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Darin SF
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Darin SF

Rules & Advice  - 
 
Hey all, (new SW GM and really enjoying it),

I posted a question in the regular G+ Savage Worlds community, but realized I meant to add it here.  I'd love to read some experienced SW GM discussion around Mind Control, Mind Reading and Telepathy. The rules as is are rather - well both vague and particular in the restrictions.

So I will show what I posted below, but any and all insights and comments about those powersets (and keeping them balanced but fun and comic-worthy; it's hard to see Marvel Girl or Prof X working with the rules as presented, for instance).  (and hopefully I haven't tl;dr'd myself here)

So from the other page I posted:
"Questions about Mind Reading and Mind Control...How do you guys handle stuff like the following? (and are there official rulings about it)?

1) Is mind control just a puppet thing? Or could the super make someone answer their questions (which in a way makes it stronger than telepathy). Ie. saying to the mind controlled person, "tell me the combination to the safe?", etc.

2) For mind reading, what about the power to dive deep into a person's past memories (as in millions of comics). It seems like that isn't an option in SW.  It reads like just the last 5 minutes of thoughts... 

3) How about emotions and sensations? I.e. can mind control be used for emotions (anger, happiness, sadness, etc) or physical sensations (pain, pleasure - generalized or localized to specific body parts)

4) could mind control be used for things like, suggestion or command spells in other rpgs? like .. "go to sleep", etc?

5) Could mind reading be used to eavesdrop on a conversation from a distance (either just the one side or both sides via the target's hearing) ."

Thanks in advance!!!  And sorry for the wall of text.. looking forward to seeing what you have to say...
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David Scott's profile photoDarin SF's profile photo
2 comments
 
Thanks, David!  I hesitated with those example characters because they are of course, much stronger than anyone in the Necessary Evil campaign I am currently running.  But I was curious to hear what people would say regardless. 

My biggest reason for being dogmatic, if I am, is just that since I am new I want to keep some balance til I am more familiar with the rules etc.  Little things like an "extra action" or two can seem really powerful (possibly overpowered) and I want to keep it fair for all the players.

That said, it's going great, and your input is very valuable and appreciated.  :)
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Darin SF

Rules & Advice  - 
 
Questions about Mind Reading and Mind Control...How do you guys handle stuff like the following? (and are there official rulings about it)?
1) Is mind control just a puppet thing? Or could the super make someone answer their questions (which in a way makes it stronger than telepathy). Ie. saying to the mind controlled person, "tell me the combination to the safe?", etc.
2) For mind reading, what about the power to dive deep into a person's past memories (as in millions of comics). It seems like that isn't an option in SW.  It reads like just the last 5 minutes of thoughts... 
3) How about emotions and sensations? I.e. can mind control be used for emotions (anger, happiness, sadness, etc) or physical sensations (pain, pleasure - generalized or localized to specific body parts)
4) could mind control be used for things like, suggestion or command spells in other rpgs? like .. "go to sleep", etc?
5) Could mind reading be used to eavesdrop on a conversation from a distance (either just the one side or both sides via the target's hearing) .
Thanks in advance!!!
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Robert Nownes's profile photoDarin SF's profile photo
2 comments
 
haha, thanks Robert - I know I can and do make the rules my own as needed or desired. BUT I'm very new to the system, and I know a lot of balancing work his been done which I'd rather not completely upset. 

So it's useful to see what people who have years of experience running SW have to say on the matters.  I did some searching and didn't find much conversation on it and this seems like a good place to get such conversation going.

Thanks for all your good ideas!  (and feel free to keep em coming, all!)
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Darin SF

Rules & Advice  - 
 
So Training Rooms in Super hero lairs are described in the rules update as : "A training room might be a simple gym at a cost of +2, or a computer-controlled chamber with death rays and robot minions (+4)." 

But they don't explain if you get any bonuses, etc. for having one.  Are there any? or is it just to have the room? 
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Jerrod “Savage Daddy” Gunning's profile photoJosiah Bradbury's profile photoPat S's profile photoDarin SF's profile photo
6 comments
 
Nothing to be sorry for, i like your suggestion.  :)   My players are just trying to spec their initial lair, and are trying to find some points for an escape pod lol.  For me, the rooms don't "have to" give specific bonuses, but many do, so I wanted to make sure I understood it correctly. 
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amazing but true
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Darin SF

Rules & Advice  - 
 
So pretty new to SW and going to run Nec Evil with some friends. One player wants to make a character with illusions. The power is a little open ended and I'm concerned about how I will GM it. I asked the player to describe how he wanted to use the power, (which he saw buying 2 levels plus Film Quality) and he responded with:

[Quote:]
I think this is largely for being able to avoid being a wanted suspect, so he can disguise himself to fool police and security cameras and enemy gangs.

He can also create distractions while he's shoplifting or luring targets out of position (smashing windows, screams, rustling in bushes). Making illusory buttons on devices to fool security forces into thinking they've called for backup can be fun too.

And of course, I'd also like to use it for voice recognition and iris scanning.

Lastly, he can create the illusion of giving hobos change and she-hobos jewelry too, so he can befriend them more easily and cajole them into divulging knowledge and rumors. Depending on the mechanics of the costs, I may not need as many points in illusion as I currently have... we'll see.
[End Quote]

That seems like a reasonable thing to ask for someone who isn't familiar with SW (it'll be his first time playing), but it seems a bit much for a 5 point power. (He was also clever enough to buy an Extra Action for 3pts, so that he would get no penalties for maintaining his illusions while performing other actions.

Part of the issue is that it also crosses into the powers of Chameleon and Copycat. Disguising oneself through illusions seems generally reasonable, but what about chameleon (another player is buying that but can get that plus other illusions for the same cost it seems).

Copying someone else's retina scan and voice print definitely seems like it should cost and extra couple of points (like the Voice option in chameleon: Voice (+2): Your chameleon can emulate voices as well. The mimicry is perfect enough to fool voice identification devices. Combined with an assumed form, this Modifier increases the Notice roll allowed to detect the chameleon to –4.)

Having NPC's press an illusory button seems like a problem because there would be no tactile sensation, it's just an image.

Anyway, I'd love some advice about all this. I could even see him trying to use it for invisibility, which just seems wrong. That said, I don't want to discourage his creativity, and many applications of the power could certainly be fun, but getting everything he described for 5 points (or less!) seems unbalancing and unfair to the other players.

Thanks for listening and thanks in advance for any advice!
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Richard Woolcock's profile photoDarin SF's profile photo
3 comments
 
ps. got a great reply on the PEG forums: http://www.peginc.com/forum/viewtopic.php?t=46269
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Darin SF

Rules & Advice  - 
 
Question please, If I get Necessary Evil Explorer's Ed., is there any reason to get the Super Powers Companion 2nd Ed.?  I've read some things that suggest that the answer is no...  seems like sci-fi companion may be better investment.
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Kristian Serrano's profile photoRichard Woolcock's profile photoTommy Brownell's profile photoDarin SF's profile photo
4 comments
 
thanks guys! 
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Darin SF

Kickstarters  - 
 
Not sure if this has been shared here, but I saw this kickstarter that others may be interested in (PS I'm not a shill). And there is a Savage Worlds stretch goal not that far off!
Walt Robillard is raising funds for The Super Villain Handbook on Kickstarter! Dr. Comics, Jason Tondro, pens the definitive guide to comic book super villains for the ICONS role playing game.
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Darin SF's profile photo
 
as of now: only a little over $1,000 in pledges needed to get the savage worlds version done!
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Darin SF

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finally!
Researchers at the Large Hadron Collider just recently started testing the accelerator for running at the higher energy of 13 TeV, and already they have found new insights into the fundamental structure of the universe. Though four fundamental forces  – the strong force, the weak force, the electromagnetic force and gravity – have been well documented and confirmed in experiments over the years, CERN announced today the first unequivocal evidence...
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Darin SF

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