Deception

Deception is a Charisma skill. You can make the untrue seem true, the outrageous seem plausible, and the nefarious seem ordinary. The skill encompasses cunning, fast-talking, misdirection, forgery, and outright lying. Use a Deception check to sow temporary confusion, get someone to turn their head in the direction you point, or pass faked documents off as genuine.
  • Special: You cannot Take 10 or 20 on Deception checks.
  • Retry: Generally, a failed Deception check makes the target too suspicious for you to try another Deception in the same circumstances. For Feinting in combat, you may retry freely.

Common Uses for the Deception Skill

*Skill uses marked by * can only be attempted if trained in the skill.*

Deceive

When you want to make another character believe something that is untrue, you make a Deception check against the target's Will Defence to deceive them. Favorable and Unfavorable Circumstances weigh heavily on the outcome of a Deception. Two circumstances can count against you: the Deception is hard to believe, or the action that the Deception requires the target to take goes against the target's own self-interest, nature, personality, or orders. A successful Deception check indicates that the target reacts as you wish, at least for a short time, or the target believes something that you want them to believe.

Deceptive Information

When you communicate Deceptive Information, such as distorting facts or telling half-truths, to lead the target to a false conclusion, make a Deception check against the Will Defense of any target that can understand you. If you succeed, the target believes what you're telling them is true.

Feint

Make a Deception check as a Standard Action to set the DC of your opponent's Initiative check. If you beat your opponent's roll, that target is treated as Flat-Footed against the first attack you make against them in the next round. You take a -5 penalty against non-humanoid creatures or against creatures with an Intelligence lower than 3. (If you are the Pilot of a Vehicle, you can make Deception checks to Feint. Add your Vehicle's size modifier and Dexterity modifier to your Deception check, and take a -5 penalty if you are not Trained in the Pilot skill. If you successfully Feint against a target, it is considered Flat-Footed against only your first attack, not those of any Gunners on your Vehicle.)
  • If you are Trained in Deception, you can Feint multiple targets at once as a Full-Round Action. You can target any number of opponents who are clearly visible and who are within 6 squares of you. Each target beyond the first imposes a -5 penalty on your Deception check. You roll just once to set the DC for your opponents' Initiative checks. Any opponent whose roll you beat is treated as Flat-Footed against the first attack you make against them in the next round.

*Cheat*

When you Gamble or play Chance Dice, you may use Deception to improve your chances to win. However, you risk getting caught. When Gambling against other characters, you can substitute your Deception check for your Wisdom check, but your opponents are entitled to a Perception check to catch you in the act. If the Perception check result equals or exceeds your Deception check, they detect your cheating. Gambling against the house is far riskier.

*Creating a Diversion to Hide*

You can use Deception to help you hide. A successful Deception check that equals or exceeds the target's Will Defense gives you the momentary diversion you need to attempt a Sleight of Hand or Stealth check while the target is aware of you. (If you are the Pilot of a Vehicle, you can make Deception checks to Create a Diversion to Hide. Add your Vehicle's size modifier and Dexterity modifier to your Deception check, and take a -5 penalty if you are not Trained in the Pilot skill.)

*Deception Recovery*

Whenever you fail a Deception check to convey Deceptive Information or to Deceive, you can immediately attempt a second Deception check to avert suspicion. This second check has an increased DC & the target's attitude is treated as one step lower towards you.

*Feign Haywire (Droid Only)*

You can simulate a Droid going haywire by popping open some of your access panels, moving erratically, and making an assortment of electronic and mechanical noises. As a Full-Round Action, you can make a Deception check, comparing the result to the Will Defense of all targets within line of sight. If the result of the Deception check is equal to or greater than a target's Will Defense, that target is considered Flat-Footed against you & believes you are malfunctioning. If you take any Action, the Deception ends at the end of your turn, and targets are not considered Flat-Footed against you after the Deception ends.

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