One of my players unexpectedly "volunteered" themselves to be interrogated. Since it is a play by post game it will be easy to split them off from the group for a short period of time. I want to make this a full encounter for that player. I do not recall any rules for conducting interrogations so I wrote up the following. Please Critique these rules and let me know what you think. I want something that provides options to the player and is relatively balanced.
The interrogator in this instance will be an imperial trooper so they will not have the best stats or skills
If this is convered in one of the books and I just missed it please let me know.
The Art of Interrogation
Setting:
Disorientation: If the PC does is unconscious or otherwise prevented from knowing their location they are disoriented for the duration of the encounter
Truth Serum: Requires an average resilience check. Failure on this check results in all checks being increased by one for the duration of the interrogation. Successfully resisting the drug provides a boost die to all checks throughout the interrogation as the interrogators believe you to be drugged.
Fear: A fear check may be required if interrogation is something new to the prisoner.
The interrogation methods:
Coercion*: the interrogators attempt to beat information out of their prisoner.(Default Discipline) skill checks (Default Discipline) made by the prisoner are made against the interrogators Coerce skill.
Success: the player is able to remain silent/ bluff the guards into believing what they said.
Advantage: recover strain or provide boost on next check
Threat: can be used as advantages for activating effects of the interrogator weapons.
Failure: PC takes one wound for each uncanceled failure.
Despair: The PC answers the interrogators question truthfully.
Triumph: The Interrogators are satisfied that the interrogation has run its course. The interrogation ends.
*Computers is used when prisoner in question is a droid
Charm: The Interrogator attempts to charm the Prisoner into complying with them (used when interrogator is telling the truth). Skill checks (default cool) made by the prisoner are made against the interrogators charm Skill.
Success: The player is able to resist the efforts of the interrogator to charm them
Advantage: Recover strain or provide boost on next check
Threat: the prisoner suffers one strain for each uncanceld threat
Failure: the prisoner provides the interrogator with a truthful piece of information deemed to be of low importance to the prisoner
Despair: the Prisoner believes the Interrogators attempts and provides them with a valuable piece of intelligence.
Triumph: the interrogators are convinced that the interrogation has run its course. (The interrogation ends.)
Deceit: The Interrogator attempts to charm the Prisoner into complying with them (used when interrogator is lying). Skill checks (default Discipline) made by the prisoner are made against the interrogators Deceit Skill.
Success: The player is able to resist the efforts of the interrogator to deceive them
Advantage: Recover strain or provide boost on next check
Threat: the prisoner suffers one strain for each uncanceld threat
Failure: the prisoner provides the interrogator with a truthful piece of information deemed to be of low importance to the prisoner
Despair: the Prisoner believes the Interrogators attempts and provides them with a valuable piece of intelligence.
Triumph: the interrogators are convinced that the interrogation has run its course. (The interrogation ends.)
Negotiate*: The interrogator attempts to bribe the prisoner into complying with them. Skill check (default Cool) made by the prisoner are made against the interrogators deceit skill.
Success: The player is able to resist the efforts of the interrogator to bribe them / when opposed by prisoners negotiate may be used to increase the amount being offered by 25% for each uncanceled success if the Prisoner wishes to comply for the increased offer.
Advantage: Recover strain or provide boost on next check
Threat: the prisoner suffers one strain for each uncanceld threat
Failure: the prisoner provides the interrogator with a truthful piece of information deemed to be of low importance to the prisoner.
Despair: the Prisoner believes the Interrogators attempts and provides them with a valuable piece of intelligence.
Triumph: the interrogators are convinced that the interrogation has run its course. (The interrogation ends.)
*Subsequent attempts to negotiate after a failed roll are upgraded once for each previously failed attempt
Prisoner’s actions: players may attempt the following actions in response to the above interrogation methods
Charm: Charm their captors into sympathizing or trusting the player
Deceit: Lie to their captors
Negotiate*: attempt to bribe their captors into releasing them
*Subsequent attempts to negotiate after a failed roll are upgraded once for each previously failed attempt.
Discipline: resist coercion or deceit attempts by the interrogator.( Remain quite)
Cool: resist cool or charm attempts by the interrogator. (Remain Quite)
Prisoner other actions
Streetwise: Pick up subtle clues from the language and attitude of captors. (i.e. they intend to kill the prisoner, release them, have other motives etc..)
Perception: Notice a subtle clue or hidden object during the interrogation. (i.e. overheard conversation, notice subtly hidden object, etc..)
Knowledge: use the appropriate knowledge check to create background for deception checks. Check is opposed to Interrogators same knowledge skill.
Success: provide boost to all deception checks by keeping story consistent with “known information”
Advantage: Provide boost to a single deception check
Threat: add setback to a deception check (known information is inaccurate)
Failure: Provide setback to all deception checks made during interrogation.
Despair: upgrade the difficulty of all deception checks during the interrogation.
Triumph: Upgrade all deception checks for the duration of the encounter.
Skullduggery: Prisoner may attempt to free themselves from their restraints. Difficulty based off of the type of restraints. When not specified in the restraints’ description the difficulty is based on GM discretion.
Interrogations end when the prisoner rolls a triumph, the Interrogators are out of questions and consider the interrogation complete, the prisoner dies or goes unconscious, Stim packs can be used as normal to revive Prisoners unconscious because of exceeding their wound threshold.