trick

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.
Example: Magoth needs to get past a sentry standing guard outside a gate that leads into a fortified Cyberpapacy cathedral. Magoth’s player, Roger, decides he will try and bluff his way in, hoping to at least get up to the gate without the guard raising an alarm. The player’s call is being able to convince the guard that he has every right to enter the cathedral grounds and that the guard should open the gate for him. Instead of just describing the action, Roger elects to roleplay out what Magoth says to the guard.
“I’m going to walk straight towards the gate, looking unconcerned, and call out the guard. ‘You there! Open the gate! They’re expecting me inside and I’m running late!” Roger rolls well and generates a trick skill total of 20.
Becky decides to give Roger a +2 bonus for roleplaying the attempt but also applies a -2 penalty for the unlikely nature of the trick; Magoth does not look like someone who works for the Cyberpapacy. The modifiers cancel out so Magoth’s skill total remains at 20. The guard does not have trick so Becky compares Magoth’s total to the guard’s Perception.
Becky consults the Interaction Results Table to see how well Magoth’s trick works. It works quite well, but not well enough for a player’s call. Becky tells Roger that Magoth is able to reach the gate without the guard raising the alarm. The guard started to turn to open the gate but then turned back to look at Magoth again, slowly realizing that something’s not quite right.

trick

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