Diggus Rex said:
Alright, evaluate this:
Mind Meld [Racial feat]
"My mind to your mind ... my thoughts to your thoughts."
Prerequisites: Vulcan, Wisdom 14+
Benefit:
As a full round action, a Vulcan can initiate a telepathic connection to one target whom they have grappled. If unwilling, the target may make a Will save with a DC equal to 10 + half the initiator's character level + their Wisdom modifier. Non-humanoids, those in combat, and those adjacent but not touching the initiator receive a +4 to this save; Abberations and intelligent machines get a +6 save bonus; non-corporeal entities a +8. Success prevents the meld. Failing the save allows the meld to begin and renders the initiator and target Helpless and engrossed (-10 to listen and spot) for the duration of the meld.
During a meld, the initiator can make a special Wisdom (not Int) modified Search check to know whatever the target knows as a full round act. The DC for this check varies: 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. The initiator may retry any check as long as the meld lasts. The target gets a Will save versus the above DC to prevent each Search check.
The initiator can break the meld as a full round action. For one minute per round of the meld's duration, they receive a +2 competence bonus on any skill the target has greater ranks than them in. A forced breaking of the meld, by physically seperating initiator and target, requires both to make Will save DC 15 + 1 per round of the meld's duraction. Success means both are Fatigued for the rest of the encounter and the initiator gains no competence bonus. Failure means both are Fatigued as described and suffer 3d4 temporary damage to Int, Wis, and Cha. A natural 1 on this save means this ability damage is permanent.
Special:
An initiator with a character level 7 or higher may block a target's memories as a full round action. The target may make a +5 Will save to prevent this. If failed, they must a make an Intelligence check vs a DC equal to 10 + half the initiator's character level + their Wisdom modifier to access the memory from that point on. Another Vulcan melder can remove this block with an Int modified level check versus the target's Int check DC.
Character level 12 or higher initiators can make an Intelligence modified level check to implant their Katra (soul) into the target's mind with a full-round action during the meld. The DC is 15 + the target's Will save modifier. The target will manifest traits of the Katra's implanter and a +6 competence bonus to any skill the implanter had greater ranks in than the target, but have no detailed access to the implanter's memories. Another melder, of equal or higher level as the implanter, can make a similar check to remove a Katra.
I'll read over the Betazoid stuff more in a while.
Wow. Awesome. My only criticism is that you lump too much into one feat. We can make some of this stuff into extra feats [Advanced Mind Meld or somesuch]
Based on Raven Crowking's species templates, the rules used in Prime Directive RPG, and just from what I've observed in the shows and movies, Vulcans seem to be potentially capable of doing the following:
Vulcan Neuralpressure Technique
• Vulcan Nerve Pinch
Vulcan Mild Meld
• Communion (penalties if forced, or at a distance, or if unwilling to share)
• Mind Bar (usable on others at penalty)
• Domination
• Alter Memories (implant, remove, or alter)
• Implant Katra (trick, only usable at a high skill level)
You incorporated most of this into the one Feat...and did it well! But, for sanity's sake (and to adapt things for rules purposes), I'd suggest limiting the basic Mind Meld feat a bit.
Once we get an idea of how "tricks" work, make Implant Katra a trick of Advanced Mind Meld.
Make the basic Mind Meld just about communion between the participants [make it usuable with penalties for distance with a "trick"] and probing the target's mind.
Make Advanced Mind Meld about mental manipulation [the suggestion/domination thing Spock used once or twice, altering memories, helping others shield their minds from telepathic influence, etc.].
This seems to be in-line with how Mind Melding works on-screen [older, wiser, better trained Vulcans are the ones doing the super-telepathy].
Thoughts?
Also, I like your delineation for levels of thought probing...I'm yoinking that for adaptation to Betazoids!
