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Post by torment on Jan 14, 2005 14:09:32 GMT -5
Is it broken or not? i don't know but i did modify the rules; here is how i run it
To take over a mind is just like combat (in other words to do actual damage you must exceed their defense by one) so if some one has a total Mental defense (int + mods) of 4, then the telepath must expend 5 stones to 'get' them.
once the mind is taken over - the cost of maintaining a hold is equal to the victims int (not modifiers).
1 time and one time only the victim can attempt to break this mental hold by allocating energy into intelligence to stack with their intelligence # - if the total amount exceeds the telepaths energy invested in maintaining a hold, the victim is free
There is a catch however, since the telepath has an open link with the victims mind, he knws as per prescience when this attempt to break is going to happen and may allocate stones if he decides to
thats the gist of how i do it
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Post by Rushlock on Jan 15, 2005 0:16:10 GMT -5
I like this option, as I think 1r to maintain a mental hold is too little.
Though Telepathy in general is not "broken". It can be a "godly" power to have in a game, but that's b/c it's a "godly" power to have in the comics as well.
Telepaths can take most people in the comics, so they can as well in MURPG. I'm reminded of when Sabretooth was being held by the X-Men, and thru TK/TP Jean Grey gave him a sound beating in one try that Wolverine would have to put alot more effort into.
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Post by torment on Jan 15, 2005 11:05:53 GMT -5
I completely agree, i think my slight variance of the power still makes it a strong deadly action, but does bring it into line with other powers of similar cost
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Post by turnagealfonsojermaine on Jun 19, 2009 16:23:20 GMT -5
question, I was thinking of having a character that needed to put effort into if able at all to read minds, but could read emotions with lilttle if any effort unfortunately all these ambient emotions cause a "Rogue" effect and effect his sanity --- can anyone give me any game mechianic ideas?!
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