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Thread: Playing Head games

  1. #16
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    Re: Playing Head games

    The funny thing about "empathy" is that (with the exception of me babbling about Will Graham) we are talking about characters that are extremely un-empathic. I guess that's part of the scare: they get all of the benefits with none of the implicit restraints.

    Anyway, I agree with Constantine: our role is to be useful, so if a power package is what's most useful (for characters like Tao, for some dragons in conversation and so on), let's get to it.

    TELEPATHY 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, -1/2 requires a skill roll: conversation, 2 END, Cost 17 Points

    I don't think it's worth bothering with an extra limitation: only to work on weaknesses. If the character is cruel and only wants to do that, that's all they'll do of course, but if a good character had a similar power they could use it for therapy. But you may want to add the limitation anyway, just to reflect how mean these characters are.

    This writeup assumes you can "normally" mess people up that badly with just a moderate amount of telepathy. (Provided the target has no defenses and juicy psychological limitations - and how many player characters lack them?) I do assume that, so this writeup would work for me. If you think telepathy can't normally do that, fair enough, do this:

    TELEPATHY 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, -1/2 requires a skill roll: conversation, 2 END, Cost 17 Points
    MIND CONTROL 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, 1/2 requires a skill roll: persuasion,-1/2 linked to telepathy, 2 END, Cost 15 Points

  2. #17
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    Re: Playing Head games

    For a power, I'd go with Transform BOECV, RSR, Limited Power (must speak, not vs. earplugs, only works with personal knowledge of victim or in-depth dialog). The Transform would add Psych Lims to characters. The power needs the advantage "expanded class of effects" if the Psych Lim can be changed, which it should.

    Use the partial Transform rules where the victim realizes what's happening even if not completely affected. It's cumulative, so repeat exposures are really dangerous. Recovery from partial effects is good R&R with family & friends. Recovery from a successful Transform is psychological counselling.

  3. #18
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    Re: Playing Head games

    Another option: build it as a cumulative construct, representing the time needed to work on the target. This also makes it viable to include NND, since normal Mental Defense really shouldn't stop "Mega Socials."

  4. #19
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    Re: Playing Head games

    Quote Originally Posted by Metaphysician
    Another option: build it as a cumulative construct, representing the time needed to work on the target. This also makes it viable to include NND, since normal Mental Defense really shouldn't stop "Mega Socials."
    Then what is the defense against mega socials? Since MD can represent willpower, I don't see why it shouldn't normally help against super persuasive people.

  5. #20
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    Re: Playing Head games

    *Some* mental defense represents extraordinary willpower; much, probably most, however, represent psionic shields or such.

    If I were to pick defenses, I'd say something along the lines of "Opposed Conversation/Ego Roll, with willpower-based Mental Defense added." Alternatively, maybe "Ego roll based on appropriate Psych Limit, with revered severity modifier."

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