My group has made a house rule for Tricksy that I want to share. It’s Just an additional addendum so as not to break the in-game economy and money-related rewards. The following is placed at the end of the Tricksy description:
“The item produced must be related to or directly helpful for the current encounter or scene. GM has final approval.”
Without this limitation, the min-maxer of my group began to produce Holy Icons every scene he could. He always cited the ability’s listed effect of the item’s presence not needing a logical explanation. His intent with was to sell them for regular income. Rather than role-playing around this or arguing intent versus letter of the rule, the group held a vote and the ability was nerfed as listed above. The player understood and accepted the change. We were all, however, curious why something similar wasn’t part of the written description in the first place, given the “ essential ” qualifier in the Utility Belt Star Wars talent on which Tricksy is based.
We have also voted that a health or stamina potion is helpful to every combat encounter. This allows the Tricksy player to “find” one of either during what is likely their final turn before the last foe is slain and Tricksy went unused. The same is also true for the most beneficial kind of alcohol (or similar consumable luxury) during social encounters. The party has been happy with these clarifications and precisely where Staddus the Banjoist finds his prized health potion amongst the pile of slain villains has become an in-character betting mini-game.
Edited by HaphazardNinja