Torture

We will be using a variant system for torturing, which combines rules from Kobolt Quarterly and Bastion press. Each session of torturing lasts one hour and follows the procedure outlined below.

Step Character Action
1 Torturer To initiate torture, the torturer must succeed at a Heal check (DC 15). If successful, the torturer can inflict mild torture (see step 3) on the victim. If the torturer rolls 20 or higher, he can inflict mild or moderate torture (torturer’s choice). If the torturer rolls 25 or higher, he can inflict mild, moderate or severe torture. If the torturer fails at this check, he deals 1d10 points of nonlethal damage to the victim. The result of the heal check is not revealed to the victim’s player. A torturer’s kit grants a +2 circumstance bonus to heal checks for torturing.
2 Victim To withhold information, the victim can attempt a Fortitude or Will save (player’s choice) vs. the torturer’s heal check result. If successful, the hour passes without the PC revealing anything. If unsuccessful, the PC must speak. He or she can chose to lie (Bluff check) if desired.
3 Torturer If (1) the PC does not speak or (2) the torturer does not believe the PC and (3) the torturer can apply torture (Heal check greater or equal to 15), then the torturer can select the level of torture at this stage.
4 Victim Depending on the level of torture, the victim rolls on the appropriate table (see below). If the victim does not pass out or die, future rounds of interrogation can continue. The victim suffers a -1 penalty to Fortitude and Will saves (with respect to the torture) for each hour of torture.

The tables for Mild, Moderate and Severe torture are given below.

Mild Torture

Roll 1d10 Effect
1 2 points of Strength drain (1)
2 1d10 points of nonlethal damage
3 1 point of Constitution damage
4 1 point of Dexterity damage
5 1d10 points of nonlethal damage
6 Deafened or blinded (GM’s choice) for 1d3 days (2)
7 1d10 points of damage
8 1 point of Strength damage
9 1 point of Dexterity drain (1)
10 1d10 points of nonlethal damage

Moderate torture

Roll 1d12 Effect
1 1d12 points of nonlethal damage
2 1d12 points of damage
3 2 points of Intelligence damage
4 2 points of Charisma drain (1)
5 Permanently blinded (2)
6 2 points of Strength drain (1)
7 1 point of Constitution damage
8 1d12 points of nonlethal damage
9 2 points of Dexterity drain (1)
10 2 points of Wisdom damage
11 1 point of Charisma damage
12 1d12 points of nonlethal damage

Severe torture

Roll 1d20 Effect
1 4 points of Dexterity and Strength drain (1, 3)
2 2 points of Constitution damage
3 2 points of Wisdom drain (1)
4 4 points of Strength drain (1, 3)
5 3d4 points of nonlethal damage
6 Right or left hand permanently destroyed (2, 3)
7 3d4 points of damage
8 1 point of Intelligence drain (1)
9 2 points of Strength drain (1)
10 2 points of Charisma drain (1)
11 Permanently blinded (2)
12 1 point of Constitution drain (1)
13 4 points of Charisma damage (3)
14 Permanently paralyzed from the waist down (2, 3)
15 4 points of Dexterity damage (3)
16 Permanently mute (tongue or voice box destroyed) (2)
17 2 points of Constitution drain (1)
18 Permanently deafened (2)
19 2 points of Intelligence drain (1)
20 3d4 points of nonlethal damage

Notes:

(1) Drain can be healed with spells such as restoration.
(2) Reroll if already rolled.
(3) The player must succeed at a DC 19 Fortitude save or pass out for 1d6 hours.

Torture

The road not taken Svorinn