Sample specializations: Misdirection, distraction, non-verbal, feint, fast-talk

The trick skill is used to unbalance or fool a target for a brief period of time. Trick is most commonly used in round play to put opponents off guard rather than as a macro skill due to the short duration of its effects, but it can be used in macro situations to cover a quick lie or deception. Trick is also the defensive skill used against trick, though the willpower skill could be used instead during macro uses of trick. If the target does not have trick then Perception is used instead. The results of a trick attempt are determined by using the Interaction Results Table found in Chapter Four. When a character attempts to trick someone, the player should specify to the gamemaster the effect he wants it to have on his character’s opponent before rolling the die. This is known as the player’s call and lets the gamemaster better judge the results of the trick.

The gamemaster, in relation to circumstance and believability as well as the player’s roleplaying ability, should modify trick skill totals. If the character uses a simple but believable trick he should get a bonus to his skill total. If it’s something unbelievable or inappropriate to the situation then a small penalty should be applied.

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