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.
However, if there is even a single 1 at the end of the sequence, the operation fails.
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)
You can then gradually burn those do-overs in three rounds of Adjustments. You do not get your do-overs back after an Adjustment round.   Though you will most often re-roll to get rid of 1s, you may re-roll any dice that you want. Essentially, if you desire a better outcome, you might be willing to risk failure as a result.
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
The lower you roll, the better the outcome will be for you. If you roll too close to the limit, the target will still be harmed, though not in a life threatening way, and will wake up.  
  • 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.
  Moreover, if the procedure you are doing includes a Memory-wiping potion, the starting point for the percentage is -15%.   A handy dandy "How well-equipped are you?" leaflet is provided by the Phantom Operatives - we suggest you take a look and fill it in yourself!  

Example

    Tina is on a mission as a Specter in the Phantom Operatives. She approaches her target and initiates the minigame. For this example, Tina's Mind Maraud sheet looks like this:  

D4 Sequence

  Tina has a potion with a potency of four, so she rolls four d4s.   She gets a three, a two and two ones.  

  Tina has a Dexterity bonus of +4 and an Intelligence bonus of +3, as well as a proficiency with Jeweler's tools - she gets 4 do-overs in total   The first Adjustment round, she burns two do-overs to re-roll her 1s. She rolls a 2 and a 1.  

  For the second Adjustment round, she burns one do-over to re-roll the 1. Unfortunately, for this demonstration, she will roll a 1 again.  

  For the third Adjustment round, she does the same thing, now out of do-overs and on her last round anyway. Sadly for Tina, the dice gods hate her for this example, so she rolls a 1 yet again.  

  Tina has failed the sequence and must therefore attempt to aid her target as they start to feel sharp pain.  

Last aid

  She chooses the Last aid, for Tina isn't a mage and cannot heal via magic. Therefore, she must first find out how high her percentage rises from the initial 15% - Tina is a Specter and therefore doesn't have access to Memory-wiping potions.   Tina is a Rogue, so she has a proficiency in Dexterity and Intelligence. Her Dex base score is 18 and her Int score is 17. She adds that to her percentage   Tina also has a +4 and a +3 to her Dex and Int as bonuses, so she adds that as well.   Finally, Tina is proficient in both Medicine and Sleight of hand, so she adds 10 for each.   15+18+17+4+3+10+10=77% - that means that Tina has to roll a number lower than 77.   Tina finally rolls her percentile dice (the two funky d10s) and rolls 54%. That means that she does a good job diffusing her situation and though she didn't succeed in memory collecting, she did succeed in getting away unnoticed!   Good job, Tina!
If Tina wanted to, she could have burned three of her do-overs on the first Adjustment round, though that would mean she couldn't roll more that one 1 on her four d4s - risky!   If Tina were a mage, she could have also used up two spell slots of at least second level to ensure no harm comes to the target.   Finally, if Tina was a Phantom and used a Memory-wiping potion at the start, the percentage she would have to roll under would actually be 47%. That means a 54 would have been a failure.