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Mind Link?

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Dragonfly
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Mind Link?

Post by Dragonfly »

Hey guys,

Here is another mental power question. How would you guys handle a Mind Link situation? You know - the way that Professor Xavier remains in telepathic communication with all of his X-Men during battle? Or the way that Martian Manhunter does the same with the JLA? In some cases, team members could be in 5 different continents while remaining linked to the Telepath, and the Telepath can tell when the link is severed for some reason.

So, how do you model this with the rules? Is this just the power Telepath? If so, would you require any Advantages to allow Telepath to function in this way, or would you just assume that team members know each other so well that this sort of link is easy for the Telepath in the group to maintain?

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Dragonfly
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Post by urbwar »

This happened in the one shot I ran on Saturday, but I just fudged it, and allowed the team to be linked by the Telepath to make things move more smoothly when they split up (being set in the 50's, there was no comm links to be had)

However, I'd probably make it an enhancement of some sort. Probably a 2 point one at that, given the amount of distance covered, and for multiple minds linked simultaneously
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Post by Dragonfly »

urbwar wrote:This happened in the one shot I ran on Saturday, but I just fudged it, and allowed the team to be linked by the Telepath to make things move more smoothly when they split up (being set in the 50's, there was no comm links to be had)

However, I'd probably make it an enhancement of some sort. Probably a 2 point one at that, given the amount of distance covered, and for multiple minds linked simultaneously
Thanks ubwar! I appreciate the feedback. Any other thoughts on this?

Best,

Dragonfly
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Post by BeardedDork »

I've only ever done this with a JLA game and simply had Martian Manhunter connect the party by GM Fiat.
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Post by Baelor »

I would probably call for a Power Check to establish and/or manitain the link - the telepath would roll their power check using their mind or their points in telepathy as a multiplier [whichever is better] to meet the difficulty. I would base the difficulty on things like - distance, number linked, resistances, other factors. Easy situations would not require a roll at all.

Then if anything happens to threaten the link, you can call for subsequent Power Checks to maintain the link, etc. If another telepath threatens the link, you could go for dueling power checks, or the dueling nullifying rules that BASHMAN has posted for X mastery.
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Post by BASHMAN »

It says in telepathy that it works at a distance with "people you are close to". The team-mates would count there, so even without some sort of Cosmic Area using the Space Enhancement, it would work.

If the person doing the psionic link is just resting comfortably in a chair far from the action, there should be no problem at all with the link. Only if the person doing the link is in serious trouble would I think to call for them to make checks- or if they are adding a new person to the link (one who previously wasn't covered under the "close friends" pool).

If the person doing the link is hurt, then I'd definately call for a roll, and if they are unconscious, I *may* let them roll to keep using the power.... (afterall the mind doesn't necessarily get knocked out just because the body was) but also may not and just say they lost the link.
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Post by Dragonfly »

Thanks guys! VERY helpful! Again - I love the broad use for powers like Telepath. It makes SO much sense!

Best,

Dragonfly
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