Mind Control

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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.

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.