Interrogation

IQ/Average

Defaults: IQ-5, Intimidation-3, or Psychology-4.

This is the ability to question a prisoner. 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 loyalty 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)!