Wild Talents: My Mind to Yours [Day 4 of 6]

I could go on for hours, all the potential Extras you can apply to Mind, which is odd because I’ve never seen anyone use these aspects. People who go Mind, tend to follow the Inventor route, which is kinda surprising. For one, all stats have Attack/Defends/Useful, so just that realization should get some fluids flowing in the grey mass in the head pan.

Here’s my favorite Psychic Attack setup… First, Add a Power Capacity to your Attacks (Range). You already know it’s NonPhysical (Stability), and should likely also thus have No Physical Change included. You’ll possibly want Subtle, but maybe you want them to know who’s ripping their neural patterns apart. My build didn’t include Subtle, it included Full Power Only, Exhausted, and Area +3d. Add in a Backfires, and you can add Speeding Bullet… so basically, once per scene, I could range attack 1 target, and everyone around him. My nose might bleed, but good chance I’d put some hurt out there.

But there’s a lot more than that you can do. How about adding a Range to the Attack, and a Disentegrate/NonPhysical? I’d allow that to destroy memories, and depending on the height, up to full amnesia even.

And of course, just like Sense, Mind is a perfect applicant for the Augment ability, though with fewer flaws to support it. That person who, due to his ability to calculate the flow of combat, can always have an advantage in combat…

Lastly, for this post, there’s Defense. Adding Armored Defense (and maybe Hardened Armour, should someone afford Penetration for a Mind Attacks) would be ideal, to avoid dealing with anyone that has the aforementioned options/extras. Even if Mind isn’t a strong point, for +1 to your overall Mind cost, a good telepathic defense with a couple or few of HDs would be a very thematic and prudent expenditure of points.

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