Spelljammer
Interrogation
Interrogation has four possible applications:
  • Subtle Extraction
  • Verbal Sparring
  • Physical Pain
  • Torture

Subtle Extraction – The interrogator appears to be carrying on a normal conversation with someone, but is actually pumping them for information. The character tells the GM what information they are trying to get and then makes a skill roll. Targets with an INT of 16 or higher may attempt a 1x INT roll to understand what is happening and react accordingly. A target with an INT of 25 or higher is immune to this form of interrogation. The GM may apply additional modifiers if the information is such that the target would normally be very opposed to telling anyone and may simply disallow certain information from being learned. If the interrogation roll results in failure, the target will realize they are being pumped for information if they make a 4x INT roll. Partial Success will yield no information, but the target will not realize they are being pumped. Near Success will yield a small amount of information. If the character is attempting to learn a lot of information, the GM will breakup the information into chunks, and require separate rolls for each chunk of information.

Verbal Sparring – The interrogator attempts to extract information from a belligerent source. He may use the threat of physical torture, and all other manner of threats and insults in an attempt to extract the information. He does not actually use physical torture, but the threat of its use is implied, or often stated. As with Subtle Extraction, the information is broken up into chunks and separate rolls are made for each chunk of information. Targets with a WP of 16 or higher may attempt a 2x WP roll to resist this form of interrogation. A target with a WP of 23 or higher is immune to this form of interrogation. Since the threat of physical torture is being use to extract the information, the target's effective WP increases by one each time the interrogator rolls anything less than full Success.

Physical Pain The second most effective method of interrogation. The method is exactly the same as with verbal sparring except that the interrogator follows up on his threats so the target's effective WP never increases (though high WP characters can still make WP rolls to resist). A target with a WP of 24 or higher is immune to this form of interrogation. The character uses physical pain throughout the interrogation but must make a roll for each question asked. Anything less than Success causes damage to the target being interrogated: 1d6 for near success, 2d6 for partial success, 4d6 for failure, 6d6 for absolute failure and 8d6 for blunder. With this method, it is possible that the target will break down and start spilling his guts. The GM will determine if and when this occurs.

Torture – The most effective method of interrogation. The method is exactly the same as with verbal sparring except that the target's effect WP never improves and the character gets a +25 bonus to his roll (though high WP characters can still make WP rolls to resist). A target with a WP of 25 or higher is immune to this form of interrogation. When using torture as a method of interrogation, all stops are removed. The breaking of the targets bones, cutting off of fingers, limbs etc can all be employed, as well as any other method the interrogator may come up with. Because of the real, present and constant danger of death to the target is always present in the targets mind, the interrogator gains a +25 bonus to all roles when using this method. On all rolls after the first, the target 1d6 damage. If a roll results in failure, the damage is 2d6. Absolute Failure results in 4d6 damage while a Blunder results in 6d6 damage and a Grievous Injury.