Deception
The proficiency at deceiving others through conversation and face-to-face interaction. It covers all verbal tricks and subterfuges.
Resolution
- Opposed Check: Modified by the target’s Intelligence resistance modifier.
- Encounter Skill: Used to shift attitudes as per Table P25: Encounter Skill Effects.
Gambling Rules
Gambling is an opposed check against the opponent’s Intelligence (for Logic Games) or Will (for Nerve Games) resistance modifier.
The Sitting: One check represents a “session” or high-stakes moment.
- Ordinary Success: Win 1.5x stake.
- Good Success: Win 2x stake.
- Amazing Success: Win 5x stake.
- Failure: Lose stake.
- Critical Failure: Significant loss (lose 2x stake/debt) or social disaster.
Cheating: Declare before rolling. Gain a -3 step bonus, but any Failure result is treated as a Critical Failure (Caught).
Bluff
The talent for misleading through false bravado, outright lies, or deterring others by displaying unwarranted confidence.
- Ordinary: The bluff works for the immediate scene.
- Good: Target’s attitude improves by one grade for d8+1 time units.
- Amazing: Target’s attitude improves by two grades for d12+2 time units.
- Failure: The character’s patter is considered annoying/condescending.
- Critical Failure: The bluff is exposed; target becomes Hostile or Combative.
As always the time unit is decided by the Gamemaster based on the situation
Bribe
The ability to offer money, goods, or services to influence a target.
The Assessment
Before making an offer, a character can make a separate Bribe check to “size up” the target. On a success, the Gamemaster reveals the “Proper Bribe” (the baseline value required for an Ordinary success).
Sweetening the Deal
Offering more than the Proper Bribe provides a bonus to the actual Bribe check:
- +25% Value: -1 step bonus.
- +50% Value: -2 steps bonus.
- +100% Value: -3 steps bonus.
The Greed Trap: Offering over 200% of the Proper Bribe makes the target nervous or suspicious. The target may take the bribe and still betray the character, or report the attempt to authorities.
Results:
- Ordinary: Bribe accepted, but attitude is unchanged.
- Good: Bribe accepted; attitude improves by one grade for 2d6 hours or until the character does something to change the relationship.
- Amazing: Bribe accepted; attitude improves by two grades for 4d6 hours or until the character does something to change the relationship.
- Failure: Bribe refused. Subsequent attempts require a higher value.
- Critical Failure: Bribe refused; target becomes Hostile or Combative.
Gamble-Logic-Games
Proficiency at games of strategy, counting, and probability (e.g., Blackjack, Chess, and other complex strategy games).
Rank Benefits
▶ Rank 3, 6, 9, 12 [Pro Advantage]: The character receives a situation die bonus to gambling checks: Rank 3 (-1), Rank 6 (-2), Rank 9 (-3), Rank 12 (-4).
Gamble-Nerve-Games
Proficiency at games of bluffing, reading tells, and psychology (e.g., Poker, Liar’s Dice).
Rank Benefits
▶ Rank 3, 6, 9, 12 [Pro Advantage]: The character receives a situation die bonus to gambling checks: Rank 3 (-1), Rank 6 (-2), Rank 9 (-3), Rank 12 (-4).