The Bluff skill is used to lie. Unlike Manipulate, which represents calculated and concerted effort to control the actions of others, Bluff checks are reflexive and defensive actions used to conceal the truth. This skill is common to characters relying upon false trust, such as double agents and other undercover personnel and those whose professions demand a dubious approach, such as bureaucrats and politicians.
Dramatic Conflict: None
Sample Knowledge: Common deceptions through the ages (e.g. famous military ploys, popular grifts, etc.), and their impact upon any number of typical social dynamics
(Cha; Secret; Bribe, Crowd, Disposition, Language)
1 Full Action (Take 10/Take 20) • Base Error Range 1
You must make a Deception check each time you try to convince an NPC that a false statement or action is legitimate. Alternately, you may simply bribe the NPC to remain quiet about it. If you opt to convince him, you make a Deception check opposed by your target’s Sense Motive/Detect Lie check.
Your check result and error range — as well as those of the target — are modified as shown on Table: Character Deception.
With success, the target buys into your deception; with failure, he sees through it.
This check does not allow you to look like someone else — that requires a Falsify/Disguise check.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Bureaucracy (in a corporate or government environment), Cultures (in a focus area), Impress (when being positive), Intimidate (when being negative), Sense, Streetwise (in a city).
Threat: The target’s trust in you soars. Your error range of each Deception check made against the same target decreases by 1 (minimum 1). This effect lasts until the end of the current scene or until you fail a Deception check (whichever comes first).
Critical Success: The target’s trust in you skyrockets. His disposition toward you improves by 1 grade until the end of the current scene or until you fail a Deception check (whichever comes first).
Error: The target’s trust in you wavers. Your error range with each Deception check made against the same target increases by 2. This effect lasts until the end of the current scene or until you succeed with a Deception check against the same target (whichever comes first)
Critical Failure: The target’s trust in you plummets. His disposition toward you worsens by 1 grade until the end of the current scene or until you succeed with a Deception check against the same target (whichever comes first).
|Situation||Check Modifier*||Error Range Increase*|
|Apparent Benefit to Target|
|None (e.g. saves the target no time or money)||–6/+0||+2/+0|
|Slight (e.g. saves the target 5 minutes or $20)||+0/+0||+0/+0|
|Moderate (e.g. saves the target 1 hour or $100)||+0/–4||+0/+1|
|Enormous (e.g. saves the target 1 day or more, or $1,000 or more)||+0/–6||+0/+2|
|Apparent Risk to Target|
|Slight (may prompt ridicule or social sanction)||+0/+0||+0/+0|
|Moderate (may prompt mild retribution or minor criminal charges)||–4/+0||+1/+0|
|Extreme (may prompt a personal vendetta or moderate criminal charges)||–6/+0||+2/+0|
|Deadly (may prompt attacks or major criminal charges on self, friends, and family)||–10/+0||+4/+0|
|Apparent Nature of Deception|
|Trustworthy (e.g. “Backed by the FDIC”)||+0/–6||+0/+2|
|Believable (e.g. “Backed by the FDA”)||+0/–4||+0/+1|
|Unremarkable (e.g. “Subject to some restrictions”)||+0/0||+0/+0|
|Questionable (e.g. “You get a free toaster with that”)||–4/+0||+1/+0|
|Suspect (e.g. “All you have to do to earn your money back is get 3 others into the program”)||–6/+0||+2/+0|
|* Apply the modifiers to the left of each slash to the deceiving character, and the modifiers to the right of each slash to his target.|