QuickSmasherEXE
To go over a few things, there is a Talent called Combat Luck. Each level you purchase gives you 3 PD 3 ED Resistant damage resistance at the cost of 6 points. What it represents is the ability for you to 'dodge out of the way just enough' to avoid taking full damage. It is just a special effect of the Talent, and it only works if you are mobile enough to try and maneuver a bit. If you are tied up or otherwise restrained, it wont work. You can purchase multiple levels of Combat Luck, and in my opinion, that would be a perfect fit for your character.
As far as Mental attacks go, you have two different types of damage that is being done to you: Straight Mental Blast, and the other ones like Mind Control, Telepathy, Mind Scan, and Mental Illusions. Mind Blast is not affected by your Ego stat. You can have an Ego of 50 and still get zotzed hard by a Mind Blast because you lack any Mental Defense. Since Mental Defense is so rare, Mind Blast is a more expensive attack power than the regular Blast that effects the physical body.
Lets look at Dreamy for a moment. She has a 6d6 Mind Blast, and lets say for this example she rolls a total of 20 damage before defenses. If you have no Mental Defense, all that goes straight to Stun and your Ego has no bearing on it at all. Even a little bit of Mental Defense of 10 or 15 points can make a real difference here.
Now we look at the other mental attacks. Lets say that Dreamy has a Mental Illusion (she doesn't, but for this example we'll fudge that a bit) of 15d6, the maximum allowed at this point. Lets also say she rolls a total of 50 on her 'damage' roll. This is where your high Ego comes into play. For the powers of Mind Control, Telepathy and such, they have to do sufficient 'damage' above your Ego to do what the mentalist wants. This damage is broken down into levels of: Over Ego, Ego +10, Ego +20, Ego +30 and beyond. Compared to an average Joe with a 10 Ego, Dreamy's roll of 50 is devastating. That hits at the Ego +30 range, and with a Mind Control of that level, she could make the Pope whip out his wanker and jerk off in front of the world on Easter Sunday and have it seem to him like it was his own idea.
This is a bit different for people of higher Ego. If you have a 20 Ego and 15 points of Mental Defense, that chops off 35 points from Dreamy's effect level and makes it much harder to make a person do what you want with a Mind Control.
Numbers like this are why mentalists are so scary. Everyone seems to forgo buying up their Ego, DMCV and Mental Defense, leaving them open for a mind attack. But consider this: Mentalists are very scarce. The odds of having to have a potent Mental Defense is low (but not zero), so on the average, if you were to put just a few points into some Mental Defense, say, 10 or 15 points, that will go a long ways to keep you from getting mind-screwed big time. At this stage of the game, I would leave the Mental Damage Reduction off, saving you some needed points to be able to afford some other powers.
Power Defense is another rare power, since Drains are also rather rare. Same goes for it as Mental Def; a little bit of even 5-10 points goes a long ways to keep you from getting nailed hard.
To go over a few things, there is a Talent called Combat Luck. Each level you purchase gives you 3 PD 3 ED Resistant damage resistance at the cost of 6 points. What it represents is the ability for you to 'dodge out of the way just enough' to avoid taking full damage. It is just a special effect of the Talent, and it only works if you are mobile enough to try and maneuver a bit. If you are tied up or otherwise restrained, it wont work. You can purchase multiple levels of Combat Luck, and in my opinion, that would be a perfect fit for your character.
As far as Mental attacks go, you have two different types of damage that is being done to you: Straight Mental Blast, and the other ones like Mind Control, Telepathy, Mind Scan, and Mental Illusions. Mind Blast is not affected by your Ego stat. You can have an Ego of 50 and still get zotzed hard by a Mind Blast because you lack any Mental Defense. Since Mental Defense is so rare, Mind Blast is a more expensive attack power than the regular Blast that effects the physical body.
Lets look at Dreamy for a moment. She has a 6d6 Mind Blast, and lets say for this example she rolls a total of 20 damage before defenses. If you have no Mental Defense, all that goes straight to Stun and your Ego has no bearing on it at all. Even a little bit of Mental Defense of 10 or 15 points can make a real difference here.
Now we look at the other mental attacks. Lets say that Dreamy has a Mental Illusion (she doesn't, but for this example we'll fudge that a bit) of 15d6, the maximum allowed at this point. Lets also say she rolls a total of 50 on her 'damage' roll. This is where your high Ego comes into play. For the powers of Mind Control, Telepathy and such, they have to do sufficient 'damage' above your Ego to do what the mentalist wants. This damage is broken down into levels of: Over Ego, Ego +10, Ego +20, Ego +30 and beyond. Compared to an average Joe with a 10 Ego, Dreamy's roll of 50 is devastating. That hits at the Ego +30 range, and with a Mind Control of that level, she could make the Pope whip out his wanker and jerk off in front of the world on Easter Sunday and have it seem to him like it was his own idea.
This is a bit different for people of higher Ego. If you have a 20 Ego and 15 points of Mental Defense, that chops off 35 points from Dreamy's effect level and makes it much harder to make a person do what you want with a Mind Control.
Numbers like this are why mentalists are so scary. Everyone seems to forgo buying up their Ego, DMCV and Mental Defense, leaving them open for a mind attack. But consider this: Mentalists are very scarce. The odds of having to have a potent Mental Defense is low (but not zero), so on the average, if you were to put just a few points into some Mental Defense, say, 10 or 15 points, that will go a long ways to keep you from getting mind-screwed big time. At this stage of the game, I would leave the Mental Damage Reduction off, saving you some needed points to be able to afford some other powers.
Power Defense is another rare power, since Drains are also rather rare. Same goes for it as Mental Def; a little bit of even 5-10 points goes a long ways to keep you from getting nailed hard.
It could also be bought with a Breakfall Skill roll required, saying if you make the roll, you successfully roll with the punch enough to be able to take the reduced damage. Just a thought. That would be a -1/2 Limitation, and save you some points.To break it down a bit, Dreamy's telekinetic shield has the limitation "requires a skill roll". It's a resistant protection power, but I was thinking of modifying the idea and give Miles a damage reduction power with the same limitation. In lore, it would take the form of a partial dodge or a block or something.
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