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Edit Mind Control
Edit Mind Control
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This Attribute allows the character to mentally dominate other individuals, creatures, or entities (with a Mind Stat of 1 or higher) through touch, typically for a duration of one minute or one dramatic scene (or earlier if the target breaks free from control). Sorcerers, psionic adepts, and creatures with hypnotic powers such as demons or vampires are among those likely to have Mind Control. Mind Control requires an attack action to use. If used on an unwilling target, it requires a successful opposed Mind Stat check. If the subject has the Mind Shield Attribute (page 109), they gain a bonus of +2/Level to their roll. If the attack succeeds, the target is under the attacker’s control until they have an opportunity to break the connection. If a target successfully breaks Mind Control from the same character three or more times, they are immune to further attempts for the rest of the day. When a player character is under the effects of Mind Control, the GM can take over the character from the player when necessary, although it is more fun if the player (with GM guidance) continues to role-play the character. Characters who have been Mind Controlled will not usually remember events that occurred during the time period they are controlled and will have a gap in their memories. A target may attempt to break control under two circumstances: whenever they are given a command that conflicts with the nature of the character, and whenever the GM deems it appropriate for dramatic effect. To break control, the target must win an opposed roll using their Mind or Soul Stat roll (whichever is higher), against the controller’s roll of Mind Stat + Mind Control Attribute. If the subject has the Mind Shield Attribute, they gain a bonus of +2/Level to their roll. **AGAINST TARGET’S NATURE** If a Mind Controlled target is commanded to perform an action that they would not willingly do under normal circumstances, the target can attempt to break control. For mildly distasteful actions (such as licking an enemy’s boots or acting against the character’s code of honour), the target receives a minor edge (page 182) on the Stat check. For highly distasteful or undesirable actions (such as stealing from or attacking an ally), the target receives a major edge on the Stat check. **WHEN THE GM DEEMS APPROPRIATE** If the character commands their target to perform a number of mundane activities (clean the house, fetching a drink of water, etc.), the GM may decide the target does not receive an opportunity to break established control. Even a seemingly inoffensive command such as “sit in the closet” or “go to sleep”, however, may have a drastic impact on the lives of others if a bomb is about to explode in the train station or the target is piloting an airplane at the time. In these instances, the GM may give the target a chance to break free of the Mind Control even if the target does not regard a command as dangerous or distasteful (which would present an opportunity to end the control). This option puts the GM in direct control of the situation, which will benefit the campaign story. **LIMITERSIMITERS** **BROAD CATEGORY** The character’s Mind Control is restricted to a broad category of targets, such as “all humans and similar sapient beings” or “all non-sentient animals” or “all machine intelligences”. **NARROW CATEGORY** Counts as 2 Limiters (Attribute effectiveness increased by 2 Levels). The character’s Mind Control is restricted to a narrow category of targets, such as “any reptile” or “any male” “or “any faeries”. **SPECIFIC CATEGORY** Counts as 3 Limiters (Attribute effectiveness increased by 3 Levels). The character’s Mind Control is restricted to a specific category of targets, such as “dogs” or “people obsessed with beauty” or “any being, but only on Sundays”. **SINGLE CATEGORY** Counts as 4 Limiters (Attribute effectiveness increased by 4 Levels). The character’s Mind Control is restricted to a single targetted group, such as members of the character’s family, or mutants with a specific gene, or poodles.
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