Interrogations

Common skills: interrogation, bluffing, intimidation, persuasion, seduction.

An interrogation is an opposed extended task. The goal is to extract information from a subject. Unlike many extended tasks, an interrogation can continue indefinitely. However, each time a questioner loses an opposed check, the task complexity increases from quick to hourly to daily, and so on, meaning that the time required gets longer and longer.

A simple interrogation involves CHA vs. WIL checks, along with the interrogation skill. That skill is used to both conduct and withstand interrogation. Each time the interrogator makes a check, they ask a question. If they win the opposed check, the subject answers truthfully; if they fail, the subject lies or refuses to answer, and the complexity of the task incceases by one stage.

The answer can be no more than a short sentence – the interrogator can’t ask “Whatis your entire plan, in full detail?” The GMshould hide the subject’s die rolls; theinterrogator does not know if the subjectis lying (unless they have a relevant psionic power or an interrogation kit).

In modern or future settings, interrogation kits indicate when a subject is lying (although the subject may make an opposed CHA vs. INT check, using the bluffing skill if they have it, to deceive the interrogation kit), as well as granting possible bonuses to checks. Some drugs can also obviate the need for an interrogation, or prevent the subject from lying. Of course, a subject cannot reveal information they do not have.

Each use of an interrogation kit causes 1d6 damage to the subject.

More advanced interrogations may use other skills, including persuasion, bluffing, even seduction.