Difference between revisions of "Mind Control"

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Mind Control can also be used to steady your hands, so to speak, in a distracting or harmful environment. If a task requires mental focus, you can use Mind Control to ensure you can continue despite anything going on around you (e.g. casting a spell; diffusing a bomb; picking a lock; carrying that heavy, priceless artifact). If environmental conditions call for a [[Stamina]] check, no Mind Control is necessary.  
 
Mind Control can also be used to steady your hands, so to speak, in a distracting or harmful environment. If a task requires mental focus, you can use Mind Control to ensure you can continue despite anything going on around you (e.g. casting a spell; diffusing a bomb; picking a lock; carrying that heavy, priceless artifact). If environmental conditions call for a [[Stamina]] check, no Mind Control is necessary.  
  
{{section|Resist Being Enthralled|}}
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{{section|Resisting Enthrallment|}}
 
You must also make a Mind Control check when another character uses the [[Perform]] skill to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you take a −2 penalty to [[Perception]] checks while the performance is underway. If your Mind Control check is a [[Critical Failure]], you gain the ''wide-eyed'' condition for the duration of the performance.
 
You must also make a Mind Control check when another character uses the [[Perform]] skill to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you take a −2 penalty to [[Perception]] checks while the performance is underway. If your Mind Control check is a [[Critical Failure]], you gain the ''wide-eyed'' condition for the duration of the performance.
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{{section|Resisting Friendship|}}
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When another character implores you to change your mind about them and raise your Disposition, you can decline their friend request. You must make a Mind Control check to oppose a [[Seduce]] or [[Perform]] check made to improve your Disposition. Creatures of a ''bestial'' [[Nature]] must make a Mind Control check to oppose an [[Animal Control]] check for the same purpose. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition improves one level for each 5 points of difference. If the opponent makes a Critical Failure, your Disposition actually worsens one level.
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{{section|Resisting Enmity|}}
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A character can also attempt to ''worsen'' your bond deliberately. They make a [[Taunt]] check to worsen your Disposition and you must make a Mind Control check. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition worsens one level for each 5 points of difference.
  
 
{{section|Difficulty|}}
 
{{section|Difficulty|}}

Revision as of 02:20, 7 July 2019

Typically used with Self-Control.

In short: stay yourself. In this game, there exist not only hazards to one's body, but hazards to one's mind as well. Mind Control is used in order to repel those who would seek to trespass into one's mind and soul and control the actions of that person. It is a function of willpower and mental resolve. If someone tries to brainwash you, tell them you are dry-clean only.

Mind Control can also be used to steady your hands, so to speak, in a distracting or harmful environment. If a task requires mental focus, you can use Mind Control to ensure you can continue despite anything going on around you (e.g. casting a spell; diffusing a bomb; picking a lock; carrying that heavy, priceless artifact). If environmental conditions call for a Stamina check, no Mind Control is necessary.

Resisting Enthrallment

You must also make a Mind Control check when another character uses the Perform skill to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you take a −2 penalty to Perception checks while the performance is underway. If your Mind Control check is a Critical Failure, you gain the wide-eyed condition for the duration of the performance.

Resisting Friendship

When another character implores you to change your mind about them and raise your Disposition, you can decline their friend request. You must make a Mind Control check to oppose a Seduce or Perform check made to improve your Disposition. Creatures of a bestial Nature must make a Mind Control check to oppose an Animal Control check for the same purpose. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition improves one level for each 5 points of difference. If the opponent makes a Critical Failure, your Disposition actually worsens one level.

Resisting Enmity

A character can also attempt to worsen your bond deliberately. They make a Taunt check to worsen your Disposition and you must make a Mind Control check. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition worsens one level for each 5 points of difference.

Difficulty

When using Mind Control in opposition to a spell, there are no set difficulties. When using Mind Control to focus on an activity, the more distracting the situation, the higher the DL. Below are some set DLs for environmental turbulence:

Example DL
Moderate rain or wind, a ship's rocking in choppy waters, horseback riding 10
Heavy rain, a ship's rocking in a storm, riding at full gallop, minor earthquake 20
On deck during an ocean storm, major earthquake 30
Being pulled into a nearby tornado, on the edge of an erupting volcano 40

If you actually take damage, the DL is 10 + 1/HP lost. So for example, if you take 5 damage, the DL is 15.

If a check is failed, you ruin the task at hand. If the task is spellcasting or using a special power that requires magic points or spirit points, the points are wasted.

Opposed Rolls

Mind Control checks are used versus spells and similar abilities.