Difference between revisions of "Mind Control"

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Typically used with '''Self-Control'''.  
 
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.
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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 a function of willpower and mental resolve. It can be used to focus on a difficult task amidst bothering conditions. It can also be used to subvert the attempts of those who would seek to trespass into your mind and soul and control your actions. 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.  
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{{section|Resisting Manipulation|}}
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'''Opposed Roll'''. You must make a Mind Control check to avoid being commanded or manipulated into following someone's instructions. They make either a [[Leadership]] or a [[Negotiate]] check. If your result meets or exceeds theirs, you reject their request entirely. If your result is lowest, you see things their way and follow along.
  
{{section|Resisting Enthrallment|}}
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If they make a Negotiate check, they can't suggest that you do anything that endangers you. They also can't suggest anything that goes against your Motivation, Alignment, or personal obligations and responsibilities.  
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.
 
  
{{section|Resisting Friendship|}}
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If they make a Leadership check and the situation is dire, they ''can'' endanger you with their commands. You automatically succeed this check if your Disposition toward them is ''malign'' or worse (unless their request directly benefits your interests).
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.
 
  
{{section|Resisting Enmity|}}
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{{section|Resisting Enthrallment|}}
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.
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'''Opposed Roll'''. You must also make a Mind Control check when another character uses [[Perform]] to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you gain the ''distracted'' condition while the performance is underway. If your Mind Control check is a [[Critical Failure]], you are mesmerized for the duration of the performance — the first attack that comes your way during this time catches you ''wide-eyed'' (see ''Chapter 10: Combat'').
 
 
{{section|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:
 
 
 
{| width="100%"
 
! Example !! DL
 
|-
 
| Moderate rain or wind, a ship's rocking in choppy waters, horseback riding
 
|align="center"| 10
 
|-
 
| Heavy rain, a ship's rocking in a storm, riding at full gallop, minor earthquake
 
|align="center"| 20
 
|-
 
| On deck during an ocean storm, major earthquake
 
|align="center"| 30
 
|-
 
| Being pulled into a nearby tornado, on the edge of an erupting volcano
 
|align="center"| 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.  
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{{section|Resisting Spells|}}
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'''Opposed Roll'''. Many ''[[:Category:Compulsory-essence Spells|compulsory]]'' spells can be avoided with a Mind Control check, for instance [[Hear Thoughts]] and [[Sleep]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Mind Control check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
  
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.
 
{{section|Opposed Rolls|Mind Control checks are used versus spells and similar abilities.}}
 
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 14:24, 13 January 2021

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 a function of willpower and mental resolve. It can be used to focus on a difficult task amidst bothering conditions. It can also be used to subvert the attempts of those who would seek to trespass into your mind and soul and control your actions. If someone tries to brainwash you, tell them you are dry-clean only.

Resisting Manipulation

Opposed Roll. You must make a Mind Control check to avoid being commanded or manipulated into following someone's instructions. They make either a Leadership or a Negotiate check. If your result meets or exceeds theirs, you reject their request entirely. If your result is lowest, you see things their way and follow along.

If they make a Negotiate check, they can't suggest that you do anything that endangers you. They also can't suggest anything that goes against your Motivation, Alignment, or personal obligations and responsibilities.

If they make a Leadership check and the situation is dire, they can endanger you with their commands. You automatically succeed this check if your Disposition toward them is malign or worse (unless their request directly benefits your interests).

Resisting Enthrallment

Opposed Roll. You must also make a Mind Control check when another character uses Perform to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you gain the distracted condition while the performance is underway. If your Mind Control check is a Critical Failure, you are mesmerized for the duration of the performance — the first attack that comes your way during this time catches you wide-eyed (see Chapter 10: Combat).

Resisting Spells

Opposed Roll. Many compulsory spells can be avoided with a Mind Control check, for instance Hear Thoughts and Sleep. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Mind Control check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.