Wednesday, July 29, 2009

Psi Difficulty and Skill Modifiers

Creating a manipulation requires a series of components including range, effect, duration of target size. Each component adds a difficulty modifier to the total difficulty of the manipulation. Some of these modifiers are listed below. Other difficulty modifiers not related to a specific die code may be derived from the special abilities section of the d6 Space rules.

Die Codes
Damage (mental or physical)..........................................+2 per 1D
Protection (mental or physical).......................................+2 per 1D
Non-Extranormal skill modifier........................................+5 per 1D
Non-Extranormal attribute modifier..................................+6 per 1D
Extranormal skill modifier...............................................+7 per 1D
Extranormal attribute modifier.........................................+9 per 1D

Target Size
Small item or handful of tiny items..................................+1
Person.........................................................................+2
Few people, personal vehicle..........................................+3
Group, small mass transport, room.................................+5
Crowd, large mass transport, small building.....................+10
Horde, huge mass transport, large building......................+15

Range to Target
Touching......................................................................-2
Point Blank (0 to 3m), self..............................................0
Close (3 to 100m; out of sight, but near).........................+5
Long (100m to 10km)....................................................+7
Extreme (10km to 1000km)...........................................+10
Planetary (over 1000km, but on same planet or in orbit)...+15
System (same star system)..........................................+20
Sector (nearby star system)..........................................+30
Galactic (same galaxy).................................................+60

Duration
2 rounds........................................................................0
Each additional round, up to 1 minute.............................+1
Each additional 5 minutes, up to 1 hour..........................+1
Each additional hour (cumulative with other modifiers)......+1

Some components may be added to the release of the manipulation to modify the skill roll. These may be gestures or incantations used by the psychic to focus the mind or they may represent degrees of familiarity with the target. These are listed below.

Material component
Small and easily concealed..........................................+1
Portable, but too large to conceal..................................+2
Large, not portable.......................................................+3
Rare and/or expensive material.....................................+1
Psi-lens......................................................................+3

Gesture/Incantation
Noticeable to wary observer..........................................+1
Noticeable to any observer...........................................+2

Relationship to target
Very close (parents, siblings, spouse, old friends)..........+5
Close (close friends, roommates, old enemies)..............+3
Sporadic or recent (recent friends, former lovers)............+2
Acquaintance (spoke a few times)..................................0
Met Briefly (spoke once or twice)...................................-2
Recognition (told about but never met, celebrity).............-5
Never Met (only know name or face)..............................-8
No Relationship (complete strangers)............................-10
Alien (complete strangers and different species).............-12

Tuesday, July 28, 2009

Mental Defenses

The standard difficulty to overcome the mental defenses of an unaware target is 10. Since the difficulty of most metaphysical attacks exceeds this number, success is automatic. This is typically only possible if the attack is imperceptible or if the target's perception is impaired in some way. A wary opponent who has reason to believe a metaphysical attack is imminent may act before his initiative to make a willpower roll which will serve as the difficulty an attacking psychic must defeat in order to effect the target. A target may also choose a "full defense" option. He takes no other actions in the round except to concentrate on resisting the metaphysical attack. In this case, the difficulty for the attacker is willpower + 10.

-Rognar-

Paths and Powers Pt.2

PSYCHE

Mind Sight
Skill Used: Sense
Difficulty: 20
Wyrd: 4 pts
Effect: persuasion +3D to read surface thoughts opposed by standard mental defense (6); imperceptible (10)
Target Size: Person (2)
Range: Self (effect) (0); Point Blank (0 to 3m) (to target) (0)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Target Size and Effect (Diff varies)

Mind Sway
Skill Used: Sense
Difficulty: 27
Wyrd: 6 pts
Effect: persuasion +3D to send thoughts and influence targets actions opposed by standard mental defense(6); imperceptible (12)
Target Size: Person (2)
Range: Self (effect) (0); Close (3 to 100m) (to target) (5)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Target Size and Effect (Diff varies)

Puppetry
Skill Used: Sense
Difficulty: 35
Wyrd: 7 pts
Effect: Full possession of target opposed by standard mental defense (16); imperceptible (16)
Target Size: Person (2)
Range: Self (effect) (0); Point Blank (0 to 3m) (to target) (0)
Duration: 3 rds (1)
Possible Upgrades: Duration (+1 Diff per rd)

-Rognar-