Action!/Schtick/Proficiency/Bluff
Bluff[edit | edit source]
Fast Talker[edit | edit source]
Tier 1
Passive: You may reroll a Bluff roll once per attempt.
Advancement: Reroll Bluff twice (Progression 5), Regain a Presence if you gain a Negotiated Victory (EV 10+) or better.
Short Con[edit | edit source]
Tier 2
Presence: You may make a Free Bluff Action.
Advancement: Remove the Presence cost, add: On any non-Deceit Action (3)
Operators and Speakermen[edit | edit source]
Tier 2
Any number of persons may aid your Bluff, with a Bluff+Manipulation vs Difficulty 10. Gain +1 AV per 5 EV of support.
Advancement: Lower EV required for support (Progression 50).
Confidence Man[edit | edit source]
Tier 3
Successful Bluff: You gain a Presence Pool point. (4-1)
Advancement: Gain a Luck instead (1), Also regain a Luck point (5).
Wind-Up[edit | edit source]
Tier 3
Successful Bluff: Gain +2 AV on further Bluffs against the same target.
Advancement: AV gain (Progression 10), Stacks of Wind-Up (Progression 25).
The Sting[edit | edit source]
Tier 4
Successful Bluff: Gain d10 EV.
Advancement: +EV (Progression 1). Unsuccessful Bluff, Presence: Gain extra positive die (7), Repeat Presence use if unsuccessful (5).
Scam Artist[edit | edit source]
Tier 4
Successful Attack: Gain a Free Bluff Attempt with +5 EV.
Successful Bluff: Gain a Free Attack with +5 EV.
Advancement: Both AV (Progression 40), Both EV (Progression 2)
Ace in the Hole[edit | edit source]
Tier 5
2 Presence: Gain d10 AV to next Action.
Advancement: Lower Presence cost to 1 (3). Exchange Presence for Successful Bluff (7).
Silver-Tongued Devil[edit | edit source]
Tier 5
Presence: Use Bluff as any other Proficiency.
Presence: Gain d10 AV to this roll.
Advancement: Always gain the d10 to the roll (3), Remove the Presence cost of the Proficiency substittution (7)