COURT DECK
Fifteen cards. Each one a calculated performance. The Courtier draws, plays, and discards — and the crowd never sees the trick until it's already over.
NUMBER CARDS
Jester's Flourish
Reroll any flip. Red card result: draw 1 card from the main deck. Black card result: heal HP equal to your Willpower Modifier.
The Magician's Hand
Draw 2 cards from the main deck. Keep one and discard the other.
The Stolen Scene
Interrupt one enemy action. Take one Action immediately. The enemy suffers −2 to all flips during that action. You lose one Action on your next turn.
Throw the Voice
Project your voice or an illusory presence up to 30ft away. One creature within range becomes Distracted and, if out of combat, moves toward that location.
The Spotlight
One ally within 15ft may immediately take a Move or Action outside their turn. They lose one Action on their next turn.
Laughing Blade
Deal 2/4/7 Psychic damage to one creature (scales by tier). If their next flip result is under 7, they become Weakened(1).
Mirror in the Smoke
Create an illusory clone. On your next attack or ability, the clone mimics it against a second target, then vanishes.
Encore
Play any Court Card you have already used this rest.
The Fool's Gambit
Choose a target to flip. Red card: they take 4 damage. Black card: you take 2 damage.
FACE CARDS
The Curtain Falls
End your turn. You become untargetable until the start of your next turn. Enemies act as if they do not notice your absence.
The Blade Behind the Smile
Make a melee attack. If it hits, deal +3 damage and apply Bleeding(2). Move 10ft in any direction after the attack.
The Trick Deck
Flip the top card from the main deck. Red: draw 2 cards. Black: force one enemy within 20ft to pass a Willpower Save (tn10) or gain Temporal Lag.
Center Stage
All enemies within 20ft must pass Mental Defence (tn12 + Willpower Mod). On failure, they can only target you until the end of your next turn.
JOKERS
The Crimson Reprise
All allies within 15ft heal 5 HP, draw 1 card, and may stand from Grasping for Life. Until the start of your next turn, allies gain +1 to all flips.
The Void's Ovation
All enemies within 20ft must pass Psychic Defence (tn12). Failure: Stunned, Prone, and take 5 Psychic damage. Success: Take Cover. Retrieve 2 Court Cards from your discard pile.