## Tier 1 (Deception 1+) * Convincing Liar – Mark a die as Lucky when lying under pressure; failure doesn’t immediately expose you. * Diversion Tactics – On a success margin 2+, inflict 1 Slight on a target by misdirecting or distracting them. * Persona Crafter – You may create a false persona during downtime; gain +1 die on all Deception rolls while using it. ## Tier 2 (Deception 2+) * Misdirect Blame – Mark a die as Effectful; on success, you shift Slights or suspicion onto another target. * False Confidence (Deception/Persuasion) – When you bluff, you may give allies +1 die on their next Social roll, even if your lie is unproven. * Cloak of Normalcy – You may erase 1 Slight against you by convincingly “playing along” with others. ## Tier 3 (Deception 3+) * Elaborate Scheme – You can build multi-step deceptions; each successful step adds +1 die to the final payoff roll. * Feign Weakness (Deception/Intimidation) – When targeted in a Social Conflict, you may voluntarily take a Slight; your next action against that target is at +2 dice. * Hidden Hand – Once per scene, you may declare a planted lie, forged document, or rumor exists (“Of course the guard heard about this…”) as long as it’s plausible. ## Tier 4 (Deception 4+) * Network of Lies – All previous lies you’ve planted with a group count as additional Slights against them during future encounters. * Mirror Identity – You may perfectly impersonate a target for the duration of a scene if you have observed them beforehand. * Shadow Puppeteer – Once per session, you may influence a Social Encounter without being present; NPCs act as if you had been there weaving strings.