RELATIVE MOS MECHANIC FOR PRESENCE ATTACKS AND MENTAL POWERS
Note: I don't have the Ultimate Skill. The first section may be covered there.
The Driving Mechanic:
The driving mechanic behind this system is the opposed characteristic-skill roll, with the determinate factor being the Relative Margin of Success (MoS) on the die roll. In the current system an opposed characteristic-skill roll has three potential results: Win (MoS 1+), Tie (MoS 0), or Lose (MoS -1 or greater). This is insufficient for mental and presence attacks, which currently has five possible outcomes: Fail, Characteristic+0, Characteristic+10, Characteristic+20, Characteristic+30.
Usage Note: For the rest of this post I will refer the four potential levels of success as Levels 1-4. I.e. Level 1 (L1) is Characteristic+0, Level 2 (L2) is Characteristic+10, Level 3 (L3) is Characteristic+20, Level 4 is Characteristic+30.
To provide the necessary granularity for opposed rolls we rely on the Relative Margin of Success. That is, the MoS for the contest is derived from the variance between the attacker and defender's respective Margins of Success.
Attacker's MoS – Defender's MoS = Relative MoS.
Example: Scary Man has a Presence Roll of 15-. He makes a presence attack on Pencil Necked Geek (3d6) and gets a 9, which provides an MoS of +5. Pencil Necked Geek has a Presence Roll of 11-. He also rolls a 9, which gives him an MoS of +2. The Relative MoS is (+5 - +2 = +3) 3.
Results Note: It may look like the MoS results in the example above are off by 1. Its important to remember that a roll equal to your characteristic or skill roll is MoS 0.
Once we have the relative MoS we have determined the results of the contest, which are:
- Relative MoS 0- Fail
- Relative MoS 1-3 Level 1 (Characteristic+0)
- Relative MoS 4-5 Level 2 (Characteristic+10)
- Relative Mos 6-7 Level 3 (Characteristic+20)
- Relative MoS 8+ Level 4 (Characteristic+30)
So, in our example Scary Man got a Relative MoS of 3, which is L1 (Characteristic+0). Pencil Necked Geek is starting to get the heebie-jeebies.
The reasoning: Initially, I allowed MoS 0 to achieve Level 1 because the current lowest level of effect for Presence Attacks and Mental Powers is Characteristic+0. However, this proved problematic. First, it created dissonance as a tie in an opposed characteristic-skill roll goes to the defender or results in a roll off. Second, the mechanic was used for Presence Attacks and it was felt MoS 0 should go to the defender as most modifiers went to the attacker's advantage. And third, mentalists tend to have rolls allowing fairly consistent mid-level success against most targets.
This is the driving mechanic. If you've got this you've got the whole resolution system that follow. As is written, “the rest is commentary.”
PRESENCE ATTACKS
Presence Attacks are handled as simple Presence vs. Presence or Presence vs. Ego contests with the relative MoS determining the level of effect (see above). The the defender may use whichever characteristic roll is better.
Attacker Modifiers: the attacker's presence roll can be modified by situational modifiers (see current presence attack rules), an appropriately defined reputation perk, the complimentary use of relevant interaction skills, or presence skill levels.
Defender Modifiers: the defender's roll is modified by Resistance [if the special effect is relevant] or presence skill levels.
On Resistance: In terms of effectiveness, 1 level of resistance equates to +5 Presence (Defense Only -1) in the current system. As Resistance is normally more narrowly defined than “Presence Defense” its cost of 1:1 balances out pretty well. However, if the player wants to define a broad special effects that affects all presence attacks the cost should be increased to 2:1.
Note: In the case of situational modifiers and reputation +1d6 = +1 (and -1d6 = -1).
Example: Impact, a massive gray-alien-hybrid brick has PRE 30 (Roll 15-) and wants to intimidate Anthem. He picks up a car and bounces it off the pavement and screams in fury beating his chest, gaining +3 for a suitably impressive action. He rolls 3d6 with a modified presence roll of 18- and gets a 13. His MoS is +4. Anthem has an EGO 19 (Roll 13-) and has Resistance [non-plussed] +4. He rolls 3d6 with a modified presence roll of 17- and gets and 11. His MoS is +5. The Relative MoS is +4 - +5 = -1. Anthem asks “You done?” Impact says: “Yep.”
Weird Results Lasting Longer Than One Phase: the effects of presence attacks are fairly transient. Unless the attacker is continuing to make presence attacks the defender may make an unopposed Ego roll with resistance and/or relevant combat skill levels to recover in the rare event effects lasted beyond a single phase.
Ongoing Presence Contests: An option, though not one I recommend, is to use the breakout and lockdown rules (see mental powers, below) to simulate ongoing presence contests. This could lead to abuse, especially against mooks, and I recommend gamemasters think real hard before allowing it.
“I'm a haughty!” (ahem...): An option for comeliness friendly gameasters is to allow the attacker make Comeliness attacks in lieu of Presence attacks where logical.
MENTAL POWERS
Mental Powers results are resolved with Power Roll vs. Ego contests with the relative MoS determining the level of effect (see above).
Attacker Modifiers: the attacker's presence roll can be modified by relevant combat skill levels or power specific modifiers noted in the power write-up.
Defender Modifiers: the defender's roll is modified by Resistance [if the special effect is relevant] or relevant combat skill levels.
Resistance Notes: Resistance is purchased vs. mental powers with level based effects at a cost of 2:1. It is not purchased against Ego Attacks or other BOECV Powers. Also, some players may want to combine their resistance vs. presence attacks with their resistance vs. mental powers. The cost of resistance bought this way is 3:1 or 4:1 depending on how broad a spectrum of presence attacks the resistance protects against (gamemaster's call).
Breakout: the defender has the option of trying to break off mental combat by initiating an Ego vs. Power contest. If the defender's Relative MoS is a negative number the attempt fails. If the Relative MoS is 0+ the lock is reduced by the number of levels indicated on the Level of Effect Table. A 0 is treated as a “1” for this purpose. The defender's breakout roll uses the Breakout modifiers specified in 5ER or situational modifiers as deemed apropos by the GM.
Lockdown: the attacker may attempt to increase his Level of Effect by making an additional power roll on an available phase. If the MoS is 1+ the Level of Effect is increased by the number of levels indicated on the Level of Effect Chart (Maximum Level: 4). However, if the relative MoS is 0, or the defender wins the contest, the Level of Effect is reduced by the amount indicated on the Level of Effect Table.
Breakout-Lockdown Comments: the breakout and lockdown mechanics favor the defender (slightly) by considering a Relative MoS of 0 a win for the defender. This was done as a result of experience during play. In most contests the mentalist has a higher roll to start with, giving them a natural advantage.
Ego Attack and Mental Defense: since ego attack has always functioned with different effects than the “level of effect” mental powers it – and mental defense – are not a part of this rule-set. I would add, mental defense is already super-cheap and the “level of effect” powers have traditionally operated at a 2:1 ratio in terms of dice compared to ego attack. As a result, characters with enough MD to defend against “level of effect” powers tended to be unassailable by ego attack. Since MD works against ego based adjustment powers and ego transforms it remains a good buy even if it doesn't affect the level based powers.
SAMPLE POWER CONSTRUCTS
Mental Powers are constructed using the sense rules, or with sense-like constructs. The powers that follow were put together fairly slapdash so we would have some very general examples to illustrate the overall concept. These powers would need full write ups and options in a final product and would need to be tweaked, but that would be Steve's job and isn't within the scope of this post.
Note: I couldn't remember the Unusual Sense Group cost off the top of my head so I assumed it was +5. This is included in all the power constructs that follow.
Mental Awareness
Is used for detecting the use of mental powers you are not being targeted with – in other words, mental powers (or relevant phenomena) in your vicinity. It can, of course, take adders and advantages relevant to sense powers.
Telepathy
Telepathy is the ability to sense other people's thoughts. The construct below represents a typical telepathy build, but adders could be added or removed to change the function. Telepathy is assumed to cost endurance.
Detect: Thoughts, Analyze +5, Discriminatory +5, Ranged +5, Targeting +10, Roll 11-. Cost: 33 Points.
- Additional +1 to Roll: 2 Points.
- Additional Class of Minds: +5 Points.
- Other sense adders could be used to simulate other effects; as could relevant advantages and limitations.
As a benchmark: A 20- telepathy roll would cost 51 points.
Mind Control
Mind Control isn't really a sense, but it makes use of the general sense framework. Mind Control is assumed to cost endurance. The base cost is intended to be the same as telepathy (8 Points). Instead of having telepathic as an advantage I converted it into an adder.
Mind Control, Ranged (+5), Targeting (+10), Telepathic (+10), Roll 11-. Cost: 33 Points.
- Additional +1 to Roll: 2 Points.
- Additional Class of Minds: +5 Points.
- Other sense adders could be used to simulate other effects; as could relevant advantages and limitations.
As a benchmark: A 20- Mind Control roll would cost 51 points.
Mind Scan
Mind Scan lets you make mental contact – and use mental powers – with targets outside your LOS. Its base cost is the same as telepathy and mind control. It is assumed to cost endurance.
Instead of creating custom adders or tacking megascale onto the power to simulate its range we just use the penalties for numbers of minds in the area being scanned, and the familiar-unfamiliar mind penalties, that exist in the current Mind Scan power write up.
I chose this method because its simple and it requires a high power roll for large areas / numbers of minds, or scads of PSLs (GM Option). This meant it didn't need range base advantages or adders to be costed correctly. After all: its just a long range target lock that you use in tandem with another power.
Option: we could use adders that were defined by the numbers of minds being scanned and do away with the need for a high roll and/or PSLs.
Detect: Mind, Analyze +5, Discriminatory +5, Ranged +5, Targeting +10, Roll 11-. Cost: 33 Points.
Additional +1 to Roll: 2 Points.
Additional Class of Minds: +5 Points.
Other sense adders could be used to simulate other effects; as could relevant advantages and limitations.
As a benchmark: A 20- Mind Scan roll would cost 51 points.
Mind Link
Mind Link creates a voluntary telepathic link for communication purposes. It is assumed to cost endurance. Whether or not analyze-discriminatory are necessary for a voluntary sharing of thoughts is an interesting question. For my game I didn't require it. I also didn't use the “one specific mind/group of minds/any mind” levels because, built as it is, it does “any one mind” by default. Its assumed to be LOS unless the range adders are purchased.
Detect: Thoughts, Ranged +5, Roll 11-. One Specific Mind -1. Cost: 7 Points.
Detect: Thoughts, Ranged +5, Planet +15. Cost: 28 Points.
Detect: Thoughts, Ranged +5, Planet +15, All Senses +22. Cost: 50 Points.
- Additional +1 to Roll: 2 Points.
- Additional Class of Minds: +5 Points.
- X2 Minds In Link: +5 Points.
- Continent: +5 Points.
- Hemisphere: +10 Points.
- Planet: +15 Points.
- Any Distance: +20 Points.
- Add sight group: +8 Points.
- Add hearing group: +5 Points.
- Add taste, smell, touch groups: +3 Each.
- One Specific Mind -1
- Specific Group of Minds -½
- Other sense adders could be used to simulate other effects; as could relevant advantages and limitations.
Mental Illusions
Note: Oddly, this power didn't show up often in my game and was never used in this kind of configuration. The current cost is unbalanced compared to the other powers. I am unsure what other adders would be appropriate, or what advantages and limitations are unique to the power that would pump the price up. One might be classes of illusions that can be made. This powers NEEDS TO BE FIXED. I include it here for completeness, and to let other minds make suggestions.
Mental Illusions allows you to plunge your target into a world of illusion so convincing that, at the higher levels of effect, they may take damage. It is assumed to cost endurance. Its base cost is the same as the other powers (8).
Mental Illusions, Ranged +5. Roll 11-. Cost: 13 Points.
Additional +1 to Roll: 2 Points.
Additional Class of Minds: +5 Points.
Other sense adders could be used to simulate other effects; as could relevant advantages and limitations.
As a benchmark: A 20- Mental Illusions roll would cost 31 points.
One Simple Solution: raise the base cost so that it weighs in around the same price range as the other level based mental powers.
A NOTE FROM OUR SPONSOR ABOUT RESISTANCE
At present a character with a 10d6 Mental Power (equitable to a 20- roll cost-wise) can expect an average roll of 35. In a campaign where the average character has an Ego of 10-20 this means they can expect an average result of characteristic+15-25 without mental defense coming into play. Even with mental defense, most characters ony have a moderate amount, and they can still expect to get Characteristic+0 against such opponents, it not Characteristic+10. While players tend to want the big levels, subtle minded individuals can put those levels of effect to good use.
As such, a character with telepathy 20- should be hoping to get similiar results on an average roll (10-11). But resistance is cheap. Even at 2:1 Resistance is a good buy. Gamemaster's should consider putting a cap on it, or at least auditing it to ensure it doesn't completely neutralize mental powers. In my games there is a general cap of +4 with more requiring GM permission. I recommend guaging the ratios carefully and setting them at an appropriate level for the campaign.
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