Sunday 7 May 2017

Sorcery: Mind Control Spells II

Sorcery: Mind Control Spells II

The College of Mind Control is a very big one, and it has many very powerful spells. Here we have four compulsion spells. Charm takes over the subject's mind for a limited time. Command forces the subject to obey one short command. Enslave makes the subject a permanent slave. Loyalty is used to befriend another person.

Charm
Keywords: Resisted (Will).
Full Cost: 73 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.

You can charm a sapient subject you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If you win, your charmed subject will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. You do not have to maintain concentration to control the subject.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.

Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [73].

Command
Keywords: Resisted (Will).
Full Cost: 43 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 second.

Give a sapient subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. You must be able to see or touch the subject to cast this spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
Examples:
“Drop it!” – the subject drops whatever he was holding.
“Look!” – the subject looks in the direction the caster indicates.
“Wait!” – the subject takes the Wait maneuver on his next turn.
If you win, your charmed subject will obey your command. If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, the spell has no effect.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, At most two words, -20%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [43].
  
Enslave
Keywords: Resisted (Will).
Full Cost: 169 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Permanent.

You can mentally enslave a sapient subject you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If you win, your charmed subject will obey your every command. In effect, he gains the Reprogrammable disadvantage (p. B150), with you as his master. You do not have to maintain concentration to control the subject.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
The caster can also establish a mental link with his slave by taking a Concentrate maneuver and making an IQ roll. This allows him to send verbal orders to his slave. Range is theoretically unlimited, but the IQ roll to establish the link takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his slave, he has an additional -1 penalty.
If successful, the slave hears the caster’s voice but may not respond. The caster can also tap into his slave’s senses. This lets him experience everything the slave experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! The caster may maintain a connection with that subject for as long as he’d like. No further rolls are normally required unless the range penalty worsens.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [148] + Mind Reading (Accessibility, Only with slaves, -50%; Link, +10%; Magical, -10%; Sensory Only, -20%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only with slaves, -50%; Link, +10%; Magical, -10%) [15].
  
Loyalty
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Three days.

You can temporarily make the sapient subject your loyal friend, adding him the Sense of Duty (Caster) (see p. B153) disadvantage. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].

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