1.7 KiB
1.7 KiB
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.