TEXT: SOURCEBOOK:
  TELL ME NOW
  Requires the use of the d20 Modern™
  Roleplaying Game, published by Wizards of the Coast, Inc.
  qwertpsGHejjgytee
  FULL METAL ZERO
  “No one shall be subjected to torture or to cruel, 
  inhuman or degrading treatment or punishment”.
  Article 5 of the Universal Declaration of Human 
  Rights, 1948  
  “’The Christian in me says it’s wrong, but the 
  corrections officer in me says, ‘I love to make a 
  grown man piss himself.’ ” 
  Charles Graner Jr., prison guard at Abu Ghraib, 
  circa 2005  
  “You expect me to talk? 
  “No, Mr. Bond, I expect you to die.” 
  Goldfinger, 1965 
  Sooner or later, you will break. You’ll tell the inter-
  rogator anything he wants to know. Torture is singu-
  larly effective at ferreting out information, because 
  sooner or later, everyone cracks. The best even the 
  strongest willed soldier can hope for is to hold out 
  long enough to be rescued, and hope that when he 
  LPJ9772
  
  SkyrPabckldoodb
  Tell me now
  OSkyrPabckldood
  or she finally breaks, finally reveals something to stop 
  the pain, the damage is minimal. 
  Blood drenched, tense interrogations, battles of wills 
  and wits between POW and torturer are a staple of 
  military fiction. Captured soldiers and elite espionage 
  agents are mutilated deep behind enemy lines, using 
  every ounce of willpower and courage to keep silent 
  and preserve their honor. Otherwise heroic soldiers 
  might put aside morality and the law, brutalizing their 
  enemies in the interests of national defense. 
  The variant rules for torture and interrogation 
  presented here can dramatically change the feel of 
  your game. The “Break Counter” rule drags out 
  torture scenes, altering the pace of the game, forcing 
  players and GMs alike to focus their attention and 
  large blocks of game time to a horrific part of modern 
  combat. Instead of a brief scene before the inevitable 
  prison break or rescue mission, where the hero has to 
  roll a quick d20 Fortitude save to resist torture, using 
  the rule presented in this book means that if a hero is 
  tortured those around the table will feel it.
   They’ll feel the effects when they have to roll d20 
  after d20, watching their break counter slowly, inevi-
  tably fill. They’ll feel it as they struggle to come up 
  with tactics and countermeasures, when they roll 
  desperate Bluff checks against their interrogator. 
  They’ll feel it when the counter finally reaches it’s 
  apex, and they’re forced to reveal some vital bit of 
  Intel, and they’ll feel it And when their character fails 
  an attack roll or Reflex save later, months of game 
  time in the future, because of crippling injuries they 
  sustained during the torture session, they’ll feel it 
  again. 
  Be careful though. Torture, like explicit sex scenes, is 
  an emotionally charged and potentially awkward thing 
  to bring to the gaming table, and is usually glossed 
  over in most campaigns. Played wrong, an in-game 
  torture session might be campaign endingly grim and 
  horrific, or even worse, an unintentionally hilarious 
  parody, full of over the top machismo and war movie 
  clichés. 
  The Break Counter:  
  A Variant Torture System  
  for D20 Modern 
  Torture sessions are, at their simplest, extended uses 
  of the Intimidate skill, designed to elicit information 
  from an unwilling character. Unlike conventional 
  Intimidate attempts, torture sessions can last hours, 
  days or even longer, depending on the strength and 
  conviction of the prisoner, and torture methods often 
  leave lasting physical and emotional scars on the 
  victim, unlike the simplistic strong arm tactics the 
  Intimidate skill usually covers.
  Skill Synergies: 
  If an interrogator has 5 or more ranks in Treat Injury, 
  he or she receives a +2 synergy bonus on Intimidate 
  checks involving physical torture. 
  If an interrogator has 5 or more ranks in Knowledge: 
  behavioral sciences, he or she receives a +2 synergy 
  bonus on Intimidate checks involving psychological 
  torture or emotional manipulation. 
  If an interrogator has 5 or more ranks in Craft: phar-
  maceutical, he or she receives a +2 synergy bonus on 
  Intimidate checks involving truth serums and drug-
  based interrogations.
  If a victim has 5 or more ranks in Bluff, he or she 
  receives a +2 bonus on Fortitude saves made to 
  resist torture. The victim can easily lie under duress, 
  misleading interrogators into believing they are getting 
  vital Intel. 
  Resisting torture:
  A character being tortured resists the interrogator’s 
  Intimidate check with a Fortitude save. The difference 
  between the interrogator’s initial Intimidate check and 
  the prisoner’s initial Fortitude save sets the starting 
  position of the prisoner’s Break Counter. 
  Example: If the interrogator’s starting Intimidate 
  check result is 15, and the prisoner’s initial Fortitude 
  save result is 13, the Break Counter begins at 2, which 
  is the difference between the two check results. Had 
  the prisoner rolled a higher starting Fortitude save, 
  for example by rolling a 17, the Break Counter would 
  have begun lower, at –2. 
  As the torture session progresses, additional opposed 
  checks move the Break Counter forward. Each time 
  the interrogator’s Intimidate check beats the prisoner’s 
  Fortitude save result, the difference is added to the 
  Break Counter. Several new feats, detailed in the 
  following section, allow strong-willed, battle hardened 
  characters to resist torture more effectively. 
  Characters immune to fear effects cannot be tortured. 
  Characters immune to physical pain effects cannot 
  be physically tortured, but can be psychologically 
  tormented, or may break out of fear for their less-
  invulnerable allies. 
  
  SkyrPabckldoodb
  page: 3
  OSkyrPabckldood
  The Break Counter: 
  The Break Counter is a simple modification to the 
  d20 rule set based on the truism that sooner or later, 
  everyone breaks under torture. Once the Break 
  Counter’s starting position is set by the initial checks, 
  it can never move backward.... only forward to the 
  inevitable conclusion of the interrogation. The best a 
  tortured prisoner can hope for is to delay his or her 
  breakdown with additional Fortitude saves, delaying 
  the interrogator until help arrives or the interrogator 
  moves on in search of easier prey. 
  When the Break Counter reaches 20, the prisoner 
  succumbs to the torture and reveals one piece of secret 
  information. When NPCs are tortured, the Game 
  Master decides what information they reveal, and 
  usually the first revelations are the most innocuous and 
  least tactically important. Tortured player characters 
  must answer a specific question truthfully, which is 
  asked before the torture session begins. 
  Once a victim succumbs to torture, he or she is more 
  likely to fail again. The Break Counter is initially a 
  ‘to-20’ counter. After the victim breaks the first time, 
  the Break Counter becomes a ‘to-19’ counter, meaning 
  the Break Counter must only reach 19 for the character 
  to break again. Each time the tortured character reveals 
  a piece of information, the Break Counter lowers by 
  one, down to a minimum of 1. At this point, the pris-
  oner is an emotionally scarred wreck, who cannot 
  muster any further resistance to his tormentors. Once 
  scarred by torture, a character’s Break Counter can 
  never be reset.
  A prisoner can intentionally choose to reveal the 
  desired Intel, hoping to spare himself the potentially 
  crippling effects of the torture. The shame of doing so 
  can also cripple a character. If the prisoner intention-
  ally reveals information, he or she must make a Will 
  save (DC 20 + the interrogator’s ranks in Intimidate) 
  or have their Break Counter reduced by one, just as if 
  they had succumbed to a torture session. 
  The prisoner’s Break Counter fills during a torture 
  session. However, if the prisoner has a chance to rest 
  between torture sessions, the Break Counter empties, 
  and a new torture session must begin. At least 6 to 8 
  hours of rest is required between torture sessions. If 
  the prisoner is not allowed to rest, or if passive torture 
  methods like sleep deprivation or expose to continual 
  loud noises, the Break Counter does not empty. 
  Effectively, the victim is being exposed to one long, 
  continual torture session, not several discrete sessions. 
  Torture Methods: 
  Torture leaves scars that never fully heal. Even if a 
  prisoner resists his interrogator’s demands, never once 
  letting a secret slip, he may still suffer permanent 
  harm. Each of the torture methods described below is 
  unfortunately used by several real world governments, 
  and offers interrogators a circumstance bonus on his 
  Intimidate check. In addition, the victim of the torture 
  must make a separate Fortitude save, unrelated to the 
  opposed torture checks which fill the Break Counter, 
  to avoid suffering lasting, possibly fatal harm. 
  Phobic triggers: 
  If a victim breaks as a result of torture, he or she might 
  develop severe phobias or post traumatic stress disor-
  ders from the experience. Even years after the fact, a 
  victim might suffer debilitating flashbacks from their 
  horrible experiences. Common triggers of their phobic 
  flashbacks are listed for each torture. 
  If a torture victim experiences extreme stress, and 
  encounters one of his phobic triggers, he must make 
  a Will save (DC 12 + number of times his Break 
  Counter has filled) or become panicked for 1d4 
  minutes. Success indicates the victim is merely shaken 
  for the duration. The GM may activate the character’s 
  phobia at any time, but the torture victim gains a 
  temporary action point (which must be spent within 24 
  hours) each time the game master does so. 
  The most common type of phobic trigger is encoun-
  tering someone with a resemblance (either physi-
  cally, or in mannerisms) to their torturer, being in a 
  room similar to where the torture took place or being 
  tortured again. These symptoms may apply to anyone 
  who has been tortured, by any method. 
  Strangulation, suffocation, 
  slow hanging and drowning: 
  Strangulation and suffocation are some of the most 
  commonly used torture methods, inflicting primal 
  terror on a victim without lasting harm or obvious 
  forensic traces. Bringing a victim to the point of 
  unconscious or the edge of death and than letting that 
  victim breathe again can break even the strongest will. 
  Strangulation and other breath control methods are 
  also incredibly cheap and easy to administer torture 
  methods, requiring nothing more expensive than a 
  length of rope, a pail of water or a plastic bag, or even 
  the torturer’s own hands. 
  Intimidation bonus: +1. The intimidation bonus is 
  +1d4 if the victim has previously been choked into 
  
  SkyrPabckldoodb
  Tell me now
  OSkyrPabckldood
  unconsciousness or seen an ally killed or tortured in 
  this way. 
  Lasting effects: A healthy adult can recover from 
  brief periods of strangulation without long-term harm. 
  Strangulation and drowning follow the rules found in 
  the Modern SRD. 
  Common Phobic Triggers: Another suffocating inci-
  dent, drowning, relying on artificial respiration (such 
  as a SCUBA tank or gasmask),  
  Garroting: 
  The Spanish government was the last nation to offi-
  cially ban garroting as a means of execution, with 
  the last garrote execution taking place in the late 
  1970s. The Spanish garrote was a throne like wooden 
  bench. A prisoner was restrained on the bench, and 
  a rope looped around his throat was tightened by 
  a hand crank until he suffocated to death. Because 
  the Spanish garrote induced quick unconsciousness 
  by compressing the jugular vein, it was considered 
  more humane than hanging. Simple manual garrotes, 
  consisting of a loop of rope or wire and a nightstick 
  used as a torquing point are common both as execution 
  tools and as improvised torture devices. 
  Intimidation bonus: +2 for a manual garrote. +2d4 
  for a garrote bench, or if the victim has seen a friend 
  or fellow prisoner tortured or killed on the garrote. 
  Special: Victims executed or tortured by the garrote 
  suffer a –2 circumstance penalty on their Fortitude 
  saves made to resist suffocation. 
  Common Phobic Triggers: The sound of metal 
  rasping on metal, the sight of loose or coiled ropes or 
  cords, certain facial expressions that remind the victim 
  of suffocation. 
  Percussive Asphyxiation: 
  Percussive asphyxiation is the medical term for the 
  cumulative effects of multiple suffocating events 
  within a short period. While a healthy adult can easily 
  withstand the effects of strangulation or drowning, 
  provided he or she receives air before death, repeated 
  chokings cause pinprick hemorrhages in the brain, 
  the effects of which worsen each time the victim is 
  without oxygen. The symptoms of percussive asphyxi-
  ation are sometimes found among POWs and death 
  camp survivors, but are even more common among 
  the BDSM community. Unsafe breath-play can lead to 
  permanent brain damage. Similar damage is also found 
  among paint-sniffers. 
  Intimidation Bonus: +1d6 if the victim is aware of 
  the risks of percussive asphyxia, or has seen a friend 
  succumb to its effects. 
  Lasting effects: In game terms percussive asphyxia-
  tion is defined as a number of strangulation or drown-
  ings equal to your Constitution modifier within a 24 
  hour period. Each loss of breath beyond that limit 
  carries the potential for lasting brain damage. The 
  victim must make a Fortitude save (DC 10 + the 
  number of previous suffocating events), or suffer 1d4 
  points of permanent Intelligence drain. 
  Common Phobic Triggers: As other torture methods. 
  The inability to remember details or perform skills due 
  to brain damage can trigger a phobic episode. 
  Long Drop Hanging: 
  Long drop hanging is not considered a form of torture; 
  rather it’s a common way to dispose of a prisoner. 
  Unlike short drop hanging, the victim dies from a 
  severed spinal column, rather than slow asphyxiation. 
  The distance the prisoner is dropped depends on her 
  weight, but is involves at least a 5-8 ft long drop.  
  Intimidation Bonus: +2d4. Though final, long drop 
  hanging is not an especially cruel method of death. 
  Lasting Damage: As the victim drops, she must make 
  a Fortitude save (DC 20 + the number of feet dropped) 
  to resist a coup de grace. Even if the victim saves, she 
  still begins to strangle and will die in minutes unless 
  rescued. A victim wanting a humane end can volun-
  tarily fail her Fortitude save. 
  Common Phobic Triggers: Assuming the victim 
  somehow survives, she will likely have severe phobias 
  of heights, ropes, gallows or hanging trees, not to 
  mention profound memories of her close brush with 
  death. 
  Water boarding: 
  Water boarding is an old and reliable torture method, 
  well documented in Chinese history, which has 
  recently regained notoriety as part of the Bush admin-
  istration’s claims that it is not truly ‘torture’. Water 
  boarding involves forcibly restraining a victim, most 
  commonly by strapping him or her to a stretcher or 
  EMT cradle, and holding the victim underwater until 
  unconsciousness. 
  Intimidation Bonus: +1, or +1d4 if the victim has 
  been drowned to the point of unconsciousness or seen 
  a friend die by water boarding. 
  Lasting Damage: None if removed from the water 
  before death occurs. 
  
  SkyrPabckldoodb
  page: 5
  OSkyrPabckldood
  Common Phobic Triggers: Being restrained or tied 
  down, fear of water or drowning. 
  Stress Positions, Forced 
  Exercise:
  These paired torture techniques are considered low-
  intensity torture methods, and in fact are a common 
  disciplinary tactic in military boot camp. The victim 
  is forced to squat, sit or kneel in an uncomfortable 
  position for hours at a time, or forced to kneel on a 
  hard surface like gravel or grains of rice. Forced exer-
  cise forces the victim through a series of rapid fire 
  exercises until his body fails. Though painful, stress 
  positions and forced exercise cannot normally inflict 
  lasting harm, because once victim reaches muscle 
  failure and goes limp, the torture effectively ends.
  Intimidation Bonus: +1 
  Lasting Damage: None normally. 
  Common Phobic Triggers: Being placed in a similar 
  situation, being restrained or held at uncomfortable 
  positions, shouted orders or commands. 
  The Scavengers Daughter: 
  The “Scavenger’s Daughter” is a medieval torture 
  device used by the Inquisition that utilizes the concept 
  of stress positions to inflict lasting pain and physical 
  damage. The torture device is a series of metal straps 
  and restraints that hold the victim in a fetal crouch. 
  While a few minutes of confinement inflict no lasting 
  harm, victims were typically left in the scavenger’s 
  daughter for hours or days at a time. Lack of circula-
  tion destroyed muscle tissue, and in extreme cases lead 
  to death by gangrene, as extremities, starved of blood, 
  died off and poisoned the victim. Dozens of similar 
  modern devices exist or can be quickly improvised. 
  Intimidation Bonus: +1 per hour left in the device.
  Lasting Damage: If left confined for more than 24 
  hours, the victim must begin making hourly Fortitude 
  saves. The initial save DC is 10 + the number of hours 
  beyond 24 spent in the device. Each failure indicates 
  the victim suffers 1d4 points of temporary STR and 
  Dexterity damage. Once either attribute is reduced to 
  0, each hour’s failed save results in permanent attri-
  bute drain. Once either attribute is drained to 0, the 
  victim dies of circulatory failure. 
  Special: A victim confined in a scavenger’s daughter 
  or similar device suffers a -4 penalty on his Escape 
  Artist checks made to wriggle free. 
  Common Phobic Triggers: Confinement, seeing 
  someone kneeling, restraints or restrictive clothing, 
  physical weakness. 
  Sensory Deprivation: 
  Modern sensory deprivation techniques involve piped 
  in white noise to deaden the victim’s sense of hearing, 
  blindfolds and hoods to deprive him of sight, and may 
  even incorporate imaginative suspension mechanisms 
  or a watertank to cause a feeling of weightlessness. To 
  the suffering victim, all is void. Time and perception 
  become twisted, and a few hours of sensory nothing-
  ness can reduce even a strong willed hero to a sobbing 
  child. 
  Intimidation Bonus: +1d6 if the victim knows the 
  effects sensory deprivation can have, or if he has 
  undergone this torture before. +1d6 points per hour 
  spent in sensory deprivation. 
  Lasting Damage: Long term sensory deprivation 
  can cause mental shut down. Each hour the victim is 
  in bondage, he must make a Will save (DC 12 + the 
  number of previous hours spent bound) or suffer 1 
  point of temporary Wisdom damage. If the victim is 
  reduced to 0 Wisdom, he begins suffering permanent 
  Wisdom damage at the same rate. A victim reduced to 
  0 Wisdom permanently is near catatonic and almost 
  completely insane. 
  Special: The interrogator’s Intimidate check is 
  opposed by the victim’s Will save, not his Fortitude 
  save, as is normal for torture. 
  Common Phobic Triggers: Restraint, darkness, 
  certain sounds like static or low whispering, enclosed 
  spaces, not being able to know how much time is 
  passing. 
  Sleep Deprivation, 
  Environmental Manipulation: 
  Preventing a prisoner from sleeping increases his 
  susceptibility to brainwashing and torture. Most 
  governments and some police agencies across the 
  world will hold prisoners in blindingly lit or totally 
  dark cells to disorient them, or blast discordant music 
  or plague the prisoner with temperature extremes to 
  soften up a victim before interrogation. Like water 
  boarding, the legality of these techniques has come 
  into question because of US military acts at Abu Garib 
  and Guantanamo Bay. 
  Intimidation Bonus: None. However, the victim 
  cannot rest under these conditions, and his or her 
  Break Counter does not empty. 
  
  SkyrPabckldoodb
  Tell me now
  OSkyrPabckldood
  Lasting Damage: After 72 hours without sleep or 
  rest, the human body begins to shut down. The victim 
  must make a Will save (DC 18 + the number of days 
  without sleep) or fall into a coma like slumber for 2d6 
  hours. If awakened and prevented from sleeping, after 
  96 hours, the victim must begin making Will saves 
  (at the same DC) or suffer 1d4 points of temporary 
  Wisdom drain. If the victim is reduced to 0 Wisdom, 
  he or she begins suffering permanent attribute drain. 
  A victim whose Wisdom score is reduced to 0 perma-
  nently quickly slips into a coma and simply dies of 
  fatigue. Even those that survive are often driven hope-
  lessly insane. 
  Common Phobic Triggers: Bright lights, loud noises, 
  confined spaces; sleep itself can all trigger phobic 
  episodes or crippling nightmares. 
  Starvation and thirst:
  Prisoners are rarely well fed, but many interrogators 
  turn cruel neglect into an intentional form of torture. 
  After all, how much will can a soldier reduced to a 98 
  lb malnourished skeleton muster? 
  Intimidation Bonus: +1 for each day without food. 
  +2d4 for each day without water. 
  Lasting Damage: Long term damage from starvation 
  and thirst are described in Modern SRD. 
  Special: The victim cannot rest effectively while 
  starving or dehydrating, and his or her Break Counter 
  does not empty. 
  Common Phobic Triggers: Hunger, thirst, the smell 
  of particular foods, human waste, seeing a starving or 
  malnourished person. 
  Whipping, caning: 
  Caning and public whippings are common corporal 
  punishments through out Southeast Asia, and are 
  equally common as interrogation tactics. 
  Intimidation Bonus: +1 or +1d4 if the victim has 
  been whipped before by that interrogator, or seen a 
  friend whipped. +2d4 if the victim knows he is to be 
  scourged before execution, or whipped to death. 
  Lasting Damage: Whipping or caning inflicts non 
  lethal damage. A typical whip or cane inflicts 1d4 
  points of subdual damage per stroke. If the interrogator 
  chooses, he can inflict 1d4 points of lethal damage per 
  strike. 
  Common Phobic Triggers: Ropes, restraint, being 
  stripped or nude in public, seeing the scars from the 
  experience. 
  Denailing:
  Removing a victim’s finger or toenails and inserting 
  needles into the raw flesh is one of the most infamous 
  known torture method. Though this method has little 
  chance of causing death, it causes untold agony. 
  Intimidation Bonus: +1 or +1d6 if the victim has 
  already undergone the procedure or seen an ally 
  suffers its effects. 
  Lasting Damage: The victim must make a Fortitude 
  save (DC 12) if all the nails on a hand are removed. 
  Failure indicates the victim suffers from decreased 
  strength and coordination, resulting in a permanent –2 
  penalty on all skill checks involving delicate manipu-
  lation with that hand. The penalty is –4 if both hands 
  are denailed. 
  Common Phobic Triggers: Medical equipment, 
  seeing someone with long or decorated fingernails. 
  Footburning 
  During medieval times, a victim’s soles were roasted 
  on hot coals or scalded with boiling water. Today, a 
  common household iron or hotplate can inflict the 
  same horrific damage. 
  Intimidation Bonus: +1d6, or +2d6 if the victim has 
  already suffered this torture or seen an ally succumb. 
  Lasting Damage: The victim must make a Fortitude 
  save (DC 10 + the amount of damage inflicted) or 
  suffer 1d6 points of temporary Dexterity damage. 
  Until the damage is healed, the victim’s base land 
  speed is reduced by 10 ft, or by 20 ft if both feet are 
  burned. 
  Common Phobic Triggers: Seeing coals, irons or the 
  implement used to perform the torture, the smell of 
  burning flesh or meat. 
  Kneecapping: 
  Kneecapping is an extreme, debilitating form of 
  torture that first came into widespread use during 
  the Irish Revolution, in the early years of the 20th 
  century. Kneecapping continues to be practiced across 
  the globe, by the mafia, by rebels in East Timor and 
  by sociopaths across the world. Traditional kneecap-
  ping involves shooting a restrained captive in the 
  knee at point blank range, though other techniques 
  exist. Victims have had their knee caps shattered with 
  hammers, bored through with cordless drills, had 
  spikes pounded through their patella, or had nailguns 
  fired directly into the bone, until it shattered under the 
  pressure. 
  
  SkyrPabckldoodb
  page: 7
  OSkyrPabckldood
  Intimidation Bonus: +1d4, or +1d8 if the victim 
  has previously seen a friend kneecapped, or suffered 
  through losing the use of one knee already. 
  Lasting Damage: The victim must succeed at a 
  Fortitude save (DC 12 + the damage inflicted) or be 
  permanently crippled. Each knee damaged lowers 
  the victim’s base land speed by 10 ft, and reduces 
  his Dexterity score by –2 points of permanent ability 
  drain. 
  Common Phobic Triggers: Coming into contact with 
  the weapon or tool used to perform the torture, sounds 
  of sawing or drilling, sound of bone snapping. 
  Genital and Sexual Torture: 
  Attacking a victim’s most intimidating places, either to 
  extract information or for sheer sadistic pleasure is a 
  sadly common atrocity of war. The means used are as 
  varied as the cruel imagination of a torturer will allow.
   The medieval ‘pear of agony’ was a hinged, razor 
  edged metal device similar to a gynecologist’s sepu-
  latum, inserted vaginally or anally to shred the victim’s 
  delicate tissues. The Russian KBG was infamous for 
  one of their interrogation methods: they would insert a 
  slender glass rod in a man’s urethra, and than smash it 
  with a hammer.    
  During the Bosnian conflict, Bosnian forces would use 
  systematic rape as a way to destroy Muslim communi-
  ties, turning the victimized women into social pariahs. 
  Though the African and Middle Eastern practice of 
  female circumcision is not performed for military 
  reasons, its victims often suffer the same emotional 
  trauma as torture victims. The Chinese practice of 
  forced sterilization and mandatory abortions could also 
  be considered sexual torture. 
  Intimidation Bonus: +2d8. Even hardened soldiers 
  find it difficult to resist such an intimate violation. 
  Lasting Damage: The victim of sexual torture may 
  (depending on the harm inflicted) be forced to make 
  a Fortitude save (DC 12 + the session’s Intimidation 
  bonus) or permanently lose 1d4 HP due to blood loss 
  and trauma. The character usually becomes sterile or 
  impotent, and may be at risk for STDs as a result of 
  the torment. 
  Common Phobic Triggers: Any sexual activity, 
  invasive medical procedure or even innocent touches 
  can all trigger a phobic episode. 
  Strappado: 
  Strappado involves hanging a victim by his bound 
  arms, using the victim’s own body weight to dislo-
  cate his shoulders and shred muscle and ligaments. 
  Often times, the victim’s legs are bound with heavy 
  weights, increasing the damage and prolonging the 
  victim’s pain. Strappado had it’s origin in the medieval 
  Inquisition, like many tortures, but continues today. 
  In addition to the physical damage, a victim of strap-
  pado can slowly suffocate do death, since hanging in 
  this position prevents his lungs from fully inflating, 
  causing a slow, choking demise. Israel was criti-
  cized for using the technique to interrogate captured 
  Palestinian terrorists during the 1990s, as was the US 
  government for using the torture method on Al Queda 
  detainees. 
  The effects of stretching on a medieval style rack are 
  effectively identical to strappado bondage. 
  Intimidation Bonus: +1d4 points per hour held in 
  strappado bondage. 
  Lasting Damage: After a number of hours in strap-
  pado bondage equal to his Constitution modifier, the 
  victim must begin making hourly Fortitude saves (DC 
  12 + the number of hours in bondage) or suffer 1d6 
  points of temporary STR damage. When the victim 
  reaches 0 STR, the victim begins suffering perma-
  nent ability drain at the same rate. When permanently 
  reduced to 0 STR, the victim dies of suffocation and 
  heart failure. 
  Common Phobic Triggers: Confinement, bondage, 
  rooms similar to the place where the torture took 
  place, being touched or invasive medical procedures. 
  Crucifixion: 
  Crucifixion is an ancient and incredibly painful means 
  of execution. Like a victim held in strappado bondage, 
  the victim slowly suffocates, unable to fill her lungs. 
  Even worse, blood loss and exposure take their toll 
  on the victim. Death eventually results from complete 
  physical collapse, a combination of blood loss, suffo-
  cation, shock and dehydration. 
  Intimidation Bonus: +2d6. The threat of crucifixion 
  can reduce even a hardened soldier to a gibbering 
  wreck even before the first nail is driven in. 
  Lasting Damage: In addition to the effects of strap-
  pado bondage, each hour the crucifixion permanently 
  loses 1d4 HP from shock and blood loss. There is no 
  save allowed. 
  Common Phobic Triggers: Seeing a crucifix or reli-
  gious art showing crucifixion, seeing your wounds 
  from the experience. 
  
  SkyrPabckldoodb
  Tell me now
  OSkyrPabckldood
  Vivisection: 
  Slicing away at a captured foe’s flesh while he’s help-
  less has been a method of executing particularly hated 
  prisoners for centuries. While few prisoners survive 
  being drawn or quartered, or having their organs 
  harvested for sale on the international black market, 
  lesser atrocities can be effective intelligence gathering 
  techniques.  
  Intimidation Bonus: +1d6 if the victim knows he is 
  only likely to be mutilated, +1d20 if the victim knows 
  death is likely 
  Lasting Damage: If the interrogator only intends to 
  mutilate the victim, he can inflict damage normally 
  with any chosen surgical implement. For every 10 
  points of damage inflicted, the victim suffers either 
  a permanent 1d4 points of Constitution or Charisma 
  drain. There is no save for this effect, and which 
  ability is damaged is at the interrogator’s discre-
  tion. If the interrogator wishes to surgically execute 
  the victim, this torture technique is effectively an 
  extremely prolonged and agonizing coup de grace. 
  Common Phobic Triggers: Seeing their wounds, 
  medical or surgical procedure, fear of knives, surgical 
  tools, the sight or smell of blood. 
  Electrocution:
  A hand cranked telephone or a car battery and a pair of 
  jumper cables are terrifying symbols of agony across 
  the third world. A victim’s pain can be measured down 
  to the volt, using precisely targeted electric shocks to 
  induce horrible muscle spasms and loss of physical 
  control. Higher voltages are used for electric chair 
  executions, which though fairly quick, are no less 
  brutal for their speed. Victims die screaming silently. 
  Intimidation Bonus: +1d8, or +2d8 if you have 
  previous been shocked or seen a friend die by electro-
  cution. 
  Lasting Damage: Depending on the voltage, the 
  victim may suffer hit point damage as described in 
  chapter five of the D20 Modern campaign setting. If 
  a character suffers repeated low level electrocution 
  (more jolts than his Constitution modifier in a 24 hr 
  period) he must make a Fortitude save (DC 15 + the 
  number of jolts), or suffer 1d4 points of permanent 
  Dexterity drain, due to neural damage from the elec-
  tricity. 
  Common Phobic Triggers: Exposure to electrical 
  equipment, the smell of burning flesh, restraint. 
  Impalement: 
  Skewering an enemy alive, letting them slowly die of 
  blood loss and species from their punctured bowels is 
  an agonizing way to kill someone. While Vlad Tepes 
  is history’s most famous impaler, he is far from the 
  only despot to inflict this cruel death on his enemies. 
  Impalement is an intentionally humiliating and 
  protracted death. 
  Intimidation bonus: +1d20. No one can easily resist 
  their natural fear of dying so horribly. 
  Lasting Damage: Each hour the victim is impaled, he 
  or she suffers 1 point of permanent Constitution drain, 
  and permanently loses an additional 1d4 HP. No save 
  is possible. Even if the victim is removed from the 
  impaling spike, they continue to lose Constitution due 
  to internal bleeding and blood poisoning, until they are 
  treated by a competent medic with a surgical kit avail-
  able (Treat Injury DC 18 + the number of points of 
  Constitution lost).  
  Common Phobic Triggers: Fear of knives or spears, 
  the scent of blood or bodily waste, medical proce-
  dures, seeing your own wounds. Though survival is 
  rare, those who do survive often do so only at great 
  emotional cost. 
  Resistance and Heavy 
  Interrogation: New Feats
  The handful of new feats presented here aid soldiers 
  in resisting torture, and in returning home with honor. 
  Other feats help torturers perfect their craft and break 
  their victims that much more easily. The feats are suit-
  able for any D20 Modern campaign, but are designed 
  with a more realistic modern military or espionage 
  campaign in mind. They might be jarringly out of 
  place in a cinematic action or pulp game, where the 
  heroes are unlikely to ever be this vulnerable.  
   1. 
  Artistic Sadist
   2. 
  Beautiful Suffering
   3. 
  Bully 
   4. 
  Death Choice 
   5. 
  Expert Humiliator 
   6. 
  Iron Willed Resistance
   7. 
  Plausibility 
   8. 
  SERE Training 
   9. 
  Skillful Executioner
   10. Tireless Interrogator
  Artistic Sadist  
  You truly enjoy inflicting pain on the helpless, and 
  constantly devise new techniques to push the limits of 
  human endurance. 
  
  SkyrPabckldoodb
  page: 9
  OSkyrPabckldood
  Prerequisite: any evil allegiance, or allegiance 
  towards an evil government or group, Creative 
  Benefit: You gain a new class skill “Craft: Torture” 
  which applies to creating new torture devices, methods 
  and techniques, as well as to performing torture before 
  an audience of eager sadists. This skill is always a 
  class skill for you. You may add your ranks in Craft: 
  torture as an untyped bonus on all Intimidate attempts 
  made during an interrogation. 
  Beautiful Suffering  
  Your charm and sexuality can soften even an expert 
  torturer’s heart, and possibly distract them enough that 
  you can slip free. 
  Prerequisite: Charisma 13+, Confident 
  Benefit: If you are tortured by a character who would 
  find you sexually attractive, you receive a bonus equal 
  to your Charisma modifier on all saves made to resist 
  torture, including Fortitude saves made to resist lasting 
  damage. Unconsciously, the torturer seems to ‘go easy’ 
  on you because of his or her arousal. 
  Bully  
  You use your size, strength and cruelty to get what you 
  want. 
  Prerequisite: STR 13+, Intimidate 8 ranks 
  Benefit: You may add your STR modifier as an 
  untyped bonus on all Intimidate checks.  
  Death Choice 
  Through an act of sheer will, you can shut down 
  your body, enabling you to permanently escape from 
  capture or pain. 
  Prerequisite: Iron Will 
  Benefit: As a standard action which provokes attacks 
  of opportunity, you can painlessly will yourself into 
  death. If the attack of opportunity deals even one point 
  of damage, you cannot muster the concentration neces-
  sary to die. You may attempt suicide once per round. 
  Since the mental shut down does not mutilate your 
  body, you may be revived by a highly skilled physi-
  cian within a short time of your demise. Your spirit 
  must be free and willing to return, and your body must 
  not have suffered additional damage after your demise. 
  You may be revived by a Treat Injury check (DC 20 + 
  the number of minutes since you committed suicide). 
  If returned to life in this fashion, you do not lose a 
  level or point of Constitution, but you are considered 
  fatigued. 
  Expert Humiliator  
  You have a predator’s eye for emotional weakness, and 
  can tailor your torments specifically to your victim’s 
  greatest fears. 
  Prerequisites: Intimidate 8 ranks, Knowledge: behav-
  ioral science 4 ranks 
  Benefit: At the beginning of a torture session, you 
  may make a Knowledge: behavioral sciences check, 
  opposed by the victim’s Will save. Success means you 
  glean insight into your victim. You know exactly what 
  to say and do to humiliate and degrades the victim, 
  and how to tailor the torture session to his phobias. 
  You gain a circumstance bonus on all Intimidate 
  checks equal to the difference between the two 
  opposed rolls. This bonus lasts until the torture session 
  ends. 
  Iron Willed Resistance  
  Your indomitable will power carries you through when 
  your body would fail. 
  Prerequisites: Iron Will
  Benefit: You may use your Will save in place of your 
  Fortitude save when attempting to resist a torturer’s 
  Intimidate checks. You still must roll Fortitude saves 
  to resist the lingering after effects of a torture session, 
  however. 
  Plausibility  
  Instead of revealing vital intel under torture, you make 
  up convincing lies. 
  Prerequisite: Confident
  Benefit: You may add your ranks in Bluff as an 
  untyped bonus on all Fortitude saves made to resist 
  torture. Your words can create uncertainty and delay, 
  giving you a vital respite between torments. You must 
  be able to speak or communicate in order to utilize this 
  bonus. 
  SERE Training  
  SERE stands for Survival, Evasion, Resistance, and 
  Escape, and is the military training program to prepare 
  soldiers for surviving in hostile territory, withstand 
  interrogation and torture, and escape or survive to 
  reach home. The SERE motto is “return with honor”. 
  Although SERE training is offered to all branches of 
  service (especially special operations forces), many 
  regular Air Force personnel receive this training, since 
  they are at high risk of being shot down behind enemy 
  lines and captured.
  
  SkyrPabckldoodb
  Tell me now
  OSkyrPabckldood
  Benefit: Characters with this feat gain a +2 bonus on 
  Hide and Survival checks, and a +2 on all Will saves 
  and level checks to resist intimidation,
  Skillful Executioner 
  You have put many men and women to death, and 
  have mastered the art of killing painlessly and effi-
  ciently. 
  Prerequisite: Base attack bonus +4, Combat 
  Expertise, Treat Injury 4 ranks  
  Benefit: When making an attack against a target 
  unaware of your presence, you inflict such precisely 
  targeted damage, with such a keen weapon, that the 
  victim is sometimes unaware that he or she’s been 
  wounded. The victim of the sneak attack must succeed 
  at a Wisdom check (DC 10 + ¼ the damage inflicted) 
  or remain unaware of the attack for a round, possibly 
  allowing the executioner to make another sneak attack.  
  Additionally, the executioner can choose to make any 
  coup de grace (with any type of weapon, or unarmed) 
  a painless wound, without sacrificing potential 
  damage. 
  Limitation: You may only use this feat when Sneak 
  Attacking with an edged weapon of masterwork or 
  better quality. You may inflict a painless coup de grace 
  with any weapon or execution device. 
  Tireless Interrogator  
  Seeing others in pain calms and refreshes you, 
  focusing your mind like nothing else does. 
  Prerequisite: any evil allegiance, or allegiance 
  towards an evil government or group
  Benefit: Instead of sleeping or resting like a normal 
  being, you draw strength from the suffering of others. 
  You are considered to be resting peacefully whenever 
  you engage in a torture session. On magically active 
  worlds, you regain spells or spell slots after 8 hours of 
  torture, just as if you’ve slept for 8 hours. 
  Written by Chris Field
  All mechanics on all pages is Open Game Content as 
  defined by the Open Gaming License.  
  See page 11 for more information.
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modifi-
  cation, correction, addition, extension, upgrade, improvement, compila-
  tion, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product 
  Identity" means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, stor-
  ylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio represen-
  tations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Tell Me Now, Copyright 2006, Louis Porter Jr. Design, Inc.
   abcdSKIJINKIPITINKIPITabcdIBNSOPOSP]O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  KIPITINh
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Full Metal Zero - Tell Me Now.pdf