1. Empathy (pg.84)

This is the ability to understand what other people are thinking and feeling. It’s useful when a character is trying to spot a liar, or wants to tell someone what that person
wants to hear. You can use Empathy to defend against Deceit, and to determine initiative in social conflicts. Characters with high Empathy include gamblers, swindlers
and socialites.

**Reading People
Given at least half an hour of intense, personal interaction, a character may roll Empathy against a target’s Rapport to learn one of the target’s aspects. This is an assessment action (see page 61); succeeding with one or more shifts reveals one of the target’s aspects the character isn’t already aware of. It may not reveal the aspect in precise detail, but should paint a good general picture. For instance, it might not give the name of the target’s brother, but can reveal one exists. The process may be repeated, taking longer each time; a character can discover a number of a target’s aspects equal to his Empathy (minimum one). So, a Fair (+2) Empathy allows a character to learn two of a target’s aspects through two different rolls.

Knowing someone’s aspects is powerful because it allows you to tag them, and gives you insight into a person’s nature: remember a person’s aspects aren’t necessarily public knowledge. While a scenario may call for compelling a character’s aspects, extras shouldn’t be trying to do so unless they’re aware of them, either because
the player is displaying them openly or because they’ve successfully used Empathy on the character. There are two yardsticks for deciding which aspects Empathy reveals:
the first is showcasing those aspects you feel are closest to who the target really is; the second is showcasing those you think would be most entertaining if discovered. If neither
works, pick the aspect closest to the top of the list; it’s probably what you thought most essential at the time


Of Monsters and Men Monster jacebenson