Menu

Fight the Power Word, Kill

no we're not the same 'cause we don't know the game

header photo

Interrogations in BLOCK BY BLOCK

 

This is the current draft of what happens when you have an interrogation/manipulation action scene in BLOCK BY BLOCK. 

 

When you are having a conversation with someone who doesn’t want to help you, HP becomes Hostile Position.

At 0 Hostile Position, you succumb to the other side’s wishes.

Each turn, choose a target. All characters involved secretly choose one of these options, then simultaneously reveals their choices:

 

For police:

  • Good Cop
  • Bad Cop
  • Make them Sweat

For NPCs:

  • Mouth Off
  • Play it Cool
  • Clam Up (in interrogation, roll a D6: on a 1, your lawyer (Scholar, level 1D6) shows up)

 

Compare each attacker & target pair. If you need to roll, roll 1d20 and add your CHA modifier. Whoever has the highest result is the winner of the exchange. Break ties by rolling again.

Note that since a character may only choose one approach per turn, teaming up on one target is effective: the classic good cop/bad cop routine.

 

  • Bad Cop vs Mouth Off: The winner rolls damage, then doubles it.
  • Bad Cop vs Play it Cool / Mouth Off vs Good Cop: If the winner chose Bad Cop/Mouth Off, normal damage. Otherwise no damage.
  • Bad Cop vs Clam Up / Mouth Off vs Make them Sweat: No damage to either side. Don’t bother rolling.

 

  • Good Cop vs Play it Cool: Winner deals normal damage.
  • Play it Cool vs Make them Sweat / Good Cop vs Clam Up: If Play it Cool or Good Cop wins, normal damage. Otherwise no damage.  

 

Manipulation/Interrogation damage

On your own turf: 2D6+Charisma modifier

On their turf: 1D4+Charisma modifier

Neutral ground: 1D6+Charisma modifier

 

Go Back

Comment