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Torture in a magical world (Rated R)
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<blockquote data-quote="drnuncheon" data-source="post: 1492290" data-attributes="member: 96"><p>Wounds don't scare players. They're too easily healed. You need to go for stuff that does.</p><p></p><p>Hit them with a level draining effect once or twice a day. They'll make the Fortitude save to get it back sometimes, but they'll eventually see their precious XP slowly dwindling along with their capacity to escape.</p><p></p><p>Stat drains are similar. Go for the primary stat of each character. Make sure it's an actual drain and not just stat damage, so when they ask if they healed it back overnight, you can say 'Hahahahaha!...no.'</p><p></p><p>Create <em>simulacrums</em> of the party to go out and commit evil in the party's name. Arm them with the party's stuff. Make sure to bring evidence of said evil back to share (mustn't be greedy.) Reputations are even harder to cure than wounds.</p><p></p><p>Make sure the players are being tortured separately. Don't torture one of them, or make it obviously token torture (just bruises, nothing permanent). Store the PCs together. Have that character taken away on his own often. Roll a Sense Motive check behind your screen every time the player claims that he doesn't know why he's being given 'special treatment'. Watch the distrust grow. For bonus points, have one of the torturers refer to something they "couldn't" have heard, in the presence of one of the other PCs. Trust is even harder to cure than a reputation.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 1492290, member: 96"] Wounds don't scare players. They're too easily healed. You need to go for stuff that does. Hit them with a level draining effect once or twice a day. They'll make the Fortitude save to get it back sometimes, but they'll eventually see their precious XP slowly dwindling along with their capacity to escape. Stat drains are similar. Go for the primary stat of each character. Make sure it's an actual drain and not just stat damage, so when they ask if they healed it back overnight, you can say 'Hahahahaha!...no.' Create [i]simulacrums[/i] of the party to go out and commit evil in the party's name. Arm them with the party's stuff. Make sure to bring evidence of said evil back to share (mustn't be greedy.) Reputations are even harder to cure than wounds. Make sure the players are being tortured separately. Don't torture one of them, or make it obviously token torture (just bruises, nothing permanent). Store the PCs together. Have that character taken away on his own often. Roll a Sense Motive check behind your screen every time the player claims that he doesn't know why he's being given 'special treatment'. Watch the distrust grow. For bonus points, have one of the torturers refer to something they "couldn't" have heard, in the presence of one of the other PCs. Trust is even harder to cure than a reputation. J [/QUOTE]
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