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Mind Control

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 trigger1 2 3 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 possessing4 5 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.
 

1 A trigger is a telepathic command — but instead of being acted upon straight away, the command sinks deep into the victim's subconscious and waits. If it's not triggered within the time limit, the command is forgotten; otherwise, it can be triggered, by whatever means the Peteulanus wishes (eg. telepathy, verbal communication or even by COM) as needed.

2 Depending on the effect you want, triggers can be common words (eg., if you want a mass murderer triggered by a hawker yelling "carrots!") or, if you want to be the only one capable of triggering the command, something unique to you and/or the victim.

3 Triggers can act as a "failsafe". For instance, if you think you might be arrested for something, you can implant a trigger beforehand so you'll be rescued. (There are actually a few failsafes in that kind of situation: You could trigger the magistrate to find you innocent, or a jailer to let you out, etc etc.)

4 To possess someone, you suppress the victim's mind and take control of their body via telepathy. It takes a great deal of discipline, which is why it's such a high-level skill, but it also requires a great deal of concentration to maintain the telepathic link needed — leaving your own body vulnerable in the meantime.

5 Possession is used for any number of things. Perhaps the most common is to use the victim as a meat shield while the Peteulanus locks himself in a safe room. Some Peteulani also use it for things like making temporary or even permanent slaves, though this is a questionable practise in more ways than one since the energy saved on physical activity would be expended on the possession anyway).

Page last modified on May 29, 2011, at 07:41 AM