borderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Mental-physical Skills: Giant Kite Flying to Intimidation
Giant Kite Flying (Mental 1, Physical 1, Dexterity/Balance -3, Wisdom/Intuition -3) — This skill is of use only to characters who intend to fly the unusual items called hito zoashi (human eagle) and yami doko (man-sized kite). It is an expensive skill and difficult to master, so there are very few practitioners. Without this skill, a character trying to use a giant kite is certain to crash and do himself great harm, if not kill himself. Even with this skill, the character is very likely to do so.
Hiding (Mental 1, Physical 1, Observation -1) — This skill allows a character use the natural elements of the immediate environment — vegetation, shadows, depressions — to conceal himself. A successful check means he has virtually disappeared from view. The hidden character must remain motionless and silent to prevent discovery.
The concealed character stays hidden unless the creature or character searching for him makes a successful Observation check, modified by the creature’s or character’s bonus to find concealed doors. If more than one character or creature is searching the same area, base the check on the highest Observation score in the group.
The DM may prohibit the use of the Hiding skill in situations where no natural cover is available (a smooth stone plateau, a featureless room). Further, the skill has no effect on creatures who detect their prey with senses other than sight.
Barbarians: A barbarian receives the Hiding skill as a bonus skill in his homeland terrain. A barbarian with a skill score of 90% or higher may use this skill in all types of terrain.
Interrogation (Mental 1, Physical 1, Charisma/Appearance -2, Dexterity/Aim) — The character is skilled in the use of subtle (and not so subtle) methods of extracting answers from unwilling subjects. These techniques are often used by inquisitors, for whom the term “interrogation” is often a euphemism for “torture.”
In order to use this skill, the character must have the subject at his mercy. At the very least, the subject must not be able to escape from the character. This skill cannot be used in normal conversation or during casual meetings.
For each hour of interrogation, the character must make a skill check. If successful, the victim blurts out some piece of information unless he makes a successful save vs. spells or in the case of a victim who possesses the Interrogation skill, a successful skill check may be substituted for the save at the victim’s option. There is a 20% chance that the subject of an interrogation will tell the truth plus 5% per point the save was failed by or by 1% per point the victim's Interrogation skill check was failed by.
Otherwise the victim will make up something which, hopefully, will satisfy the interrogator. The DM may apply bonuses or penalties to these rolls as he sees fit, depending upon the importance of the information, the setting of the interrogation, and any particularly imaginative persuasions used by the character.
When inflicting pain to elicit information, the torturer must also make a Dexterity check. If the check is failed, the victim takes 1d4 points of damage from the clumsy interrogation.
The most common form of interrogation is, unfortunately, torture. Extreme discomfort, irritation or simple pain may be employed, in which case the victim must make a Constitution/Health check.
Quick-fire questions may be asked, in which case the victim must make an Intelligence/Reason check (or Interrogation skill check) to avoid letting information slip out, or he may simply refuse to speak.
Other techniques include prolonged sleep deprivation (Constitution/Fitness check every hour after the second sleepless night), and attempts to drive the victim into a furry and blurt out telling information (Wisdom/Understanding check).
Note that many interrogation techniques are not allowed to paladins (such as torture).
This skill may also be used to extract information through “pillow talk,” but this form of Interrogation must be learned as a separate skill. In this instance the victim (“lover”) must make a Wisdom/Understanding check to avoid being cajoled into revealing information.
Racial modifiers: Orcs, goblins, kobolds and hobgoblins are masters of physical interrogation (torture) and receive a +15% bonus to their skill score when using this form of the skill. Half-ogres and half-orcs who are raised by their humanoid parents also receive the +15% bonus.
Intimidation (Mental 1 or Physical 1, Strength/Muscle, Charisma/Appearance, Ego/Willpower) — This skill allows a character to bend others to his will through fear tactics. It involves an implicit threat of violence. Intimidated NPCs are quite likely to do as they are told, but will harbor resentments against the character who threatened them. If an opportunity arises for an intimidated NPC to revenge himself, he will do so.
Intimidation may be attempted with one of three abilities Strength, Charisma or Ego. If intimidating by Strength, the character is threatening immediate, personal, bodily harm. If by Charisma, the intimidation consists of subtle threats, which need not be physical. If Ego is used, the character is attempting to exert his force of will to make the NPC do as he wishes.
No matter which ability is used, the Intimidation attempt is always modified by five times the difference between the experience level of the intimidating character and the experience level or Hit Dice of the victim(s). Creatures with less than one Hit Die are considered to have a level of zero.
For example, a sixth-level warrior attempting to intimidate a 1-1 Hit Die goblin would gain a +30% bonus to his Intimidation ability. Against a 10th-level human warrior, the sixth-level warrior’s Intimidation skill would be reduced by -20%. Higher level characters are less likely to be intimidated.
When a character is attempting to intimidate more than one character and all are within four experience levels of each other, the level for each is calculated by averaging their levels. If one or more characters is more than five experience levels above the others, the highest experience level is used; the other characters gain confidence from the presence of a powerful individual.
When attempting to intimidate more than one, the number of characters times five is used as a negative modifier. If a dwarf is attempting to intimidate five goblins, his Intimidation skill is reduced by -25%.
Intimidation may only be used against intelligent creatures; slimes and shambling mounds are too stupid to notice that someone is trying to intimidate them.
Player characters are never forced to submit to Intimidation and may choose how they will to react to an attempt.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site