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PRESENCE & REPUTATION
GamemasterDate: Friday, 2011-Mar-18, 7:08 PM | Message # 1
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PRESENCE:

If you are capable of taking Free actions [ie not Stunned, etc.] and the target can perceive you, you can use Presence as a Reaction to counter Deception or Intimidation used on another Target. You can also use Persuade to do so as a Standard action, or as a Move action at -5. The DC to counter is the Deception/Intimidation roll result.

Example: Vandal Savage is using Intimidate against the Flash, who is not having a good day. Savage rolls a 24 total against Flash's 14 - Flash is Demoralized (-2). Wonder Woman sees this and yells "Flash! Snap out of it!" Her Presence is 6 - she rolls a 19 for a total of 25! Flash's shakes off Savage's influence.

REPUTATION:

Character interaction checks are modified by the general populace's attitude toward them (See Attitudes chart, under the Persuasion skill in the Main rules). Usually, the general populace starts out with an indifferent attitude toward beginning pc's, and this attitude can be adjusted over time according to the deeds that the heroes perform.

The penalties/bonuses to interaction checks, based on the general populace's attitude are as follows:

Hostile -5 circumstance penalty
Unfavorable -2 circumstance penalty
Indifferent no circumstance penalty
Favorable +2 circumstance penalty
Helpful +5 circumstance penalty

Whenever heroes do something noteworthy, they may improve their reputation with a DC 15 Presence check. One degree of success raises the populace opinion by one level, while 3 levels of success raise the populace opinion by 2 levels. 2 degrees or more of failure lowers the opinion (the hero comes off as a showoff, braggart, etc.) by 1 (to a minimum of hostile). Modifiers to this check may also be applied based on roleplaying and on the significance of the actions that the hero performs.

An enemy can attack a character's reputation by making an appropriate skill check against a difficulty based on the target's current reputation + the target's Presence rank. The difficulties are as follows:

Unfavorable: DC: 10 + Target Presence
Indifferent: DC: 15 + Target Presence
Favorable: DC: 20 + Target Presence
Helpful: DC: 25 + Target Presence

1 Success decreases the target's reputation by 1 level, while 3 or more degrees of success decrease it by 2 levels. 2 or more Degrees of failure decrease the attackers own reputation by 1 level.

A variety of skills might be used to make this attack, depending on the situation. So, for example, J. Jonah Jameson writes a series of News Articles attacking Spiderman. He uses Expertise: Writing. A few more examples: Persuasion (Delivering Speeches), Expertise: Streetwise: (Spreading rumors on the street), Deception (Deliberately misrepresenting facts to turn public opinion)

Opposed interaction rolls are used when a character has the opportunity to defend against a reputation attack (like during a debate, or in a courtroom setting). Player characters who are arrested make rolls to prove their innocence against the prosecutor's opposed skill checks. (Expertese: Law, Persuasion, or Deception skils could all apply here) The character's defense lawyer, and witnesses (on both sides) can perform Aid actions to assist their appropriate sides in the trial. The GM may also assign modifiers based on the amount of evidence (or lack therof), the strength of the opposing arguments, and on how well the scene is roleplayed. If a player plays a prosecutor or defense attorney, they can make rolls to convince the jury, Aided by the characters on their side of the argument.

 
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