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Draw Steel skill
Deceive
Key facts
- Characteristic
- Presence
- Skill group
- Presence skills.
- Test
- 2d10 + Presence; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make.
Overview
Deceive covers the whole con: acting the part of a tax assessor, letting a guard assume you belong, steering a conversation away from the one question you cannot answer. It is a Presence skill because the mark believes the performer more than the words. It comes up in infiltration, bluffing past checkpoints, running a scam, and stalling a suspicious NPC long enough for allies to finish. A single flat falsehood under questioning is the Lie skill instead.
How it works
Characteristic: Presence.
How it is used: Often opposed by the target's Read Person. Tier 3 sells the impression completely. Tier 2 works for now but leaves the target with questions. Tier 1 gets caught.
Edges and banes: A prepared cover, supporting props, or a distracted mark grants an edge (+2). A suspicious or well-informed target, or a story that contradicts visible facts, imposes a bane (-2).
Tips and playstyle
Best for: Face characters and infiltrators who would rather talk past a guard than fight one. Character concepts: Agent career spy, Criminal con artist, Performer who never left the role. Synergies: Dress for the costume, Lie for the moment someone asks a direct question, Culture so the cover matches local expectations.
Frequently asked questions
What separates Deceive from Lie?
Deceive is a sustained false impression built from behavior and context. Lie is a single stated falsehood under pressure.
Can I use Deceive in combat?
As a maneuver the Director allows, such as feigning surrender or pretending an ally is wounded. Success usually grants an edge or a moment of hesitation.