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General Tabletop Discussion
*Pathfinder & Starfinder
Effects of Torture
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<blockquote data-quote="Zephalon" data-source="post: 399881" data-attributes="member: 7979"><p>So now we have some interesting tidbits of rules here. Let's try and make an "unofficial" official rule out of it.</p><p></p><p>I. </p><p>Some of you mentioned a save (will or fortitude) with a DC set by an opposed roll (Intimidate or Profession(torturer)).</p><p></p><p>II.</p><p>This save is done every "time unit" of torture. </p><p></p><p>III.</p><p>Failing it results in:</p><p></p><p>a) mental domination</p><p>- revelation of secrets or confession by the tortured person</p><p></p><p>b) damage in the form of:</p><p>- ability drain (like the stronghold builder rule)</p><p>- hp damage (not so good because of abstract damage discussion)</p><p>- morale penalties to various actions</p><p>- mental damage (for example catatonia, paranoia etc.)</p><p>- state like being staggered, shaken, fatigued, exhausted</p><p></p><p>Here is my opinion on this:</p><p></p><p>I. </p><p>a) I would prefer Profession(torturer) to Intimidate because:</p><p></p><p>- they have different goals</p><p>i.e. causing pain, getting information & punishing vs. frightening someone and making them do what you want</p><p></p><p>- I don't want every PC/NPC being able to professionally torture people</p><p></p><p>- It was a job back in the days and required a good deal of knowledge unless the landlord wanted his prisoners to die too fast through torture (before they confessed and betrayed their allies)</p><p></p><p>b) Fortitude vs. Will</p><p>As will represents self-control it is most appropriate to withstand the interrogating effects of torture. Fortitude on the other hand protects against the damage. I would require both saves, one for the mental effect of giving in, the other for damage resistance.</p><p></p><p>II. Assume a normal work day (8 hours) for the following reasons:</p><p></p><p>- nobody (umh, the torturer) wants the tortured person to die too fast or become unconscious, so they give them some rest</p><p></p><p>- in normal circumstances the common prisoner doesn't have a team of skilled torturers all by himself who can torture him all day long</p><p></p><p>- to short time units would lead to fast deaths on part of the tortured characters, removing any chance of rescue (game reason)</p><p></p><p>III.</p><p>Failing a save results in an effect chosen by the torturer before making the saves.</p><p></p><p>Effects:</p><p></p><p>Mental domination (Will save)</p><p>- interrogation (the tormented person tells every secret)</p><p>- terror (-2 morale bonus to all checks concerning the torturers organization)</p><p>- mental disability (chosen randomly by the DM)</p><p>- hopelessness (character looses 1d3 WILL)</p><p></p><p>Physical Punishment (Fortitude save)</p><p>In addition to loosing 1 CON the character looses ability points through:</p><p>- crippling (character looses 1d3 STR or DEX as chosen by the torturer)</p><p>- disfigurement (character looses 1d3 CHA)</p><p>- endless pain (character looses 1d3 CON)</p><p></p><p>All points lost are permanent and can only be restored through spells like restoration or better (well in a world where raise dead is commonplace, at least for people escaping or surving such an encounter, this is not too harsh).</p><p></p><p>Characters who suffered physical damage through torture are disabled (only partial actions) until healed (successful Heal check (DC 15) or spell with healing descriptor of at least level 1).</p><p></p><p>Characters who suffered mental effects are shaken until they succeed at a will save (DC 15 + days of torture), retrieable every day.</p></blockquote><p></p>
[QUOTE="Zephalon, post: 399881, member: 7979"] So now we have some interesting tidbits of rules here. Let's try and make an "unofficial" official rule out of it. I. Some of you mentioned a save (will or fortitude) with a DC set by an opposed roll (Intimidate or Profession(torturer)). II. This save is done every "time unit" of torture. III. Failing it results in: a) mental domination - revelation of secrets or confession by the tortured person b) damage in the form of: - ability drain (like the stronghold builder rule) - hp damage (not so good because of abstract damage discussion) - morale penalties to various actions - mental damage (for example catatonia, paranoia etc.) - state like being staggered, shaken, fatigued, exhausted Here is my opinion on this: I. a) I would prefer Profession(torturer) to Intimidate because: - they have different goals i.e. causing pain, getting information & punishing vs. frightening someone and making them do what you want - I don't want every PC/NPC being able to professionally torture people - It was a job back in the days and required a good deal of knowledge unless the landlord wanted his prisoners to die too fast through torture (before they confessed and betrayed their allies) b) Fortitude vs. Will As will represents self-control it is most appropriate to withstand the interrogating effects of torture. Fortitude on the other hand protects against the damage. I would require both saves, one for the mental effect of giving in, the other for damage resistance. II. Assume a normal work day (8 hours) for the following reasons: - nobody (umh, the torturer) wants the tortured person to die too fast or become unconscious, so they give them some rest - in normal circumstances the common prisoner doesn't have a team of skilled torturers all by himself who can torture him all day long - to short time units would lead to fast deaths on part of the tortured characters, removing any chance of rescue (game reason) III. Failing a save results in an effect chosen by the torturer before making the saves. Effects: Mental domination (Will save) - interrogation (the tormented person tells every secret) - terror (-2 morale bonus to all checks concerning the torturers organization) - mental disability (chosen randomly by the DM) - hopelessness (character looses 1d3 WILL) Physical Punishment (Fortitude save) In addition to loosing 1 CON the character looses ability points through: - crippling (character looses 1d3 STR or DEX as chosen by the torturer) - disfigurement (character looses 1d3 CHA) - endless pain (character looses 1d3 CON) All points lost are permanent and can only be restored through spells like restoration or better (well in a world where raise dead is commonplace, at least for people escaping or surving such an encounter, this is not too harsh). Characters who suffered physical damage through torture are disabled (only partial actions) until healed (successful Heal check (DC 15) or spell with healing descriptor of at least level 1). Characters who suffered mental effects are shaken until they succeed at a will save (DC 15 + days of torture), retrieable every day. [/QUOTE]
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