Mindjack 1 requires Psychoshock 1, 2 Telepath scans, and 2 Neuromods, and allows a person to use a minute to gain the Mindjack 1 ability, during this time the person is considered Incapacitated. Mindjack 2 requires Mindjack 1, 2 additional Telepath scans, and 4 Neuromods, and allows a person to use a minute to gain the Mindjack 2 ability, during this time the person is considered Incapacitated. Mindjack 3 requires Mindjack 2, 1 Telepath additional scan and 6 Neuromods, and allows a person to use a minute to gain the Mindjack 3 ability, during this time the person is considered Incapacitated.
Mindjack has a range of 90ft, and consumes 15 psi points with a 5 turn cooldown.
Mindjack 1 forces all biological enemies to become allies with the user and their allies for 1d4 turns, unless they make a wisdom saving throw DC 10 mind controlled humans automatically are freed from their mind control, but rendered unconscious for 1 minute.
Mindjack 2 forces all biological enemies to become allies with the user and their allies for 1d6 turns, unless they make a wisdom saving throw DC 14 mind controlled humans automatically are freed from their mind control, but rendered unconscious for 1 minute.
Mindjack 3 forces all biological enemies to become allies with the user and their allies for 1d6+2 turns, unless they make a wisdom saving throw DC 16 mind controlled humans automatically are freed from their mind control, but rendered unconscious for 1 minute.
Previous Versions
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4/25/2019 3:04:06 AM
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179
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2
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4
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Coming Soon
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