Thursday, December 6, 2018

New Mental Mutation: Compulsion

New Mental Mutation: Compulsion
Compulsion (4Mp): This mutation makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The mutation does not enable you to control the target as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the person breaks the compulsion. You must speak the person’s language to communicate your commands, or else be good at pantomiming. The target of this mutation must make a Will check, DC is 10 + User’s Cha Bonus + Level.

The compulsion lasts for one hour per level of the mutant, and the target must be within 25′, plus 5 feet per WILL bonus. It can be used once per hour for every WILL bonus (minimum of once).



No comments:

Post a Comment