Tri-Stat dX Mind Control rules revision By Zegon Destructacon, special thanks to Nicolas Juzda Cost: 2-5 CP/level Relevant Stat: Mind Required PMVs: Duration, Targets Optional PMVs: Area, Range Progression: Descriptive Reductions: One aspect of thought only Restrictions: Under certain conditions, use inflicts pain, target remembers control Mind Control is the powerful ability to control another's actions against their will. This ability is commonly used by villians and antagonists, but can sometimes find its way into the power sets of heroes and protagonists, too. The duration PMV may not exceed the Mind Control level without GM permission. The attribute is purchased at 5 CP/level if it operates on all creatures with a mind higher than 1 (anything with a mind of 1 is considered animalistic and does not fit under mind control. To control animalistic creatures, see Animal Summoning/Control). It is purchased at 4 CP/level if it operates on broad categories such as all males or all beings of a particular nationality. 3 CP/level is the cost for specific, less useful categories like priests or beauty-obsessed people. Finally, it costs a mere 2 CP/level if the attribute is limited to a vary narrow group of people. Examples are members of a particular family or beings with a particular gene. To initiate mind control, the character rolls a mind check, modified by Power Usage, and uses a non-combat action. If successful, the defender likewise gets a check to resist, but this one goes against mind or soul, whichever is higher after modified by Mental Defense or Spiritual Toughening. When controling large groups of standard NPCs (large mobs, groups of aliens, etc.) it is acceptable for the group to be given an average mind or soul score to resist the attempt in the interest of saving time and the GM's head. If control is successful, the controler has a certain degree of control over the target's actions for as long as the duration PMV lasts. The degree of control they have varies by how much the target is opposed to the actions they are being forced to take. Whenever forced to do an action against their nature, the target gets a resistance check to avoid doing such an action. Obviously self-destructive actions usually break control, but in higher level cases this may not be true. To break control, the person controling must make the character do an action against their nature. Below is a rough list of what 'level' the action corresponds to. If the action involves an obviously self-destructive purpose (the target still knows what they know normally in life), then this task level increases by two to six. In many cases, an obviously self-destructive action would include actions that would destroy themselves spiritually and mentally as well as physically. Killing a significant other, turning on your allies in the pits of hell, and permitting oneself to be drugged beyond all recognition are all forms of self-destruction in a sense. Lvl 1 Task is greatly in line with the target's tendencies Lvl 2 Task is in line with the target's tendencies Lvl 3 Task is somewhat in line with the target's tendencies Lvl 4 Task is neutral to the target's tendencies Lvl 5 Task is somewhat opposed to the target's tendencies Lvl 6 Task is opposed to the target's tendencies Lvl 7 Task is greatly opposed to the target's tendencies Lvl 8 Task is utterly opposed to the target's tendencies When a break check occurs, it is simply a straight roll for the target. The target gains a +1 penalty for every level of mind control the controller has over the task level. For every level the task is over the mind controller's control level, the target gets a -2 bonus to their break roll. The break roll is mind or soul based, whichever is higher, and gets a bonus to the roll from the attributes Mental Defense and Spiritual Resistance. If the mind controller wishes to mantain more personal control in the case this may happen, they may do so. They make a mind control check as before, and if successful impose an additional +X/4 penalty (rounded down) to the target's break roll. The controller does not know what the task level of any task is for a target creature, and so may try using a greater amount of control they have. When a target is released from mind control, they typically do not remember what happened while under control, only that they were under control. Mind control cannot be used to erase memories, implant memories, or alter memories. Just as people cannot forget things on purpose, you cannot 'command' someone to forget something. If broken by Mental Combat beforehand, the defender gets no resistance roll while broken except in the most extreme circumstances. A note to GMs: By allowing this attribute into the game you are saying it is 'okay' for players to utilize it against other characters and NPCs. Some people have problems with this attribute. If it causes OOC problems in your game, it is not the character or player who's using its fault, it is your own because you permitted the use of this attribute by allowing it to be taken. Thank you.