Playthings of Mad Gods

GLOG Class: Torturer

Why do you torture people? Is it because it lets you know the truth? No, a person tortured is just as likely to lie as one who just gets asked the question. Is it because they deserve it? No, no one deserves to have their knees pierced with a spike and then having it cauterized from the inside. It isn't even because you feel pleasure from the act, because then you could just keep yourself to the usual knifes and ropes, without any of the nuances. You take pleasure in the fear that you see in the eyes of those who hear about it, and I will not give you that pleasure.

Torturer:

Scary Critical: When you roll a critical hit, you strike an enemy in a way that produces awful pain and spectacular injuries. If the enemy survives it, they are unable to act in the next turn, and if they do not their allies must immediately roll for morale.

I think I broke them: If you torture a person for long enough, no matter how poweful their will is, they will sooner or later break and do anything for the pain to stop. After ([their wisdom]-[your templates in this class and torture implements you have access to]) hours (if it would be 0 or less then it takes 30 minutes) you can break a person, so that they will do anything they think will make you stop torturing them. This includes signing any documents, saying whatever they think you want to hear and agreeing to anything. They will not necessarily say the truth, but they can not keep silent.

Painful Knots: A person tied up by you takes one point of non-lethal damage for each attempt to free themselves from your ropes/chains and each failed attempt inflictes them with a cumulative penalty of -1 for their following attempts.

Dreadful Reputation: If you take care of your reputation, then rumours will spread, for better and for worse. If a person that was earlier broken by you is freed, roll 2d6: 2-4: Enemies that see your party immediately roll for morale, and their rolls are with a -4 penalty if they have a way to flee, and +4 to avoid being taken as captives. 5-9: Enemy rolls for morale are at a -2 penalty if they have a way to flee, and +2 to avoid being taken as captives. 10-11: A group that has heard of your horrible deeds decides to make sure you no longer commit your crimes - they are made up of 2d6 d4 HD creatures appropriate to the region. Also, as 5-9. 12: You are wanted for your crimes by the local authority, if any. If not, then a 3d4 HD creature decides to end your life. Also, as 5-9.

Your reputation spreads through the surrounding hex or a dungeon level and stays for d4 (explodes) years.

Powered by Fear: Each time you cause another creature to fear you (GM's choice) you regain 1d4 HP - if you would overheal, then you gain the overheal as temporary HP that disappears at 1/hour. This is not magical healing, just the powerful rush that you feel as you see others cower in fear.

#Class #GLOG