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Kilgrave, a voice to be reckoned with.

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Crimsondude

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« Reply #15 on: <11-25-15/2142:11> »
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.


In the show he produces a microbial virus that makes you follow his commands. Hence the pheromones. You're completely aware that you're being controlled, but are powerless to do anything about it. So Control Thoughts isn't really what I was looking for. Granted, his character in the show has a far greater power (his commands last up to 12 hours) than this guy would.

Control Emotions

There are some social adept NPCs that need to be converted to 5E who were already nightmares in 4E.

Social Adepts aren't nearly as dangerous as they could be.
« Last Edit: <11-25-15/2146:30> by Crimsondude »

Whiskeyjack

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« Reply #16 on: <11-28-15/1648:26> »
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.

Control actions is more like Kilgrave then control thoughts....

People where horrified and knew exactly what they were doing was self harming.... they just couldn't stop themselves....
They were using their own skills in executing the tasks though.
Playability > verisimilitude.

Reaver

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« Reply #17 on: <11-28-15/1814:15> »
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.

Control actions is more like Kilgrave then control thoughts....

People where horrified and knew exactly what they were doing was self harming.... they just couldn't stop themselves....
They were using their own skills in executing the tasks though.

True. But none of SR abilities exactly match Marvel's powers. (I own and played many versions of marvel superhero systems - TSR's FASERIP system was by far the best...)

Control thoughts basically makes the implanted action YOUR idea.... which its clear by the responses of the people, it wasn't. (Don't want to spoil things for people that haven't finished yet. But if you have near the end of the series there is an interaction between Kilgrave and his dad, the look of Dad's face tells you that what he was about to do was definately NOT his idea!)

While with control actions, your mind remains your own, but your body moves to the wishes of the caster - making self harming actions much more likely - which is basically what kilgrave did to just about everyone....
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

adzling

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« Reply #18 on: <11-30-15/1633:47> »
FYI you may be lumping a few things in that should NOT confer bonuses to Commanding Voice.

examples: first impression, leadership specialization (command), tailored pheromones jumped out at me.

This is because Commanding Voice is a magical effect, not a regular social test.

Halinn

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« Reply #19 on: <11-30-15/1748:43> »
Source for why a Leadership + Charisma test isn't a social test? The power certainly doesn't say it isn't. And if it isn't a social test, which limit do you use?

Tailored pheromones explicitly calls it out doesn't work with magic, and arguably first impression might not (what exactly are "relevant Social Tests", and which social tests aren't relevant?), but why wouldn't the specialization work?

adzling

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« Reply #20 on: <11-30-15/1808:25> »
The Original description which the errata reverted it to is as follows:
With this power, an adept can give a target a  ve-word command. With magical energies empowering their words, an adept with this ability can compel a target to do almost anything, including dropping a weapon, walking out of a building, getting into a car, or remain- ing silent while another team member renders the target unconscious. Adepts have said that this ability can only be used on a single target a limited number of times within a twenty-four hour period or else they grow resistant to it, but all it takes is one action the ad- ept stops or alters to make a difference in a run. This power, if used properly, can minimize opportunities for things to go wrong and minimize any violence that may be required to grab the target.

This is a magical test that uses leadership.
As such it cannot take advantage of mundane effects to leadership (pheromones, clothing, mundane qualities such as first impression etc).
At least that's how we play it.

Marcus

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« Reply #21 on: <11-30-15/1947:00> »
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.
This is defiantly how I would execute this concept, as it will fit how this works far better then any kind of social cheese the system of SR has.
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All4BigGuns

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« Reply #22 on: <11-30-15/2252:24> »
I wonder if this guy might be better suited to the karma generation (likely, IMO, as most characters that aren't Trolls good at what Trolls are supposed to be good at tend to be).
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Glyph

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« Reply #23 on: <11-30-15/2321:19> »
Karma:
Metatype: 0
Adept: 20
Core Attributes: 355
Special Attributes: 115
Active Skills: 239
Knowledge Skills: N/A yet
Contacts: 18
Resources: 70
Positive Qualities: 21
Negative Qualities: <25>
TOTAL: 819

Nope, although if the GM gave "free" contacts and knowledge skills with it, he would come close (801 points).  He would definitely come out ahead if the GM used 1,000 Karma.

All4BigGuns

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« Reply #24 on: <12-01-15/0252:43> »
Drop the implants and he could still function quite well and not need so much in resources.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

adzling

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« Reply #25 on: <12-01-15/1051:55> »
Yeah the best bet for pumping CV is to take Speaker's Way and the Silver Tongued Devil enhancement.