King Harrold wrote:Mentally Possess Others:
This ability allows you to possess another person's body, at the cost of leaving yours a mindless vegetable vulnerable to attack from all sorts of enemies and the ever present possessing entity which always seems to be around whenever a psychic leaves their body. To use it requires you to touch your victim on the bare skin. Not very easy in a world where practically everyone is wearing armor.
But i am sure you are thinking to yourself "But there is no counter to that power! Once you are inside another body you are undetectable and unstoppable!"
No, not even close. Look up the psychic power Read Aura. You will find it in the Sensitive section of the psychic powers list. Using Read Aura a psychic can instantly spot what is called a "Posessing Entity" Well my friend, a disembodied psychic possessing someone is a possessing entity. In other words a minor psychic with this power can instantly spot you. Instantly! There is no save, no way to avoid it. They look at you with the power, they see you in there. It's that simple.
Entities are a specific breed of creature.
Possessing somebody doesn't make you a "Possessing Entity" any more than sticking a horn on your head makes you a "Unicorn."
Ah, but you reply, "But a mind block will prevent a read aura!"
Yes, yes it will. But even that gives you away.
Imagine the scene. Bob is an officer at a CS base, you managed to possess his body while he partied in a bar somewhere and now you make your way to the base confident you can walk right through the guards and get what you need, no problem.
We've typically used the power in combat, to possess powerful enemies.
The rest of the enemies usually catch on once their friend starts shooting or eating them.
Against a solo enemy, it usually catches on when it wakes up covered in MDC duct tape and fusion blocks.
Trying to use the power to sneak into guarded CS territory is foolish; the dog boys would sniff you out in short order.
Telemechanic Possession:
Everybody loves this one. "I could totally possess that enemy giant robot and turn it on them, and if the crew is in it so much the better!
Well... not exactly. If you read the description of the power the people at Palladium went to great lengths to explain that in order for the power to work the machine has to have EVERYTHING that was needed for it to normally function. Fuel, batteries, power, whatever. and under no circumstance is capable of doing anything that it ordinarily couldn't do.
Like for instance, run without the keys in it...
So imagine this. Here i am, high level mind melter, i run up to a Skull Smasher who is busy trying to turn my party into vapor and doesn't see me until it is too late. I touch the robot's leg to make sure and trigger my ability. Suddenly i fall lifeless to the ground, in a mindless coma, my mind now occupying the robot. I am now in control, the crew is at my mercy as i go on a bloody rampage among the attacking CS troops!
Or do I? In reality what happens is this. The CS pilot watches as his machine goes out of control! The systems are all working themselves. The crew shouts in a panic that nothing is responding! The robot is moving all by itself!
So what does he do? He does what any one of us would do in that situation. He cuts the power by pulling the keys out of the ignition, or pulls out his command card or whatever it is that they use in a robot. The robot can't run without the keys in it. An obvious safety feature and the same reason why we do it in vehicles today.
So... you think that giant robots use keys to turn them on and off?
Guess what? The robot needs keys to run. No keys, no possession. It's that simple. I get kicked out and back into my body. The Pilot puts the keys back into the robot and finds that things have returned to normal. he takes one action to activate the robot while i take two to get to my feet.
Wait a second... You use one action to possess the robot.
You should get another attack as the robot before the crew even notices that you're there, unless you decide to cease all their actions the moment you're in the bot, giving yourself away.
When they do notice, the crew spends 1 attack to turn off the bot with the (
) keys.
Then the pilot, not knowing that you're no longer possessing the machine, puts the keys back in and turns the thing back on again, for some reason.
Then you take two actions to get back to your feet, for some reason.
So you've used 3-4 actions, and the crew has used 2-3, by your reckoning.
But I'm not sure why you're taking 2 actions to get back to your feet.
And I'm not sure why you're getting back to your feet at all, instead of just possessing the machine again immediately, since you should still be within 10' (per level) of the thing- it's had no time to move away from you.
So from where I'm sitting, in your scenario a lone psychic has effectively neutralized a giant robotic war machine. He can keep playing back-and-forth with his possession until he runs out of ISP, giving his allies plenty of time to take out the robot entirely.
In short, the power is fine for possessing toasters. Yay...
Or for possessing unoccupied robots. Or for possessing weapons.
Or for possessing giant robots that don't happen to require keys.
Really, there's a LOT that can be done with the power, if you think things through and use it correctly.
The Psi-Sword.
I never use this one. I know, you're shocked. "But it does so much damage, it's so cool! Why won't you use it?"
Let me show you.
The psi-sword takes an entire melee round to summon. One entire melee and during that time it takes up all your attacks. You can't dodge, run, move, fight or do anything else. You have to stand there and concentrate on summoning it. This means if you were to suddenly come under attack and decided to summon the thing you would be stuck standing there and basically be automatically hit by anyone who decided to attack you! Even with average mega damage weapons you will be killed long before you ever even get to use the stupid thing.
So, the only real way you can use it is by summoning it out of combat and then carrying it around with you. it lasts for a bit at 5 minutes per level so why not carry it around all the time? Because it's a bit glowly sword that's why! It tells everyone that sees you that you're some kind of dangerous psychic that should be the first one targeted in any attack! Secondly it glows! It gives off light! It draws attention to it and to your party. At night in the wilderness it can be seen for hundreds of yards warning everything that you are coming and exactly where you are. It's like trying to sneak around while carrying a neon sign that says "Shoot me in the face!" Just plain dumb.
So basically, the power is worthless to you because it's not a good idea on stealth missions at night.
Gotcha.
Of course, during the day, or any time that you don't care if you're seen, it's fine.
Though I agree that the summoning time cripples the power's usefulness, that wasn't as much of an issue before 6th Sense was nerfed. Before then, you could usually sense danger up to a minute before it happened, and have plenty of time to summon your sword and otherwise buff up.
Psi-sword combat. Ok, let's say that somehow you managed to summon your psi-sword without getting killed, and somehow managed to get close enough to an opponent to use it. You hid in the closet and jumped out when they went to take a leak, you cleverly disguised yourself as an oddly glowing shrubbery. The enemy was all stoned.
You seriously have that much trouble getting into melee range when you play?
It's really that big of a deal to you, that it seems like an unlikely, nigh-impossible task?
Whatever the reason you are in range and you got your psi-sword ready so you let em have it! Well, this is when you find out that psychic are lousy fighters. You get tiny amounts of skills, you don't have much in the way of bonuses and you certainly don't have high end millitary training. So when you start slashing away at your oponents they dodge, and they parry, and they dodge and they parry and parry and dodge and eventually leap far enough back to start shooting you full of holes. Watching a mind melter try to use their psi-sword on a trained fighter like a CS commando or heaven help you, a juicer is truly pathetic to watch. I have seen a mind melter get sliced to pieces by a soldier with a set of vibro-claws. There was simply no way the mind melter could hit him with that thing. if he rolled high enough the guy parried, if not, he dodged. It was a sad sorry sight. it was just too bad he hadn't taken a useful power instead of that stupid psi-sword.
Of course, if you're NOT fighting CS Commandos, or Juicers, or other top-tier melee combatants, you generally do just fine.
Again, the problem you describe isn't the power, it's a foolish use of the power.