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cognitive_attacks

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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic

Cognitive Attacks

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.

Skill Non-Proficient? Dice Type Effect in a Nutshell Mana?
Clairvoyance / Clairaudience No Standard Win-Loss Roll, Standard Skill Check View and/or listen to a known person or area Per degree
Cognitive Disruption No Standard Win-Loss Roll Hold, feeblemind, loss of immediate memory; effects vary Per Defense Success
Domination No Standard Win-Loss Roll Obey understood commands; defensive dice increase as commands become more abhorrent Per Defense Success
Psionic Attack No Standard Damage Roll Mental damage; retributive defense vs mental attacks Per Defense Success
Auditory Illusions No Standard Win-Loss Roll Auditory illusions (e.g. voices, sounds) with range, area of effect, and duration based on level Per max degree of all sensory disruptions
Olfactory Illusions No Standard Win-Loss Roll Create illusions to smell and taste with range, area of effect, and duration based on degree Per max degree of all sensory disruptions
Tactile Illusions No Standard Win-Loss Roll Illusions to the sense of touch with range, area of effect, and duration based on degree Per max degree of all sensory disruptions
Optical Illusions No Standard Win-Loss Roll Optical illusions affect the visual senses Per max degree of all sensory disruptions
Telepathy No Standard Win-Loss Roll Project thoughts as well as read the thoughts of others; win-loss roll if unwanted No

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.

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.

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.

First Degree: Prevent an opponent from one conscious activity like speaking, moving an appendage, or breathing. (Once a character is unconscious, they would start breathing normally because this ceases to be a conscious function anymore and become an automatic organ function.)

Second Degree: Same as first degree, but on two conscious activities, including two appendage OR reduce cognitive thought processes by 20 IQ points.

Third Degree: Same as first degree, but on any and all conscious activities OR reduce cognitive thought processes by 40 IQ points.

Fourth Degree: Reduce cognitive thought processes by 60 IQ points.

Fifth Degree: Affect subconscious brain processes OR reduce cognitive thought processes by 80 IQ points.

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.

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's a good chance it would kill them.

Domination

Unlike sensory and cognitive disruptions, domination doesn’t just block a neural pathway. It effectively sends signals telling an opponent to do things it wasn’t planning on doing. There are many classes of cognitive domination from making a different choice or just not doing something they had fully intended to do to actually doing something they rarely or never would have done, whether that be based on morality or other reasons.

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's mind might be) and requires at least third degree skill. Maintaining control of an outright unwilling opponent requires a successful non-combat action to maintain it (rather than simply a passive action).

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.

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.

Sensory Disruptions

Sensory disruptions are magical, technological, or other means of modifying or interrupting the normal flow of sensory signals to the brain of the affected creature. Among other things, this is used most often to create illusions to the eyes, ears, nose, taste buds, and skin by altering the way the brain of the opponent processes those functions. These can be especially effective on races who depend largely on the sense being affected.

A successful Win-Loss dice roll vs Cognitive Defense is required to be effective.

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.

Sensory disruptions are commonly used in conjunction with each other to cumulative effect as shown in the example below:

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.

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.

Olfactory Disruption

Olfactory disruption includes creating taste and/or smell illusions or effectively creating a loss in the sense of smell or taste.

Tactile Disruption

Tactile disruption includes touch illusions and loss of sense of touch.

Visual Disruption

Sight disruption can be used to create optical illusions, invisibility, blindness, dreams, etc.

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.

cognitive_attacks.1566668628.txt.gz · Last modified: by dungeonmaster