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#1 |
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Join Date: Jun 2006
Location: Indiana
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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. |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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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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#3 |
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Join Date: Apr 2013
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Not against IQ+Will, just against Will. That will usually be equal to IQ, of course. A dedicated mind controller won't have a lower IQ then most targets.
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#4 | ||||
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Join Date: Aug 2008
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Will =/= Will + IQ. Will is, by default, equal to IQ unless bought up or down from IQ with character points.
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#5 | |
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Join Date: Dec 2007
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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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#6 |
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Join Date: Sep 2007
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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.)
The Rule of 20 (B173) is for skill defaults (which are based on a max of 20 if the base attribute is higher). 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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#7 | |
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Join Date: Dec 2007
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#8 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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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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#9 | ||
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Banned
Join Date: Aug 2004
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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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#10 |
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Banned
Join Date: Jun 2005
Location: Bristol
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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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