Mind Control Question
I watched the "Jessica Jones" series recently with Kilgrave. Granted he's sort of in the unstoppable mind control category that just doesn't work in a game. Until Jessica, it's as if nobody ever ever rolled a critical success or he ever fumbled (in game terms, of course). That's fine for a story but it doesn't work in a game.
But it got me to looking at the new (4e) version of Mind Control. Now, I really haven't gamed since the 4e stuff came out so I've read it but haven't explored it in detail. However, the impression I get is that Mind Control in the new rules is, well, pretty useless. What I mean is that, reading the advantage, it is basically the Mind Controller rolling his IQ versus the Will (IQ + Will) of the target. It would seem that, in most situations against another player or significant NPC, the Mind Controller is going to have way less than a 50-50 chance of having any effect. In my experience, players like to have resistance to things like mind control and it's far cheaper than buying IQ. Plus you've got the rule of 20 though people can still buy Mind Shield. I was wondering if this is fairly accurate or are there a lot of qualifiers and boosts to mind control that I don't know about? Thanks in advance. It's really just an academic question. While I don't get much chance to roleplay anymore, I'm still fascinated with it. |
Re: Mind Control Question
You can add Reliable to if you like, also Powers and GURPS Psionics have additional modifiiers. Including one where there not Immune if you crit fail.
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Of course being a mind controlling one trick pony with a big point budget produces bizarre results like IQ 40 mind controllers, so you need to look to Powers to find "based on skill" and "reliable" |
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If it's just a matter of the cost of buying things up, then you could base Mind Control on Will. Or base it on a an IQ/H skill, as is done in Psionic Powers. (That will be cheaper than Will.)
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The Rule of 16 (B349) is for resistance rolls, and limits the attacker's effective skill to the max of the defender's resistance or 16. The text says "supernatural attacks" and cites both magic and psi (along with "etc") for context, so it would clearly apply to Mind Control of Kilgrave's sort. |
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Overall, were I building Kilgrave's powers from the show I'd do something like... Kilgrave Control: Mind Control (Accessibility, Commands will be followed literally, -10%; Based on Lower of IQ or Will, +40%; Based on Will, Own Roll, +20%; Cosmic, No Rule of 16, +50%; Cosmic, Irresistible Attack, +300%; Decreased Immunity 3, +150%; Extended Duration, 300x, +100%; Fixed Margin, +0%; Hearing-Based, -20%; Independent, +70%; Long-Range 1, +50%; Nuisance Effect, Trauma and a successful Will roll make subject immune*, -5%; Rationalization, +20%; Reliable 10, +50%; Smell-Based, -20%) [428]. Notes: So basically a subject needs to hear him and inhale the virus (that's why they were safe when he was in the hermetically sealed room). He didn't seem to take Range penalties or have the usual 24 hour immunity for retrying to give a order- as long as you could smell and hear him he could give you a command and then you'd make a roll against the lower of IQ or Will vs. his Will+10. Fail and you do what he says. Since it's described as being a virus - Resistance to Disease, Sickness, or Metabolic Hazards would add their usual bonus. Immunity would add +14 and guarantee that you couldn't be "Kilgraved" even though normally Irresistible Attack would blast through them. 458 points. * As a set of loose guidelines, follow those found under Extra Effort, p. B357. You add that to Kilgrave's Will, which was described as "iron" by the surgeon who operated on him (while he was awake mind you!) and you're good to go. I'd pin his Will at at least 16 and probably an 18 or 20. It's why no one can resist him usually - he's rolling at 26 or higher and gets to ignore mental shields. That's without Talent (he may not have one - he seems like a one-trick pony). |
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Cosmic, Irresistible Attack, +300%; Why are you adding this? It looks like a 0-point feature to say mind shields don't protect but resistance to Disease, Sickness, or Metabolic Hazards do protect. Quote:
If it's a power then it could be skill based allowing him to buy up effective skills and he could have power talent further boosting those numbers. |
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It's not cosmic because J Jones resists it.
It is an HT attack because it is pheromones. Of course it can be adapted to a psi attack. Also the attacker must speak directly to the victim. Moreover the skill is based on margins of success and therefore it should not be limited to the rule of 16. Now for TV the cinematic effect of the victim killing themselves is not so geat in a game. Therefore resistance rolls could have bonuses against taking their own lives. |
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Of course, since we only see him use his power against normals and against two metahumans and one of the two develops an "immunity", we don't really know what would happen if he tried it on someone like Thor or Captain America with that level of will or other factors. To be sure, some of the feeling that his power is unstoppable comes from that. But these are some good ideas of how to handle his power. Definitely, if this were ever brought into a game rather than being just an academic task of making him up for the fun of it, there would need to be major penalties for trying to make people do things totally against their principles or kill themselves. It might be okay if he does that to incidental characters as a plot device power but definitely not against the PCs or any major character. |
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Decreased Immunity 3, +150% Does this mean the target receives 3 less than the bonus listed for "Resistant"? Would this have any effect on "Immunity"? Fixed Margin. Is this a reference to the fact that his power always has a set time it lasts rather than a variable one? (Though it actually does vary from 10-12 hours). I would say his range, before the increase at the end of the story, was maybe 10-20 yards. They spoke of his gaining a range of 50-100 yards as a massive increase. Rationalization. +20% Not sure what that refers to. Anyway, thanks for helping. |
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In the comics he was originally a Daredevil enemy but he pretty much fought everyone at one time or another. Dr. Doom was immune because of his Will. Spiderwoman because she had a master telepath change her brains response. Iron Man when prepared for it sealed his armor. Nova and others could pull that trick to and the Corrupter who took over Thor was a similar villain. Wonder Man was also immune because hes pretty much an energy being. |
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TL;DR Someone asked for opinions on how Kilgrave's power was written up I gave it. I spent part of my Christmas Day answering the question. This is how I would do it. It's expensive, but it should be. It's an "I win button" in most cases. |
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Based on what everyone has said, this is what I've come up with so far.
Mind Control (Area Effect 4. +200%; Based on lowest of IQ, Will or HT (Virus-based). +60%; Based on his own Will. +20%; Cosmic: No Rule of 16. +50%; Decreased Immunity 3. +150%; Extended Duration: x300. +100%; Fixed Margin. 0%; Increased Range x2. +10%; Independent. +70%; Rationalization. +20%; Reliable 10. +50%; Selective Area. +20%; Accessibility: Commands will be followed literally (which allows some leeway for a clever target). -10%; Emanation. -20%; Hearing-Based. -20%; Nuisance Effect: Extreme trauma of doing something way against their principles or survival and a successful Will roll will make the subject immune. -5%; Smell-Based. -20% [388 pts.] Notes: Ignores Mind Shields is a Zero points Feature because, as a tradeoff, Resistance to Disease and/ or Metabolic Hazards gives a resistance bonus as listed under “Resistant” and either Immunity to Disease or Immunity to Metabolic Hazards gives complete immunity to his power. Being virus-based and not telepathic in nature, it is a reasonable assumption that a mind shield would not protect; Selective Area is because he can make it clear he is ordering one person to do something. Everyone who hears him does not have to do it unless it is clear he was speaking to everyone. I would think Kilgrave has a very high Will considering he stayed awake through hours of surgery with nothing killing the pain. His effective Mind Control roll could literally be 30. It could be combined with a huge level of Luck to explain why he never misses a roll (or maybe he does and immediately tries again since people don't have the 24 hour immunity). I may go ahead and try to make up the whole character sheet. But not tonight. :) |
Re: Mind Control Question
Is it in one of the power ups for rule of 17 etc
Iirc it was a perk. |
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I think it needs Reduced Time is in order as well. He doesn't seem to take any Concentrate maneuvers and uses his powers pretty effortlessly. There might also be Always On limitation, but I don't think it should be worth any points in this case.
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He was presented as sort of having almost the vampire advantage. In other words, the biggest advantage of a vampire is that nobody believes they exist. Kilgrave's biggest advantage was that, in spite of alien invasions, gods and monsters, people unfathomably won't buy the existence of a mind controller. |
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Unless they're adding some unique new physical powers, you can probably leave off "probably" there. :) Quote:
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I liked that first DD story with the Purple Man. I think I read it as a kid and just reread it. I smiled at one of the metaphors Stan Lee used. To Matt's and Foggy's secretary, something along the lines of: "You're very beautiful and I have need of a- secretary. You will accompany me and- take dictation." Perfect, almost 1960's Batman way of disguising something to be acceptable to show to 8-10 year olds. In that first story, it was purely how strong willed DD was though it was probably retconned later to be something about how his senses work.Then again, Netflix DD and Kilgrave are different characters. |
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