Eddy Smalls:
</quote> Not at CR:15. I rolled because indulgence would have had a negative effect (bad marks from Iridia, iow a player-base reaction penalty), and a chance to avoid that is the whole point of the Control Rate.
It's the whole point of having this as leveled disadvantage. I rolled a 9, my CR is 15, so no need for me to get a negative penalty. I'll go with it for now, because the worst that could happen is a smack from Iridia, but there are scenario's in which making of failing a CR roll could result in a total party wipe. And THAT is why it's a disadvantage.
So here is the problem. I can understand how you would feel that way. However, everything you posted above is incorrect.
First of all, the first rule of Disadvantages is: it's not a Disadvantage if it's not a disadvantge. You should never take something just to get points for it. You should always roleplay all Disadvantages to the fullest. So far, I can't think of a single "lecherous" thing you have done off the top of my head. Maybe I'm forgetting something.
Secondly, a SC roll is only to be made in the circumstances before mentioned; and we've talked all about them.
Just because you have a higher SC, doesn't mean you roll more often. It just means the rolls are more often successful. That is why it gives you fewer points.
I'll quote all of the rules from p. 120:
SELF-CONTROL
FOR MENTAL
DISADVANTAGES
Many mental disadvantages do not
affect you constantly – you may
attempt to control your urges. An
asterisk (*) appears next to the point
cost of any disadvantage that offers a
chance to resist. For each disadvantage
like this, you must choose a selfcontrol
number: the number you must
roll on 3d to avoid giving in. This modifies
point value as follows:
You resist quite rarely (roll of 6 or
less): 2 x listed cost.
You resist fairly often (roll of 9 or
less): 1.5 x listed cost.
You resist quite often (roll of 12 or
less): listed cost.
You resist almost all the time (roll
of 15 or less): 0.5 x listed cost.
Drop all fractions (e.g., -22.5 points
becomes -22 points).
The “default” self-control number
is 12: you must roll 12 or less on 3d to
avoid giving in to your problem. This
lets you use disadvantage costs as
written. Choose a self-control number
of 15 if you wish to have a tendency
toward a disadvantage instead of a
full-blown case. A self-control number
of 9 will regularly limit your options. A
self-control number of 6 can be crippling
(especially with genuine psychiatric
problems).
Note your self-control number in
parentheses after the name of the disadvantage
on your character sheet.
For instance, if you can resist Berserk
on a roll of 9 or less, write this as
“Berserk (9).”
Self-Control Rolls
In circumstances that are likely to
trigger your problem, you may opt to
roll 3d against your self-control number
to see whether your disadvantage
actually affects you. If you roll less
than or equal to this number, you
resist your disadvantage – this time.
Otherwise, you suffer the listed effects.
This is called a self-control roll.
Like all success rolls, self-control
rolls are subject to modifiers.
Exceptionally mild or severe stimuli
can give bonuses or penalties. Drugs
and afflictions can make you more or
less likely to give in. Other disadvantages
can make you irritable, reducing
your odds of resisting. See the disadvantage
descriptions for details.
Example: Your self-control number
is 15, but you are in a highly stressful
situation that gives -5 to your self-control
roll. You must roll 10 or less to
resist your disadvantage.
You never have to try a self-control
roll – you can always give in willingly,
and it is good roleplaying to do so.
However, there will be times when you
really need to resist your urges, and
that is what the roll is for. Be aware
that if you attempt self-control rolls
too often, the GM may penalize you
for bad roleplaying by awarding you
fewer earned points.
Optionally, the GM may permit you
to use one unspent character point to
“buy” an automatic success on a selfcontrol
roll. Points spent this way are
gone for good, but there will be times
when staying on the straight and narrow
is worth the sacrifice. In this case,
the GM should not penalize you for
bad roleplaying, because you are
penalizing yourself!
Note that high Will helps you make
Fright Checks and resist supernatural
emotion control, but it does not
improve self-control rolls – not even
for disadvantages with effects identical
to these things. Mental disadvantages
represent an aspect of your personality
that you cannot simply will
(or reason) away. This is part of what
makes them disadvantages!