A measure of your ability to lie convincingly.


Cat and Mouse
Use Deceit to draw others into your webs of deception. Use your Deceit as a social attack, representing particularly convincing lies you are attempting to get your opponent to believe. If your opponent ultimately defeats you in this conflict, the truth will be revealed in some way.

Use Deceit to disguise yourself and others, using your Deceit skill as a block against everyone’s alertness. Such disguises are dependent upon what props are available, and they don’t hold up to intense scrutiny (specifically, an Investigation roll) without the use of stunts (representing your deep expertise at disguise), but they’re fine for casual inspection (i.e., Alertness rolls). You may use the Performance skill to modify (page 214) Deceit when attempting to pull off the disguised identity.

Distraction and Misdirection
Use Deceit to try to hide small objects and activities in plain sight and to oppose any perception check for something that you could try to hide, misplace, or distract attention from. When you use this skill to hide something, your skill roll indicates the difficulty of any Alertness or Investigation rolls to discover it. This trapping is at the core of stunts that extend the Deceit skill to do things like stage magic or pick-pocketing. Without such stunts, you may attempt those sorts of things but only in the simplest fashion possible and against markedly increased difficulties (typically at least two or more steps harder).

False Face Forward
Use Deceit instead of Rapport as a defense in social conflicts—such as when defending against someone using Empathy to get a “read” on you, or facing down an insult—to lull an opponent into underestimating you. This defense roll is modified (page 214) by the Rapport skill. If you lose this defense roll, then your opponent may proceed as usual. If you win, you may make your successful defense look like a failure and you can provide false information to the would-be “victor”.

Falsehood and Deception
Use Deceit to get others to believe things. For simple deceptions, all that’s necessary is a contest between Deceit and an appropriate skill (usually Empathy, Alertness, or Investigation, depending on the circumstance). For deeper deceptions a social conflict (page 215) is appropriate, complete with Deceit attacks and dealing social stress. Sometimes, Deceit is the undercurrent rather than the forefront of an action; as such, the skill may modify, restrict, or complement (page 214) another (usually social) skill’s use.


Document Forging: You are trained in the forging of official documents (such as ID, birth records, and the like) or letters. You can roll Deceit to create these documents, but using them or planting them where they will be of use (like in a library or government office) might require the use of other skills, such as Burglary or Stealth. Anyone exposed to these documents gets an Alertness or Scholarship roll to spot the deception; the difficulty is equal to your roll to make the document. Likewise, your roll is also the difficulty for any Investigation rolls to suss out your forgery.

Honest Lies: Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, you gain a +2 on your efforts to pass off the untrue parts.

Make-Up Artist: Given enough time, you can create very convincing disguises, ones that will hold up to deeper inspection (although not to careful scrutiny and magic). Any attempt using Investigation or Alertness to see through your disguise is at an additional +2 difficulty.

Pick-Pocket: Whether it’s a simple bump-and grab or something more complicated, you’re adept at getting people to pay attention to other things while you or an accomplice liberates their pockets of their contents. You may use the Deceit skill to perform pick-pocketing with no increases in difficulty. This includes the filching of small items from a desk or someplace similar. Targets of this action usually oppose with Alertness.

Stage Magician: You may attempt complicated stage magic tricks without penalty and gain a +1 on any attempts with Deceit to create quick distractions. This gives a +1 stacking bonus to attempts to pick-pocket (regardless of whether or not you have the Pick-Pocket stunt).

Takes One to Know One: You may use Deceit instead of Empathy to catch someone in a lie.

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