09-28-2017, 05:41 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [RPM] Mind Control
Alternately, it's Reprogrammable, though the pricing of that disad implies that being reprogrammed to do things you don't want to do is a rare occurrence.
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09-28-2017, 06:03 PM | #12 | ||
Join Date: Jul 2015
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Re: [RPM] Mind Control
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Typical Casting: Greater Control Mind (5) + Altered Traits, Reprogrammable, Sense of Duty (Caster) and Slave Mentality (11) + Duration, 10 minutes (1) + Range, 2 yards (0). 51 energy (17×3). |
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09-28-2017, 06:35 PM | #13 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [RPM] Mind Control
I would be cautious of using Sense of Duty instead of Duty in this sort of mind control build. For starters, it feels like a bit of a point crock, since Sense of Duty (one other person) is only -2, whereas Duty with all of the Involuntary, Frequency of Appearance: Constantly, and other modifiers will be much higher.
To justify that big of a difference, the limitations of Sense of Duty compared to Duty need to be strongly enforced. The biggest one is that Sense of Duty doesn't compel the person with it to obey the person they've devoted to. Instead, they want what's best for that person, which may very well not correspond to what the person who inflicted it wants. For example, a mind-control wizard who hits a fighter in the opposing side with Sense of Duty (Me) might very well find the fighter suddenly grabbing them and dragging them away from the fight, on the grounds that the fighter now wants to keep them safe, and the best place to be safe is far away from such a fight. |
09-29-2017, 12:43 PM | #14 | |
Join Date: Jul 2015
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Re: [RPM] Mind Control
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Typical Casting: Greater Control Mind (5) + Altered Traits, Duty (To the caster, almost all the time, Extremely Hazardous, Involuntary), Reprogrammable and Slave Mentality (15) + Duration, 10 minutes (1) + Range, 2 yards (0). 63 energy (21×3). I'm, of course, supposing that what you call "Constantly" is Duty with a frequency of "almost all the time". |
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09-29-2017, 01:19 PM | #15 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [RPM] Mind Control
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I had just skimmed your initial build, and didn't realize you were putting Sense of Duty in there along with the other traits - apologies. Reprogrammable + Slave Mentality is enough to do mind control. Quote:
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09-29-2017, 03:06 PM | #16 |
Join Date: Feb 2013
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Re: [RPM] Mind Control
One thing that would extremely useful to people who like making their own RPM rituals is a list of examples of what each of the Verb - Noun combinations can get you on their own, as opposed to what requires Altered Traits or Bestows a Bonus/Penalty to accomplish.
You can sort of extrapolate from the descriptions of the Paths on pp. 7-12, where it explains the difference between Greater and Lesser effects, and from the Grimoire chapter. Still, doing this leads to some counter-intuitive results. For example, a spell which "instantly opens any mechanical lock" is simply a Lesser Control Matter effect for 5 energy (p. 46). If you instead built this as a spell which temporarily alters a lock to make it easier to pick (Bestows a bonus, next attempt to pick this lock), it would end up being more expensive despite accomplishing less than the spell which made success automatic. Of course, at the table, the real limitation is what the GM thinks it would be safe to say "Okay, sure, that Just Works", as opposed to "That sounds complicated/powerful/expensive/potentially game breaking. Show your work". But while Rule Zero is great for marginal cases, it would still be helpful to have a reference for more central ones. Last edited by RaRaRasputin; 09-29-2017 at 03:33 PM. |
09-29-2017, 05:02 PM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: [RPM] Mind Control
You don't get protected from the effects of Slave Mentality by taking more disadvantages.
Sense of Duty and/or Reprogramable doesn't stop people from casually walking up to you and telling you to clean their shoes with your tongue. The best you can get is when someone abuses your Slave Mentality to order you to do something that contradicts Reprogrammable or SoD is being forced to do it, and feeling terrible about it afterwards (like if you have a conflict between a SoD and a Vow - one way or another you don't get CP for the session, and you feel bad). If that doesn't fit how you envision the net effect to be, then it's not that combination of traits.
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09-29-2017, 05:04 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [RPM] Mind Control
It's not clear how else you build 'slavishly obeys X and ignores everyone else'.
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09-29-2017, 06:56 PM | #19 | |||
Join Date: Jul 2015
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Re: [RPM] Mind Control
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Anyway, the build that I presented here is the closest I could get to total mind control with a sense of balance. I threw Sense of Duty in there because I thought it should do the trick of pointing out who's the boss. I don't know a lot about limitations, but I guess something like Only to the caster, -X% could be applied to Slave Mentality instead. To be frank, I really don't know... RPM can get really complicated when you're trying to balance things out. |
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mind control, rpm |
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