Difference between revisions of "MPNP Deception"

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For either approach, [[MPNP Flourish|Flourish]] is vital, as it will be providing the bulk of your score. Attempting to sneak somewhere requires that your destination be either within clear visual distance(E.G. attempting to sneak through that room full of guards, across that valley full of soldiers, etc), or a location you have previously been to/are otherwise aware of(E.G. attempt to sneak out of this castle, attempt to sneak into this library, etc).  
 
For either approach, [[MPNP Flourish|Flourish]] is vital, as it will be providing the bulk of your score. Attempting to sneak somewhere requires that your destination be either within clear visual distance(E.G. attempting to sneak through that room full of guards, across that valley full of soldiers, etc), or a location you have previously been to/are otherwise aware of(E.G. attempt to sneak out of this castle, attempt to sneak into this library, etc).  
  
The GM will determine the requirement for the sneak attempt and the outcome of a check-failure. The Formula is: Unbuffed DEX + Unbuffed Speed times Perception plus Flourish. As you can see, a high Perception is of value here.
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The GM will determine the requirement for the sneak attempt and the outcome of a check-failure. The Formula is: DEX + Speed x (Perception plus Flourish). As you can see, a high Perception is of value here.
  
 
[[Category:Mage Wars RPG]]
 
[[Category:Mage Wars RPG]]

Revision as of 18:08, 19 October 2015

Deception is an ability all characters in the pen and paper game have, and is based on the Charisma skill as well as various stats. The rules for Deception are based around manipulating NPCs, and thus is not used in the MMO ruleset.

All deception checks require that the player execute a flourish. Deception falls into three basic categories:

  • Bluff: Bluffing, lying, generally deceiving your opponent. A Bluff Check is made by adding Charisma + Intelligence, multiplied by the buffed Intelligence Modifier, plus the Flourish Roll. If the resulting number is high enough, the Bluff is successful.
  • Intimidate: Intimidating, scaring, or otherwise menacing. An Intimidate Check involves Charisma, Strength and Intelligence. The formula is Charisma times buffed strength modifier plus buffed intelligence modifier, plus the Flourish Roll, of course.
  • Hide: the art of remaining hidden. Moving while hidden is actually covered under a completely different check. Hide involves chiefly dexterity, but unlike the other deception-checks, uses Perception instead of Charisma(Perception to better tell which parts of you might be showing). The Hide-check is also used when a player character is attempting to keep something on their person from being found. A Hide Check is made by adding Perception + Dexterity, multiplied by the buffed Dexterity Modifier, plus the Flourish Roll.

Sneak

Sneak is a more challenging subset of Deception. Remaining hidden while stationary moving about unseen is another dicipline entirely. Players may approach Sneaking in one of two ways: they can attempt to move normally, executing a hide-check each time detection seems eminent; or select a specific destination and attempt a complete Sneak.

For either approach, Flourish is vital, as it will be providing the bulk of your score. Attempting to sneak somewhere requires that your destination be either within clear visual distance(E.G. attempting to sneak through that room full of guards, across that valley full of soldiers, etc), or a location you have previously been to/are otherwise aware of(E.G. attempt to sneak out of this castle, attempt to sneak into this library, etc).

The GM will determine the requirement for the sneak attempt and the outcome of a check-failure. The Formula is: DEX + Speed x (Perception plus Flourish). As you can see, a high Perception is of value here.