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Old 05-30-2021, 07:30 PM   #45
Plane
 
Join Date: Aug 2018
Default Re: [Basic] Advantage of the Week: Mind Control

Quote:
Originally Posted by Icelander View Post
The rules on how to notice failed rolls are definitely in Psionic Powers.
Do you mean page 12's "Inside a Crowded Mind" regarding Telereceive sort of having a limited Detect built into it?

This makes me wonder if you could use Telereceive to target your OWN mind for the purposes of detecting external things operating on it.

This also makes me wonder if there's a difference between passive use (not expecting mind control but noticing it) and active use (specifically using Telereceive to detect Mind Control)

If you could pass a Telereceive roll by targeting your own mind (knowing someone is poking around there) that could probably be of some help in dealing with upgrading you from the usual "will remember everything he did, but not recall why he did it"

Maybe even the "remembers everything he did, but he is convinced that he chose to do so" inflicted by the Rationalization enhancement? If this is possible too then it should be harder.

"No Memory" enhancement should probably utterly prevent self-rescue though, since that seems like you're basically unconscious while controlled, so you wouldn't be able to self-target w/ Telereceive if that were possible...

Unless of course your Telereceive had something like Reflexive or Uncontrollable and could self-operate? Or if you had something like Compartmentalized Mind (not sure how that interacts with Mind Control)

The "drive out the attacking psi" sounds like a HUGE upgrade for Telereceive... that's in a way similar to "Negated Advantage" except you're only negating the effects of one instance of using Mind Control, not the advantage itself.

It actually makes me wonder if that's too strong.

PP16 introduced the "Interruption" modifier for Neutralize which (unlike One Power in Basic Set, or One Ability in Powers) focuses on effects of a power's use (rather than the ability to use)

It even includes the example "you could force a telepath out of someone’s
head" so why should we give that out for free with Telereceive when it could instead be priced as an Alternate Ability?

This is -50% and if we combined it with the -80% for One Ability that's -130% so you could even take Reliable 10 +50% on it and it would only cost 10 points normally, and 1/5 cost (2 points) as an alternative ability to Telesend.
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