Inquiry
Descriptors
Suggested Favourite Use
- Vs. criminal suspects
- Vs. those below your station
Description
The skill of reading people's emotions, of knowing the right question to ask, and of deciding the quality of the answers given, Inquiry is a popular skill with investigators, police, spies, and adventurers. Inquiry dice can be used to oppose attempts to play you false or to sway your opinion.
When questioning someone, roll your Mind & Inquiry dice. Targets who want to lie to you must defeat your roll, using their Will & Deceit dice.
Targets that simply want to refuse to talk to you may roll their Will & Presence dice, in an attempt to blow you off. (Of course, if they're not restrained, they could simply leave.) All too often, a target may want to help you, but they may not know the right answers themselves or they may not understand your questions - the Game Host may set a difficulty to see if you can glean any information at all.
If you must, you can try intimidating a suspect to give up information, by combining your Mind, Inquiry, and Presence dice. Your subject will try to resist, possibly by telling you what you want to hear - they resist with Will, Deceit, and Negotiation dice. Intimidating a target always makes them hostile towards you.
Inquiry can be a passive skill, when you just want to know if someone's lying to you. (In a role-playing game, it can be difficult to tell. After all, the other Players and the Host are constantly "lying"