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**Trickster Domain** characters win with **wits, lies, disguises, and stolen luck**. They talk their way past guards, slip a coin from a pocket, and turn a sure thing into a laugh. Some Tricksters have a dash of real magic—a fox spirit's blessing or a gambler's charm—while others are simply clever. A Trickster might be a market-square storyteller, a sneaky younger sibling, or a con artist with a heart of gold.

## Tier 1 Base Card: Trickster Initiate

**Trickster Aspect:** Choose **Tact** or **Agility**.

### Core Feature: Stolen Luck

Once per scene, when a creature you can see rolls, choose **one die** in their pool, roll a die of the **same size**, and **swap** those two results. Their pool uses your number; theirs leaves that roll. Mark **1 Stress** to use it a second time in the same scene.

> *Play tip:* The die you pick is the tradeoff. Against an enemy, a high damage die (a 7 or 8 on a d8) is often worth matching with a d8 in hopes of a low swap—but if their big die already whiffed, a d4 aimed at one of their high Aspect dice can steal more.

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Talk your way past a guard or gatekeeper  
- Wear a disguise and go unrecognized  
- Steal something without anyone noticing  
- Turn an enemy against another enemy  
- Make a whole room laugh at the right moment
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### Quick Disguise (Exploration – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

In a minute, using simple props, you look like an ordinary member of any common group. Rolls to see through it have **Disadvantage**.

### Silver Tongue (Roleplay – Passive)

**Action Load:** — (Passive)

You roll with **Advantage** to lie, bluff, or haggle with strangers.

### ⚡ Misdirect (Combat – Reactive)

**Action Load:** 1

When you are attacked, choose another creature within 5 feet of you. The attacker rolls **Insight** Resistance against your Trickster Aspect roll or attack that creature instead.

### Dirty Trick (Combat – Active)

**Action Load:** 1

Throw sand, trip, or tangle. The target rolls **Insight** Resistance against your Trickster Aspect roll; on a failure it is **Distracted** until the end of its next turn.

### Light Fingers (Exploration – Active)

**Action Load:** 1

Take, plant, or swap a **small object** on a person.

- If they are **not on guard**, you succeed without a roll.
- If they **are on guard** (watching pockets, patting gear, active sentry), roll your **Trickster Aspect** vs. their **Insight**. You succeed if you meet or beat their total; on a failure they notice the attempt (GM decides whether they catch you mid-act or only after).

### Cover Story (Team Action – Passive)

**Action Load:** — (Passive)

When you vouch for an ally, they gain **Advantage** on their next social roll with the same person.

## Tier 2 Base Card: Trickster Adept

### Core Feature: Slippery

You may **move 5 feet** after any successful lie, trick, or misdirect, without provoking reactions.

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Pull off a con with your whole party  
- Escape capture through trickery  
- Fool someone powerful  
- Return something stolen to its rightful owner  
- Turn a fight without anyone getting hurt
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 2 Feature Cards

### Feint and Fade (Combat – Active)

**Action Load:** 1

You and one ally become hidden until the end of your next turn, if there is any cover nearby.

### ⚡ Gambler's Charm (Team Action – Reactive)

**Action Load:** 1

When an ally rolls, use *Stolen Luck* on their roll instead of an enemy's.

### False Trail (Exploration – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Leave a false trail. Pursuers follow it for hours.

### Many Faces (Roleplay – Passive)

**Action Load:** — (Passive)

You keep **three identities** with names, reputations, and contacts.

### ⚡ Pocket Sand (Combat – Reactive)

**Action Load:** 1

When an enemy moves next to you, it has **Disadvantage** on its first attack this round.

## Tier 3 Base Card: Trickster Expert

### Core Feature: Lucky Streak

*Stolen Luck* can be used **twice per scene** without Stress.

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Trick a dragon, spirit, or noble  
- Steal something that "cannot be stolen"  
- Start a rumor that changes history  
- Fool your own party (in good fun)  
- Bring down a villain without a fight
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 3 Feature Cards

### ⚡ Double Bluff (Combat – Reactive)

**Action Load:** 1

When a creature succeeds on a roll against one of your Trickster Features, reroll your Trickster Aspect roll; you choose which result counts.

### Fool's Doubles (Combat – Active)

**Action Load:** 2

Flickering decoys, a swirl of cloaks, or a shell game with yourself. You create **3 decoys**. Until your next turn, while you have at least one decoy, each attacker rolls 1d4 first: on a **1–2** the attack strikes a decoy instead (wasted) and **one decoy vanishes**. When you have no decoys left, this Feature ends early.

### Infiltrator (Exploration – Passive)

**Action Load:** — (Passive)

You know how to get in anywhere. You roll with **Advantage** to sneak past guards, pick locks, or talk your way through gates, and you always spot one hidden way in (servant's door, drain, loose window) when you study a building for ten minutes.

### Rumormonger (Roleplay – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Start a rumor. Roll your Trickster Aspect against the GM's DC (8 for a village, 12 for a town, 16 for a city). On a success, by tomorrow most people believe it; on a failure the rumor spreads, but someone knows it started with you.

### Distraction Play (Team Action – Active)

**Action Load:** 1

All allies gain **Advantage** on their next attack against a target you tricked this round.

## Tier 4 Base Card: Trickster Master

### Core Feature: Fortune's Favorite

Once per session, you may declare that something lucky **just happened**. The GM makes it true in a reasonable way.

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### The Long Con (Roleplay – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Spend a week preparing a con against an organization (a guild, a garrison, a noble house). Name what you want (a key, a pardon, a cargo, a seat at the table). The GM sets up to **three** obstacles; each is one Trickster Aspect roll (allies may help). Succeed on two of three and you get what you wanted without the organization knowing it was you.

### ⚡ Vanish (Combat – Reactive)

**Action Load:** 2

When attacked, you vanish and appear up to **30 feet** away, hidden.

### ⚡ Twist of Fate (Team Action – Reactive)

**Action Load:** 2 (once per scene)

Once per scene, turn an ally's failed roll into a success. You mark **1 Stress**.

### No Locked Doors (Exploration – Passive)

**Action Load:** — (Passive)

No ordinary lock holds you more than a minute.

### King of Thieves (Roleplay – Passive)

**Action Load:** — (Passive)

Thieves, tricksters, and rogues know your name. Once per session, call in a favor from the underworld: a safehouse, a fence, a forger, or a lookout for a day.

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