Trickster

No matter the complication, no matter how tough the challenge, you have a knack for coming up with a way around or through the problem. It’s just a matter of being willing to see the situation as it really is and then have the wits to find the pattern that you can exploit. You are so good at trickery, that it seems you can even break the laws of reality. Maybe the gods favor you, or possibly you have tapped into magic or even become magical. Whatever the reason, you are no longer bound by the constraints that limit other people. You can do things no one else can and go places others cannot. You find ways to survive even certain death and have a knack for showing up where people least expect you. You are a trickster, and the world is your playground.

Level 7 Trickster

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Tricks Up Your Sleeve: You can use this talent at the start of your turn. Roll a d6 to find out the trick you can play. If you have not made use of the trick before the start of your next turn, discard it.

D6EFFECT
1You can expend 2 yards of movement to either become invisible for 1 minute or alter your physical features so that you look like a different member of your ancestry until you use this talent again, until you become unconscious, or until after you rest.
2When you move 1 yard, you can teleport to an empty space you can see. At level 10, you can teleport to any empty space you have seen at least once before.
3You can use a reaction when you would take damage to reduce the damage to 0.
4You can use a reaction when a creature you can see gets a success or a failure on an attribute or luck roll to turn either the success into a failure or the failure into a success.
5You make attribute rolls with 3 boons until the start of your next turn.
6Target one creature you can see and bestow one of the following afflictions (luck ends): confused, Strength impaired, Agility impaired, Intellect impaired, Will impaired, or vulnerable.

Level 8 Trickster

Health: +12
Cunning Edge: You make attribute rolls and luck rolls with 1 boon and your attacks deal an extra 1d6 damage.

Level 10 Trickster

Health: +12
Rig the System: Whenever you use your Tricks Up Your Sleeve talent, you can roll two dice and use either number rolled to determine the effect.
The Devil’s Own Luck: The target number for your luck rolls is 5 instead of 10.