Deception is the art of the deliberate falsehood -- making people believe
what you want them to believe. It covers bluffing (social lies), fast-talking
(talking your way past a guard), misdirection (drawing attention from the
real action), disguise (altering appearance and voice), impersonation
(passing as someone else), and combat feints (using deception to create an
opening). In the verse, Deception is the Face's primary weapon, the
Operative's cover story, and the reason every Family executive has a PR
team. On the Rim, it talks you past a checkpoint; in the Core, it gets
you into the boardroom.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
CHA
Opposed Skills
Persuasion, Perception
Trained Only
false
Untrained Use
Key Ability
CHA
Notes
Special: Combat feinting is a move action: make a Deception check opposed by
the target's Perception; on success, the next melee attack against
that target gains +2.
Special: Combat feinting is a move action: make a Deception check opposed by
the target's Perception; on success, the next melee attack against
that target gains +2.
Untrained: May attempt simple lies (white lies, excuses). -2 penalty on contested
social checks. No disguise, no impersonation, no combat feinting.
Untrained deception is transparent to anyone paying attention.
Descriptors
dc: 10
Field
Value
dc
10
task
Tell a believable small lie
dc: 15
Field
Value
dc
15
task
Fast-talk a guard into letting you pass
dc: 20
Field
Value
dc
20
task
Maintain a cover identity under questioning
dc: 18
Field
Value
dc
18
task
Feint in melee combat
dc: 25
Field
Value
dc
25
task
Pass as a specific known individual
dc: 30
Field
Value
dc
30
task
Maintain a deep cover for an extended operation
Synergy
bonus: 2
Field
Value
bonus
2
from
Theft
threshold
5
bonus: 2
Field
Value
bonus
2
from
Streetwise
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Theft
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Streetwise
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Persuasion
Uses
application: Tell a believable small lie
Field
Value
application
Tell a believable small lie
dc
10
failure
Lie detected; target becomes suspicious.
success
Lie believed; no suspicion raised.
application: Fast-talk a guard into letting you pass
Field
Value
application
Fast-talk a guard into letting you pass
dc
15
failure
Guard does not buy it; must try another approach.
success
Guard waves you through; no alarm.
application: Maintain a cover identity under questioning
Field
Value
application
Maintain a cover identity under questioning
dc
20
failure
Cover cracks; inconsistencies noted.
success
Cover holds; identity accepted.
application: Feint in melee combat
Field
Value
application
Feint in melee combat
dc
18
failure
Feint fails; no bonus, action wasted.
success
+2 on next melee attack vs. this target.
application: Pass as a specific known individual
Field
Value
application
Pass as a specific known individual
dc
25
failure
Recognised as impostor; security response.
success
Identity accepted; full access granted.
application: Maintain a deep cover for an extended operation
Field
Value
application
Maintain a deep cover for an extended operation
dc
30
failure
Cover blown; operation compromised.
success
Cover sustained for days/weeks; mission continues.