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Cyberpunk RED skill
Resist Torture/Drugs
Key facts
- Stat
- WILL
- Category
- body
- Linked Stat
- WILL
- Duration
- A GM may ask for repeated rolls over a long interrogation, with the DV rising as the ordeal drags on.
Overview
Resist Torture/Drugs is the skill of staying yourself when someone is trying to take that away: pain meant to break you, interrogation drugs meant to loosen you, and chemicals that cloud the head. At the table it is a defensive skill that you hope never to roll and are glad to have when you do. Edgerunners get caught. Corporations and gangs both have ways of making a captured runner talk, and the character who holds out gives the rest of the crew time to react. It also covers toughing out the worst of a bad batch of street chemistry.
How it works
Category: Body
Resolution: 1d10 plus WILL plus skill level against a DV set by how severe the torture or how strong the drug is. A natural 10 lets you roll again and add, a natural 1 makes you roll again and subtract.
Tips and playstyle
Best for: Solos, Netrunners, and Fixers, anyone carrying secrets worth taking. Character concepts: A veteran of corporate detention, a runner who knows too much, a Lawman trained to survive capture. Synergies: Endurance handles pain and exhaustion in the field, Concentration keeps the mind on task, and Interrogation is the skill pointed back at you from the other side of the table.
Frequently asked questions
Does it protect against all drugs?
It covers resisting the effects of drugs and torture. The GM decides the DV based on how strong the substance or method is.
Is it the same as Endurance?
No. Endurance is physical stamina and pain tolerance in ordinary hardship. Resist Torture/Drugs is about withstanding deliberate attempts to break you or chemical effects.
How high should it go?
Skills cap at 6 during character creation and 10 afterwards. A few ranks are enough for most characters, and more is worth it for runners with dangerous secrets.