Mind Control and Invisibility

This one I think I can handle, but how do you handle Invisibility? Is "being invisible" mostly a factor of creating a Boost for yourself and/or a Hinder on others?

More confusing, how would you handle Mind Control (for either a hero or villain)? It seems a Hinder isn't really strong enough to simulate "I control his/her actions." 

Bonus Question: If you choose "Made-Up Power," is it "supposed" to be a Hallmark Power or should it go into the category that makes the most sense? E.g., would light control be "Light (Hallmark)" or "Light (Element Control)"?

1) Invisibility is a tough one, but the Shadow archetype has a couple of Abilities that affect combat. Outside of combat, I think any power is really a question of "What can my character accomplish, possibly with an Overcome roll involved?" For instance, a player can say, "My character lifts the delivery truck and carries it out of the parking lot," but obviously they would need Strength, Telekinesis, Metal control, or something else, right? Likewise, a character can say, "I slip unseen into the warehouse and spy on the villain's minions," but without Stealth and Invisibility, that could be impossible. So, I think Shadow works for combat invisibility, and out of combat, it's really about "What powers do you have (at what levels) that let you accomplish certain feats?" But also, sure, it can be used to Boost or Hinder others, depending on what the characters are trying to do.

Does that make sense?

2) Mind Control could be a Hinder, if that's what the character wants to do, but that's certainly not all. For instance, under the Psychic archetype, there's the ability Psychic Assault, which is an Attack that Hinders. This is a great way to represent Mind Control - maybe the psychic is trying to control the enemy, and the strain damages and Hinders them. But if that's too boring, then we can say that the psychic actually controls one minion to attack another (so the Attack on Minion A represents them being punching in the face by a mind-controlled Minion B). The results are the same - we're only changing the narrative to match what the character is doing. This doesn't cover every situation, but this is generally how I'd handle it - just use the rules and narrate it to match the character's methods.

3) From what I've seen and heard, put them wherever makes sense, especially since that affects their access to Red Abilities. Light would probably be best under Elemental/Energy powers.

There is actually an ability that lets characters take control of a minion. That would most likely be done through some sort of mind control.

Intangebility could also be invisibility talents too depending on how the person plays it.

  1. It's all about the narrative.  "I become invisible and attack this enemy by surprise." (Attack)  "I become invisible and harass the enemy while my ally is attacking them." (Boost)  "I become invisible and sneak into the building." (Overcome).
  2. Same deal.  Many abilities can be rethemed to use mind control.  For instance, Throw Minion could be that you take control of a minion and they attack someone else (getting hurt in the process).
  3. I try to "reskin" powers before I go to Hallmark powers.  Light is pretty much Radiant without the holiness connotation.  Focus on the effect rather than on the name.
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Yeah, that's one of the issues that I'm getting hung up on.  On the one hand, I'm trying to stick to the power definitions as defined by the rules.  On the other hand, I can easily think of some powers that are more "deserving" of a spot on the list than ones like Radiant, Part Detachment, Momentum, and the entire Modular Archetype.

Many powers can be used in odd ways to justify being the basis for a given ability. Don't get too hung up on details.

 

For example, one PC has red ability summon allies on size change... so the hero rolls his size change to make local bugs get bigger... big enough to be minions.

Another has illusions at d6, and uses it mostly to not totally freek out the mundanes... but his complication last session was a paranormal blogger and paparazzo. Another used intangibility to blank camera guy's memories... as an overcome... Camera Guy is going to have some really odd feelings...

A follow-up on powers, then.  

I'm converting characters from Champions.  Two of them are in the same situation: in Champions terms, they have a Multipower that gives them a number of effects.  In SCRPG, those effects can pretty much be summed up in one power.

For example, one of them has sonic abilities.  I looked through the SCRPG list and came up with: "Sonic" and "Flight."  I think my future problem will be that, when I go 'backwards' through chargen, I'm going to have to give him at least one more power according to the rules.

A possibility in that regard presents itself: one of his Champions powers is that he can control sound to make himself silent.  So I could give him the power of Invisibility, with the understanding that it's to hearing, not sight.  But here the flexibility of SCRPG powers works against me: couldn't one reasonably argue that that too is covered solely by "Sonic," which will have a higher die size than whatever I assign to "Invisibility"?

You may be better off just having them regenerate under SCRPG, using the pick your choices; any straight conversions are probably inappropriate, as the definition of the term of art "power" differs strongly between the two.

High Dex is the Agility power. 

High Con, Bod, or Stun is vitality.

Strength is Strength.

Anything over 13 probably should be a power or a quality; the mental and social stats all go under qualities.

Almost every option in SCRPG is going to give 3+ powers, 4+ qualities, 4+ green abilities, 2+ yellow abilities, 2+ red ability, one out ability; two principles..

Couldn't Mind Control just be an Overcome to get someone to do what you want?

Ex. Get the Minion to flip the doomsday machine off switch. 

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