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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Skill Actions / Read Motive

Read Motive

Skill Actions · Society

Skill Society
Cost 1 AP
  • Concentrate
  • Mental
  • Secret
  • Trained

You study a creature's behavior, tone, reactions and place in the situation to judge what it's after. Choose a creature you can see and interact with and roll Society. If it's trying to deceive you, hide its intentions or pass a hidden message, the GM compares your check to its Deception check; otherwise the GM sets the DC. If you spend at least 1 minute watching or talking with it first, you get 1 level of Advantage. A creature can usually be Read only once per scene, unless its behavior changes a lot or new information comes to light. Questions: Is it trying to mislead me? What emotion is driving it most strongly? Does it seem trustworthy here? Is it hiding something important from me? Does its behavior seem forced, unnatural or influenced from outside? Is it trying to say something indirectly or in code? If it's using code, gestures or innuendo, a success tells you a hidden meaning is there; a critical success lets you understand its general sense; a critical failure gives you a false meaning.

Critical Success: Ask the GM 2 of the questions.

Success: Ask the GM 1 of the questions.

Failure: You can't get a clear read.

Critical Failure: You misread the creature; the GM gives you a false or misleading impression.

Results

Critical Success

Ask the GM 2 of the questions.

Success

Ask the GM 1 of the questions.

Failure

You can't get a clear read.

Critical Failure

You misread the creature; the GM gives you a false or misleading impression.