Pawns Of The Mind-Lord
Written by: F. Richard Tifft



















Scenario Name: Pawns of the Mind-Lord
# Players: 2-3

The Infinity Challenge continues, as an evil mentalist finds this as a perfect oppertunity to find and create a group of super-powered slaves to help him sieze the world. Drawing together several groups of such individuals, who also find themselves unwilling particpants in this cross-dimentional conflict, this evil mentalist uses his powerful mind to pit them against each other and to strengthen his own power over them. Can those trapped within this sinister web break free and save themselves, or are they doomed to do the bidding of a mad genius?

In order to Play this Scenario Players should use the Inside map from the IC boxed set. The Scenario is Played using the Standard Rules (pg. 8-22), with several exceptions that will be noted below. Players should build Forces equaling 300 pnts. (although 200 pnt. Forces will work as well). The Scenario also requires a "Mind-Lord" to be chosen (any Character with the Mind Control Power will do, but they should be an Experienced, Veteran, or Unique Figure).

This "Mind-Lord" is placed in the room all the way to the back and center. The doorway to this room is then Blocked with two "Special" markers, closing this room off. Players then Place thier Forces, as per Standard Rules, except Players may not be on the same end as the "Mind-Lord" and any Players using the two sides of the map must place thier Forces at least 12 squares away from the end the "Mind-Lord" is on. Objects are then placed as per Standard Rules.

Play is as per the Standard Rules, except that whenever a Player chooses to give one of thier Characters an Action they must roll 1 die. On a roll of 1-2 the Character can not take the Action and just gains an Action Token. This is done for each of the Player's Actions until they have used up thier quota. The "Mind-Lord" does not get any true turns. Instead he is the controlling force behind this Scenario. The room he is in is a special chamber that amplifies his ablities. This also means that the "Battle Fury" ability does not protect any Characters from his Mental Dominance (ie. no getting away from making the roll to see if a Character can take an Action). As well, Players can not use the "Probability Control" power in order to reroll the check that determines wether or not a Character can take thier Action. There is no avoiding the outcome of those rolls. In order to enter his chamber Players will have to breakdown at least one of the two "doors" that block the entrance (rendering it rubble, and hence Hindering terrain). Players can not break through any of the walls nor can they Phase through the walls or the doors of his chamber. The "Mind-Lord" can only be attacked with a Close Combat Action (no Ranged attacks can be made against him), and any Character making an Action while adjacent to the "Mind-Lord" must roll 1 die and on a roll of 1-4 the Character may not perform the Action and just gets an Action Token.

*Victory Conditions* Play continues until there is only one Player's Force still standing, or until the "Mind-Lord" is defeated (a 60 minute Time Limit may be imposed if all Players agree to this at the beginning of the Scenario). Players get Victory Points for each of the other Player's Characters they have KO'd, and if anyone defeats the "Mind-Lord" they get 1/2 his Point Value in Victory Points.



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