Deception
This broad skill represents a character’’s proficiency at deceiving
others through conversation and face-to-face interaction. Whether a
character tries to bluff his way out of trouble, bribe a suspicious
official, fast-talk dim-witted thugs into confusion, or gamble his way
into a small fortune, this broad skill covers all verbal tricks and
subterfuges.
Although the use of Deception or any of its specialty skills can
affect the attitude of someone who is victimized by the skill, this
shift in attitude is not necessarily long-lasting. Sometimes even the
slightest change in a situation will spoil a character’’s ruse, or
perhaps require another skill check to see if he succeeds in
perpetuating his trickery.
A character’’s Deception situation die is modified by his target’’s
Intelligence resistance modifier. In addition, the Gamemaster may
award bonuses or penalties depending on past dealings or other details
that may come into play. The greater the level of success the
character achieves, the more convincing his deception appears to be.
Bluff
This specialty skill represents a talent for misleading or
deceiving through false bravado or outright lies, or deterring a
character by displaying extreme (and probably unwarranted)
confidence.
Bluff is used to determine the result of a character’’s trick, con,
or bold-faced lie. No matter what other props a character may use
in a bluff attempt, the most important component is the
character’’s attitude and verbal interaction. This is the ability
to make another character believe something that isn’’t true.
On a Critical Failure, the bluff is seen for what it is, and
the target becomes Hostile or Combative. On a Failure, instead
of having a positive effect, the character’’s patter is considered
to be annoying and condescending. On an Ordinary success, the
bluff works for the immediate scene, although no change in
attitude occurs in the affected character(s). On a Good
result, the target’’s attitude toward the bluffer improves by one
grade (Neutral to Friendly, Friendly to Charmed, etc.) for d8+1
time units before he figures out that he was tricked. On an
Amazing success, the target’’s attitude improves by two grades
for d12+2 time units before he figures out that he was tricked.
Bribe
Whenever a character wants to offer another character money,
goods, information, or services to get that character to do what
the character wants, a bribe check is called for.
On a Critical Failure, not only is the bribe refused, but the
target becomes Hostile or even Combative. In all cases, there’’s no
way he’’s going to accept the bribe.
A Failure result means that the bribe is refused, and if the
character wants to try again he must raise the value of the bribe
being offered. Each subsequent Failure result adds to the size of
the bribe until the character either rolls a Critical Failure
(with effects as described above) or achieves some degree of
success.
An Ordinary success indicates that the bribe 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 Good success, the bribe is accepted, and the target’’s
attitude improves by one grade for 2d6 hours or until the
character 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 Amazing result, the bribe is accepted, and the target’’s
attitude improves by two grades for 4d6 hours or until the
character does something to change the relationship.
Gamble
This specialty skill represents a character’’s proficiency at
various games of chance. With each purchase of the specialty
skill, the player selects a different game (subject to the
approval of the Gamemaster) for his character to be skilled in.
With a successful gamble check, a character 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 character 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 Deception broad skill), with no modifier if
playing against a trained opponent (someone who has Deception
and perhaps also gamble, 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 character 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 Critical Failure, the character is caught cheating. On
a Marginal success, he wins the pot; on an Ordinary
success, he wins the pot plus a side bet equal to half of the pot;
On a Good, he wins the pot plus a side bet of an equal amount;
Amazing, he wins the pot plus a side bet of twice that amount.
As an option, you may use the “Character vs. Character” rules on
page 63 to determine the outcome when characters gamble against
one another. In this case, however, the size of the pot is agreed
upon before any dice are rolled.