Trick

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.