s72 || symbiote power
Dec. 4th, 2012 12:41 pmSymbiote Specialization: Rho
Symbiote Ability: Since Darlene specializes in phising scams, I'm modeling her symboite ability in the phishing style. The final stage of the ability will allow Darlene to command a legion of "zombie devices"... human zombie devices.
Phish Phase 1: Darlene can insinuate herself with a person. She will first need to physically touch the person, skin-to-skin contact. After that first touch, she will no longer need physical contact to enact her ability.
The initial effect of the ability will be just enough to incline the target to trust her. The target will be inclined to divulge semi-sensitive information to Darlene if asked, and to comply with small suggestions or instructions, as long as she phrases her suggestions sweetly.
- Suggestions or questions that endanger the well being of a target's loved ones (family and/or close friends) will have only a 10% chance of success. Questions that endanger the sensitive information of a target's loved ones will have a 25% chance of success.
- Suggestions or questions that endanger either the well being and/or information of a group that a target knows personally but has no special connection to (work friends, church friends, acquaintances, et cetera) will both have a 50% success rate.
- Suggestions that endanger either the well being and/or information of a group of people who are relative strangers to a target will both have a 70% success rate.
For the first stage, Darlene's sway will be effective for a maximum of one hour per target up to 3 targets. Attempting to go past that hour mark will render her temporarily unconscious.
If she is careful to limit herself to an hour, then the effort of exercising this ability won't be visited on Darlene until after she has released her target. >However, the severity of the blowback from the use of her ability will be dependent on the length of time she uses the ability. Ten minutes of control over one target will be mild; a full hour of control over three targets will be more severe. Once she's released her targets, she'll feel the range of these effects similar to getting a bad bout of the flu: nausea, fever, chills. She'll recover after 24 hours.
Phish Phase 2: Without making physical contact with any target already subjected to Phish Phase 1, Darlene can pose questions of greater sensitivity and will be granted an answer. She can also suggest more difficult or stressful actions that will potentially risk a target's well-being or life and will have about a 30% chance of success.
- Suggestions or questions that endanger the well being of a target's loved ones (family and/or close friends) will have only a 20% chance of success. Questions that endanger the sensitive information of a target's loved ones will have a 45% chance of success.
- Suggestions or questions that endanger either the well being and/or information of a group that a target knows personally but has no special connection to (work friends, church friends, acquaintances, et cetera) will both have a 70% success rate.
- Suggestions that endanger either the well being and/or information of a group of people who are relative strangers to a target will both have a 90% success rate.
For the second stage, Darlene's control will last up to one hour on two targets. Pushing past the one hour will render her unconscious.
Furthermore, the target will be inclined to suggest that other people begin to trust Darlene. This will be most effective on a target's loved ones.
- A target's suggestion that loved ones (family and/or close friends) trust Darlene with sensitive information will have about a 30% success rate.
- A target's suggestion that personal contacts (work friends, church friends, hobby friends, acquaintances, et cetera) trust Darlene with sensitive information will have about a 15% success rate.
- A target's suggestion to relative strangers to trust Darlene will not be successful.
The suggestibility to any of these 3 categories is not subject to the 1 hour time frame. The suggestibility remains a seed in any person that falls into the 3 categories, and that person will be more easy for Darlene to exploit with her full ability.
The effort of exercising this ability won't be visited on Darlene until after she has released her target. Once she's released her targets, she'll feel effects similar to getting a worse flu: violent nausea, high fever, chills. Again, she'll recover after 24 hours.
Phish Phase 3: Without making physical contact with any target already subjected to Phish Phase 2 (and previously, Phish Phase 1), Darlene can effectively hijack the body of the target. Any suggestion or question posed to the target will be answered or complied with, with a 95% success rate, regardless of the risk posed to the target by their compliance.
During this time, the zombied target will divulge ANY information on any of the 3 categories (loved ones, personal contacts, strangers) regardless of the sensitivity of the information. The zombined target will also comply with any request that risks the well being of any personal contacts or strangers. It will require effort for Darlene to force the zombied target to risk the well being of the target's loved ones, but she will be able to do so with practice.
>For the third stage, Darlene can phish at full strength for up to two hours on 2 targets. Simultaneous to this, Darlene will be able to use the stage 2 phishing on up to 5 targets for three hours and the stage 1 phishing on up to 10 for four hours. These don’t stack--the stage 3 targets are part of the stage 2 group which is part of the stage 1 group. In the end, only ten total targets will be affected at once, in varying degrees. Pushing past this time limitation will again render Darlene unconscious.
Furthermore, the target will again be inclined to suggest that other people begin to trust Darlene. This will be most effective on a target's loved ones.
- A target's suggestion that loved ones (family and/or close friends) trust Darlene with sensitive information will have about a 90% success rate.
- A target's suggestion that personal contacts (work friends, church friends, hobby friends, acquaintances, et cetera) trust Darlene with sensitive information will have about a 70% success rate.
- A target's suggestion to relative strangers to trust Darlene will have a 50% success rate.
The suggestibility to any of these 3 categories is not subject to the 1 hour time frame. The suggestibility remains a seed in any person that falls into the 3 categories, and that person will be more easy for Darlene to exploit with her full ability.
The effort of exercising this ability won't be visited on Darlene until after she has released her target. Once she's released her targets, she'll feel effects similar to getting a deadly flu: violent nausea, ridiculously high fever, chills. Again, she'll recover after 24 hours. She can reduce the amount of effects with practice but the effects will always be rough. Furthermore, if she pushes her zombie effect on a target to the total 40 hours, the effects will be doubled. This will never get better and will always be terrible.
The percentages described above will be loosely interpreted and will be mostly based on permission with other players and/or what best serves the scene, if the ability will be used against an NPC.
This ability will be most effective when used against someone outside the nest. Attempting to phish on other hosts--especially hosts more integrated into the nest--will be less successful and harder to maintain any amount of control or authority.
Frequent use over time of this ability will be physically taxing to Darlene and will introduce long-term damage to her brain. The wear of this ability will manifest as something akin to a slow-mo intercranial hemorrhage, with symptoms growing worse over time and practice with her ability. Sudden tingling, weakness, numbness, paralysis, severe headache, difficulty with swallowing or vision, loss of balance or coordination, difficulty understanding, speaking, reading, or writing, and changes in her level of consciousness marked by stupor, lethargy, sleepiness, or an outright coma will all become more frequent the longer Darlene uses her ability. As time progresses, the brain bleed will introduce an increased risk of stroke as a long-term consequence as well as the above.