Bluff

Presence
Empathy
Creativity

Short Description

Convincingly present false or misleading information to manipulate others.

Success Criteria

Roll d100 + Bluff skill bonus. Subtract target's intuition against DR 100.

Effects

Success:

- You deceive the target into accepting false information

- You may redirect suspicion, fake emotions, or manipulate events

Failure:

The bluff is detected; consequences depend on context (loss of trust, hostility, exposure)

Modifiers and Restrictions

-30 DR for a small lie that is partially true

-10 to -20 to DR if the target is stressed, distracted, or predisposed to believe you

+10 to +40 to DR if the lie contradicts known facts or prior experience

Action Examples

- Convince a guard you’re on the VIP list by faking authority

- Pretend to be frightened to bait a thug into overextending

- Fake a diplomatic credential to gain access to a restricted area

Long Description

Bluff is the core skill for manipulating others through misdirection, confidence, or outright falsehood. A skilled bluffer can bend reality in the minds of others—masking intentions, forging credibility, or buying time through verbal sleight-of-hand. Bluff is especially effective when layered with plausible detail or emotional performance and becomes even more potent when targets are rushed, distracted, or under pressure.

Sequencing

Can be sequenced with skills like Acting or Diplomatic Pressure to enhance chance of success.

Potential Counters

Detect Lie

Truth Seeing (Psionics)

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.