Deception

Creativity
Presence
Reasoning

Short Description

Convince others of something false through charm, distraction, confidence, or fabricated details—whether to mislead, manipulate, or buy yourself time.

Success Criteria

Roll 1d100 + Deception bonus vs DR 100 + General Perception

Opposed Roll against Detect Lie, Insight, or Sense Motive, when applicable.

Effects

On success, the target believes or accepts the falsehood, at least temporarily

On failure, the target disbelieves, grows suspicious, or questions your motives

Modifiers and Restrictions

–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

Action Examples

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.

Long Description

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.

Sequencing

Not great for sequencing, but a lot of skills, spells and modules can support Deception.

Potential Counters

Skills like Detect Lie, Sense Motive could be used if target is suspicious

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.