Convince others of something false through charm, distraction, confidence, or fabricated details—whether to mislead, manipulate, or buy yourself time.
Roll 1d100 + Deception bonus vs DR 100 + General Perception
Opposed Roll against Detect Lie, Insight, or Sense Motive, when applicable.
On success, the target believes or accepts the falsehood, at least temporarily
On failure, the target disbelieves, grows suspicious, or questions your motives
–20 DR if the lie aligns with the target’s expectations or desires
–10 DR if delivered calmly, under no immediate stress
+10 to +50 DR if the lie contradicts known facts, recent events, or personal experience
+15 DR if the deception would put the target at risk (social, legal, personal)
–10 to -30 DR if supported with (fake) evidence, props, or documentation
+20 DR if the deception is part of a larger scheme already uncovered or failed
You tell a patrol guard you’re part of the local maintenance crew: DR = 100 + General Perception 10 = 110
You roll 120 → SR = 10 → Guard lets you pass but keeps an eye on you.
Deception represents the art of convincingly stating falsehoods, playing roles, or manipulating perception. It ranges from lying to a bartender about your name to convincing a military officer you’re their superior.
The skill excels in covert missions, undercover ops, and political infiltration, but carries risk - especially against informed, skeptical, or observant targets. It’s often more effective when combined with physical props, confident presentation, and supporting skills like Strategic Deception, Bluff, or Forgery.
Not great for sequencing, but a lot of skills, spells and modules can support Deception.
Skills like Detect Lie, Sense Motive could be used if target is suspicious