In the scene I’m playing, a player has triggered the Consequences rule - My character, Jens, was attempting to have a conversation with Augustus, in front of Davy, but he was trying to be a little bit too clever, and to try to essentially offer Augustus a corrupt exchange, while making is seem all above board for Davy, so he could act as a witness if needs be to the innocence of the conversation.
In another rpg, usually Davy would be offered a roll to see if he detects the subterfuge and understands what is really going on here - in this game there are no such rolls. Instead, @Captbnut gets to choose whether Davy understood the subtext or was completely naieve to it.
Davy understood exactly what was going on from the beginning - in a different rpg he just rolled a crit. He wasn’t merely suspicious, he didn’t have to do any further roleplay to uncover what was really going on, he just knew! That’s perfectly allowable in this game, however, the balancing mechanism is called Consequences.
Any player (whether part of the scene or not) can trigger a consequence any time they feel that success in anything has been earned too easily. In this case, I have decided that Davy understood what was going on just a little too easily, so there must be consequences.
In this case, I’m going to say that the consequence is that Jens has lost his ‘mojo’ - he has underestimated Davy or overestimated his own skill in subterfuge. Either way, the result is the same, Jens’ lies and deceits are now easily detectable to even the most trusting ear - but Jens doesn’t know it and will continue to lie and deceive as he always does.
Because I triggered the consequence and because it affects my own character, I can make this decision unilaterally. Had I decided to inflict the consequence on another character, I could only do so with their player’s consent.