“In the Core, they call it perjury. In the Syndicate, we call it 'overhead.' Out here on the Frontier? We just call it Tuesday. Honesty is a luxury for those with enough credits to buy safety. For the rest of us trying to scrape together a few Yoms before the Rift takes us, the truth is just another commodity—one you only sell when the price is right.”
— Kaz “Two-Face” Vane, Ebon Syndicate Broker
The galaxy is built on half-truths. The Celestial Accord claims to offer perfect order, while their checkpoints are porous to anyone with the right clearance codes. The Chronologists claim time is immutable, even as they edit the archives. In Starfall, survival often depends not on how fast you can draw your blaster, but on how convincingly you can tell the universe—and the people in it—that you aren't a threat.
Deception is the shield of the smuggler, the dagger of the spy, and the only prayer a scoundrel has when the airlock cycles open and a Commission inspection drone floats in. It is the ability to weave a narrative so compelling that reality itself seems to bend around it, or at least, the guard’s perception of reality does.
A smuggler using a holographic disguise to fool a checkpoint guard in a gritty sci-fi setting
Deception Charisma
You can trick and mislead others using disguises, lies, and other forms of subterfuge. Deception often has a drawback if you get found out, and it's often best to catch a shuttle off-world by the time this happens.
Deception Actions
Untrained
Create a Diversion. You create a distraction to draw attention away from yourself or an ally.
Impersonate. You disguise yourself to blend in or mimic a specific individual.
Lie You attempt to fool a creature with a false statement.
Trained
Feint.You use a misleading move to throw an opponent off balance.

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