Mind Cloud
Also known as hypnotism or suggestion
This
power gives the user the ability to cloud people's minds. A target whose mind has been successfully
clouded will have an attention span of mere microseconds. The target will be unable to attack or perform
any action during the duration of this power. (He will have the same DODGE
level, however.) Persons affected by
this power are extremely prone to suggestion. They can be convinced of all
sorts of unreal things. While in this state, they are incapable of lying or
withholding information, although they are sort of spacey. User will receive
short answers from his targets, usually of the “yes or no” variety.
Mechanics: Power cost is 35 points plus ACT.
When attacking with this power, the power's linked BASESTAT level is the active
level and the target's PERC level is defending level. Options follow.
·
Change
Defending level to the highest of either PERC, IQ or KNOW: 25% cost decrease.
·
Change
Defending to the lowest of either PERC, IQ, WILL or KNOW: Cost SAVE in points.
·
Change
stunt roll to deploy power to standard ACC v. DODGE: No cost.
Range: In general, Mind Cloud works up
close and personal. You have to be in
someone’s immediate presence. At no cost, this factors to one half of the
linked BASESTAT ACT in meters. The target doesn’t have to see you, but the user
must somehow be able to perceive the target.
·
Range Extension I: For an additional 20 points, the
range is based on the target being in the close presence of an aspect of the
user, most typically his voice. If the target can hear your voice, he is in
range.
·
Range Extension II: For an additional 40 point
increase, the target can be within the perception range of a projected aspect
of the user, such as his image in a picture or voice over the radio or
loudspeaker. This also grants the user the ability to hear whatever the heck
his target is mumbling about.
·
Range = ACT in meters: skip all that aspect jazz. 10
points per.
·
Range = SAVE in meters: skip all that aspect jazz. 20
points per. .
Duration:
·
2D6
actions: No cost
·
1
plus half of BASESTAT ACT in actions: 50 points per.
This
power essentially freezes its target and then enables the user to question the
target briefly. Other than this, the user cannot really command the target to
do anything. The target will not remember what he/she is doing during the
course of MIND CLOUD’S duration, but will remember what happened immediately
after that duration is over.
Power Additions
Suggestion: User can leave a strong
suggestion in the target’s mind which will linger as if it is one of the target’s
own thoughts. It’s something that the target will feel that he needs to take action
on, either immediately, eventually or inevitably. The power can also be used to
cause the target to forget what he has told the user. This is an additive
ability and takes effect the action after the duration of the Mind Cloud has
expired. Any target who has succumbed to one action of Mind Cloud may have a
suggestion implanted upon them, with no extra stunt roll on the user’s part
requires. The urgency or import that the target places on the suggestion should
be determined by a Better Roll Rule result. Suggestion is open ended, but is
not MIND CONTROL. No matter how well the result may be, the target is highly
unlikely to launch an attack against his allies or take any action which could
be an existential threat to himself. Cost
20 points.
Note: Should a target have SHIELD or
some other mental defense, it needs to be applied at its level, regardless of
what defending level MIND CLOUD is set to work against.
.
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