cognitive_attacks
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[specific_rules_skills|Specific Rules of Skills and Magic]] | ||
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| - | ====== Cognitive Attacks ====== | ||
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| - | Cognitive includes the way that the brain processes stimuli from its senses to make logical sense of what is going on and to make logical decisions based on that stimuli, as we discussed under attacks and defense. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
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| - | ===== Clairvoyance / Clairaudience ===== | ||
| - | This is the ability to hear or see things outside of earshot or eyesight of the character attempting to use this skill. Remote viewing also fits within this. This generally requires darkness and quiet and a sufficient amount of time to relax and perform the task. This isn’t something that is done in the heat of battle but rather something to give clues as to what action should be performed next. There should be a requirement that the character knows something about the person, place, or item being “spied” upon or has an article of clothing or something else that is tied to it. | ||
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| - | If this is performed to spy on a person rather than just a place or an item, the rolls is performed as a Win-Loss roll rather than simply a Skill Check and retaliatory defenses such as Psionic Blast apply. | ||
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| - | ===== Cognitive Disruption ===== | ||
| - | Cognitive disruption means that the character has created a sort of block in the neural pathways of an opponent to prevent the brain from controlling motor functions or thinking clearly. This can take many forms with more dangerous functionality requiring a higher degree of skill. | ||
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| - | First Degree: Prevent an opponent from one conscious activity like speaking, moving an appendage, or breathing. (Once a character is unconscious, | ||
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| - | Second Degree: Same as first degree, but on two conscious activities, including two appendage OR reduce cognitive thought processes by 20 IQ points. | ||
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| - | Third Degree: Same as first degree, but on any and all conscious activities OR reduce cognitive thought processes by 40 IQ points. | ||
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| - | Fourth Degree: Short term memory loss OR reduce cognitive thought processes by 60 IQ points. | ||
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| - | Fifth Degree: Affect subconscious brain processes OR reduce cognitive thought processes by 80 IQ points. | ||
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| - | Sixth Degree: Affecting automatic organ functions such as heartbeat, pain receptors, bladder, and other internal systems OR reduce cognitive thought process by 100 IQ points. | ||
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| - | A successful Win-Loss dice roll vs Cognitive Defense is required to be effective. The opponent receives a bonus of two if the action would cause harm to them, four if there' | ||
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| - | ===== Domination ===== | ||
| - | Unlike sensory and cognitive disruptions, | ||
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| - | If an action is so against the will of the opponent being dominated (such as putting themselves or an ally in mortal danger), the opponent receive a bonus of two or four dice to battle against it (depending on how much in opposition an opponent' | ||
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| - | ===== Psionic Attack ===== | ||
| - | Unlike most of these other attacks, psionic attacks actually causes real damage based on dice roll successes against cognitive defense. Like physical attacks, mental attacks reducing an opponent to zero hit points renders them unconscious. | ||
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| - | This can also be performed as a defensive action against opponents trying to use a cognitive mental attack on the character, including telepathy, cognitive domination, or even a psionic attack, but excluding illusions. In this case, all cognitive defense successes result in one point of physical damage against the attacker. | ||
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| - | ===== Sensory Disruptions ===== | ||
| - | Sensory disruptions are magical, technological, | ||
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| - | A successful Win-Loss dice roll vs Cognitive Defense is required to be effective. | ||
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| - | An affected opponent will remain affected for as long as the illusion is maintained (passive action) and the opponent doesn’t try to actively disbelieve using their own action. If an opponent fails to actively disbelieve, the next attempt will be at two dice worse than the previous attempt. Attempts against multiple opponents are handled with one roll by the attacker which is compared against each of the rolls of the defenders individually. | ||
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| - | Sensory disruptions are commonly used in conjunction with each other to cumulative effect as shown in the example below: | ||
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| - | Example: Mab the Mentalist is first degree in sight, auditory, and olfactory disruption. If she creates an illusion with all of those components, she would roll eight dice, “two for trying”, two for sight, two for auditory, and two for olfactory components. | ||
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| - | ==== Auditory Disruption ==== | ||
| - | Auditory disruption can be used to create auditory illusions, deafness, or to make a person think they hear one thing when they’ve heard another. Pranksters often use this effect to cause mischief or even anger between otherwise friends. Races reliant on echolocation are severely affected. | ||
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| - | ==== Olfactory Disruption ==== | ||
| - | Olfactory disruption includes creating taste and/or smell illusions or effectively creating a loss in the sense of smell or taste. | ||
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| - | ==== Tactile Disruption ==== | ||
| - | Tactile disruption includes touch illusions and loss of sense of touch. | ||
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| - | ==== Visual Disruption ==== | ||
| - | Sight disruption can be used to create optical illusions, invisibility, | ||
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| - | ===== Telepathy ===== | ||
| - | Telepathy may not, at first glance, seem like a mental attack, but it includes both the ability to read thoughts as well as the ability to project thoughts into the mind of another. If the subject is willing, this can be done without a roll. If they struggle against the intrusion, the telepathy requires a Win-Loss roll. | ||
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cognitive_attacks.1566668705.txt.gz · Last modified: by dungeonmaster
