When trying to obtain information from an interviewee, the character chooses the skill to be used (Interview, Persuasion & Fast Talk, Intimidate, Interrogate, Oratory, Seduction), then makes a skill check. The amount of information divulged is determined by the results given below:
INTERVIEW
Roll Interview Results
1 Automatic failure, no interview 2-9 Refuses to talk
10-14 Tight-lipped 15-19 Average interview 20-24 Good interview 25-29 Excellent interview 30+ Tells everything s/he knows
During an interview with a particular character, a news team may attempt any two of the above skills without penalty. If they attempt a third technique, a -5 penalty is applied to the result. Each
subsequent attempt results in an additional, cumulative, -5 penalty. CULTURAL SIMILARITY TABLE
Same (0) Similar (10) Different (15) Alien (20)
American Germanic Russian Highrider English French Israeli Zulu Australian Finnish Jamaican Aboriginal
Canadian Swedish Colombian Japanese
Situations requiring a Culture roll: First encounters, Reputation style facedown,
use of Authority, Charismatic Leadership, Credibility, Wardrobe/Style, Oratory, Streetwise, Interview, Leadership, Persuasion, Perform, Education, History (cultural
perception), Seduction, Human Perception, Disguise, Teaching. No interpersonal communications skill can be used at a level greater than the
speakers skill in that language. SOCIAL FUMBLE TABLE
1D10 RESULT
1-4 Minor error of etiquette. -7 to your skill rolls.
5-7 Obvious error. You come off as a simple minded foreigner. -7 to your skill rolls, and -1 to any culture rolls with the same party.
8-10 Major insult. You totally blew it. You are a barbarian who cannot be dealt with. Don't bother making the skill roll, and add -3 to any future Culture
SEDUCTION
Part of being human is the desire to form relationships of an intimate nature with others. Seduction isn’t always about sex; often it is more about gaining the intimate trust of others, often for the purposes of gaining favors, goods, or information. Most often however, particularly when dealing with members of the opposite gender (or whichever gender the target is romantically attracted too), the implication of possible sex is the most effective means of seduction. Human Perception opposes attempts at Seduction, and the target of the attempt may choose to use either their Cool or INT in place of EMP when opposing the Seduction. Whenever a character attempts to seduce another person, consult the following chart: In place of Human Perception the target can instead use their Stability, which is their Cool x2.5.
SEDUCTION TABLE
Situation Modifier
Seducer Attractive +2 per ATTR over 6 Seducer Unattractive -1 per point under 5 Target Attractive -2 per ATTR over 6 Target Unattractive +2 per point under 5
Target Drinking /Using Drugs +3
Target attracted to Seducer +3
Target friendly to Seducer +1
Target Stranger -1
Target Distrustful of Seducer -3
Target Hates Seducer -5
Target Vulnerable (mourning, on rebound, etc…) +2 Romantic Moment (pretty sunset, at party, etc…) +1
Inappropriate Moment
(being arrested, during sensitivity seminar, etc…)
-2 Seducer is famous, Powerful, or Wealthy
(in relation to Target)
+3 Seducer is poor (in relation to target) -3 Target morally/spiritually/intellectually opposed -4
Target open and free thinking in regards to sex and relationships (swinger, promiscuous, etc...)
+3
PERSUASION
Persuasion will likely play a large part in any game, as it is the mechanic for convincing people to alter their view of a given situation to the characters own. Talking your way out of a speeding ticket, haggling down the price of an engine part, convincing the bouncer at the door you really are on the guest list, and negotiating for a bigger pay rate. These all fall under Persuasion/Fast Talk. The target can attempt to oppose
with Human Perception. In place of Human Perception the target can instead use their Stability, which is their Cool x2.5.
REPUTATION
Reputation is the measure of how famous or infamous a character is, and it is divided into 2 categories, Professional and Personal. Professional reputation is how well you are known in your given field of expertise. Personal Reputation is how well you are known for areas outside your profession. For instance a high level Bodyguard might have a Professional reputation for his toughness, but might also have a Personal Reputation for his artistic ability or his humanitarian efforts, or even as an alcoholic or spousal abuser.
Both categories are measured with a score between –10 to +10. The extremes at both ends denote international renown.
REPUTATION TABLE
+/- 10 Known Everywhere, even in remote 3rd world villages +/- 8-9 Known Internationally
+/- 6-7 Known Nationwide, may have been heard of Internationally +/- 5-6 Known State/Region wide, may be heard of in rest of the Country +/- 3-4 Known City/County wide, may be heard of in rest of State/Region +/- 1-2 Known in Neighborhood/Immediate Area, may be heard of in the rest
of City/County 0 Unknown.
A negative reputation is earned when the character is known for incompetence, failure or something generally deemed as weak or bad. Examples include Joseph Hazelwood, who would have a -7 Professional Reputation as the Incompetent Captain of the Exxon Valdez but a +5 Personal Reputation, and Gary Glitter who would have a +6 Professional reputation for his Glam Rock days, but a Personal Reputation of –8 as a pedophile.
A positive reputation is earned when the character is known for his competence, success, or something generally deemed as beneficial or strong. Bono has a +10 Professional Reputation for his band U2, and a +8 personal reputation for his humanitarian work. In some situation, a High Rep at either end of the spectrum can be added to Interpersonal Skill rolls, for example a character who is known citywide as being a tough martial artist (+3 Rep) can add his Rep to his Intimidate. However a character known for snitching (-3 rep) would take a -3 modifier to any Persuasion, Streetdeal, or Interview checks.
Reputation modifiers only come into play if the target (or immediate and present allies) has heard of the character. To determine if a target has heard of the character, roll under the Targets Intelligence, with a +modifier equal to half the Characters Reputation (ignoring +/-). Every category closer to the characters home base the target is, add a Recognition Modifier of +1.
Reputation is a fickle thing; it requires that people are talking about you. For any reputation above city level, media coverage is required. If the target holds similar professional or personal interests as what the character is known for (such as a street gang member of cop being aware of the Local Martial Arts legend), his reputation category is treated as two levels higher. But for every 3 months that pass without the character being mentioned in the media, or doing something else that gets him attention, his Reputation will drop by 1 category.
PERSUASION MODIFIERS Actor Knows Subject Intimately +2
Actor Familiar With Subject +1 Subjects Customs/Laws Totally
Unknown To Actor -2 Actors Rep Known (+1 per point)
Subject Drunk +1-+2 Subject Loves Actor +3
Subject Likes Actor +2 Subject Dislikes Actor -2
Subject Hates Actor -3 Actor Holds Authority +1 Subject Holds Authority -1 Story/Request Benefits Subject +1
Story/Request is Unreasonable -2 Story/Request is Extremely