Gather Intel

By jwint66, in Star Wars: Edge of the Empire RPG

Ok, I'm probably totally overthinking it, but I'm trying to figure out what check to use for going to the cantina to gather intel. I just made a ruling on the fly that it was perception, but I feel like it also could be charm or coercion...

Is there a thematic single check to use for off camera intelligence gathering?

thanks

I’d have gone for Streetwise there probably.

but depends on what they were finding. Could be all sorts of things.

Edited by Darzil

Yeah, I think that would definitely fit better, especially if it's off camera!

Thanks

It largely depends on how the character is going about gathering that intel, and how permissive you as the GM want to be.

Hitting the pavement and asking around would be Streetwise certainly. Digging through the local holonet would be Computers. Finding the local infobrokers could fall under Negotiation (as you're haggling how much you'll pay for what information they'll provide). Going around and shaking down the local stool pigeons could fall under Coercion, but any threat or despairs are bound to have very nasty consequences. Doing academic-based research and hitting up various information databases could fall under a Knowledge check related to the theme of the info being searched for.

To add to what Donovan said, Charm might come into play if your PCs are trying to sweet-talk for the intel. Perception would work, too, as the OP mentioned, but only if the PCs are doing something like sitting in the corner of the cantina and observing, looking for physical clues, and that sort of thing.

From my understanding it is streetwise however the use of streetwise is meant for a wave of hand 3 hours pass and this is what you get.

If the investigation is the point of the adventure then it would open to your full set of skill. Streetwise to tell you where to go to investigate.

Once there you use your full range of skills or credits to get the info. Some skills can award boost or get basic or more advanced info with extra tid bits based on the successes, advantages, and triumph rolled. Allow them to speak narratively. Like the total number of successes is how many people they had to talk about too advantage and triumph relate to the degree of info got. Threat can be mis information and despairs can be word gets out you are investigating. You can also treat them like threat you let something slip about your motivations. Despair you accidentally let drop you are a rebel. Advantages could be they let info drop. Maybe someone you wish to avoid walks in on a despair someone who can identify you and break your cover story etc.

Example:

Cool to causally eves drop on people at the bar.

vigilliance or perception to notice something about the location for clues.

skullduggery to pick a lock to get inside after hours.

stealth to sneak past guards

Computers to hack a system.

Charm to get someone to willingly give you some info.

Maybe mechanics to win the affinity of a tech.

Skullduggery, Piloting, or astrogation to Build rapport with a smuggler or scout.

If talking to a diplomat leadership.

You may use negotiations to bargain for the info.

Coercion to threaten the info out of a goon

etc.

You can make it a skill challenge where so many successes before so many failures and have a benefit and failure consequence for passing or failing the skill challenge.

I hope this is helpful!

1 hour ago, NicoJMont said:

You can make it a skill challenge where so many successes before so many failures and have a benefit and failure consequence for passing or failing the skill challenge.

If an investigation sequence is meant to be a focal point of the adventure, i'd say this approach (handling it as a skill challenge/montage) is the best approach.

First, it keeps everything from hinging on a single roll, but more importantly it provides opportunities for the other PCs to get involved and contribute to success (or failure) of the investigation employing their various strengths and specialties.

Thanks guys! I really appreciate the responses!

Check out and adapt Carousing in the "Keep the Crew Hungry" sidebar on page 151 of the EotE CRB.

On 6/8/2019 at 9:30 AM, SavageBob said:

Perception would work, too, as the OP mentioned, but only if the PCs are doing something like sitting in the corner of the cantina and observing, looking for physical clues, and that sort of thing.

If you were questioning someone, wouldn't perception be the check to determine if they're hiding something or lying?

EotE CRB pg 113 says Discipline is opposing skill to Deception, and in some cases I guess this is accurate. Personally I would argue for Perception though. Realistically, it's up to the GM though.

Just now, SacredRebirth said:

If you were questioning someone, wouldn't perception be the check to determine if they're hiding something or lying?

EotE CRB pg 113 says Discipline is opposing skill to Deception, and in some cases I guess this is accurate. Personally I would argue for Perception though. Realistically, it's up to the GM though.

In Star Wars, the questioner uses Discipline to resist the questioned's Deception. In Genesys, the questioner uses Vigilance to resist the questioned's Deception. I like the latter better, but the former is the Star Wars RAW.