Interaction Skills

For Knowledge based interactions, refer to the following charts for example roll modifiers. Not every instance is reflected, but you should be able to infer from this list to make a fair roll for those that aren't. All modifiers stack where appropriate.

Information Gathering

Information Gathering Difficulty
Basic or common information, unconfirmed rumors 5+
Theories, generalities 10+
Complex concepts, moderately detailed information 15+
Professional level; extensive (though not complete) information 20+
Cutting-edge topics; extensive information, including peripheral details and extrapolations 30+
Age of information (per century in the past) +5
Closely guarded secret +15

Observation Encounters

Observation Encounters Difficulty
Noticing obvious, generic facts; casual glance 5+
Noticing obvious details (ex. number of people) 10+
Noticing a few less obvious details (ex. gist of conversation) 15+
Spotting a few specific details (ex. identities of individuals) 20+
Spotting a few obscure details (ex. specifics of conversation) 25+
Noticing many obscure details 30+

Intimidation and Interrogation Attempts

Characters may use intimidation or persuasion to get information out of someone. Use the rules for mental defenses to determine
the difficulty and base interaction modifiers. Further modify the number by how important the information is to the target. (See the accompanying chart for suggestions.) A separate intimidation roll to scare the target can complement an interrogation session.

Mental Defense

In general, the resistance difficulty for many interaction skills equals 10. The target cannot actively resist unless he knows that a interaction skill is being used on him by another character. If the gamemaster decides that the target suspects but does not know for certain that someone is attempting to influence him, the gamemaster may allow the character to take an action earlier than his turn in the round and roll his willpower or Knowledge to generate a new resistance difficulty. Should the character decide to actively defend against mental intrusion or personal interaction, he may devote all of his actions for the round to that task and roll his willpower or Knowledge, adding +10 to the score to get the new resistance difficulty. However the interaction resistance difficulty is determined, gamemasters may further modify the number as the situation warrants (such as stress, surprise, or character relationship).

Interaction and Intimidation
Interaction and Intimidation Modifier
Target is friendly or trusting -5
Target is neutral toward character or of equal standing 0
Target is hostile or has superior standing +5
Target is an enemy +10 (same as mental defense)
Target is in weakened position -10
Request is something target would do anyway or target feels is of minor importance 0
Request is illegal or highly dangerous +10
Target is on guard or actively resisting* +10
*Do not include this modifier if you are using the active mental defense described
in the “Mental Defenses” paragraph. If this modifier is used, refer to the chart bellow for additional modifiers.
Interrogation Modifiers
Target feels information is unimportant -10
Target feels information is of minor importance 0
Target feels information is important +5
Target feels information is very important +10
Target would rather die than reveal information +10 or more
*Add this to the Interaction modifier
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