Torture Mechanics

Torture Mechanics
Torture methods:  
 * 1) Cutting something on his skin with a knife or making a mark. (10 - 20%)
 * 2) Cutting body parts off (70%)
 * 3) Hanging from above (40%)
 * 4) The Rack (60 - 100%)
 * 5) Flaying (20 - 100%)
 * 6) The Judas Cradle (40 - 100%)
 * 7) Poisoning (100%)
 * 8) Burning at the stake (95 - 100%)

You can torture anyone you want, but you still need a valid reason to do that.

Torture happens, when you arrested someone or captured after a battle.

You take him down to your torture chamber and choose 1 of the ways to torture him. Every way of torture has their own chance of success or failure.

 

Every torture has their percentage of possible death. If it is written 100% than the character being tortured would die in approximately 10 min, If it is between 60 - 100% It will depend on time of planned torture.

 

Percentage to time:  
 * 10% - 7 days to die
 * 20% - 6 days to die
 * 30% - 4 days 12 hours to die
 * 40% - 2 days to die
 * 50% - 22 hours to die
 * 60% - 16 hours to die
 * 70% - 10 hours to die
 * 80% - 5 hours to die
 * 90% - requires an hour and a half to die
 * 100% - requires 10 mins to die

If you torture a character for 2 days straight, without letting him rest and it is 40% of possible death, he will die. If you keep torturing him with giving a time to rest he will give +1 hours for every hour he rest.

 Rolls

You do the 1d50 roll to determine the strength of the one, who is being tortured. But depending on their house they will get +/- points to the roll.

 It will 1 - 4 attempts to get needed information

You do 1d5 roll to determine, how many attempts will you need.

1 - 10 = Really weak, would tell you anything (required to use torture method with procent of death 20% or higher ) - will damage character for

11 - 20 = Weak, you won’t spend much time (40% and higher)

21 - 30  = In between (50% or higher)

31 - 40 = Strong, requires time (70% or higher)

41 - 50 = Really Strong, will require a lot of time (90% or higher)

When you have done the roll you choose what you want:

   
 * 1) Torture method (1d8 roll)
 * Depending on torture method you roll the percentage of possible death, which is written next to the torture method
 * 1) Time (1d168 roll, depending on % of death you do the roll, you put the maximum amount of time he can survive )
 * 2) Rest time (1d11 roll) (number = number of hours)
 * 1 = 0 hours
 * 2 = 1 hour
 * 3 = 2 hours
 * 4 = 3 hours
 * 5 = 4 hours
 * 6 = 5 hours
 * 7 = 6 hours
 * 8 = 7 hours
 * 9 = 8 hours
 * 10 = 9 hours
 * 11 = 10 hours

When the time has been chosen you want to do the 1d2 roll to determine if the torture was successful or not.  
 * 1 = Successes
 * 2 = Faliur

If the torture wasn’t successful it will still count as torture, but it won’t count as successful attempt. (If you needed to do 2 torture sessions and you failed, you will still would need to do 2 successful torture attempts)

 

After person rolled the rest roll, the torture continuous, you roll the new for the new torture method, time, rest time and success or failure.

 

Before the 2nd torture you add +2 hours to the previous time, but from 2nd torture session character might die, so you add + 1 hour to hole time.

 

After torture is done  you do the 1d3 roll, what to do with prisoner.  
 * 1 = Let go
 * 2 = throw into jail
 * 3 = Keep torching until death

But then they do extra roll, which will determine if there would be a saving mission attempt or not (1d50 roll). (1-25 = they start the mission, 26-50 they don’t.)

 

If they failed the rescue it is 1d100 roll to determine, what happened to them  
 * 1 - 20 - Everyone was captured
 * 21 - 40 - Character, who has been tortured has been killed, everyone else have been captured
 * 41 - 50 Only one man from rescue group survived
 * 51 - 60 - Character, who were tortured had escaped, all soldiers died
 * 61 - 80 Guards have survived, everyone else from resque group and torture man have died
 * 81- 100 Rescue group has lost the character they needed to resque but captured someone important for them

Example:

 

Battle between house Stark and house Targaryen has ended. Targaryens have lost the battle. Rhaegar has been capture brought to winterfell and started to be tortured.

 

1d5

1d5: 2

It will require 2 torture sessions to make Rhaegar talk

 

1d50 + 3d3

34 + 3 = 37

 

King Rhaegar is Strong

 

1d8

1d8: 4

Torcher method The Judas Cradle

 

40d100

40d100: 65

Percentage of possible death is 65 it would 13 hours for Rhager to die

 

1d13

1d13: 10

King Rhaegar would be torchered for 10 hours

 

1d10

1d11: 2

King Rhaegar will receive 2 hours of rest

 

1d2

1d2: 1

Torture was successful.

 

1 more attempt to make Rhaegar talk.

 

King Rhaegar has rested for 2 hours he can be torchered for 15 hours now.

1d8

1d8: 1

Torcher method Cutting body parts off

 

1d16

1d16: 13

King Rhaegar would be torchered for 13 hours

 

1d10

1d11: 4

King Rhaegar will receive 4 hours of rest

 

1d2

1d2: 1

Torture was successful.

 

King Rhaegar has been broken down, he answers truly on every question

 

1d3

1d3: 2

King will be kept in jail

 

1d50

1d50: 26

They rescue attempt will be launched

 

1d100

1d100: 87

Rescue group has lost the king they needed to resque but captured the heir to the Northern Throne

 

+/- points for Houses strength

 

North:

 

House Stark: +5

House Manderly: -1

House Bolton: +4

House Whitehill: 0

House Glover: +1

House Umber: +3

House Reed: -1

House Karstark: +2

House Mormont: +3

 

The Vale of Arryn:

 

House Arryn: +2

House Royce: +3

House Belmore: 0

House Corbray: +1

House Baelish: -2

 

The Riverlands:

 

House Tully: +2

House Whent: +1

House Bracken: 0

House Blackwood: 0

House Darry: -1

House Frey: -5

House Mooton:-2

 

The Iron Isles:

 

House Greyjoy: +8

House Harlaw: +7

House Farwynd: +7

House Drumm: +6

House Farwynd: +6

 

The Westerlands:

 

House Lannister of Casterly Rock: +5

House Lannister of Lannisport: +3

House Westerling: +1

 

The Crownlands:

 

House Targaryen of KL: +3

House Targaryen of Dragonstone: +3

House Velaryon: +3

House Celtigar: +3

House Brune: +2

 

The Reach:

 

House Tyrell: 0

House Hightower: +2

House Redwyne: -1

 

The Stormlands:

 

House Baratheon: +2

House Connington: +1

House Dondarion: +3

House Selmy: +3

House Tarth: +4

House Penrose: +1

 

Dorne:

 

House Martell: +5

House Blackmont: +4

House Dayne: +5

House Dayne of High Hermitage: +5

House Qorgyle: +3