Interrogation
SkillBasic Set: Characters · p.202
Open source p.202Defaults: IQ-5, Intimidation-3, or Psychology-4.
This is the ability to question a pris-
oner. Only intelligence agencies, police
and prison services, the military, and
the underworld teach this skill.
Roll
a
Quick
Contest
of
Interrogation vs. the prisoner’s Will for
each question. This requires 5 minutes
per question. If you win, you get a
truthful answer. If you tie or lose, the
victim remains silent or lies. If you lose
by more than five points, he tells you a
good, believable lie! The GM roleplays
the prisoner (or, if you are the prisoner,
the GM will roleplay the interrogator)
and makes all die rolls in secret.
Modifiers: -5 if the prisoner’s loyal-
ty to his leader or cause is “Very Good”
or “Excellent”; -3 for Low Empathy
(p. 142); +2 for a lengthy interrogation
(over two hours); +3 if you use severe
threats; +6 if you use torture*.
Increase these last two bonuses by +1
if you have the Callous disadvantage
(p. 125)!
* “Torture” does not necessarily
mean thumbscrews and the rack.
Exposing a prisoner to the object of his
phobia (see Phobias, p. 148) is an effec-
tive torture, as is a believable threat
against a loved one. Note that tortur-
ing a prisoner is usually considered vile
behavior, likely bringing retribution.