Mind Control

Type: Sensory (mental)

Action: Standard (active)

Range: Perception

Duration: Concentration (lasting)

Saving Throw: Will

Cost: 2 points per rank

You can control another character’s mind, and therefore actions. To use Mind Control, make an opposed power check against the result of the target’s Will saving throw. If you succeed, you control the actions of the subject, or “thrall”, as long as you maintain the effect. If you fail, there is no effect. You can try again, but the target gets a cumulative +1 bonus to Will saves against Mind Control for each successive attempt in the same encounter and trying again against

the same target in the same encounter requires extra effort. The thrall’s consciousness is largely suppressed while controlled,meaning the subject cannot say or do anything without direction, and has no memory of being controlled when the effect ends.

ISSUING COMMANDS

Issuing a command is a move action—separate from the standard action needed to establish control (so doing both takes up a full round). If the thrall has no means of understanding you, you can only issue simple commands that can be conveyed with gestures (like “come here” or “stop”). Roll a new opposed check of Mind Control vs. Will save for each interval on the Time Table that passes, starting at one minute,with the thrall getting a cumulative +1 bonus per save. A thrall can also use extra effort at any time to gain a new opposed check to try and break free. Thralls commanded to carry out an action strongly against their nature get a new opposed check immediately, with a +1 to +4 bonus on top of the cumulative bonus, depending on the type of command. Success breaks your control. These opposed checks do not require extra effort from you. Obviously self-destructive commands are automatically ignored,but do not break your control. Potentially self-destructive commands, however, are not, although they may entail a new opposed check. So, for example, you cannot simply command a thrall to walk off a cliff, but you could walk him into a deathtrap or other potentially (but not obviously) dangerous situation.

MULTIPLE THRALLS

You can establish control over as many thralls as the action and duration of your Mind Control allow. At the default of a standard action and concentration, this is only one thrall, since you cannot take another standard action to use Mind Control again while maintaining concentration. If your Mind Control is sustained, you can establish control over one thrall, then attempt to control another on the following round, and so forth. The GM may set a limit on the number of thralls

you can control at once (just like the limit on the number of free actions you can perform during a round).

NOTICING MIND CONTROL

As a mental effect Mind Control has a degree of subtlety; noticing that someone is under its influence requires a Sense Motive check (DC 10 + Mind Control rank).

POWER FEATS

• Mental Link: You can give commands to your thralls mentally over any distance (with no need to speak). Issuing a command is still a move action, however.

• Subtle: Mind Control already has a degree of subtlety: only targets of the effect and those with the appropriate sense (such as Mental Awareness) detect its use. A rank of Subtle makes it a DC 20 Notice check for either to detect a use of Mind Control, while two ranks make the effect completely undetectable.

EXTRAS

• Area: You can control everyone in the affected area: make a single Mind Control check, opposed by the Will saves of all potential targets. Compare the results individually against each Will save to determine the effect. In the case of minions or large groups of relatively undifferentiated subjects (random crowds, etc.) the GM may choose to make a single Will save for the entire group and compare it against your Mind Control check result. Issuing commands to a group of thralls still takes a move action per command, so it’s easier to give a group of thralls the same command (“attack!”) than it is to issue specific commands to each one.

• Conscious (+1): Your thralls are conscious and aware, but completely obedient, effectively fanatically loyal. This means the subject can be commanded to relate knowledge or use skills based on mental abilities. Thralls are aware of being controlled once the Mind Control ends, unless the effect is Subtle, in which case subjects have no explanation for their unusual behavior or simply no memory of it (your choice when you end the control).

• Effortless (+1): Additional Mind Control attempts against the same subject in the same scene or encounter do not require extra effort for you; you can try again as often as you like.

• Instant Command (+1): You can issue commands to your thralls as a free action. You must have the Mental Link feat to apply this extra, since verbal commands cannot be issued this quickly.

• Sensory Link (+1): You can perceive everything one of your thralls does, like an ESP effect (see ESP in this chapter). Your own senses are inactive while using your sensory link and you can only perceive through the senses of one thrall at a time.

FLAWS

• Distracting: Mind Control may well be distracting for the user, imposing this flaw while you are controlling one or more thralls.

• Limited to One Command (–1): You can give targets only one command, like “sing and dance” or “live out your repressed desires.” This command is chosen when you acquire the effect and can’t be changed.

• Requires Grapple: You must first pin a target with a mental grapple (see Mental Grapple, M&M, page 157) before you can attempt an opposed Mind Control check. This makes the Mind Control attempt a full-round action, regardless of how many opposed checks the grapple takes, since it occurs only in your

target’s mind.

• Sense-Dependent: Your Mind Control works through a target’s senses to reach the mind. Examples include eye contact (Sight-Dependent), hypnotic music (Hearing-Dependent), and pheromones (Scent-Dependent), etc (see the Sense-Dependent flaw for details).

DRAWBACKS

• Noticeable: The effects of your Mind Control are noticeable by means other than Awareness and Sense Motive: perhaps your thralls’ eyes glow, their skin changes color, or an unusual scent like flowers or brimstone hangs in the air around them.

ASSOCIATED EFFECTS

• Mental Transform: For long-term mental conditioning or brainwashing, see the Transform effect, particularly the mental version of it.

• Mind Reading: The ability to control minds often goes with the ability to read minds and vice versa.

OPTION: STAGED MIND CONTROL

As given in the description, Mind Control is something of an all-or-nothing effect: the target either fails the save and falls under the user’s control, or makes the save and does not. Those preferring a staged version of Mind Control can use one of the following options. In the first option, the subject only falls under the attacker’s control if the Will save fails by a certain margin. Failure by a lesser amount results in some side effect as the victim fights off the attacker’s mental influence. For example, failure by 10 or more causes the victim to fall under the attacker’s control, failure by 5 or more causes the victim to be stunned for one round, while failing the Will save causes the subject to be dazed for one round, while success still means no effect. Modify this as desired to change the effectiveness of the Mind Control effect: such as failure resulting in a stun result and failure by 5 or more establishing control. You can combine this “shake off ” approach with the next option. Mind Control might also be staged by the degree of control that it grants; the more the subject fails the Will save, the greater the user’s control. For example, mere failure of the Will save may allow you to order the thrall to do things he’s normally inclined towards doing anyway (attack an enemy, leave off a routine for some good reason, and so forth), failure by 5 or more can force the thrall to do things he normally wouldn’t do (attack an ally, break the law in some minor way), and failure by 10 or more can force the thrall to do things he’s normally strongly opposed to doing (attack a loved one, violate a personal code of ethics). Both these options make Mind Control a weaker effect with less impact on the game, so they are best used in cases where you want to lessen Mind Control’s effectiveness without changing its cost. Either option could also make a suitable Limited flaw (worth a –1 modifier) if you want to allow staged Mind Control as an option alongside the standard effect.