Scratch:Intelligence: Difference between revisions

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Created page with 'Willpower is the difficulty of deception, persuasion, intimidation, mind reading, mind control and other psychological attacks. A character’s willpower is 10 plus his best ment…'
 
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Willpower is the difficulty of deception, persuasion, intimidation, mind reading, mind control and other psychological attacks. A character’s willpower is 10 plus his best mental ability level. Mental abilities include command, healing, craftsmanship, navigation, driving and piloting.
A character’s intelligence is 10 plus command, healing or craftsmanship ability level, whichever is greater.
Intelligence is the difficulty of actions like deception, persuasion, intimidation, mind reading and mind control. These are called ''psychic'' attacks regardless of whether their power is psychological or supernatural.  


Anybody using a basic delaying attack (no ability bonus, makes the target skip a turn) can choose to target willpower instead of defense. This means the delaying action involves more deception or distraction instead of grabbing or hitting.
Some psychic attacks ''frighten'' their targets. Frightened characters must evade or escape. They cannot attack or heal.


Stalking and Command can be used to do an intimidation-attack against will power on a single target. If an intimidation-attack succeeds, the target is forced to evade on its next turn.
'''Distraction''' is a close range psychic attack that anybody can do. Make a non-ability roll against the target's intelligence. If the distraction is successful, the target is delayed until the end of his next turn.
 
'''Surprise''' is a long range psychic attack that requires stalking ability. Make a stalking roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn.
 
'''Intimidate''' is a long range psychic attack that requires command ability. Make a command roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn.

Latest revision as of 15:04, 7 April 2011

A character’s intelligence is 10 plus command, healing or craftsmanship ability level, whichever is greater. Intelligence is the difficulty of actions like deception, persuasion, intimidation, mind reading and mind control. These are called psychic attacks regardless of whether their power is psychological or supernatural.

Some psychic attacks frighten their targets. Frightened characters must evade or escape. They cannot attack or heal.

Distraction is a close range psychic attack that anybody can do. Make a non-ability roll against the target's intelligence. If the distraction is successful, the target is delayed until the end of his next turn.

Surprise is a long range psychic attack that requires stalking ability. Make a stalking roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn.

Intimidate is a long range psychic attack that requires command ability. Make a command roll versus the target's intelligence. If the attack is successful, the target is frightened until the end of his next turn, so he can only evade or escape on that turn.