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<blockquote data-quote="the_myth" data-source="post: 3294437" data-attributes="member: 20081"><p>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]</p><p></p><p>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:</p><p></p><p>Vulcan Neuralpressure Technique</p><p>• Vulcan Nerve Pinch </p><p>Vulcan Mild Meld</p><p>• Communion (penalties if forced, or at a distance, or if unwilling to share)</p><p>• Mind Bar (usable on others at penalty)</p><p>• Domination</p><p>• Alter Memories (implant, remove, or alter)</p><p>• Implant Katra (trick, only usable at a high skill level)</p><p></p><p></p><p>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. </p><p></p><p>Once we get an idea of how "tricks" work, make Implant Katra a trick of Advanced Mind Meld.</p><p></p><p>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.</p><p></p><p>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.].</p><p></p><p>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].</p><p></p><p>Thoughts?</p><p></p><p>Also, I like your delineation for levels of thought probing...I'm yoinking that for adaptation to Betazoids! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="the_myth, post: 3294437, member: 20081"] 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! ;) [/QUOTE]
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