The art of breaking in, staying hidden, and slipping out unseen. ## Tier 1 (Subterfuge 1+) * Light Fingers – Mark a die as Effectful; on success, pick pockets or lift items unnoticed. * Bypass Lock – You can pick simple locks without penalty; mark a die as Persistent to handle advanced ones. * Misdirection – Once per scene, inflict 1 Slight by diverting attention from yourself or an ally. ## Tier 2 (Subterfuge 2+) * Silent Entry – You can open doors or windows without noise penalties. * Sabotage (Subterfuge/Mechanics) – Mark a die as Risky; on success, disable a device or alarm. Failure may trigger it. * Hiding Spot – You can conceal small items or messages on your person without detection. ## Tier 3 (Subterfuge 3+) * Cat Burglar – You may reroll one failed die per scene when infiltrating secured locations. * Escape Artist (Subterfuge/Dodge) – Mark a die as Persistent; on success, slip free of bonds, grapples, or restraints. * False Trail – You can erase evidence of your passage, making Tracking rolls against you one success harder. ## Tier 4 (Subterfuge 4+) * Ghost Step – Once per session, move through a secure area entirely undetected (unless magical sensors are present). * Master Thief – You may declare you “already planted” a tool or device in a location you previously visited. * Absolute Disguise – You can fully assume another person’s appearance for one scene (requires prep time and resources).