Difference between revisions of "Bluff"

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Typically used with: '''Persuasion'''.
 
Typically used with: '''Persuasion'''.
  
Apart from the [[Escape]] skill, bluff is the only thing that can help you weasel out of a situation. Used to mislead or deceive other characters for many purposes including passage (“I’m the emperor, you fool!  Let me pass!”), false innocence (“It was like that when I got here.”), or boasting (“So I’m dating a [[Sidhe]] princess.”)  You can use Bluff to [[feint]] in combat (see the combat chapter) or to disguise the contents of a conversation from nearby listeners.
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In short: lie. Characters with ranks in the Bluff skill are fake as hell. They weasel their way out of trouble with baldfaced deceptions. Most people exhibit physiological responses when they lie, so part of a good Bluff check represents your ability to suppress these signals. If you want to win at cards, stay out of prison, or run for public office, you have to lie like a rug.
  
{{section|Difficulty|The difficulty for a Bluff check depends on the conditions of the deception — made up of the believability of the lie and the gullibility of the target.}}
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{{section|Deceiving|}}
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'''Opposed Roll'''. A Bluff check can be used to look another character in the eyes and lie to their face. Anybody can try to fib, but a solid Bluff check makes it believable. Bluff can be used to mislead others for many purposes including passage ("I'm the emperor, you fool! Let me pass!"), false innocence ("It was like that when I got here"), or boasting ("I'm dating the prince").
! Example !! DL
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Tell your lie and make a Bluff check. The creature to whom you tell this lie makes a [[Discern]] check. If their result meets or exceeds yours, they don't believe you. If your result is highest, they buy it hook, line, and sinker. While you can't retry a failed Bluff check (fool me once…), you can try a different Bluff on the same subject (fool me twice…).
| Saying “I’m the sheriff around these parts,” to a new face in town
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| 10
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{{section|Feinting|}}
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'''Opposed Roll'''. You can lie with your attacks just as well as you can with your words. See the "Feinting" entry in the ''Tactics'' section of ''Chapter 10: Combat''. If a character is difficult to hit due to an impressive Evasion Roll, you can make a Bluff check to create an opening in their defense. This takes as much AP as using the weapon normally does. The defender makes a Discern check. If your result is highest, the difference between the results can be added to your next [[Attack Roll]].
| Saying “I’m the sheriff around these parts,to a not-so-new, very skeptical face in town
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| 20
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{{section|Distracting|}}
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'''Opposed Roll'''. You can use this Skill to force any ''elemental'', ''humanoid'', or ''legendary'' creature to lose focus and look away. For instance, by pointing adamantly and shrieking "what the hell is ''that''?!"  This presents a brief opening for [[Stealth]] or [[Thievery]] checks while their attention is drawn away. Make a Bluff check opposed by their Discern check. If your result is highest, the other creature looks off toward the nonexistent disturbance and gains the ''distracted'' [[condition]] for a single round. If your opponent rolls a [[Critical Failure]], they gawk at nothing for one round — the first attack that comes their way during this time catches them ''wide-eyed'' (see ''Chapter 10: Combat'').
| Saying “I’m the sheriff around these parts,” to a resident in town who has met the sheriff before
 
| 30
 
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| Saying “I’m the sheriff around these parts” to the sheriff around those parts
 
| 40
 
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{{section|Opposed Rolls|Bluff checks are opposed by a [[Discern]] check.}}
 
{{section|Retry|Bluff attempts cannot be retried without the expenditure of a [[fate point]]; however, the character can try a different bluff on the same subject.}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 14:11, 13 January 2021

Typically used with: Persuasion.

In short: lie. Characters with ranks in the Bluff skill are fake as hell. They weasel their way out of trouble with baldfaced deceptions. Most people exhibit physiological responses when they lie, so part of a good Bluff check represents your ability to suppress these signals. If you want to win at cards, stay out of prison, or run for public office, you have to lie like a rug.

Deceiving

Opposed Roll. A Bluff check can be used to look another character in the eyes and lie to their face. Anybody can try to fib, but a solid Bluff check makes it believable. Bluff can be used to mislead others for many purposes including passage ("I'm the emperor, you fool! Let me pass!"), false innocence ("It was like that when I got here"), or boasting ("I'm dating the prince").

Tell your lie and make a Bluff check. The creature to whom you tell this lie makes a Discern check. If their result meets or exceeds yours, they don't believe you. If your result is highest, they buy it hook, line, and sinker. While you can't retry a failed Bluff check (fool me once…), you can try a different Bluff on the same subject (fool me twice…).

Feinting

Opposed Roll. You can lie with your attacks just as well as you can with your words. See the "Feinting" entry in the Tactics section of Chapter 10: Combat. If a character is difficult to hit due to an impressive Evasion Roll, you can make a Bluff check to create an opening in their defense. This takes as much AP as using the weapon normally does. The defender makes a Discern check. If your result is highest, the difference between the results can be added to your next Attack Roll.

Distracting

Opposed Roll. You can use this Skill to force any elemental, humanoid, or legendary creature to lose focus and look away. For instance, by pointing adamantly and shrieking "what the hell is that?!" This presents a brief opening for Stealth or Thievery checks while their attention is drawn away. Make a Bluff check opposed by their Discern check. If your result is highest, the other creature looks off toward the nonexistent disturbance and gains the distracted condition for a single round. If your opponent rolls a Critical Failure, they gawk at nothing for one round — the first attack that comes their way during this time catches them wide-eyed (see Chapter 10: Combat).