Revision [142]

This is an old revision of MMMindControl made by GilbertoLeon on 2009-08-31 17:54:01.

 

Mind Control


Type: Sensory (mental) Action: Sustained (active)
Range: Perception Duration: Concentration (lasting)
Saving Throw: Will Cost: 2 points per rank


You can control another character|s mind, and therefore actions. To use Mind Control, make an opposed power check against the result of the target|s Will saving throw. If you succeed, you control the actions of the subject, or "thrall", as long as you maintain the effect. If you fail, there is no effect. You can try again, but the target gets a cumulative +1 bonus to Will saves against Mind Control for each successive attempt in the same encounter and trying again against the same target in the same encounter requires extra effort.

The thrall|s consciousness is largely suppressed while controlled, meaning the subject cannot say or do anything without direction, and has no memory of being controlled when the effect ends.

Issuing Commands


Issuing a command is a move action--separate from the standard action needed to establish control (so doing both takes up a full round). If the thrall has no means of understanding you, you can only issue simple commands that can be conveyed with gestures (like "come here" or "stop").

Roll a new opposed check of Mind Control vs. Will save for each interval on the Time Table that passes, starting at one minute, with the thrall getting a cumulative +1 bonus per save. A thrall can also use extra effort at any time to gain a new opposed check to try and break free. Thralls commanded to carry out an action strongly against their nature get a new opposed check immediately, with a +1 to +4 bonus on top of the cumulative bonus, depending on the type of command. Success breaks your control. These opposed checks do not require extra effort from you.

Obviously self-destructive commands are automatically ignored, but do not break your control. Potentially self-destructive commands, however, are not, although they may entail a new opposed check. So, for example, you cannot simply command a thrall to walk off a cliff, but you could walk him into a deathtrap or other potentially (but not obviously) dangerous situation.

Multiple Thralls


You can establish control over as many thralls as the action and duration of your Mind Control allow. At the default of a standard action and concentration, this is only one thrall, since you cannot take another standard action to use Mind Control again while maintaining concentration. If your Mind Control is sustained, you can establish control over one thrall, then attempt to control another on the following round, and so forth. The GM may set a limit on the number of thralls you can control at once (just like the limit on the number of free actions you can perform during a round).

Noticing Mind Control


As a mental effect Mind Control has a degree of subtlety; noticing that someone is under its influence requires a Sense Motive check (DC 10 + Mind Control rank).

Power Feats


Extras


Flaws


Drawbacks



MMPoderes
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