Bluff

Use the **Bluff** skill tp make outrageous statements or untrue claims seem plausible. The skill encompasses conning, fast talking, mis-direction, prevarication, and deception through body language. Use a bluff to sow confusion, get someone to turn his head in the direction you point, or simply to look innocuous.

**:** Charisma File:Microphoneicon.png

**T:** No

**AP:** No

**:** Charismatic Hero, Ambassador , Dogfighter, Explorer, Field Officer, Gunslinger, Investigator, Mecha Jockey, Negotiator, Personality, Space Monkey, and Telepath.

## Checks

**Table: Con Someone**
 The bluff is way out there; it's almost too incredible to consider. | +20

A **Bluff** check is opposed by the target's Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. These Conditions may apply to other checks within this skill.

Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target's self-interest, nature, personality, or orders. If it's important, the GM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target's Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target's Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus).

A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe. A bluff requires interaction between the character and the target. Targets unaware of the character can't be bluffed.

Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances.

A character can also use Bluff to mislead an opponent in combat so that the opponent can't dodge the character's attack effectively (Roll opposed Bluff check against the opponents Sense Motive roll). If the character succeeds, the next attack the character makes against the target ignores their (Dex) bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence ((Int) 1 or 2) imposes a -8 penalty on the check. Against a nonintelligent creature (creature has no intelligence score), feinting is impossible.

For feinting in combat, the character may try again freely.

A character can use Bluff to help him or her hide against an opponent's Sense Motive. A successful Bluff check gives the character the momentary diversion needed to attempt a hide check while people are aware of the character. See the Hide skill for more information.

A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender's Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message. Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion.

You can use the Bluff skill to feint in starship combat. With a successful Bluff check, you mislead another starship so that it can’t dodge your attack effectively. This check is opposed by the target pilot’s Sense Motive check. If you succeed, the next attack your starship makes against the target ignores its pilot’s Dexterity bonus to Defense (if it has one), thus lowering the target’s Defense score.

You cannot use this tactic against a starship that’s flying on autopilot.