Author Topic: Torture  (Read 7288 times)

20x6

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Torture
« on: February 15, 2008, 02:49:25 PM »
I took this from another thread and didn't want to derail that topic:

torture is an evil act no matter how you try and justify it, both in the real world and in D&D and especially in Ravenloft--and any PC who engages in it will automatically fail a powers check

Does that include waterboarding? Hahaha, topical irreverence toward my fellow man.

No seriously, this is huge and far less clear cut than we can casually assume. If there's a hard and fast rule, where is the thread on this? Where do you draw the line? If you capture one member of a group and are trying to get names, places, plans, how are you supposed to get the information without resorting to strongarm tactics? Torture for sadism's sake is an obvious act of evil, as is any stiffy-eliciting cruelty inflicted on another person, but torture in order to extract important, possibly life saving information is one of the most morally grey acts in existence. Certainly it can never be considered a "good" thing to do, but it can certainly be seen as amoral, even sometimes necessary. We should also remember that while being tortured probably sucks, it's usually (not always) preferable to death. The way that people treat death in D&D is so cavalier that it seems silly to get our panties all bunched up about physical abuse.

We should also consider the realities of the setting - the fact that anyone who gets sucked up into the maw of Barovia's legal machine is reasonably likely to end up on the unforgiving end of a whip or knife. Same with the rebels. Who is really responsible for the torture in either case? The sap who happens to administer the actual torture? The justices who turn their attention to more pressing issues? The one who engineered the prisoner's capture or the one who gives the order as to the specifics of the torture? The man outside the door who ignores the prisoner's screams? The informant who ratted out the person being tortured, knowing full well that torture would result? The community at large? The leaders who create societies which end up making torture a fact of life, a virtual necessity?

If a despot general orders a firing squad to murder a living saint, does each member of that firing squad become evil as a result? What about (to draw on a recent event as an example) soldiers who are ordered to kill the "rebel" inhabitants of a town by their sovereign commander? What about the firebombing of Dresden? What about the sacking of Berlin? The My Lai massacre? I have three words for you: mitigating freaking circumstances. Across-the-board answers about what is good and evil are not the solution to such complicated, ongoing conflicts. This is not to say that good and evil are meaningless (I'd have to be an asshole to try and get that one to fly in a D&D world, and such arguments are basically masturbatory anyway) but that good and evil are far more subtle things than the likes of Dragonlance would have us believe. Characters in cheap fantasy rarely have to make morally ambiguous decisions. The mark of a good PW is a setting where such decisions are as difficult as they are common - this is one of the best things that PoTM has going for it.

Motivation counts for a lot more than the act itself. Torture is a fact of life in Ravenloft. The characters did not invent it or decide that torture was a fun idea from behind the cloisters of their computer screens. No. They were born or thrust into circumstances that sometimes mandate torture. Titillating and shocking aspects of torture aside, there really isn't anything obvious about its ethical nature. I respectfully (but pretty adamantly) disagree with the stance that PoTM has taken for the above reasons. I would like to realize that I am mistaken... but I don't think that'll happen.

Goddamn I love coffee.

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Re: Torture
« Reply #1 on: February 15, 2008, 03:00:36 PM »
From the Ravenloft 3rd Edition Campaign Setting

When to apply Powers Checks

Evil comes in many forms, but it is never so dangerous as when it is convenient. Evil can seduce us in ways that Good would never try. Good demands much — patience, compassion, self-sacrifice — and its rewards are often obscure. Evil seems to ask nothing but gladly offers anything we could desire: power, riches, even love. But the gifts of Evil are poisoned fruits, tainted by the very acts undertaken to claim them. Each gift we accept, each moral shortcut we take, leads us further from the light and one step closer to Evil's final reward: our destruction.

Unseen by mortals, the Dark Powers sit in judgment of all that occurs within their realm and silently watch countless other worlds as well. Whenever a mortal performs an evil act in Ravenloft, there is a chance that the Dark Powers will respond, both rewarding and punishing the transgressor in a single stroke; this is resolved through a powers check.

If a character continues down the path of corruption, the Dark Powers may eventually grant the transgressor her own domain.

Mortals may never know what the Dark Powers hope to achieve with their dark gifts. Perhaps the Dark Powers act as caring but overly harsh parents, cursing transgressors to frighten them back onto the path of righteousness, or perhaps the Dark Powers seek to inflame mortals' sins, alternately taunting and teasing the morally weak into bottomless spirals of doom.

Whenever a player character willingly performs an evil act, the DM should resolve the powers check by making a percentile roll. Mortals have no control over the whims of the Dark Powers; no magic or special ability can ever modify this dice roll.

The DM should find the character's transgression on Table 3-6 to determine the chance of failure. If the DM rolls this number or less on the d%, the offending character fails the powers check and moves one stage down the path of corruption. If the DM rolls higher than the listed number, the character succeeds at the powers check; the act has fallen beneath the Dark Powers' concern — this
time.

The DM can raise or lower the chance of failing a powers check, depending on the character's motivation. If a character performs an evil act for particularly vile reasons, the chance of failure might rise by as much as half. If a character performs a transgression for altruistic purposes — such as casting a necromantic spell to save a life of an ally — the DM may reduce the chance of failure by half.

If a character performs an evil act that does not appear on Table 3-6, the DM can use the listed transgressions to judge the chance of failure. Only truly despicable acts should have a chance of failure as high as 10%. Some deeds are so monstrous that they cannot help but attract the attention of the Dark Powers. Anyone who commits one of these Acts of Ultimate Darkness automatically fails the accompanying powers check.

Powers checks are intended to enhance the game, to divert the attention of a hoary host of potent unknowns to the actions of the PCs. Use them wisely and where they serve the game. If overused, powers checks can slow the game to a crawl, as the DM meticulously rolls dice every time someone swats a fly or coughs in the vague direction of an old woman. Use the guidelines below to determine when you should incorporate them into the game.

Crimes or Acts of Violence

These transgressions directly cause others to come to harm. To determine the chance of failure, compare the transgression to the alignment of the victim on Table 3-6. An "Innocent" is any character with the Innocence special quality. (See sidebar, below.)

Assault, Unprovoked: Violent crimes in which the offender has no intention to kill the victim or cause lasting harm. These attacks are often the result of bigotry, bullying, or petty cruelty. Common examples include muggings, picking a drunken brawl, or striking a child in anger.

Assault, Grievous: An attack in which the offender intentionally causes lasting harm to the victim. The offender typically has no concern for the victim's life. Common examples include vicious beatings and attempted murder.

Betrayal, Major: Betrayals include the breaking of trust or of a promise. Breaking a holy vow, however, is considered an unholy act and is detailed below. To be considered a major betrayal, the act must result in lasting harm or death to the betrayed victim. Examples can include a traitorous guard selling the defense plans of his master to assassins, or a merchant reneging on a major contract, bankrupting his business partner's family.

Betrayal, Minor: A minor betrayal results in minor but lasting effects for the betrayed party. Common examples include breaking up a happy marriage or acts of public humiliation.

Extortion: Extortion is the criminal act of using the threat of violence to coerce others into giving you something that rightfully belongs to them, or obeying your commands. Common examples include blackmail, armed robbery, and taking hostages.

Lying: Lying includes telling falsehoods and purposefully withholding truths. The Dark Powers hear every word spoken within their realm, but harmless white lies and tall tales are beneath their concern. To warrant a powers check, the lie must directly result in the hearer coming to harm. Examples might include declining to warn a friend that her drink is poisoned or tricking a herdsman into entering the lair of a fearsome beast to search for his lost sheep.

Murder, Brutal: Brutal murder is the act of deliberately taking a person's life through painful and sadistic means. Examples might include Vlad Drakov's method of impaling victims on long stakes, or a creature that tries to keep its prey alive for as long as possible while feasting on it. Brutal murders that involve particularly extended suffering may also count as torture.

Murder, Nonbrutal: Nonbrutal murder does not include extended suffering — the killer just wants the victim dead. The murder must still be premeditated; killing in self-defense does not warrant a powers check. Vengeance and personal gain
are common motives for this brand of murder.

Theft, Grave Robbing: Raiding crypts and looting corpses defiles the sanctity of the dead. Grave robbing includes violating ancient tombs, unearthing coffins to steal corpses, and looting the
bodies of the fallen. In cultures where the tombs of dead are particularly revered, grave robbing may be considered an act of desecration (see below).

Theft, Major: Theft is the act of taking any item that rightfully belongs to someone else. Whether the theft is major or minor depends on its effect on the victim, not the stolen item's value in
gold pieces. Any theft that results in serious hardship for the victim counts as a major theft. Common examples include stealing the meager savings of a peasant family and taking a magic
item that the victim needs to keep a curse in check.

Theft, Minor: Any theft that causes the victim little more than passing aggravation is considered minor. Common examples include stealing an apple from a successful fruit stand or silverware from an aristocrat's pantry.

Threats of Violence: Intimidation in itself causes little harm and is often beneath the concern of the Dark Powers. To warrant a powers check, the offender must have both the means and intent to follow through with her threats, and the victim must honestly fear for her safety.

Torture, Routine: Routine torture is the act of inflicting pain to extract information. This is an evil act even when performed toward an ultimate good. Many so-called heroes have been seduced into evil through the misconception that the ends justify the means. Common examples include torturing an enemy to learn the location of her headquarters, battle plans, or even the location of hostages.

Torture, Sadistic: Sadistic torture is the act of causing intense suffering to derive pleasure. Those who engage in such foul deeds soon draw the attention of the Dark Powers.

Unholy Acts

Unholy acts are transgressions against a religious code — a particularly serious act for divine spellcasters.

As with acts of violence, a character must knowingly violate a religious code to warrant a powers check. A character who has no reasonable way to know of the existence of a religious tenet should not be punished for failing to obey it.

To determine the chance of failure, compare the transgression on Table 3-6 to the core alignment of the violated faith. Violating the religious codes of one's own faith, regardless of its alignment, is a particularly serious offense.

Breaking a Tenet: All religions have certain practices that their faithful are expected to follow. As an example, followers of the Morninglord are expected to sing a short hymn of thanks each
morning. Willingly violating one of these rules is considered breaking a tenet.

Breaking an Oath: Some religions require followers, particularly their clergy, to swear oaths demonstrating their devotion. The clerics of Zhakata, for example, must swear to obey the commands of their high priest at all times, while clerics of Osiris are sworn to protect the sanctity of the dead. Willingly violating such an oath warrants a powers check.

Breaking a Vow: The clergy of some religions are required to swear lifelong vows in the name of their deity. For example, the priestesses of Belenus in the Shadowlands are considered to be spiritually wed to their god and thus must take vows of chastity. A character who breaks a holy vow must make a powers check, and her religion may enforce additional penalties.

Defilement: Defilement is the act of causing a sacred place, object, or person to lose its holy blessings. Deeds might include fouling holy water, breaking into a sealed tomb, and even purposefully robbing someone of her Innocence.

Desecration: Desecration is a more serious form of defilement. Rather than merely causing a sacred object to lose its blessing, desecration actually renders the object unclean in the eyes of its god. Examples include performing a bloody sacrifice
on the altar of a good-aligned deity and or casting
the desecrate spell.

Supernatural Evil

Powers checks can also be incurred through trafficking with unholy supernatural forces. With these acts, the chance of failure is determined not by the alignment of the victim, but by the power of the occult forces the transgressor calls. Unlike in Unholy acts, the transgressor does not need to know that a form of magic is considered profane to warrant a powers check.

Laying a Curse: The curse's severity determines
the chance of failure.

Casting an Evil or Necromantic Spell: Some spells call on forces that mortals were not meant to wield. The "Altered Magic" section later in this chapter details which forms of magic require powers checks. The chance of failure is equal to the effective spell level of the spell being cast. Note that some special abilities, such as the Empower Spell feat, can alter a spell's effective level. If a spell has both the "evil" and "necromancy" descriptors, the chance of failure is doubled.

Using an Evil Magic Item: Some magic items have one or more special abilities that mirror the effects of spells that incur a powers check. Using such a special ability incurs a powers check as if the user had cast the spell. For example, whenever a character uses a sword of life stealing to bestow a negative level on a foe, the wielder must make a powers check as if she had cast energy drain.

The end of the "Altered Magic" section lists all of the Dungeon Master's Guide magic items that require powers check to use, bear, or craft.

Bearing an Evil Magic Item: Some magic items are so infused with evil that a character runs a risk of corruption merely by keeping the item in her possession. This is most often the case with intelligent evil items or those with powers that are continually in effect, such as a darkskull. A character with this item in her possession must make a powers check once a week. The chance of failure is equal to that of the item's highest-level spell effect.

Crafting an Evil Magic Item: Magic Items hold the potential to be powerful tools of evil. An evil spell is cast once and is then gone, like a bee losing its sting. A magic item with evil abilities can sting again and again, spreading evil long after its creator is gone. These items can be created only by calling on evil forces. Powers checks for Crafting evil magic items often carry significant chances of failure. First, add the total chance of failure for all prerequisite spells. If the magic item is reusable (as opposed to one-use items like scrolls, potions, or magic arrows), add 10% of the prerequisite experience cost.

For example, for a cleric, the prerequisites for crafting a hand of glory include animate dead, a 3rd-level spell, and 288 XP. The cleric's chance of failing a powers check for creating a hand of glory is thus 31% (3% + 28%). Creating some magic items can incur a powers check with a chance of failure well over 100%; consider crafting such an item to be an Act of Ultimate Darkness.

If a metamagic feat augments a character's spell that results in a powers check, the level of that metamagic feat adds to the level of the spell in question for the purposes of determining the chance of failing a powers check. Characters who use feats are going out of their way to make something happen; using them to aid heinous sorceries is all the more noticeable to the Dark Powers.

The Effects of Failure

No person is born evil. All player characters are assumed to enter a Ravenloft campaign with "clean" souls — they have never failed any powers checks, and the forces of corruption have no claim on their spirits. If the player wants, and if her character meets the prerequisites, a hero can enter the campaign with her Innocence intact (see sidebar). Alternatively, if the player and DM agree, a player character could enter the campaign having already failed one or more powers checks. Such a character might be struggling against some dark inner nature, or she might now be on a quest for redemption from the mistakes of her earlier years.

If a character fails a powers check, the Dark Powers respond with gifts of darkness — and the character moves one stage toward corruption. At each stage, the corrupted character receives an occult boon and an accompanying curse. The gifts and curses bestowed by the Dark Powers are inexorably tied: a rogue who gains low-light vision might also suffer from light sensitivity, inflicting -1 penalties to attack rolls in bright daylight; a monk who receives a bonus to her natural armor might grow a thick, scaly hide. As with the curses offered earlier in this chapter, these curses apply OR modifiers whenever their effects are noticed. Curses arising from failed powers checks should manifest at least as often as the accompanying gift comes into play.

The Dark Powers tailor all of their gifts and curses to the victim. As a rule, the Dark Powers' gifts tend to make it easier for a corrupted character to repeat her transgressions but harder to conceal her crimes.

In the initial stages of corruption, when redemption is still at hand, both the gifts and the curses bestowed by the Dark Powers tend to be minor and easily concealed. In later stages, however, the trap starts to close. The curses gain strength, forcing the corrupted character to rely more heavily on her dark gifts — abilities that often require more powers checks to use.

Table 3-6 Recommended Powers Checks

Code: [Select]
Crimes or           Evil NPCs    Neutral NPCs   Good NPCs   PCs, Family,
Acts of Violence   or Monsters   or Strangers   or Friends  or Innocents
Assault, Unprovoked     *             1%             2%           3%
Assault, Grievous       1%            2%             4%           6%
Betrayal, Major         1%            3%             6%           9%
Betrayal, Minor         *             1%             3%           6%
Extortion               *             2%             5%           8%
Lying                   *             *              *            1%
Murder, Brutal          3%            6%             10%          **
Murder, Premeditated    2%            3%             6%           10%
or Nonbrutal
Theft, Grave Robbing    *             1%             5%           7%
Theft, Major            *             1%             4%           7%
Theft, Minor            *             *              3%           6%
Threats of Violence     *             *              1%           2%
Torture, Routine        4%            7%             **           **
Torture, Sadistic       10%           **             **           **

Unholy Acts         Evil Faith   Neutral Faith   Good Faith  Own Faith
Breaking a Tenet        *             1%             2%           5%
Breaking an Oath        *             2%             5%           10%
Breaking a Vow          *             5%             10%          **
Defilement              *             4%             8%           **
Desecration             *             8%             **           **

Supernatural Evil
                Embarrassing Frustrating Troublesome Dangerous Lethal
Laying a Curse  1%           2%          4%          8%        16%

Casting an Evil or Necromantic Spell   1% per effective spell level

Casting an Evil and Necromantic Spell  2% per effective spell level

Using an Evil Magic Item            as casting equivalent spell

Bearing an Evil Magic Item        as using item's most powerful ability

Crafting an Evil Magic Item   total percentage chance of prerequisite spells, plus 10% of XP cost


* This act does not warrant a powers check.

** Act of Ultimate Darkness. The offender automatically fails the powers check.

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roberto

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Re: Torture
« Reply #2 on: February 15, 2008, 03:19:26 PM »
Nice! I remembered something about that List failure's percentage, but I forgot about Unholy Acts, and so I have a question:

Ezrites of the Darkonese Sect are Legal Evil.
The acts of breaking Tenets, Oath and Vow or also the Defilement or the Desecration doesn't warrant a powerchek, for Evil Faiths but they do for Neutral and Good Faiths.

With respect to that, does an Darkonese Ezrite deserve powercheks whether he makes unholy acts? Or because of Ezra Faith is Neutral, he must follow the Neutral percentages?

I hope I have been clear in exposing my question. :D

p.s. Fortunately Augustus considers Necromancy Spells to be evil, so he doesn't use them.



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Re: Torture
« Reply #3 on: February 15, 2008, 03:22:24 PM »
I have a question about casting a Necromantic spell: Undeath to Death, Negative Energy Ray, Slay Living, Create Undead, etc. are all necromantic spells.  When do they become evil?  What if my cleric casts Negative Energy Ray to protect the innocent?  What if a cleric casts Create Undead as a defense against another caster, who just casted Create Undead,  to protect the innocent.

Frankly, I'm a bit confused as to when an act is purely evil or when it can be justified given the circumstances. 
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Re: Torture
« Reply #4 on: February 15, 2008, 03:26:44 PM »
I have a question about casting a Necromantic spell: Undeath to Death, Negative Energy Ray, Slay Living, Create Undead, etc. are all necromantic spells.  When do they become evil?  What if my cleric casts Negative Energy Ray to protect the innocent?  What if a cleric casts Create Undead as a defense against another caster, who just casted Create Undead,  to protect the innocent.

Frankly, I'm a bit confused as to when an act is purely evil or when it can be justified given the circumstances. 
It says at the beginning of the passage:

Quote
The DM can raise or lower the chance of failing a powers check, depending on the character's motivation. If a character performs an evil act for particularly vile reasons, the chance of failure might rise by as much as half. If a character performs a transgression for altruistic purposes — such as casting a necromantic spell to save a life of an ally — the DM may reduce the chance of failure by half.

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ThAnswr

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Re: Torture
« Reply #5 on: February 15, 2008, 03:28:20 PM »
I gotta get new glasses.   :oops:
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Re: Torture
« Reply #6 on: February 15, 2008, 03:29:24 PM »
Nice! I remembered something about that List failure's percentage, but I forgot about Unholy Acts, and so I have a question:

Ezrites of the Darkonese Sect are Legal Evil.
The acts of breaking Tenets, Oath and Vow or also the Defilement or the Desecration doesn't warrant a powerchek, for Evil Faiths but they do for Neutral and Good Faiths.

With respect to that, does an Darkonese Ezrite deserve powercheks whether he makes unholy acts? Or because of Ezra Faith is Neutral, he must follow the Neutral percentages?

I hope I have been clear in exposing my question. :D

p.s. Fortunately Augustus considers Necromancy Spells to be evil, so he doesn't use them.




From the section on religions in that passage:

Quote
Violating the religious codes of one's own faith, regardless of its alignment, is a particularly serious offense.

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Re: Torture
« Reply #7 on: February 15, 2008, 03:36:23 PM »
  Is there a thread for reporting acts that you now know needed checks.  I'm not fishing here, I rather like none of my characters have any DP curses, but Dribo has murdered a PC, and there was one incident where a PC body was "dug up" so Dribo could see what was inside a person.

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Re: Torture
« Reply #8 on: February 15, 2008, 03:39:38 PM »
  Is there a thread for reporting acts that you now know needed checks.  I'm not fishing here, I rather like none of my characters have any DP curses, but Dribo has murdered a PC, and there was one incident where a PC body was "dug up" so Dribo could see what was inside a person.
if you're reporting your own character, you can send a PM to a DM, but otherwise it has to be noticed by a DM in-game. :)

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Re: Torture
« Reply #9 on: February 15, 2008, 03:44:17 PM »
  Is there a thread for reporting acts that you now know needed checks.  I'm not fishing here, I rather like none of my characters have any DP curses, but Dribo has murdered a PC, and there was one incident where a PC body was "dug up" so Dribo could see what was inside a person.
if you're reporting your own character, you can send a PM to a DM, but otherwise it has to be noticed by a DM in-game. :)

It's my own character.  Thanks for the reply, was what I needed to know.

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Re: Torture
« Reply #10 on: February 15, 2008, 04:17:16 PM »
So, if torture is completely normal for a character's race/alignment (drow for example) there would be no reason for a dp check, right?

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Re: Torture
« Reply #11 on: February 15, 2008, 04:26:59 PM »
It would still warrant a powers check. If you're a guard and you torture someone for information, you will still warrant a powers check. I figure this also includes torture done as a punishment. If it's done for sheer pleasure, it would be torture, sadistic.

Quote
Torture, Routine: Routine torture is the act of inflicting pain to extract information. This is an evil act even when performed toward an ultimate good. Many so-called heroes have been seduced into evil through the misconception that the ends justify the means. Common examples include torturing an enemy to learn the location of her headquarters, battle plans, or even the location of hostages.

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Re: Torture
« Reply #12 on: February 15, 2008, 04:28:45 PM »
Quote
Lawful Good
-----------
....
....
5. Never torture for any reason. Will not allow torture.
Quote
Neutral Good
------------
...
...
5. Never tortures for any reason. Is very unlikely to allow torture for any reason.

Quote
Chaotic Good
------------
...
..
....
5. Never torture for pleasure or information. Threats may be permissible.

Quote
Lawful Neutral
--------------
....

...
...
5. Does not use torture unless ABSOLUTELY necessary. (Never for pleasure)

Quote
Chaotic Neutral
---------------
....
.....
....

5. Will use torture to extract information but not for pleasure.

Quote
Lawful Evil
-----------

...
..
5. Never torture for pleasure but will to extract information.
Quote
Neutral Evil
------------
...
...
....
5. Uses torture to extract information. (And enjoys it! May torture for pleasure).
Quote
Chaotic Evil
------------
...
....
.....
5. Uses torture to extract information and pleasure.

Source: http://www.nwnravenloft.com/forum/index.php?topic=3166.0
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Re: Torture
« Reply #13 on: February 15, 2008, 04:32:25 PM »
It would still warrant a powers check. If you're a guard and you torture someone for information, you will still warrant a powers check. I figure this also includes torture done as a punishment. If it's done for sheer pleasure, it would be torture, sadistic.

Quote
Torture, Routine: Routine torture is the act of inflicting pain to extract information. This is an evil act even when performed toward an ultimate good. Many so-called heroes have been seduced into evil through the misconception that the ends justify the means. Common examples include torturing an enemy to learn the location of her headquarters, battle plans, or even the location of hostages.

Dont think Roland has ever been rolled for :S and 90% of the time i would say a DM was present.

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Re: Torture
« Reply #14 on: February 15, 2008, 05:00:08 PM »
they don't tell you if you pass.

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Re: Torture
« Reply #15 on: February 15, 2008, 05:04:34 PM »
they don't tell you if you pass.
correct, the only time you'll know if a DM is rolling for a DP check is if you've failed.

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Re: Torture
« Reply #16 on: February 15, 2008, 05:08:48 PM »
I think the bonus given to PCs is kind of silly for a PW-setting over a PnP setting, since the best RP you'll usually encounter in these situations is among PCs over NPCs.  If 'auto fail' was built for brutal murder, most people involved in PvP scenarios would have been long gone by now.  In PnP, it would be a lot more crucial, since you're basically taking out one of the few people playing the game with you.  But when you've got an active playerbase of 40-50, it's kind of grey-scale when it comes to penalties being done to each other.

Just a thought. 

I'm pretty sure a lot of the PnP Dark Power rules have been lessened to a degree in our PW though, at least from what I've seen.

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Re: Torture
« Reply #17 on: February 15, 2008, 05:15:21 PM »
well, one of the other things it says in the book I quoted is that DMs are supposed to do powers checks when it's important to the plot/character development/et al and not for every time a PC swats at a fly. ;)

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Re: Torture
« Reply #18 on: February 15, 2008, 05:21:39 PM »
Good to know.  :thumbup:

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Re: Torture
« Reply #19 on: February 15, 2008, 05:22:06 PM »
It would still warrant a powers check. If you're a guard and you torture someone for information, you will still warrant a powers check. I figure this also includes torture done as a punishment. If it's done for sheer pleasure, it would be torture, sadistic.

Quote
Torture, Routine: Routine torture is the act of inflicting pain to extract information. This is an evil act even when performed toward an ultimate good. Many so-called heroes have been seduced into evil through the misconception that the ends justify the means. Common examples include torturing an enemy to learn the location of her headquarters, battle plans, or even the location of hostages.

Dont think Roland has ever been rolled for :S and 90% of the time i would say a DM was present.


Well beating a prisoner is one thing, but Alin should be dead by now with all the torture he does.  Good thing hes an NPC.  ;)

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Re: Torture
« Reply #20 on: February 15, 2008, 05:25:59 PM »
Would be interesting though to see Alin DP-mode.  :lol:

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Re: Torture
« Reply #21 on: February 16, 2008, 12:26:00 AM »
Who says he isn't..? Certain NPC's, like Jusuf, have gotten DP's.