EXPANDED EGO POWER RULES FOR TERRA I and II CAMPAIGN

1) PERCEIVING AN EGO ATTACK - Looking at the EGO rules on pages 54-55, EGO powers’ effects can be classified in two ways; either instantaneous (Ego Attack, Mind Scan) or continuous (Mental Illusions, Mind Control, Mind Link, Telepathy). If a character does not have mental awareness or mental powers of his own, he has no chance of seeing the mental power. However, if he is affected by a mental attack, he will have a chance to notice the source. This is a modified EGO roll:

Chance to perceive mental attack = normal EGO roll - [# needed to hit - actual roll]

If the character is not affected by the attack, he has no chance of perceiving the source, although he will know that he was attacked mentally. For characters who DO have mental awareness, they have a normal chance of perceiving any initial attack (as they would an EB for instance). However, if the power is continuous (which includes a continuous attack through a Mind Scan), the character can detect the power. Mental powers, although invisible to normal senses, are visible to those with mental awareness, and thus must have a character defined special effect. Instantaneous powers can be perceived (source and target) by a mentally aware character, just as if he had shot an EB. For powers that are continuous, the fact that a character is under the effect of a mental power will be apparent, but the source will not (just like Entangle). Only if the attacking character makes a new attack (changes the command, e.g.) or pumps in some additional end, will the ‘attack’ effect be apparent for that instant, then will disappear. The only exception is mind link. In this case, the recipient(s) as well as the ‘attacker’ will have an effect about him, but only when communicating. This would be similar to having a communicator. While it is just sitting there, it is not apparent, but when someone ‘calls’ or you ‘transmit’ an observer may ‘hear’ (but not actually hear the conversation). The initial attack is perceivable, as described previously, however, Some of this contradicts the rules, but this supersedes (so there). But hey, what if you want the power to have a ‘beam’ between the attacker and the victim during continuous attacks? That’s a ¼ disad, bub!

ELABORATION ON MENTAL ILLUSIONS - The original rules on this power are pretty good, but alas not good enough. One may notice that in the original Champions rules it is stated that either stun, or stun and body can be used as normal damage against an opponent if a roll is successful with either +10 or +20 modifiers added (depending on effect desired). There should be another option. In order to make this power effective and not self-defeating the attacker can opt to use half the damage as no-normal-defense, or can use all the dice as regular damage. Their choice, but declared before the power is used.

PUSHING EGO POINTS - Another quick note about all mental powers in general - since it’s pretty rough for a normal lad with an EGO of 10 to break out of any sort of bizarro mind trap according to the Champions rules, here is a supreme modification: a character can push his ego to any amount for the purpose of gaining extra EGO strength points in a break-out attempt (bear in mind, of course, that like all other powers, it will cost 1 END for every character point pushed). That is, average dude has a normal 11 or less EGO roll. He can increase his EGO by 1 point for every 2 character points pushed. This is divided by 5 (rounded) and added to his roll. Thus, a character who spends 6 END to raise his EGO by 3 (10 raised to 13, e.g.) will now have a 12 or less EGO roll.

4) NEW POWER: POSSESSION - This is a twist on the old game of mind control. When exerting this power, a character may not only take over the actions of another, but also enter that person’s body, thus effectively gaining a biological shield and cover. It is sort of similar to the man-in-the-moon effect, yet in this case the moon is the target and the man is the attacker and out of sight if the possession is successful. Success is dependent on many conditions (as well it should be considering the awesome capabilities of this power). First, a character must state the intent of the attack - i.e. what level of ‘mind control’ he wishes to attain once inside the victim’s body. Then the attack based on ego combat value is rolled along with the damage. The mind control chart found in Champions rules is used to determine the range of effect. If the effect achieved by the damage roll is compatible with (i.e. equal or greater to) the level of the stated intent then the possession has begun; at this point, only one thing can stop the effects of the possession - that is a successful "saving throw" on the part of the victim.

SAVING THROW = Ego roll - (# needed to hit - actual roll on dice)

If the victim makes the saving throw, the possession is negated and, although such a circumstance is rare, the victim will then have a chance at actually possessing the attacker! This bizarre feat of table-turning, however, is only possible if the victim has a ego greater than that of the attacker. Assuming the saving throw isn’t made, then the body is fully possessed. Unless invisible power effects are bought for this power, there will be some sort of visible oddity surrounding a possessed body. When an individual is fully possessed, he loses the ability to express his personality and, though fully aware of what is being done through his body, is unable to comment on it to others. If an attacker’s intent is ever greater than what is rolled on the damage dice then the target will get an immediate EGO roll at +2 for every level above the initial possession. If successful, the possession is broken and the possessor is tossed out of the body into an adjacent hex, however, if the roll fails, then the victim must obey, but is only "partially" possessed and is able to speak and express his true feelings despite what might be contrasting actions. If the attacker wishes to totally control the host at a higher level, he must make a completely new attack roll.

For long term effects, see the break-out rules involving Mental Illusions and Mind Control. Possession costs 10 pts. for every d6 of damage and has no range.

5) NEW POWER: MEMORY ERASURE - The title here is pretty self-explanatory. Basically, this power will enable a character to wipe out the memories of another individual. How well those memories are wiped out and how many are wiped out is dependent on an the strength of a rolls. The roll costs 5 pts. per every d6. This power will be able to erase any memory within the last minute (turn). The time effect can be increased on the time chart for +1/4 advantage per step (the zero point naturally being located at the present moment). The following chart is used in determining how well a memory is erased (first roll - sum of dice compared with ego of target).

MEMORY ERASURE STRENGTH TOTAL is equal to or greater than: EFFECT of attack:
Greater than EGO memory is muddled and removed from target’s conscious thought; can be recovered with effort or reminders
EGO + 10 memory is deeply buried; can only be recovered by direct retrieval cues or overt reminders
EGO + 20 memory is totally erased
EGO + 30 memory is totally erased and may be replaced with material provided by the attacker

Like Possession, this power can be negated by a "saving throw" on the part of the target.

SAVING THROW = Ego roll - 2(# needed to hit -actual roll)

Unlike many other ego powers, memory erasure has a zero range and is limited to what a character can touch.

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