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Modos Rulebook: the real-time editing thread
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<blockquote data-quote="GMMichael" data-source="post: 6233429" data-attributes="member: 6685730"><p><strong>Subchapter 8: Mental Conflict</strong></p><p></p><p>Conflict need not be all about swords and shields. Debates, courtship, psionics, and bard songs all follow a different drummer called mental conflict. It follows similar damage and protection rules as physical conflict, but first things first; if you're going to get into mental conflict with someone, it starts with detection.</p><p></p><p><u>Detecting</u>[sblock]</p><p> This is the one skill that provides multiple ways to find enemies. Detect can include everything from spotting a note, to searching a crime scene, to sensing an alien presence. Saavy players will recognize detect as a good way to convey character concept, and earn extra hero points because of its ambiguity.</p><p></p><p> Detecting is easy: say how you want to detect, and roll the skill. If you beat the difficulty, or your opponent's sneak contest, you'll get an idea that there's something there. Succeed by enough degrees of success, and you might know exactly where your opponent is. Since you can't search for something if you don't think it's there, the GM will sometimes make your detect contest for you. Once you've detected an opponent, you are considered to have awareness.</p><p><u>[/sblock]</u></p><p><u>Awareness[sblock]</u></p><p> To be able to react to an opponent, or to avoid being surprised, a character must have awareness of that opponent. Characters are normally aware of all opponents, unless someone or one side of a conflict was being sneaky.</p><p> </p><p> If you are unaware of your opponent, you cannot use reserve actions during his turn. You gain awareness when he contacts you, when an ally uses a relevant action to make you aware, or when you succeed on a detect contest against him. You can be aware of invisible opponents, but having limited sensory information of them can make contests against them challenging (or worse).</p><p> Being unaware of your opponents in conflict can lead to being surprised (see general conflict rules).</p><p><u>[/sblock]</u></p><p><u>Mental Damage</u>[sblock]</p><p> When a character goes insane, passes out, feels disturbed, or gets groggy, he's taking mental damage. It has different forms, but when a character reaches max mental damage, he goes unconscious (see Characters chapter).</p><p></p><p> Mental damage can come from different sources, but the most common ones are physical weapons designed to cause unconsciousness (like saps and whips), and magic spells. Physical weapons use fight contests and the physical ability, but the defender can choose, as usual, the most relevant skill for opposition. This could be parry, or it could be concentration. The player is free to choose, since the player is in charge of the character's concept. If the defense contest fails, the defender does not get to use physical protection to protect against mental damage; he must use whatever mental protection he has.</p><p></p><p> Spells can cause mental damage as well. These are normally defended with the </p><p>concentration skill, but it definitely helps to have mental armor (see the enlightened perk).</p><p></p><p> Healing mental damage is similar to healing physical damage: all it takes is the passage of time. Characters heal one point of mental damage every hour, unless they're unconscious. Recovering from unconsciousness has special requirements as decided by the GM.<u>[/sblock]</u></p></blockquote><p></p>
[QUOTE="GMMichael, post: 6233429, member: 6685730"] [b]Subchapter 8: Mental Conflict[/b] Conflict need not be all about swords and shields. Debates, courtship, psionics, and bard songs all follow a different drummer called mental conflict. It follows similar damage and protection rules as physical conflict, but first things first; if you're going to get into mental conflict with someone, it starts with detection. [U]Detecting[/U][sblock] This is the one skill that provides multiple ways to find enemies. Detect can include everything from spotting a note, to searching a crime scene, to sensing an alien presence. Saavy players will recognize detect as a good way to convey character concept, and earn extra hero points because of its ambiguity. Detecting is easy: say how you want to detect, and roll the skill. If you beat the difficulty, or your opponent's sneak contest, you'll get an idea that there's something there. Succeed by enough degrees of success, and you might know exactly where your opponent is. Since you can't search for something if you don't think it's there, the GM will sometimes make your detect contest for you. Once you've detected an opponent, you are considered to have awareness. [U][/sblock] Awareness[sblock][/U] To be able to react to an opponent, or to avoid being surprised, a character must have awareness of that opponent. Characters are normally aware of all opponents, unless someone or one side of a conflict was being sneaky. If you are unaware of your opponent, you cannot use reserve actions during his turn. You gain awareness when he contacts you, when an ally uses a relevant action to make you aware, or when you succeed on a detect contest against him. You can be aware of invisible opponents, but having limited sensory information of them can make contests against them challenging (or worse). Being unaware of your opponents in conflict can lead to being surprised (see general conflict rules). [U][/sblock][/U] [U]Mental Damage[/U][sblock] When a character goes insane, passes out, feels disturbed, or gets groggy, he's taking mental damage. It has different forms, but when a character reaches max mental damage, he goes unconscious (see Characters chapter). Mental damage can come from different sources, but the most common ones are physical weapons designed to cause unconsciousness (like saps and whips), and magic spells. Physical weapons use fight contests and the physical ability, but the defender can choose, as usual, the most relevant skill for opposition. This could be parry, or it could be concentration. The player is free to choose, since the player is in charge of the character's concept. If the defense contest fails, the defender does not get to use physical protection to protect against mental damage; he must use whatever mental protection he has. Spells can cause mental damage as well. These are normally defended with the concentration skill, but it definitely helps to have mental armor (see the enlightened perk). Healing mental damage is similar to healing physical damage: all it takes is the passage of time. Characters heal one point of mental damage every hour, unless they're unconscious. Recovering from unconsciousness has special requirements as decided by the GM.[U][/sblock][/U] [/QUOTE]
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