Machine Mind 1 requires Remote Manipulation 1, 1 Telepath scan, and 2 Neuromods, and allows a person to use a minute to gain the Machine Mind 1 ability, during this time the person is considered Incapacitated. Machine Mind 2 requires Machine Mind 1, 1 additional Telepath scan, and 3 Neuromods, and allows a person to use a minute to gain the Machine Mind 2 ability, during this time the person is considered Incapacitated. Machine Mind 3 requires Machine Mind 2, 2 additional Telepath scans and 5 Neuromods, and allows a person to use a minute to gain the Machine Mind 3 ability, during this time the person is considered Incapacitated.
Machine Mind has a range of 90ft, and consumes 15 psi points with a 5 turn cooldown.
Machine Mind 1 forces all constructs to become allies with the user and their allies for 1d4 turns.
Machine Mind 2 forces all constructs to become allies with the user and their allies for 1d6 turns.
Machine Mind 3 forces all constructs to become allies with the user and their allies for 1d6+2 turns.
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