TranzFuzion

MENTAL POWER PLUG-IN

Mental Powers are still another kind of superhuman ability. However, since (unlike flying, energy blasts or invisibility) they are often encountered in science fiction and (or at least some people believe) real life settings, they rate their own special Plug-In.

Mental Powers are all based on a character's mental, rather than physical abilities. They directly affect the target's mind, ignoring conventional defenses. Mental Powers are targeted with the mind, using WILL + Use Power Skill to target instead of REF or DEX.

All Mental Powers are invisible to characters who don't themselves have a Mental Power or Mental Awareness. However, the target of a Mental Power can sense the source of the attack and the identity of the attacker. This identification occurs immediately for Ego Attack or Mind Scan; for Telepathy, Mind Control, or Mental Illusions it occurs after the Power is no longer affecting the character.

Power
Description
 Mental Attack

 The ability to directly attack another mind. Mental Attacks are Stun only, have no effect on inanimate objects, and have no knockback or Stun Rollover.

Mental Attack Cost: 2 pts. per 1D6 of damage. Uses WILL to target. Ego Attack costs END.

 Mental Defense

Characters who are resistant to Mental Powers use this power. A character with Mental Defense can resist some of the effects from Mental Attack, Mental Illusions, Mind Control, Mind Scan, and Telepathy. Note: Mental Defense is bought as a Power

Mental Defense Cost: 1 pt. per 5 Mental Defense. Mental Defense costs no END.

  Mental Illusions

The ability to project illusions directly into the target's mind. These illusions seem real to the target, and can even do damage. The subtler the illusion, the more likely it is to affect the target.

Mental Illusions Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Mental Illusions costs 1 END/Phase. For every 1 pt. spent in the illusion, you can do 1D6 STUN. or for every 3 pts., you can do 1D6 Killing.

 Mind Control

This power can take control of a character's mind, and thereby his actions. Once again, the subtler the control (you must issue verbal commands), the more likely it is to affect the target.

Mind Control Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Mind Control costs 1 END per Phase.

 Mind Link

This variation of telepathy sets up a two-way mental link, within the area of one planet, allowing instant mental communication. Both ends of the link must be willing in order for a Mind Link to be established.

Mind Link Cost: 1 pt. per one specific mind; +1 pt. to for a related group of minds, one mind at a time; +1 more pt. for any one mind; +1 pt. for 2x the number of minds; +1 pt. for any distance; +1 pt. for any dimension. Mind Link costs no END.

 Mind Scan

The ability to establish a line of sight to a target via your tremendous mental powers. The LOS is a two-way connection; the target will know where the attacker is and can use Mental Powers to defend himself. Modified by number of minds in scan area (see table)

Mind Scan Table

Number Mod

 1  0
 10  -2
 100  -4
 1,000  -6
 10,000  -8
-increasing by -2 for every multiple of 10.

Mind Scan Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Mind Scan costs 1 END/Phase.

 Telepathy

 This power allows the character to read or send thoughts. Surface thoughts are relatively easy to read; deeper thoughts or the subconscious take quite a bit more effort to reach.

Telepathy Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Telepathy costs 1 END/Phase.

RESOLVING MENTAL POWER USE
Resolving Mental Attacks:

  1. The attacker adds his Willpower+Use Power Skill to make the attack. The Defender adds his Willpower+Concentration to Defend.
  2. If successful attacker rolls the DC of the Mind Attack (which is determined by how the power was purchased), then...
  3. Subtract the target's Mental Defense (if any) from damage done.
  4. The target takes the remaining damage as Stun. Mental Attacks do no collateral or rollover damage.

Resolving all other Mental Powers:
With the exception of Mental Attack, Mental Powers are resolved as follows:

  1. The attacker decides on the appropriate effect desired from the Power. Example: "I want to Control his mind to follow me into the trap."
  2. The attacker adds his willpower+ Use Power Skill to make the attack. The Defender adds his Willpower+Concentration to Defend.
  3. The attacker rolls the DC of the Mental Power to determine the effect number.
  4. Subtract the target's Mental Defense (if any) from the effect number.
  5. Multiply the target's Willpower by three to determine his Resistance (a Derived Characteristic), and then compare the results to the most appropriate chart below.
  6. If the attacker's effect number exceeds the value needed for the desired effect level on the chart, the defender may attempt to make a Legendary (Difficulty value of 20) using his Willpower+ Concentration. If this roll is successful, the target loses his next action, but is not otherwise affected by the attack. If the roll is missed, the target takes full effects from the Mental Power.

 

 

 Mental Illusions Result
 Effect
 >than Resistance  Attacker can make cosmetic changes to setting
 10 >than Resistance  Attacker can make major changes to setting
 20 >than Resistance  Attacker can completely alter setting
 30 >than Resistance  Target no longer interacts with real environment

Modifiers (subtracted from Effect Number) can be applied at any level):

+10 Target can take STUN from illusory attacks
+20 Target can take Killing Damage from illusory attacks

Mind Control Effect
 Effect
 >than Resistance Target will perform action he is inclined to perform anyway.
 10 >than Resistance Target will perform actions he wouldn't mind doing.
 20 >than Resistance Target will perform actions he is normally against doing
 30 >than Resistance Target will perform actions he is violently opposed to doing.

Modifiers (subtracted from Effect Number)

+10 Target will not remember actions performed while Mind Controlled
+20 Target will remember actions and will think they were natural
-5 Order is worded in exceptionally convincing manner.
+5 Order is poorly conceived or contradictory.

Telepathy Effect
 Effect
 >than Resistance The telepath can read or send surface thoughts.
 10 >than Resistance The telepath can read deep, hidden thoughts.
 20 >than Resistance The telepath can read into the target's memory
 30 >than Resistance The telepath can read into the target's subconscious.

Mind Scan Effect
 Effect
 >than Resistance Attacker can establish Mind Link or use first level of Telepathy (communication.) He also knows the direction of the target.
 10 >than Resistance Attacker can use all Mental Powers on target, and can estimate general distance to target.
 20 >than Resistance Mentalist can attack with all types of attacks, mental or otherwise. (Mind Scan as a Targeting Sense). He knows the exact location of the target. To hit with a non-mental Power, the attack must be able to reach the target. Remember that Mind Scan works both ways. The target will receive all of the benefits the attack gets from the use of this power.
 30 >than Resistance See above

Хостинг от uCoz