Overmind

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Overmind (Major) by Mephisto

An unique but difficult power to comprehend, the Overmind can often be thought of as psionic, but the character is not psychic, only has abilities that mimic physic phenomenon. What the Overmind is, in the most eloquent way, is the ability to project the characters mind over a distance while still possessing all of the characters abilities. Unlike Astral Projection, the character remains in the same physical “plane” and the physical body can still respond to physical stimulti; it's simply that the character's mind is not limited to one physical location. This power has a number of sub-powers.

1.Sense Minds: The character can sense all of the minds in his range, and can use all of his Overmind powers, with the exception of Overmind Control, against any minds he can sense. The range that the character can sense minds in is limited to 100 feet (30.5 m) plus 20 feet (6 m) per level of experience. The character will get a sense of the strength of the mind (feeble (I.Q. and/or M.E. Less than five), mediocre (I.Q. and/or M.E. Between 6 and 10), average (I.Q. and/or M.E. Between 11 and 14), strong (I.Q. and/or M.E. Between 15 and 19) and exceptional (I.Q. and/or M.E. Over 20). The character can also tell if the mind is psychic or has developed extraordinary powers (such as Control (Others), Divine Aura, Immune to Psionics or Iron Will. Note that super abilities that provide bonuses against psionics will also work against the Overmind of the character for many of the sub-abilities.

2.Overmind Control: The character can attempt to use his Overmind to take over the body of another individual. In many ways it functions like Control (Others) but in this case, the Overmind is overwhelming the victim allowing the character to completely control the victim, much like a possession. The attempt at Overmind Control can be made once per melee round and counts as one of the characters melee actions. The Overmind Control enables the character to physically move that body within range, with the skills and Hand to Hand of the victim not being applicable, nor can the character use any of the characters powers or abilities (If the character took control of a character in an altered state, that character will remain in that state with all of his Natural A.R., S.D.C. Etc but none of the victim's hand to hand skills or blasting powers will be known). A Battle of Wills is contested to determine the success of Overmind Control. The character gets to roll a 1D20 and both add in their M.E. Scores, highest roll wins. Bonuses to save vs. mind control, psionics, and/or possession are all applicable. Note that if the victim's body is taken out of range, the Overmind Control is instantly lost. 3.Project Mind to Mind: The character can mentally talk to any psychic that has telepathy but to the psychic it feels like the character is in the psychics brain and is very distracting.

4.Mental Assault: The character can attempt to do physical damage to the victim with the Overmind by overwhelming the characters nervous system with electromagnetic impulses. The Mental Assault costs one attack per melee and does 2D6 S.D.C. Damage unless a saving throw vs. psionics is made. Can be attempted equal to the characters number of attacks on any mind he senses in his range.

5.Mental Wall: The character possesses a natural mind block, that functions like the psionic power of Mind Block Auto Defense. 6.Mental Stun: Same as the Minor Super Ability in HU2 page 235. Note that one difference is it only costs the character one action per melee, but like the super ability can only be done against one opponent in his Range at once.

7.Other Abilities and Bonuses: +4 to save vs. psionics, +2 to save vs. mind control, +6 to save vs. horror factor and +3 to save vs. possession.