Engaño
Esta habilidad general representa la competencia de un personaje para
engañar a otros mediante la conversación y la interacción. Abarca
todos los trucos y subterfugios verbales, pero los cambios de actitud
provocados por esta habilidad no son necesariamente duraderos.
El dado de situación de un personaje se ve modificado por el
modificador de resistencia de Inteligencia del objetivo.
Mentir
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Mentir: Talento para despistar o engañar mediante una falsa bravuconería o mentiras descaradas.
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Sobornar: Ofrecer dinero, bienes, información o servicios para obtener lo que se desea.
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Apostar: Competencia en varios juegos de azar.
Soborno
Whenever a Personaje wants to offer another Personaje money,
goods, information, or services to get that Personaje to do what
the Personaje wants, a Soborno check is called for.
On a Fallo Crítico, not only is the Soborno refused, but the
target becomes Hostile or even Combative. In all cases, there’’s no
way he’’s going to accept the Soborno.
A Failure result means that the Soborno is refused, and if the
Personaje wants to try again he must raise the value of the
Soborno being offered. Each subsequent Failure result adds to the
size of the Soborno until the Personaje either rolls a Fallo
Crítico (with effects as described above) or achieves some degree
of success.
An Ordinario success indicates that the Soborno is accepted,
but the attitude of the target is unchanged—a Hostile guard will
accept your money and let you pass, but if he sees you again he’’ll
still be Hostile.
On a Bueno success, the Soborno is accepted, and the target’’s
attitude improves by one grade for 2d6 hours or until the
Personaje does something to change the relationship. (Bought
friendships only last until the money runs out and usually require
a steady flow of cash or favors.)
On an Asombroso result, the Soborno is accepted, and the
target’’s attitude improves by two grades for 4d6 hours or until
the Personaje does something to change the relationship.
Juego
This Especialidad represents a Personaje’’s proficiency at various
games of chance. With each purchase of the Especialidad, the
player selects a different game (subject to the approval of the
Director de Juego) for his Personaje to be skilled in.
With a successful Juego check, a Personaje can estimate the odds,
determine if a particular game has been rigged, count cards, spot
a cheater or another skilled gambler, and increase his own odds of
winning.
A gambler can improve his odds of winning either by playing
skillfully and honestly—or by cheating. If a Personaje plays
honestly, the winner in a gambling contest is the one who achieves
the highest success level, with each tie representing an increase
in the stakes. A gambler’’s skill check is made with a -2 bonus
if he is playing against an untrained opponent (someone who
does not have the Engaño broad skill), with no modifier if
playing against a trained opponent (someone who has Engaño and
perhaps also Juego, but at the same or a lower rank), or with a
+2 penalty if playing against a **trained opponent of a higher
skill rank**.
If a Personaje decides to cheat, different modifiers apply: a **-3
bonus** if playing against an untrained opponent, a **+1
penalty** if playing against a trained opponent, and a **+3
penalty** if playing against a **trained opponent of a higher
skill rank**. Payoffs are better, however, depending on the check
result that ends the contest:
On any Fallo Crítico, the Personaje is caught cheating. On a
Marginal success, he wins the pot; on an Ordinario
success, he wins the pot plus a side bet equal to half of the pot;
On a Bueno, he wins the pot plus a side bet of an equal
amount; Asombroso, he wins the pot plus a side bet of twice
that amount.
As an option, you may use the “Personaje vs. Personaje” rules on
page 63 to determine the outcome when characters Juego against one
another. In this case, however, the size of the pot is agreed upon
before any dice are rolled.