Mind Control
From D20advanced
| MIND CONTROL | ||
| Type: Sensory (mental) | Action: One (active) | |
| Range: Perception | Duration: Concentration (lasting) | |
| Resistance: Will | Cost: 2 points per rank | |
You can control another character’s mind, and therefore actions. To use Mind Control, make an FX check against the target’s Will resistance. If you succeed, you control the actions of the subject, or "thrall", as long as you maintain the FX. If you fail, there is no effect. You can try again, but the target gets a cumulative +1 bonus to Will resistance against Mind Control for each successive attempt in the same encounter.
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.
Contents |
Issuing Commands
Issuing a command is one action—separate from the 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 and Value Progression Table that passes, starting at one minute, with the thrall getting a cumulative +1 bonus per save. A thrall can also use a hero die 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 +5 bonus on top of the cumulative bonus, depending on the type of command. Success breaks your control. These opposed checks do not require additional 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 one action and concentration, this is only one thrall (or two if you choose not to move). 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 FX Mind Control has a degree of subtlety; noticing that someone is under its influence requires a Perception check (DC 10 + Mind Control rank).
FX Feats
- Mental Link: You can give commands to your thralls mentally over any distance (with no need to speak). Issuing a command is still one 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 Perception 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 one 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 FX. 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 FX and can’t be changed.
- 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.
Drawbacks
- Noticeable: The FX of your Mind Control are noticeable by means other than Awareness and Perception: perhaps your thralls’ eyes glow, their skin changes color, or an unusual scent like flowers or brimstone hangs in the air around them.
Associated FX
- Mental Transform: For long-term mental conditioning or brainwashing, see the Transform FX, particularly the mental version of it.
- Mind Reading: The ability to control minds often goes with the ability to read minds and vice versa.

