Quote:Mark Skarr wrote:The problem with making the Blue Demon outright immune to mental assaults is that it can leave a telepathically focused PC standing around twiddling their thumbs for the entire fight. It is better to offer PCs the chance to do something with the understanding that they're likely to fail than to outright say 'no, you can't.' If you do want to stick with Resistance (Immunity), perhaps you could add some sort of limitation: -?%, only kicks in 1d6 rounds after being subject to the effect. Thus a telepathic super can accomplish something against the Blue Demon, but keeps getting kicked out of its head over and over again. The fact that the thing can be confirmed to have a sentient mind will also play havoc with pacifists.
ETA2: I decided against giving it any sort of "read your mind" attack and just gave it Resistance (Immunity) to those powers.
Also, instead of going with the suggestion regarding giving the Blue Demon all sorts of perceptual advantages, why not give it Detect (things attacking me). You'd probably want to add an enhancement making the Detect attempt reflexive so it doesn't have to keep pausing to activate the ability. Thus, it cannot see an invisible telepath until that telepath tried to mind control it, at which point, the Blue Demon adds a new target to its murder queue.
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"Anyone can be a winner if their definition of victory is flexible enough." - The DM of the Rings XXXV