Mesmerizer PCC
In the mid-1800s a new pseudo-science was
developed by a German by the name of Mesmer. Mesmer was convinced that he had
found a way to artificially induce a trance-state similar to that used by Far
Eastern gurus to accomplish incredible feats of mental and physical prowess. He
demonstrated his technique many times for the wealthy and affluent, who were
astounded by this incredible power he seemed to possess. Real scientists
debunked Mesmer at every turn, calling him a fraud out to connive money from his
unwitting (and very rich) victims. Mesmer's technique, called "mesmerism" in his
honor, was never sufficiently proven to be an effective method for anything, but
that did not stop its spread throughout the relatively new psychological
community created by Dr. Sigmund Freud.
Freud renamed this technique "hypnosis," after the legendary Hypnos, to
remove the stigma that the name mesmerism carried. He and his colleagues refined
hypnosis into a (more or less) reliable method for discovering psychological
trauma, regressing subjects' memories, and any number of other similar effects,
but never came close to the astounding feats accomplished by Mesmer.
While hypnosis spread into popular culture and became a widely accepted facet
of psychology and psychiatry, what few knew was that Mesmer's original art had
not died with him. A number of Mesmer's students had kept mesmerism alive and
well even as the remainder of humanity believed it dead. Their refining of
mesmerism and continual practice in its use made them masters of manipulation
and mind-altering. Surprisingly, most of them stayed true to Mesmer's beliefs
that his art should be used to help humanity.
Subtly, these mesmeric disciples implanted ideas and commands into the minds
of powerful and wealthy men to begin the process of ending the world's problems.
In the decades before Dark Day the "mesmerizers" had great success in reducing
the problem of war and increasing global awareness. It is said that the entire
"hippie" movement of the Sixties was an attempt by an overly zealous mesmerizer
to promote peace and love. It is also believed that the mesmerizers were behind
tycoon Ted Turner's donation of one billion dollars to the United Nations.
Then came Dark Day, and everything they had done crumbled like so many toy
building blocks. With the replacement of most of the powerful world leaders by
supernatural beings, the mesmerizers found that their subtle campaign of world
change was no longer a viable option. All of the mesmerizers in the field were
called back to Vienna for a symposium on the proper course of action.
It was finally decided that the mesmerizers would become, in essence, a spy
network, following the minions of the Nightlords and thwarting them when they
could and reporting them to the other factions when they could not. About half
of the mesmerizers were assigned to other factions as "moles" and informants.
Their incredible abilities to fool others made this transference seamless. The
few beings that suspected either had their minds altered or were inducted into
the Order of Mesmer. Only as a last resort were assassinations considered to
silence those "in the know," and only against the evil or corrupt.
It is important to note for any Mesmerizer player characters that all of them
(except for the occasional evil rogue) are members of the Order of Mesmer. They
are expected to make monthly reports on their allies and whatever organization
they belong to. Evil (Miscreant and Diabolic) Mesmerizers are killed by the
Order whenever encountered and may be the focus for a player Mesmerizer and his
group.
Mesmerizers were designed for Nightbane, but are compatible with any of
Palladium's other games with little or no difficulty.
Mesmerizer PCC
Alignment: Any, but Miscreant and
Diabolic characters are hunted rogues, despised by the Order of
Mesmer.
Attribute Requirements: ME 14; MA 12
Special
Abilities and Bonuses:
- Altered Aura: Mesmerizers are so adept at affecting others' minds
that they project a permanent field around themselves that obscures their
aura. This field is virtually identical to the psionic power Alter Aura, but
is always on (even when the Mesmerizer is asleep) and requires only a thought
to change. It is so precise that any other being, even specific ones, may be
imitated. This is especially useful when infiltrating a group composed of
supernatural beings. The Nightbane Talent See Truth can pierce this veil, as
can the psionic abilities Mind Bond and Block Breaker, but saving throws are
still applicable. If the Mesmerizer fails, he instantly knows about the
piercing and who has accomplished it; he is also allowed an initiative roll to
get up a mind block or alter his aura again before the piercer learns the
truth. Only if the piercer wins initiative is the truth revealed.
- Powers of Illusion: The Mesmerizer can effectively create a full
sensory illusion similar to the Psychic Mirage power (Between the Shadows).
This illusion can be free-moving (as described in the book) or it can be a
personal or immobile illusion. Free-moving illusions act precisely as
described in Between the Shadows, but have only half the regular ISP
cost.
Immobile illusions are illusions that do not move, attack, or have
any other offensive application. Examples would include an illusionary potted
plant (looks, feels, and smells real but doesn't actually do anything), an
illusionary book (has the weight and feel of a book, but is filled with
gibberish unless Total Recall is used to remember an entire book), an
illusionary lamp (provides illusionary light), or any number of other similar
things. Such illusions only cost 5 ISP to create and have a duration of ten
minutes per level of experience.
Personal illusions are useful as disguises
and impromptu weapons. Simple illusions (changing hair or eye color, skin
tone, etc.) cost 5 ISP and last one hour per level of experience. Mid-level
illusions (wings that don't work, becoming an entirely different species,
etc.) cost 15 ISP and last for twenty minutes per level of experience. Complex
illusions (Nightbane stigmata, hideous or alien appearances, copying another
person, etc.) cost 30 ISP and last a mere five minutes per level. At the
"complex" level, fangs, claws, and other natural weapons may be grown. These
do apparent normal damage (ie: claws that seem to do 2d6 SDC) but the damage
is all in the target's mind. (See Between the Shadows for a discussion on
illusionary damage).
Illusionary weapons are an interesting case. They
cannot do lasting damage to anyone and simply pass through inanimate objects,
but can seem to do damage to anything with enough brains to be affected by
illusions (IQ 3 or higher). Thus, an illusionary Darkmetal spear would seem to
do grotesque amounts of damage to a Hound, but in reality the Hound would
simply collapse at zero "illusionary hit points." Remember though that anyone
that has sufficient cause to disbelieve the existence of a weapon that appears
out of thin air is allowed a saving throw. A simple weapon (knife, sword,
club, etc.) can be simulated with 5 ISP for one minute per level. Such a
weapon does its regular damage to illusionary hit points and SDC. Complex
weapons (guns, Darkmetal melee weapons, grenades, etc.) cost twice the ISP and
last half as long.
- Charisma and Trust: Mesmerizers are very likable and always seem
trustworthy to others. This is reflected by a high Mental Affinity attribute
(minimum 16 after bonuses). While they cannot Intimidate, add +2% to their
Trust percentage at every even level.
- Psionics: Mesmerizers are master psionics. They have the following
powers at first level: Death trance; empathy; meditation; mind block; see
aura; presence sense; speed reading; total recall; alter aura;
bio-manipulation; mind wipe; block breaker; induce sleep; suggestion. At each
third level, select an additional psionic power from either Sensitive or
Physical. At levels five, ten, and fifteen, choose a psionic power from the
following list: Mind bond; possession; deaden pain; exorcism; super-hypnotic
suggestion; increase healing.
- ISP: The Mesmerizer has ISP equal to the ME attribute plus 1d4x10,
plus 2d6 at each new level of experience.
- PCC Bonuses: Mesmerizers are completely impervious to mind control
and possession! Add 2d4 to MA and 1d4 to ME; +3 to perception; +5 vs horror
factor.
PCC Skills:
Language/Literacy: Native and
German (98%)
Basic Math (98%)
Language/Literacy: two of choice
(+10%)
Detect Ambush (+5%)
Detect Concealment (+10%)
Disguise
(+15%)
Forgery (+5%)
Pilot: two of choice (+10%)
Prowl
(+15%)
Research (+5%)
Lore: two of choice (+5%)
Two Domestic or
Technical skills of choice (+5%)
WP: one of choice
Hand to Hand: Basic may
be chosen in place of one "other" skill or Expert (or Assassin if evil) for
two
PCC Related Skills: Select six other skills from the following
list. Gain one more at levels 4, 8, 10, 12, and 14.
Communications:
Any
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage:
Any (+10%)
Mechanical: Basic Mechanics only
Medical: First Aid (+5%) and
Paramedic only (the latter counts as two skill selections)
Military:
Strategy/Tactics only
Physical: Any except Acrobatics, SCUBA, and
Wrestling
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
(+10%)
Science: Any
Technical: Any (+5%)
WP: Any
Wilderness: Land
Navigation and Identify Plants and Fruits only
Secondary Skills:
Choose four secondary skills from the above list. These are additional areas of
knowledge that do not receive the bonuses in
parentheses.
Equipment: A wardrobe of clothes, disguises, and
costumes; several makeup kits; a small house or apartment; car. truck, or van
(1d6 years old); any other minor equipment the GM is willing to allow. Weapons
will be limited to civilian devices unless the character is a member of one of
the more militant factions. They prefer not to fight anyway, relying on their
powers to get them out of difficult situations.
Money: 3d4x100
dollars in cash and 2d4x1000 dollars in a secured account. The character can
also receive resources from the Order if they deem it
necessary.
XP: Use the Nightbane experience
table
The Order of Mesmer
This organization is described above and little more needs to be said, except
that their resources are near-limitless and they will do nearly anything to stay
hidden. The main complex is in Vienna (hidden in plain sight), but the Order has
chapterhouses in most of Europe and North America's major cities. They also have
an operation similar to Spook Squad's Beachhead (a covert team hidden in the
Nightlands) currently underway.
The Order isn't in the least put out by the existence of supernatural beings.
Mesmer had always believed in ghosts and monsters, and his development of
mesmerism proved that there was more out there than meets the eye. In general,
Mesmerizers (and the Order itself) treat non-humans and humans the same
way.
Relations with Other Factions
The Resistance: The
Order finds their enthusiasm a touch overwhelming. They've got the right idea
though--the Nightlords must be destroyed. The Resistance, for their part, has no
idea that they have secret helpers (and a number of spies) in their
ranks.
The Underground Railroad: Trading one extreme for the other. The
Order can understand their wish to remain hidden, but cannot understand why they
are willing to just hand the Earth over to the Nightlords. The Railroad doen't
know anything abou them.
The Nocturnes: Mesmerizers dislike vampires
almost as much as the Nightlords. The Nocturnes, however, have proven their
devotion to good over and over again. The Order has several spies in their ranks
and are willing to trust them--for now.
The Seekers: To their eternal
consternation, the Order cannot seem to keep the Seekers from knowing about
them. Much information about the Mesmerizers, their methods, and location of
their chapterhouses has fallen to the Seekers, and the Order can't get any spies
past the sorcerers long enough to recover it. In the meantime, the two groups
have a nervous knowledge of each other but no real contact.
The Warlords:
Despicable examples of how power corrupts. The Order combats these punk
Nightbane whenever the oppotunity presents itself.
Spook Squad: As in so
many other matters, the Squad doesn't have a clue.
The Lightbringers:
While the Guardians have no knowledge of the Order of Mesmer, their very
existence disturbs the Order. Something about them...
Order of Morpheus,
Club Freak, Dream Riders, the Gray Ghost Society: Knowledge, but no
contact.
Back to the OCC/RCC
Section.