Control the minds of others.
Available to:
Notes:
- You will lose 30% of your success rate for every level your opponent has in Mental Shield.
- Whilever planting new "commands", you must maintain eye contact. This does not apply to possession, but for the latter you must maintain absolute concentration and thus leave yourself vulnerable.
- People remember being possessed. The experience is just too traumatic for them to not remember. However, there are various ways of controlling their response, such as getting a Vampire to erase their memory, or even planting a trigger to make them kill themselves if they try to tell someone.
Level 1
- Have a 50% chance of making a person immediately do something they ordinarily would find mildly objectionable.
- Have a 40% chance of implanting a trigger that will make a person do something they ordinarily would find mildly objectionable. Trigger lasts up to 12 hours and has 1 use.
Level 2
- Have a 70% chance of making a person immediately do something they ordinarily would find mildly objectionable.
- Have a 50% chance of making a person immediately do something they ordinarily would find objectionable.
- Have a 60% chance of implanting a trigger that will make a person do something they ordinarily would find mildly objectionable. Trigger lasts up to 1 week and has 1 use.
- Have a 40% chance of implanting a trigger that will make a person do something they ordinarily would find objectionable. Trigger lasts up to 1 week and has 1 use.
Level 3
- Have a 90% chance of making a person immediately do something they ordinarily would find mildly objectionable.
- Have a 70% chance of making a person immediately do something they ordinarily would find objectionable.
- Have a 50% chance of making a person immediately do something they ordinarily would find very objectionable.
- Have a 80% chance of implanting a trigger that will make a person do something they ordinarily would find mildly objectionable. Trigger lasts up to 1 month and has 1 use.
- Have a 60% chance of implanting a trigger that will make a person do something they ordinarily would find objectionable. Trigger lasts up to 1 month and has 1 use.
- Have a 40% chance of implanting a trigger that will make a person do something they ordinarily would find very objectionable. Trigger lasts up to 1 month and has 1 use.
- Have a 30% chance of possessing a person's mind completely for up to 30 minutes.
Level 4
- Have a 100% chance of making a person immediately do something they ordinarily would find mildly objectionable.
- Have a 90% chance of making a person immediately do something they ordinarily would find objectionable.
- Have a 70% chance of making a person immediately do something they ordinarily would find very objectionable.
- Have a 50% chance of making a person immediately do something they ordinarily would never do.
- Have a 100% chance of implanting a trigger that will make a person do something they ordinarily would find mildly objectionable. Trigger lasts up to 6 months and has 1 use.
- Have a 80% chance of implanting a trigger that will make a person do something they ordinarily would find objectionable. Trigger lasts up to 6 months and has 1 use.
- Have a 60% chance of implanting a trigger that will make a person do something they ordinarily would find very objectionable. Trigger lasts up to 6 months and has 1 use.
- Have a 40% chance of implanting a trigger that will make a person do something they ordinarily would never do. Trigger lasts up to 6 months and has 1 use.
- Have a 50% chance of possessing a person's mind completely for up to 2 hours; or
- Have a 30% chance of possessing a person's mind completely for up to 1 hour; or
- Have a 20% chance of possessing the minds of 2 people at once for up to 30 minutes.
Level 5
- Have a 100% chance of making a person immediately do something they ordinarily would find mildly objectionable.
- Have a 100% chance of making a person immediately do something they ordinarily would find objectionable.
- Have a 90% chance of making a person immediately do something they ordinarily would find very objectionable.
- Have a 70% chance of making a person immediately do something they ordinarily would never do.
- Have a 100% chance of implanting a trigger that will make a person do something they ordinarily would find mildly objectionable. Trigger lasts up to indefinitely and has 1 use.
- Have a 100% chance of implanting a trigger that will make a person do something they ordinarily would find objectionable. Trigger lasts up to indefinitely and has 1 use.
- Have a 80% chance of implanting a trigger that will make a person do something they ordinarily would find very objectionable. Trigger lasts up to indefinitely and has 1 use.
- Have a 60% chance of implanting a trigger that will make a person do something they ordinarily would never do. Trigger lasts up to indefinitely and has 1 use.
- Have a 70% chance of possessing a person's mind completely for up to 5 hours; or
- Have a 50% chance of possessing a person's mind completely for up to 2 hours; or
- Have a 40% chance of possessing the minds of 2 people at once for up to 1 hour; or
- Have a 20% chance of possessing the minds of 5 people at once for up to 30 minutes.