@Section(Kidnapping For Fun And Profit) Most people would rather not be kidnapped. Therefore, some sort of "persuasion" will be necessary. Once you have your victim properly subdued, you have to get him to wherever you are going to keep him. If he is unconscious, he would have to be carried. However, since this would be uncomfortable for the victim, not to mention potentially dangerous, after establishing to the victim's satisfaction that it would be possible for the kidnapper(s) to actually do the intended carrying, the kidnapper(s) and victim should walk to the intended place carrying an 8 1/2" x 11" sign saying "We are carrying a body." Enpici and players seeing the signs, will react however it is they react. Most people are picky about where they spend their time. Captives in particular have a tendency to want to be somewhere else. If you would like to make your victim's stay long and "pleasant", it behooves you to take the time to think about what you are doing. You should work out with a GM what you are doing to enforce your hospitality, what restraints you are using, and what precautions you are taking. (like searching to find the knife he was hoping to cut your ropes with.) In particular, you must establish where the captive is being kept. A note reading "If you see this, contact a GM" should be placed in that spot, and you must be there in order to question your captive. Kidnapping is not one of the easiest things in the world to do. There are many details that must be resolved such as; how will you subdue your victim, where will you take him, how will you get him there, and how will you keep him there. It is HIGHLY RECOMMENDED that you call a GM and discuss these matters with him before you make an attempt to kidnap someone. While we won't point out any stupidity inherent in your plan, we will point out any places where misinterpretation of these rules would cause you to screw yourself over. @SubSection "Torture" Torture is an inefficient but sometimes surprisingly useful method for extracting information from players. The general principle behind torture is that if you make someone's life miserable enough, they will do whatever you want to make you stop, including reveal secret information. Torture is a very slow process. First, you need to have your victim captive. Next, you must explain to a GM and to your victim exactly what is being done to them, in excruciating detail. For every hour that you spend inactive engaged in this activity, there is a chance (no, we aren't going to tell you what it is--exceptionally effective techniques will increase it) that your victim will be forced to answer one question. The chance increases cumulatively with time, but after 3 hours of such treatment your victim will become incoherent and unconscious for at least 5 hours. Torture is loud, and leaves visible marks on your subject. It also tends to make them want revenge in a serious way.