Insight
Adventurer
"All right," a kneeling Machete says to the wake prisoner. "Let's get down to business. You are in some serious trouble. But you probably know that already."
Machete stands and walks to the other side of the bathroom. "No one knows where you are, and no one's coming to find you." Machete rips the shower curtain from the rod. "So you might as well talk," he says.
"I'm gonna ask you a few questions. If you answer them, and I believe your answers, no one has to get hurt."
Machete pulls a wrench out of his bag. "So, the questions," he says, tapping the wrench in one hand against the other while speaking. "Who are you working for?"
Before the prisoner can answer, "Why were you and your dead friends trying to stop us from following the twins?"
[sblock=Interrogation, Round One]
I'm hoping that at least the Prey will get a -4 penalty for having no hope of rescue, and it'd be nice if he also gets a -6 penalty for threat of torture, but I can do more of that later, if need be.
I'm going to use the Goad strategy. It requires an Intimidation check.
intimidation check (+6 base, -4 for Goad) (1d20+2=22) - That's a THREAT on the Intimidate check. Not sure what that does, if anything. If this is like Coercion (p.134), a Threat halves the time required (Goad takes 1 hour, so that would reduce it to 1/2 hour). According to the general rules for Dramatic Conflicts, a Critical Success will automatically reduce the lead by 1 to 5. I'll go ahead and spend my last Action Die to activate the Critical Success.
Assuming Machete wins the opposed check, the only advantage he can choose is Slip. If Machete wins, he automatically gets one Slip. If Machete wins by 8 or more, he gets another Slip. If Machete somehow wins by 16 or more, Machete gets another Slip. Machete will use each of these Slips to extract 1 clue or important secret from the Prey. Each of these will help next round by adding to Machete's effective Base Will Save for the purposes of selecting Strategies.[/sblock]
Machete stands and walks to the other side of the bathroom. "No one knows where you are, and no one's coming to find you." Machete rips the shower curtain from the rod. "So you might as well talk," he says.
"I'm gonna ask you a few questions. If you answer them, and I believe your answers, no one has to get hurt."
Machete pulls a wrench out of his bag. "So, the questions," he says, tapping the wrench in one hand against the other while speaking. "Who are you working for?"
Before the prisoner can answer, "Why were you and your dead friends trying to stop us from following the twins?"
[sblock=Interrogation, Round One]
I'm hoping that at least the Prey will get a -4 penalty for having no hope of rescue, and it'd be nice if he also gets a -6 penalty for threat of torture, but I can do more of that later, if need be.
I'm going to use the Goad strategy. It requires an Intimidation check.
intimidation check (+6 base, -4 for Goad) (1d20+2=22) - That's a THREAT on the Intimidate check. Not sure what that does, if anything. If this is like Coercion (p.134), a Threat halves the time required (Goad takes 1 hour, so that would reduce it to 1/2 hour). According to the general rules for Dramatic Conflicts, a Critical Success will automatically reduce the lead by 1 to 5. I'll go ahead and spend my last Action Die to activate the Critical Success.
Assuming Machete wins the opposed check, the only advantage he can choose is Slip. If Machete wins, he automatically gets one Slip. If Machete wins by 8 or more, he gets another Slip. If Machete somehow wins by 16 or more, Machete gets another Slip. Machete will use each of these Slips to extract 1 clue or important secret from the Prey. Each of these will help next round by adding to Machete's effective Base Will Save for the purposes of selecting Strategies.[/sblock]
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