Mind Control α

★ Prereq: requires Nile Empire

This invasive power allows a crimefighter to control his foes, turning them into puppets who dance on the ends of his mental strings.

Mind Control allows a pulp hero to control a single foe. This is a contest of willpower or Mind. Apply a −4 penalty if the target is in a hostile state (such as in combat). If the Mind Controller loses the contest, the target’s mind is off-limits the remainder of the scene.

If a target is tasked with something drastically against his nature, such as harming an ally or himself, he gets an immediate Mind or willpower test to resist. The GM should modify this as she sees fit—+4 to resist harming a loved one or oneself, +2 to resist harming his allies. If a subject breaks free due to such a test, he cannot be controlled again during that scene.

How long Mind Control lasts depends on the success level:

  • Standard: Until the end of the target’s next turn, or about 10 seconds out of combat
  • Good: One minute
  • Outstanding: Until the end of the current scene

Enhancements:

  • Charisma: The hero may use persuasion or Charisma instead of willpower or Mind. (The target resists normally.)
  • Control: Negate the –4 penalty for hostile targets
  • Power: Any bonus to resist an act against the target’s nature is reduced by 2
Pulp Powers

The vigilantes of the Nile Empire are not the four-color super heroes of modern comics. They are pulp heroes with powers more in line with the Shadow, Green Hornet, or even street level crimefighters such as Batman. They are, in essence, ordinary men and women with a few extraordinary abilities, but cut them, and they will bleed.

Pulp hero powers have many different trappings. One character’s Super Strength might be the result of exposure to strange radioactive isotopes in Dr. Mobius’s lab. Another hero’s might come from the Electro-Static Belt he wears. Whatever the reason, the powers work the same. If the power comes from a gadget it doesn’t work correctly for anyone else. If the GM takes powers away (usually by confiscating relevant devices) the hero should get them back by the next act as usual.


From Core Rules