Saturday, August 27, 2022

Call of Cthulhu - The Behavior of Mythos Creatures Or How Mi-Go Fly


I just watched this amazing video on how insects take off in slow motion, slowed down to 200 times normal speed.

It led me to think about how Mythos creatures should move or act.

Most of the insects with a hard carapace that protects the wings lift their middle legs to get them out of the way when they deploy their wings. Then they flap their wings and lift off. My favorite is the Weevil which does a 3-point stance before lifting off, akin to an American football player's stance or a superhero landing.

What does this have to do with Mi-Go?

I think Mi-Go must do something similar before flying: lifting their middle legs, deploying their wings, then going into a 3-point stance, then flapping their wings to take off.

What does this have to do with gaming? Verisimilitude. It lets you add some small details to make your creatures more realistic. It helps you describe how a creature moves before it acts. What could be more cool than to see a Mi-Go go into a superhero stance right before it leaps into the air as it chases you?

Do Hounds of Tindalos lope like a wolf or run like a cheetah?

Here's a Cheetah video. What's amazing is that the legs are a blur and its face is completely steady like on a steadicam video rig.

I'd like to think that a Hound of Tindalos moves like a cheetah. Its body is a blur of polygons shifting and moving, but its face, made of triangles and sharp edges is in perfect focus with parts of its face breaking up into multiple polygons which reform into other polygons, teeth morphing into jagged polyhedrals.

How does a Formless Spawn move?

Here's an Amoeba video. Another capturing its prey.

I'd assume the Formless Spawn is much faster with its 12 Movement. It basically overruns you and engulfs you with its body (Build 3), then it crushes you until you pop in order to sop up your juices.

So, those are my thoughts on modeling Mythos Creatures on real life animals for verisimilitude.

Wednesday, August 10, 2022

Achtung! Cthulhu 2d20 - Review




I just played A Quick Trip to France, the Achtung! Cthulhu Quickstart adventure. 

There were two competing WW2 Cthulhu RPGs: Achtung! Cthulhu and World War Cthulhu (now out of print, but it's in Chaosium's queue for a new edition).

Achtung! Cthulhu (A!C) is pulp action with the Nazis using Cthulhu magic to further their aims in the war. In World War Cthulhu, WW2 is the setting and the PCs are assigned to a special section of British Intelligence tasked to fight the Mythos. I always liked spies and a more gritty WW2 game, so I preferred World War Cthulhu. That said, if you wanted to shoot lots of Nazis and especially Nazis with a Cthulhu taint, then Achtung! Cthulhu is what you want to play. Think Sgt. Fury and His Howling Commandos.

This new edition of Achtung! Cthulhu uses the Modiphius 2d20 system, the same system used for Conan, Star Trek Adventures, and Dune. The 2d20 system is designed for pulpy cinematic action, so it's a good match for Achtung! Cthulhu.

If you are looking for a simulationist version of WW2, then this would disappoint you. In real life, war is really a contest of attrition and resources. The side with more people, weapons, and supplies wins. People are expendable resources. In OSR games, where PCs have few hit points and can be killed easily, one lucky bullet and you buy the farm or a ticket to the field hospital. In those games, PCs need to work smart to stay alive.  So, you do as much possible to reduce risk and work the terrain and situation to your advantage.

In real life, marines carried on average 117 pounds of equipment (75 lbs in WW2, a M1 rifle is about 12 lbs). Weapons, ammo, food, and their full kit. In Achtung! Cthulhu, PCs can carry 1 Major item (rifle) and 3 Minor items (pistol, knife, grenades) before they become encumbered. If you have a Brawn bonus you can carry 1-3 more Minor items. 1 Major items = 3 Minor items. You may decide to be Encumbered and carry either 1 more Major item or 3 Minor items. When Encumbered, you can't run and various test difficulties are increased by 1. This isn't realistic, but in the world of Sgt. Fury, this matches the comic books. They run into combat with a major weapon and secondary weapon and that's it. No backpack filled with rations or a water canteen.

In the QuickStart, I played Corporal Sarah Walker, an Aussie with a dog and Boomerang (her signature weapon). My issue was that her one Boomerang was a Minor item and if she had a normal Brawn, her pistol, trench knife, and ammo belt (each a Minor item) would already encumber her. There's no room for an entrenching tool, canteen, or food. Luckily her Brawn allowed her two more Minor items. I decided I wanted a flashlight (Minor item). Carry anything else and she can't even move (I exaggerate here, but I think you get what I mean). Her Boomerang doesn't return if it hits and if it is thrown as a Salvo (for Stun), it doesn't return if it misses.

The really weird thing is that her Boomerang (range Medium) has a longer effective range than her Thompson Machine Gun (range Close Quarters). So, if the target is in the same zone as her, the Thompson is better, but if the target is one zone away, the Boomerang is better. In real life, a Thompson Machine Gun has an effective range of 164 yards. A boomerang 44 yards.

I wanted grenades, but that would have encumbered me. WTF? In real life, soldiers carried at least 2 and sometimes 2 dozen, depending on where they're going. I also asked about an entrenching shovel, which is standard equipment for digging foxholes and burying your sh*t. That also would encumber me. Now, this is starting to be really annoying.

When we found lanterns (Minor item), any PC picking one up risked being encumbered. More annoyance. Taking enemy weapons (Major item), more encumbrance. 

My PC had the Sharpshooter Talent. My first bonus die was free if I used a ranged attack and aimed. It also gained a Piercing effect +1. And the normal Aim minor action allows you to reroll any single die. Now, the stupid Thompson Machine Guns are Inaccurate (you can't aim with them). But the Germans used MP40s which have the exact same stats as the Thompson except you can Aim with them and they're Reliable (first Complication with the weapon is ignored). So, I immediately changed weapons with a dead German. Not only that, German and Allied weapons make a different sound when fired. So, when you're behind enemy lines, it's preferable to use a German weapon. There's a chance someone might think it's just an accidental discharge or friendly fire vs enemy action. Also behind enemy lines, there's lots of German ammo lying around (usually found on dead Germans).

During combat, I found the Range of the firearms very limiting and unrealistic. In our final encounter. We entered a large room consisting of 3 Zones: two Zones for the large room and a final Zone for the dais where the bad guys were performing a ritual. To shoot them, we would have to enter the room (if we didn't, firing would cross 3 Zones and be impossible) and fire at Long Range to hit the cultists. Considering the Thompson (and MP40) are Close Quarter weapons, it meant that we needed 3 successes to hit anybody on the dais. Since you start with 2d20 without any bonuses, it's unlikely you can hit anyone. And if you do a Salvo, which is to empty your clip, you only gain the Stun effect. It doesn't increase your chance to hit. We wound up moving 2 Zones before we were combat effective. This is crazy bad. The combat turned out to be more like Conan than WW2. We were mostly toe-to-toe with the bad guys in the same or adjacent Zone, firing guns. It wasn't very realistic, but more cinematic.

Another thing is that the PCs have Truths. If applicable they reduce (or increase) the difficulty of a skill check by one. e.g. Give an automatic success (or require an extra success). If your PC had Army as a Background, you could pick Paratrooper, Trained Marksman, or Deadly Commando as a Truth. Well, my PC had Deadly Commando as a Truth, so when I asked if it applied to Stealth or Combat, the GM decided it was too broad, affecting almost all of my combat die rolls, and decided no. It only applied to sneaking into an enemy camp, in darkness, and garroting an enemy. Basically making the Truth worthless in most cases. After trying to use the Truth (asking the GM if it applied) a few times and failing, I stopped asking. My feeling is that if this was overly broad, why did they list it as the 3 choices in character creation? I then went to the Modiphius forum and found an answer. Truths are only supposed to be used rarely, in clutch situations where success and failure are important. The Truth should also be invoked with some creativity.

An aspect of Fortune points got nerfed compared to Conan and Star Trek Adventures. Instead of adding an extra die set to a 1, you must set one of your dice to a 1 before you roll the rest of your dice. In Conan and Star Trek Adventures, using a Fortune point is like gaining 2 extra successes, but in A!C, you lose one of your dice which makes a big difference.

Now, for the good stuff. I really like how they did magic.

One of our PCs was Sven Nilsen, a Runeweaver. In CoC, Odens sometimes help humans against the Great Old Ones. So, Sven has spells to call on Thor to smite the Black Sun German cultists seemed spot on. Seeing Germans get hit by lightning is pretty cool. What's even more ironic is that the Third Reich leaned heavily on old Norse Mythology and iconography. And having Thor be like up your ass is like having your own Gods punish you for being bad.

Since PCs and NPCs use magic, the magic system works really well. Spells cost stress to cast, so the question is just whether you are healthy enough to do the deed or whether you're willing to hurt yourself to cast a necessary spell.

In our game, the bad guys were casting a ritual. They were held to the same rules as the PCs. To complete their massive ritual, it was an extended test where they had to get multiple successes. If they had too many Complications, then their ritual would fail. We got lucky, on the last round of casting their ritual, if the bad guys succeeded, they would have summoned something horrible (impossible for us to kill), but they got two Complications on that last casting roll, and what they summoned wasn't too happy (he must have called the Old One with the wrong name, you know how annoyed people get with a wrong number phone call or when someone tries to sell you an extension on your car warranty) and grabbed the summoner and dragged him elsewhere. ðŸ™‚

I found this spell mechanic much more interesting than CoC's. In CoC, PCs generally don't cast spells and bad guys only have to make one die roll to succeed, so PCs try to disrupt the ritual by killing the caster or messing up the intricate ritual (damaging the ritual circle, damaging spell components, freeing the human sacrifices). To make the PCs's task harder, the ritual caster generally has cultist mooks and some sort of magical barrier. And that generally is about it for CoC. But in Achtung! Cthulhu, the Complication level goes up for the spell caster as the PCs do their shenanigans, thus having a clear mechanical affect on the caster's die roll vs the GM having to guestimate whether what the PCs did had any effect on the ritual.

The sanity mechanic in Achtung! Cthulhu is pretty much weak sauce. You just make mental stress tests, damage affects the Stress track (mental and physical stress is not differentiated on the track, stress is stress). If it's horrible enough, you get a mental injury / scar. But since this game is pulpy action, it's no fun if your PCs wind up going crazy and running away, so this generally won't happen. This is not CoC.

During combat, Sven did an all-in-spell casting to smite the Black Sun leader, but the backlash from casting the spell Injured him and would have killed him except, our Born Leader, Captain James Swann, gave Sven a Fortune point to Avoid Defeat (Sven had used his last Fortune point to help cast the spell).

So, Achtung! Cthulhu works for pulpy cinematic games where you jump into a room full of Nazis and open fire with a submachine gun or punch them, carry only the clothes on your back and a few trusty weapons, and death only happens to NPCs.




p.s. I found out that the Achtung! Cthulhu Quickstart - 15th Feb 2021 Final.pdf (as of 8/11/2022) has rules that are different from the published Player's Guide. The Player's Guide rules supersede whatever rules are in the QS.

Core book differences (there may be others, but these are the ones I noticed):
  • Helmets do not give any armor benefits (QS gave a +1 Armor). 
  • Thompson Machine Gun: Salvo: Stun (instead of Area); Qualities: Inaccurate (only, no Stun).
  • Fortitude is a focus under Resilience (not Survival).
  • One Fortune point may be spent per skill test or combat round (not per Scene).



p.s.s. I'm playing Operation Vanguard. GM is running it Rules As Written (RAW).

Sneaking around is a long series of stealth tests. Initially, I thought it would be a good way to improve our Momentum Pool, but having 4 PCs sneak around always lead to failure on multiple occasions and using up our Momentum especially if you need to make a long series of tests. But so far, it doesn't seem to lead to much in consequences. So, why make us do so many tests?

There's also no group stealth roll (one die roll for the whole group), unless you can use the Assisting Other Characters rule. But that doesn't seem to be the case.

This also leads me to think that the scenario is poorly designed. It might be better to have escalating random encounter tables based on the number of failures. There should be consequences for failure, but not so serious you wipe out the commando group.

Combat takes forever and is a slog. In one combat, we took 4 sessions x 4 hrs = 16 hours for one long extended fight. This one combat showed me how unrealistic and boring combat is with A!C. PCs took multiple bullet hits. Nazis took multiple bullet hits, even Mooks. It just made for very long, boring fire fights. Part of it is waiting for the GM to tell us our Difficulty Number.

The limits on Encumbrance also came up as very unrealistic. Pickup one grenade or pistol (over your 1 major item [a rifle] and 3 minor items [ammo belt with 3 reloads, a knife, and first aid kit]) and you can't Rush. And if you try to Rush and fail your die roll, you can't move (or after some complaints to the GM, you can only go as far as just using your Minor Movement Action). And if you're Encumbered, it's harder to Move (difficulty level increased by 1) which includes Stealth. So, if you're a commando group behind enemy lines and if you take a realistic full kit, you can't move and can't be sneaky. Our commando group didn't have any grenades because of the encumbrance rules, we decided to bring rations with us instead.

Weapon ranges are crazy an unrealistic. I made a character with a Longbow. Its effective range is Long. A rifle or machine gun's effective range is Medium. Using a machine gun in Salvo mode (using a clip of ammo) does not increase the chance to hit, but just allows you to hit additional targets (Area). At one point, I was using a mounted canon. Its range was Medium. There is no distinction in ranges between artillery and small arms. So, my Longbow can shoot further than the canon (or a .50 caliber machine gun whose range is also Medium).

Truths are broken. I took the Truth Army: Trained Marksman. Because this seemed to apply to most shooting situations, the GM thought it was too powerful and too generic, so decided it almost never applied. If it's too generic, then why hardbake it into the rules of character creation? And if you're supposed to limit its usefulness, then why have it at all? And why are the example Truths so broad? If the intention is to only apply in "clutch" situations, then why not call it: "Once on a blue moon, I'm a lucky shot." Or limit its use to only once per game or session? Why not just throw away the Truths and just use Fortune points? Or say you can only use a Truth with a Fortune point, it's a triple success?

The scenario took 8 sessions. I gained 15 XP from GM Threat spends of 3 or more (otherwise he couldn't hit my PC). And at least 15 XP from failing a skill test when at least 1 bonus d20 is purchased. 2 to 4 XP for most heroic per session (we forgot to count this) = min of 16 XP. 4 XP is awarded for achieving a main mission objective. So, if my PC survived, he would have gotten at least 50 XP. It takes 10 XP to Improve an attribute, Skill, or add a Focus or Talent. If this is the standard pace for XP awards, then it wouldn't take too many scenarios before he turns into Captain America.

My PC spent 3 Fortune points to stay alive, but kept on getting shot and died each time he got up and tried to do something. Spending the Fortune point allows you to take another Injury, but doesn't remove any Stress, so any new damage would cause another Injury and Death, unless you spend a Fortune point. So, spending Fortune points to stay alive only works if you play dead and wait until the end of the scene, so you can recover all your Stress.

Overall, I would never run A!C RAW. It's too crunchy for a pulp game, slowing every action to a crawl, and it's too restrictive. A pulpy game needs to be fast paced and loose. There are major mismatches between the system implementation and its premise.

Monday, August 08, 2022

Call of Cthulhu 7th Edition - Luck

 


"If it weren't for bad luck, I'd have no luck at all."

Buck Owens & Roy Clark
Gloom, Despair and Agony On Me
From the TV Show "Hee-Haw" (1969 -1992)

In Call of Cthulhu (CoC) 7th Edition, one of the best Optional rules is Spending Luck. See Keeper Rulebook p.99, Optional Rules, Spending Luck.

I allow Luck spends in Campaigns and one-shots and even in combat.

At first I was cautious, thinking this would reduce too much risk for the Players and make the game too easy or less exciting. If you can use Luck to save your bacon, then where is the threat and thrill of escaping a tight situation by the skin of your teeth?

I started by running Horror on the Orient Express, but decided you couldn't Recover Luck. See Keeper Rulebook p.99, Recovering Luck. But soon, the PCs were down to single digit Luck and were grousing about their low luck. So, I relented and allowed Luck Recovery. Even funnier was when I was requiring Group Luck rolls (Group Luck is where the PC with the Lowest Luck rolls for the whole group) to see if a specific NPC was available to be interviewed and one PC had 8 Luck and the PCs wanted to leave that PC out so their group Luck would be higher. I immediately vetoed that because that meant that they would leave the PC out of critical scenes and I thought that wouldn't be fair to the Player. So, I decided group Luck was spooky at a distance. You cannot leave someone out of a scene to have a better Group Luck. That bad luck is like a loadstone, it affects everyone in their group even if the bad luck PC is sitting alone in a hotel room and everyone else is out investigating. I told them jokingly that their only solution was to murder that PC since the replacement PC would have higher luck.

I was still worried that Luck would make one-shots too easy. I then played in Pandora's Box run by Mike Mason. He said I could spend luck, except in the 3rd act. e.g. the big fight/encounter at the end of most scenarios. The game turned out fine. In retrospect, getting clues isn't a game breaker for CoC. In Trail of Cthulhu (ToC) clues are given out freely; it's the interpretation of the clues that is hard. This also applies to CoC.

Is handing out clues bad? No. Clues are there because they're there to be found. If not, the clues shouldn't even be there. In one scenario, I noticed that everything was laid out for the PCs if they got an Extreme success. There was more of a mystery if they had gotten a Regular or Hard success. I argue that that was a badly written scenario. Don't put anything there unless you expect the PCs to uncover it. The only reason to hand the solution to them on a silver platter is that that wasn't the whole game because there's an additional treasure hunt for the required items or the simple instructions aren't simple to execute.

Anyway, after playing in Pandora's Box, I started allowing Luck Spends in one-shots, even during combat in the 3rd act. It has not changed the games very much. Finding clues and getting to the final act is where you want the PCs to wind up at anyway. Who wants to sit out a one-shot after getting killed early? Why hand out a replacement character when you don't have to? Players are generally less invested in the replacement character than their original.

For one-shots, the only issue is if the PCs have a high Luck score, there is no reason for a Player to conserve Luck and will spend it freely, making the finale sometimes less than exciting. In combat, they can make every combat roll an Extreme success. They can make sure their ritual succeeds by spending enough Luck. Some published scenarios tell the Players to roll their Luck score randomly as an ice breaker. Just due to random chance, someone might have too much Luck. I would limit the amount of Luck pre-gens have for a one-shot to something between 40-60 points. If the PC is an academic, allow more points (60 pts) since they'll mostly use them for uncovering clues. If a combat character, less points (40 Luck). If you just want to be fair, then just give every pre-gen PC 50 Luck.

I generally do individual Luck rolls to see who a creature attacks. The one with the worst roll result would get attacked. This seemed the most fair and I've seen a PC with 6 Luck make his Luck roll and a PC with a higher Luck fail and be attacked. This makes it more non-deterministic and does give the PC with bad luck a chance.

I ran 4 sessions of Crimson Carnivale at GenCon Online this weekend. In one game, I had 6 PCs face a creature and I didn't want to spend the time figuring out who was going to be attacked, so I used Mike Mason's method, the PC with the lowest Luck would be targeted. Once the surviving PCs fled, it started hunting the PCs down one at a time, from lowest Luck to the highest. This actually turned out great. The low luck PCs had a smaller chance of beating the creature, so they would die. It'll continue until it faced the last remaining PC. At the end, the final PC was able to kill the creature. "I alone was able to tell the tale." So, I recommend using this method for one-shots at a Convention game.

One issue I did run into is that with Luck spends, there are a lot fewer Pushes. See Keeper Rulebook p.84, Pushing the Roll. Pushes are a lot of fun. Now, the only time a PC pushes a roll is if they think the Luck spend is too costly or if they have a high skill score and the chance of failure is low.

In summary:
  1. Allow Luck Spends for campaigns and one-shots, and even during combat, even during the last act of a scenario*.
  2. For one-shots, limit the amount of Luck pre-gens start with. 50 Luck is a good rule of thumb.
  3. In a one-shot convention game, go with attacking the PC with the lowest luck, especially in a survival horror game.
*If you are unsure, I recommend making your own house rule just to see what works and tweak it based on your experience. Examples of house rules:
  • No Luck spends during combat.
  • No Luck spends during the 3rd act / finale.
  • Limit Luck spends to 20 points per skill check.
  • Limit Luck spends to 20% of your beginning of session Luck score per skill check. e.g. Luck score at start of session is 60. 20% is 12. You cannot spend more than 12 Luck per skill check.
  • Limit Luck spends to adjusting a skill check to one Difficulty Level only: Failure to Regular success. Regular to Hard success. Hard to Extreme success.
  • Limit Luck spends to adjusting a Failure to a Regular success only. Higher levels of success are not allowed.
Also remember Luck spends have limits to what they can change:
  • Luck can only alter your own die roll. Not someone else's.
  • A Pushed Roll cannot be changed with Luck.
  • Luck can only be spent on % die rolls and cannot be spent on SAN rolls or Luck rolls. i.e. Luck can only be spent on Skill rolls and Attribute tests (non-Sanity save throws).
  • Luck cannot be used to mitigate Criticals, Fumbles, and firearm Malfunctions. If someone Criticals you or you Fumble or suffer a Malfunction; that's bad luck and no amount of good luck can change it -- unless you're playing Pulp Cthulhu.
  • If you spent Luck to convert a Failure to a Success, no skill improvement check is earned. Also, you can't spend Luck during the Investigator Development Phase to improve your skill score.


Q (MH): Picking who the monster attacks. You said you used individual Luck rolls. What do you mean?

A (MH): I have everyone roll their Luck. I look for who Failed and by how many points. If a PC had 6 Luck and rolled a 26, he failed by 20 points. If another PC had Luck 80 and rolled an 81, he failed by 1 point. The monster would attack the person who failed by 20 points. This works more for online games where you can immediately see all the die rolls (and Luck scores). Optionally, if you don't want to do the math, you can just pick from all the PCs who Failed, the one with the lowest Luck score.

If everyone succeeded, then I'll look at everyone who had a Regular success (ignoring the PCs with Hard and Extreme successes) and do the same math, but pick the person with the slimer success margin. e.g. PC with 6 Luck rolled a 4, he succeeded with 2 point margin. PC with 80 Luck rolled a 79, he succeeded with a 1 point margin. PC who succeeded by 1 gets attacked. Optionally, if you don't want to do the math, you can just pick the PC with the lowest Luck score in this grouping.

If necessary, I'll repeat with Hard successes. Then move onto Extreme successes.



Q (MD): In Edge of Darkness, one of the pre-gens in the Starter Kit has a "satchel containing a small science kit". What's in it?

A (MH): Depends on the science, but I would put a small magnifying glass, tweezers, a small knife to scrape samples, several vials of chemicals/reagents, collection bottles, cotton balls, matches. Beyond this, it's a bag of many things. The PC must make a Luck roll for any reasonable additional item. Or let them decide the first 5 items with the above as suggestions. Anything else requires a Luck roll. GM can veto any item that's too big or game breaking.

In Trail of Cthulhu, the Preparedness skill would allow a PC to pull equipment out when necessary. This would be similar to the Luck roll I outlined, especially if you allow Luck spends.



Q (MH): During a scene, a Player asks if a specific item is in the room. What do I do?

A (MH): Unless it is obvious that item should be there or not, I generally ask for an individual Luck roll. Success means the item is there. This generally happens when they're looking for an improvised weapon or a source of fire. But before I answer, I always ask what the Player's intention is. If it's for an improvised weapon, then I would generally just tell the PC what's available as an improvised weapon (a room with a fireplace would have a fireplace poker or fireplace shovel) without a need for a die roll. I can usually envision what a standard bedroom or kitchen would contain. If I truly don't know what's in the room (some published scenarios are like this) or the house is abandoned (movers and looters may have stripped the room), then I'd ask for the die roll.




Q (MH): Sometimes a PC wants to visit a NPC's home. The NPC can be there to be questioned or the PCs can rummage through the home (Breaking and Entering) if the NPC is absent. How do I decide what happens?

A (MH): I ask the PCs would they rather the NPC be at home or not. What do they expect? Then I ask for a Group Luck roll and if the die roll is a success, they get to choose. On failure, they get something they didn't expect. e.g. They expect the NPC to be at home and wanted to talk to him. On failure, the NPC is not at home.

I prefer doing this than a coin flip because if the PC's luck holds out, they get to do what they intended to do.



Q (AR): A question for those keepers who use an optional Luck spending rule. How do you use it in opposed rolls? 

I assume it is obvious you need to tell what level of success they need to achieve in order to win. But how do you describe intentions of the other party? A player should make an informed decision about spending Luck or not, but on the other hand they should not know what is happening until it happens, as it takes away much of tension and horror. 

For example, a warlock tries to mesmerize an investigator (a spell requires opposed POW rolls). How would you describe the situation to the player, but keep your game both fair and immersive?

A (MH): I never make it a surprise. 

I assume if the PC makes their save throw, they would have felt the outside influence and resisted it, so it's a battle of wills. I wouldn't tell them exactly what's happening, but give them enough of a clue as to what the consequences are for failing and the cost of success. Then the Player can make an informed decision.

I tell the player that you start to lose your self control and will power to an outside influence (note that I don't tell them where the threat is coming from). Roll POW. Do you want to spend 23 Luck to fight this off?

If you want to obscure it a bit more, you can say, "You feel some dark influence try to wiggle into your mind. Do you let it? No? Roll POW. Do you want to spend 23 Luck to fight it off?"

Or the Dracula version of Mesmerize, "The cloaked figure is staring into your eyes intently, raising one of his hands and gestures to you. Roll POW. Do you want to spend 23 Luck and break eye contact?"