Tricks

Tricks —Add two points to Precision when initially selecting this Ability. All activities having to do with alibis, artifice, assassination by indirect means (such as poison), cheating, concealment of objects on one’s person, cozening, deceit, deception, dissembling, distraction, duplicity, false accusations and evidence fraud, guile, hidden weapons, infiltration, lying, palming, rabble-rousing, sneak attacks, spying devices, swindling, etc. are governed by this Ability. Each 10 Ability points possessed adds a bonus point to any Harm inflicted by the individual.

This Ability can be used to surprise an individual or group if the Avatar employing it knows or suspects the presence of the other(s) and could logically use the Ability at the time of the encounter. The base Score is used, with the GM making situational and Avatar characteristic modifiers according to circumstances.

Starting Equipment List: Low.