals conceptually binding, holding people to their word esoterically. You also gain a multiplier and divisor operating on threes that always works in your favour: everything costs a third and returns triple, so a meal needs a third of the ingredients and time yet comes out three times better, training a third as hard yields greater gains than anyone else's full effort, buying at the reduced price triples your goods while paying full price multiplies them ninefold, you can appraise anything at a glance and purchase it without the owner's presence or consent, and deals demanding something less literal than money accept any substitute made in reasonable good faith.
Generated précis — the sections below are the author's original text.
Description
This Essence tastes like mistletoe.
Effects
17By downing this Essence, you become The Trickster. You gain conceptually appropriate powers related to being a trickster, and beings of chaos and mischief are more likely to be fond of you and cooperate with you than they otherwise might. You are not the leader of all trickster beings, but low-level tricksters and chaos goblins might well obey you out of respect for your power and potency.
You gain a remarkable, truly stunning wit and cleverness that lets you deftly outwit your foes and come up with unorthodox but effective solutions to a stunning breadth of problems you may face. You know that the most well-structured plans may not survive contact with the enemy but with your improvisational skills your enemies are likely to never realize that your solutions were not a part of your original plans.
You are THE shapeshifter. You can shapeshift so thoroughly that you can take on features possessed by the other sex and truly trick reality into believing you are and always were a woman as a man or a man as a woman, to the point that female imbibers of this essence can father children and male imbibers of this essence can become pregnant and give birth to children. This shapeshifting even allows you to take on the forms of mythical beasts and creatures like dragons and giants, but you do not gain the ability to do anything more impressive than fly as a dragon or be intimidatingly tall as a giant. You are also a terrifying master of stealth and deception, capable of hiding from even figures like Heimdall or, as an example from Greek mythology Argus Panoptes.
In a rather confusing subversion of tropes one might expect a trickster to adhere to, you can make deals binding. Esoterically, conceptually so. You have the ability to hold people to their words, even people who didn't know you were in the room or could hear them would be expected to fulfill their promises if you want them to, and this applies even to drunken pronouncements. If someone asked for a horse and offered their kingdom in exchange for it, if you or someone else got that man a horse and wanted his kingdom, he'd either have to give it to you or he could expect the world to turn against him until he makes good on his promise (or until you decide to stop holding him accountable to his words, whichever comes first). You can be as deceitful as you wish, your promises are not bound by this strange ability unless you'd want them to be, but people can remember that you can easily ignore deals when they are inconvenient to you so careful usage of this ability is required to make it work effectively.
You have simultaneously gained a multiplier and a divisor, one that always works to protect and help you. It functions based on the power of threes. An example of how this works, let's say that a motel room costs forty-five dollars a night. In order to get to sleep there one night, you'd only have to pay five dollars. The basic math here is that the cost of the room is reduced to fifteen dollars, and each dollar YOU pay has the same value as three dollars. If you paid forty-five dollars, you'd be able to stay in the room twenty seven nights (since the end results of things ALSO get multiplied by three, so it goes from staying nine nights (the base math) to multiplying that initial nine by three) without anyone finding it odd.
As a further example of this, in order for you to make one meal, you'd only need one-third of the ingredients, one-third of the time, and any meal you'd make would be three times as good and could feed three times as many people.
This functions for EVERYTHING, not just things you buy, sell, or make. You'd only need to study or train a third as hard as anybody else, and you'd see greater gains from it then they would. You only need a third as much sleep, food, or water, and every bit of sleep, food, or water you get is three times as potent and sustaining as it'd otherwise be, effectively reducing your needs to a NINETH of their base. So a human adult male, who normally needs (roughly) 2'500 calories a day only needs 277 (roughly) calories a day with this Essence. Adult human men need about 7 hours of sleep a day... you only need forty five minutes.
You get three times the stuff when you purchase something, and that's only if you purchase something at the third of a cost you'd pay. If you pay the full price, the three times becomes nine times, given how this maths out. This does not negatively affect the original owners of the things, so if you buy one packet of noodles your noodles will multiply post-purchase, effectively instantly producing the two ADDITIONAL packets from nothing. No one will question this unless you yourself point out how odd it is.
Additionally, you can tell anything's exact value with a glance and you can buy it even without being able to find the owner and even without the owner's consent. This means you can buy something like a national park, or one's house, BUT you do have to pay the cost. The money paid will transfer over to the owner, or in the case of something unclaimed like a tract of land that belongs to no one, the money will vanish.
If you make a deal that requires something more esoteric then exact, literal money you can substitute stuff, so long as SOME effort at equivalency is made. A deal that requires a human soul? Have some lifeforce instead. You need to give up your freewill for a bit? How about they can command your servants to do something basic once a day for a while instead? There has to be SOME effort at an equivalent exchange, but this is real loose.
Things that are YOURS are known to be yours and people can determine not only that they are claimed but who they are claimed by at a glance. You will know who stole something of yours if they dare to do so, and can track them unerringly.
Things lent to you function at their full power, and are considered YOURS for the duration of the loaning period. This means that if someone loans you a weapon but does not set a "Return by" date, the thing is yours and can even be used against them to its full effect.
As The Trickster you are entitled to some powerful equipment. All of this equipment is affected by the rules mentioned earlier, with descriptions that account for that (as in this is all written out assuming you are affected by the previously explained tripling effect).
The first things you get are three rings that are referred to as "Draupnir". These are golden rings that every three days produce twenty four gold rings each that can be sold, or used as jewelry, or smelted down, or for any other purpose you can imagine that would be suitable to gold rings. With a thought you can shift the type of ring of two of these rings and use them to create twenty four rings each of other metals such as silver or even mythical metals if you can get your hands on a sample.
The second things you get are three pieces of jewelry known as Brísingamen. These are stunning amulets, rings, or other pieces of jewelry as picked by you when you first down this essence, that serve two powerful purposes. The first purpose is that these accessories are truly potent charisma boosters, enhancing your beauty, charm, wit, and even impact on the senses of those who behold them. Anyone who has one of your Brísingamen and has your permission to use it will be considered the most beautiful and charming person in a space barring the proximity of a divinity of beauty or something along those lines. The second aspect of these pieces of jewelry is that they are priceless, conceptually so, and can be used in place of the requirements of any deal. Even if someone requested the eternal enslavement of an entire galaxy's worth of people, if you gave them one of these pieces of jewelry the deal would be considered fulfilled and they'd accept it. A "spent" piece of jewelry used this way will eventually come back to you, though how long it'd take to come back would depend on the price you paid using the jewelry. If you paid for a night's stay at a cheap motel you might get the amulet back in a day. If you went by the earlier example you might need most of a decade to get the item back. You'll never, ever, end more than a decade to get the jewelry back.
You get nine binding tools named "Glepnirs". These tools can take on any form you wish for them to take, from ropes to handcuffs, and can be used to bind anything and completely depower it. If you're facing down Thor or even Odin themselves and you can get a Glepnir on them, they will be depowered and completely impossible to free short of you allowing it. Even omnipotent beings could be captured using one of these, and they'd be unable to free themselves short of you allowing it.
You have acquired three tools of war known as Mistilteinn. These tools can be anything from shields to arrows, and whenever you acquire a new one you can decide the form it takes. These are tools made of the wood of the World Tree itself, and are highly receptive to enchantments as well as are dancing weapons that can fight completely by themselves if need be. This means that a Mistilteinn shield can move to protect you from an arrow fired from a place you can't see, and a Mistilteinn spear could fly from you and assault foes beyond your reach. You can also use these weapons or defensive tools to kill any being weaker or equal to you in strength or wisdom by sacrificing them, or you could sacrifice them to resurrect another living being. When consumed this way you'll be getting a new Mistilteinn tool in nine months.
- Categories
- utilitysocialmagicitemscombat
- Traits
- wealthcharismashapeshiftingflightcompanionsgodhoodomnipotence
- Keywords
- leadershipdragonresurrectionskill masterystealthresourcessustenanceweaponsdarknessarmorbarrier creationbase of operations