Deception

Bluff, lie, fast-talk, and disguise.

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

FieldValue
Armor Check Penaltyfalse
Key AbilityCHA
Opposed SkillsPersuasion, Perception
Trained Onlyfalse
Untrained Use
Key AbilityCHA

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

FieldValue
dc10
taskTell a believable small lie

dc: 15

FieldValue
dc15
taskFast-talk a guard into letting you pass

dc: 20

FieldValue
dc20
taskMaintain a cover identity under questioning

dc: 18

FieldValue
dc18
taskFeint in melee combat

dc: 25

FieldValue
dc25
taskPass as a specific known individual

dc: 30

FieldValue
dc30
taskMaintain a deep cover for an extended operation

Synergy

bonus: 2

FieldValue
bonus2
fromTheft
threshold5

bonus: 2

FieldValue
bonus2
fromStreetwise
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillTheft

bonus: 2

FieldValue
bonus2
ranks5
skillStreetwise

bonus: 2

FieldValue
bonus2
ranks5
skillPersuasion

Uses

application: Tell a believable small lie

FieldValue
applicationTell a believable small lie
dc10
failureLie detected; target becomes suspicious.
successLie believed; no suspicion raised.

application: Fast-talk a guard into letting you pass

FieldValue
applicationFast-talk a guard into letting you pass
dc15
failureGuard does not buy it; must try another approach.
successGuard waves you through; no alarm.

application: Maintain a cover identity under questioning

FieldValue
applicationMaintain a cover identity under questioning
dc20
failureCover cracks; inconsistencies noted.
successCover holds; identity accepted.

application: Feint in melee combat

FieldValue
applicationFeint in melee combat
dc18
failureFeint fails; no bonus, action wasted.
success+2 on next melee attack vs. this target.

application: Pass as a specific known individual

FieldValue
applicationPass as a specific known individual
dc25
failureRecognised as impostor; security response.
successIdentity accepted; full access granted.

application: Maintain a deep cover for an extended operation

FieldValue
applicationMaintain a deep cover for an extended operation
dc30
failureCover blown; operation compromised.
successCover sustained for days/weeks; mission continues.