Interrogations

One of the more emotionally brutal Dramatic Interactions, interrogation or torture is an attempt to get a victim to reveal information. While some interrogations might be relatively calm and humane questionings, others might devolve into truly brutal, medieval torture sessions. If the victim wins, he holds out under pressure and refuses to divulge information. If the interrogator wins, the victim reveals the information that he desired.
==Outside Factors==
Most of the time, interrogation takes place under controlled conditions, and most outside factors (like a commanding officer or lawyer calling in to interfere with the interrogation) will occur as the end of the encounter, not as something which will just disrupt it.
==Skill Use==
* Might: For the interrogator, knowing how to literally twist someone's arm can be useful.
* Endurance: Interrogation is both physically and emotionally draining for both the interrogator and the victim.
* Fortitude: Being able to resist drugs and poisons can be critical to surviving an interrogation session.
* Science: Some interrogators like to be able to make their own drugs to loosen their victims' lips.
* Perception: When both interrogator and victim are bluffing and trying to deceive one another, being able to see through the deception becomes important.
* Persuasion: As noted above, knowing how to deceive the other party, and prevent them from calling your bluff, is critical to both parties. Persuasion should be considered a “safe skill” for interrogations.
* Will: Resisting the affects of mind-altering drugs or even supernatural abilities could mean the difference between spilling the information and staying tight-lipped for a character being questioned.
* Toughness: When interrogation becomes brutal torture, being able to stand up to damage and injury for the victim is important.
==Suggestions for the GM==
You need to tread carefully with interrogations. These are brutal interactions which are meant to pummel characters emotionally, but while you need to make this clear to the players, you don't want to torture them! Help your players understand what their characters are going through (whether they're doing the interrogation or they're on the receiving end), and make it descriptive, but not so much that your players aren't still engaged in the game.
Category:Rulebook
Category:Action
Category:Dramatic Interaction