Tricks are always specific to their domain. They make the probable automatic, the unlikely probable, or the impossible possible. Tricks have a die size and count, marks, and uses per scene. Tricks start at 1d6 with 0 marks and 1 use per scene.
Tricks add new mechanisms or modify the existing mechanisms in a limited way. They may be spells, extraordinary abilities, functions of magic items, reflections of preternatural skill, or anything else that makes sense to you.
Tricks may be limited by a trigger or they may be used whenever you please, as long as you have at least one use left in the scene.
Example Tricks #
There is no limit on what a trick can be or do, so long as you and the folks at your table agree to it. The tricks listed below are examples, not the totality of possible tricks.
Burning Blade #
Roll the trick dice whenever you please. Add your result to your damage for the rest of the scene.
Call Lightning #
While outside, pick a point you can see and roll the trick dice. You deal result damage to everything nearby.
Castigate #
Roll the trick dice when rebuking someone. Any attempts to interact with you for the rest of the scene require a test to beat the highest die in your result.
Darken Sky #
Roll the trick dice while attacking at range. Add your result to your test to hit.
Disappear #
Roll the trick dice whenever you please. For the rest of the scene, Any attempts to spot you for the rest of the scene require a test to beat the highest die in your result.
Encyclopedic #
Roll the trick dice whenever trying to recall information related to your domain. You know as many facts as your result about the topic.
Fly #
Roll the trick dice whenever you please. For result turns, move yourself and/or anything you choose freely through space. Count an extra turn for each entity flown.
Knit Flesh #
Roll the trick dice whenever you please. Your target regains result HP.
Rage #
Roll the trick dice whenever you please. For the rest of the scene, add your result to any aggressive/physical action, and subtract it from any defensive/mental action.
Reflect #
Roll the trick dice whenever you’re holding your shield and defending against a magical attack. Use your result as your roll for the contest. If you win the contest, the attack affects the caster.
Riposte #
Roll the trick dice when defending against a melee attack. Deal your result as damage to the attacker.
Shatter #
Roll the trick dice when attacking an item. Add your result to the damage.
Summon #
Roll the trick dice to raise one or more entities. Your trick dice are their HD and your result is their HP. You may split the trick dice between multiple entities, rolling separately for each.
Telepathy #
Roll the trick dice whenever you want to convey a message. You can wordlessly transmit result words to anyone you can see.
Uncanny Block #
Roll the trick dice when defending. Add your result to your contested roll.