Assessment

(Analyze Person, Sense Motive, Detect Lies, Detect Influence)

Assessment is a versatile skill that allows a character to gain insights into another person’s intentions, motivations, and abilities based on observation and analysis. This skill requires the character to have a clear view of the target and a basic understanding of their behavior. The amount of information gained depends on how well the character performs in an Opposed Skill Test against the target.

Analyze Person

Analyze Person is used to evaluate the power level or general capability of another character. This can be crucial in determining whether an opponent is stronger or weaker than expected or if a potential ally is as skilled as they claim to be.

Opposed Test: Assessment vs. Discipline

Result:

  • Success: The GM provides a general comparison of the target’s power level relative to the character’s or a known ally’s. For example, the GM might say, “The target appears to be slightly stronger than you,” or “They seem to have a similar level of skill as your teammate.”
  • Success by a Large Margin: The GM may allow the character to ask for specific information, such as the target’s exact Combat Values or Aspects. For instance, “Their Physical Attack <PA> seems higher than yours” or “They have a much stronger [SS] than your ally.”
  • Failure: The character gains no useful information.
  • Failure by a Large Margin: The GM may provide misleading information, such as underestimating or overestimating the target’s abilities.

This ability can only be used once per target unless circumstances change significantly (e.g., the target reveals new abilities or behaves in a way that contradicts earlier observations).

Sense Motive

Sense Motive is employed when a character suspects that someone is not being entirely truthful about their intentions or may be hiding something important. It helps in discerning whether someone is trying to mislead or manipulate.

Opposed Test: Assessment vs. Persuasion

Result:

  • Success: The character senses that something is off. The GM might hint at the target’s hidden agenda or suggest that they are holding something back. For example, “You get the feeling they’re not telling you everything” or “Their enthusiasm seems forced.”
  • Failure: The character believes the target’s intentions are genuine, even if they are not.
  • Failure by a Large Margin: The character is misled and believes in the target’s sincerity completely, potentially leading to a bad decision.

Detect Lies

Detect Lies is a more direct application of Sense Motive where the character attempts to determine if a specific statement is true or false. This is particularly useful in interrogations or negotiations.

Opposed Test: Assessment vs. Persuasion

Circumstance Modifier
You are impaired with drugs or alcohol (flip-1)
The subject has been caught lying to you before (flip+1)

Result:

  • Success: The character detects the lie. The GM might say, “You sense that they are lying about this,” or “The way they said that doesn’t match what you know.”
  • Failure: The character believes the lie, or at least doesn’t detect any deception.
  • Failure by a Large Margin: The character is completely convinced of the lie’s truth, potentially leading to negative consequences.

Detect Influence

Detect Influence is used when a character suspects that someone is acting under the influence of an external force or pressure, such as mind control, hypnosis, or blackmail. This can be critical in situations where allies or NPCs might be compromised.

Opposed Test: Assessment vs. Discipline (or the relevant skill of the influencing party, if known)

Result:

  • Success: The character discerns that the target is under some form of influence. The GM might indicate, “You sense that they are not acting of their own free will,” or “Something is definitely off about their behavior.”
  • Failure: The character detects nothing unusual, even if the target is influenced.
  • Failure by a Large Margin: The character is completely unaware of any external influence, potentially allowing the situation to escalate unnoticed.

Use Case Examples:

  • Mind Control: The character senses that the target’s actions are unnaturally robotic or inconsistent with their known personality.
  • Blackmail: The character notices nervousness or hesitation that suggests the target is being coerced into their actions.