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Old 05-27-2021, 07:10 AM   #4
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Basic] Advantage of the Week: Mind Control

Here's a pretty benign use of Mind Control, which probably wouldn't be thought of as mind-control within a setting. That's just the GURPS advantage it is based on.

Mind Control [50], Conditioning Only (‑50%), Sense-Based (Hearing only, ‑20%), Only on those who share a language with me (‑10%), Slow and Sure Only (Psionic Powers, p. 15, +40%), Aspected (Only in accordance with the Hippocratic Oath, ‑20%), Power Modifier (‑10%). [15]

This lets you cure mental illnesses in an hour of conversation. The effects are permanent, unless interfered with via therapy, hypnotism, drugs, etc. It could plausibly have the IQ roll changed to IQ+Empathy, or Psychology (Applied), or Physician (Psychiatric), which is from Horror.

If the GM required that the subject's disadvantage total didn't change, this gets harder, because there aren't many mental disadvantages that it's ethical to give people in trade for their existing ones. Sense of Duty to family, and other culturally-specific groups, such as churches, organisations or countries qualify, as do some Codes of Honour, and Honesty.
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