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Interrogation and Torture
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
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
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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