Mind Maraud - Phantom Operatives
The Mind Maraud is the title regarding the rules of in-game operations by the Phantom Operatives.
Rules
The sequence starts once the Operative successfully approaches their target (succeeding in a stealth skill check) and places the mask on the sleeping person (no check required)
Combining the potion and crystal, provided they are the right ones is represented as follows:
The potency of the potion is reflected in the number of dice. For example, a not very potent elixir will require two dice, whereas an extremely potent one may require up to eight.
The player then rolls that set number of dice, specifically d4s. How successful the information they get depends on how well the person rolls:
- Majority 2s - the information they find is usable, but not significant. This may be referring to a small thing they steal, a white lie they have told and, in general, things that may sting but have very little impact. Still useful though.
- Majority 3s - the memory they see is exploitable - obviously of value to the target.
- Majority 4s - a goldmine of exploitation. This information is damning and of significant value to the target.
You may re-roll dice though! The instance of re-rolling a dice is called a Do-over. How many Do-overs you have and under what circumstances depends and goes as follows:
- 1 for every +2 bonus on Dexterity and Intelligence (For example, a +4 Dex and a +3 Int means that the person can re-roll 3 dice, 2 for Dexterity and 1 for Intelligence)
- 1 for a proficiency with Alchemist's supplies or Jeweler's tools (If you have a proficiency with both, you may re-roll 2 dice)
- 1 for a proficiency in both Arcana and Sleight of hand (only in combination)
Speaking of risk, you can choose to burn three do-overs in an Adjustment round to re-roll all the dice.
However, you may only do this if the number of 1s doesn't go over the number of do-overs you have.
Failure
Once you fail to mix the potion with the crystal properly, the vapors that leave the bottle are no longer safe and will harm the target. To prevent danger and death for the sleeping person, you now have the following options:Healing
You can spend two healing spells in succession of a 2nd level or higher. This is the safest option and will allow you to leave, not with any information but at least with no suspicion.Last Aid
If you cannot cast, you can instead attempt to help the target in a different way. By using your skills, you can try to diffuse the dangerous situation as best as you can. Last Aid has, at the start, a 15% chance of success. You roll a percentile dice to see if you can roll lower than that. The Last Aid percentage rises by:- The base number of the skills you have a saving throw proficiency with
- Your Dex and Int bonus
- 10 if you have a proficiency in Medicine
- 10 if you have a proficiency in Slight of hand
- 5 if you have a proficiency with the Poisoner's kit
- If you roll over the limit by a small amount (1-5), the target will wake up and though harmed, will be able to get themselves treatment.
- If you roll over the limit by a notable amount (6-20), the target will wake up in significant pain and will require medical treatment by a professional.
- If you roll over the limit significantly (21+), the target will die.