" Does it bother you..." "When we talk like this..." "We can stop..."
Perhaps you have some shared genetic link like being a set of twins. Perhaps you are a swarm of mantis people. or maybe you are an elite cadre of mystically conjoined ninjas. Perhaps you are a garage full of the master's robots. Maybe you are even a group of comrades that has worked together so long that teamwork is now second nature to you. Whatever the cause, you and your compatriots work together with an efficiency bordering on zen art.
System: each person who wishes to use Hive Mind must possess the knack and be within line of sight of his fellows.In addition to being able to communicate non-verbally, any project that the hive mind undertakes adds +1 to the dice pool for every character working on it after the first. The ST may limit the number of characters with this knack working on a project. (Typically no more than 5 people may attack a single person. thus the best bonus that the hive can achieve is four.)
Example: 3 mantis warriors attack Dudley while 2 more attack Julie. Their dice pools for attack are at +2 and +1 respectively. If Dudley thrashes one with his fists and Julie dispatches one with her tiny pistol then their pools drop to +1 and +0. If however, the Mantii make short work of Dudley, The four remaining warriors will have +3 against their single target.
The Knack has a downside insofar as people with Hive Mind have little in the way of mental defenses (or rather they are so open and/or permeable that it makes little difference.) and are thus at a +1 difficulty to resist mental domination of any sort.
Example: 3 mantis warriors attack Dudley while 2 more attack Julie. Their dice pools for attack are at +2 and +1 respectively. If Dudley thrashes one with his fists and Julie dispatches one with her tiny pistol then their pools drop to +1 and +0. If however, the Mantii make short work of Dudley, The four remaining warriors will have +3 against their single target.
The Knack has a downside insofar as people with Hive Mind have little in the way of mental defenses (or rather they are so open and/or permeable that it makes little difference.) and are thus at a +1 difficulty to resist mental domination of any sort.
(A Universal Knack is essentially the sort of that can come about from many different types of background and as such can be bought by any sort of Inspired Character and even some uninspired characters at the ST's option.)
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