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Interrogation and Torture

Interrogation can be used in many different ways and situations. This is a form of questioning, not torture, though intimidation is at times employed to spicing things up. Torture can be used to employ on interrogation but will get to that shortly. These are options given to Gm’s, Story Tellers, and Players to make things interesting for the Gaming and Story Line community. A Person rolls d60 Int+Char (If only the person does not have Intimidation) Vs. the Persons d600 Int+Wis (Will Power). The Time periods used during this Scenario are turns, Events, and Matches. Turns are as always between the numbers of Interrogators Vs.  The numbers captured. Events are the times pass when all eight Rolls are up between the Interrogator and Prisoner. Matches are how many Events passed since the Scenario began.

            The Number of Successes during each Event determines what type of state the Prisoner is in and how much information is with drawn. During Torture the persons Will Power Gradually decreases and their resistance grows weaker. At some points their health level dropping can cause them to be more docile and willing to answer or confess to or agreeing to the Interrogator’s demands or subjugation. A Failed Dice while Interrogating a Subject means nothing is gained and the person can lie or say nothing. A success lowers them to telling more information or the truth. A Critical fail means not only nothing happens but also the subject is strong enough to mock you and lie to you. A Critical Success gains you twice as much information and step towards the goal.

            The type of Tortures not allowed are ones that would make players uncomfortable. Such are those that have sexual content or ideals of Rape. This is definitely something that is not allowed. Torture is to further extend or quicken the Interrogation process. Any Character being interrogated or tortured must at least be wearing under wear and cannot be subjugated to tortures of Sexual preference that would describe Role Play in Adult Content. Such Tortures are Pain-Example Whipping, Mind- Using a constant water drop on their forehead to make them go crazy, Embarrassment- Tickling til they laugh, and last any torture that degrades the physical body of the character. If it makes them feel uncomfortable it should be ceased immediately.

            Before Interrogation Start there must be a Gm or Staff member present to be sure that everything is done correctly and that nothing bad or Rule breaking happens. To end up in this Scenario you must be Captured, Imprisoned, Jailed, or caught and brought to a Dungeon or a form of imprisonment. Both Parties the Interrogator and the Subject must come to and Agreement and understand that this is Role Play and not any form of Perversion or means of OOC activity. It is simply just part of the Game.

Interrogation

Below is a Chart of Fails and Success between the Interrogator and Subject during Interrogation and Torture. How the Subject reacts depends on the Health and amount of rolls won by the Interrogator.

 

Intimidate                            Vs.                                     Will Power

Success/Interrogator Behavior

Interrogation

First

Few mumbled Facts

Second

Some Facts

Third

An Interesting Fact

Fourth

Much more Interesting Fact

Fifth

Begins to talk more

Sixth

Subject talks on and on

Seventh

Important Fact is discovered

Eighth

All is Discovered

Torture

 

Next is Torture Chart. When Torturing you are interrogating and causing and inflicting on the person to respond with using force. The Interrogator rolls d30 Str or Intimidation and the Subject rolls d60 Constitution and Intelligence. Both Charts are used in this Scenario to make things more interesting. Torturing the Subject lowers their Will Power The Chart Below will show what happens when the Subject Drops to a certain amount of Hp causes to their will. A Person can Torture up to Eight times just like as if they were interrogating some one. Torture ends when the Subjects dies from Torture, confesses, agrees to Convert, or when the Interrogator decides that is all. The Gm will Warn the Players when things are getting out of hand and when the Subject is near Death. The Roll for Will determines whether or not how much information is let out. After Each Event the Subject can regen for d15 Hp to get some Strength back. For Every Will Power Roll Failed the Subject becomes intimidated and follows the chart above. For every Constitution roll Failed the player receives Damage and a –2 Intelligence is Delt temporarily making it harder to resist.

Torture                               Vs.                          Will

Health

Lost of Will Power

90% Hp Max

You’re annoyed & uncooperative

80% Hp Max

Silent but beginning to worry

70% Hp Max

Starting to be effected here

60% Hp Max

Slightly Wavering

50% Hp Max

Wavering to tell the truth

40% Hp Max

Frightened, scared, nervous

30% Hp Max

Demanding Mercy

20% Hp Max

Docile and cooperative.

 

            The amount of time allowed for the Scenario occurs depends on the Gm or Staff member watching or Story Telling. It’s quicker to interrogate but more fruitful to Torture. So it is up to the Players and the Story Teller or Gm to figure out when enough is enough. The limit per Scenario is Three Events. If nothing has come up to a result the person is left with what has been found out. The Decision to release the Captive is up to the Interrogator or the Circumstances they came to be captured. If the person was captured as a criminal they can be kept over night or released if not proven guilty. A Prisoner that belongs to a Player is kept until rescued or til bail is made to the Authorities. That or the demands of the Dungeon Keeper or Keeper of the Subject is either killed or made to bargain.

            A Rescue mission gives those players that want to Rescue their friend or ally a chance to gain experience and gives a Gm who wishes to conduct a Quest to save the person an opportunity to Host. But, a letter or the Person holding the Prisoner captive must be present in the Quest to prevent the Rescue if he or she wishes. When this occurs the Gm or Story Teller can Grant the person who is holding the prisoner allies or Monster creations to help prevent the Rescue. If the Characters Rescuing is defeated they can be captured or left assumed dead but not killed. The Dungeon Keeper at some point if things look bad can hand the prisoner and the keys to save his or her butt or simply just Runaway. The way the Story goes is deciding on the Gm or Story Teller and the Description of the Dungeon Keepers lair.

            Once Established the Quest can begin and the Rescue mission in Session. All Game rules and Quest actions and Rules apply in this Quest/Story Line. So treat these types of Role Play Quests as normal Game Quests. The detail of the Map and Environment is the workings of the Interrogator Player and Gm/Story Teller. Things made on the spot would be difficult so try to do all this and re-plan this as soon and as well as possible.

 

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