| Mystic Seductress | ||||||||||||||||||
| OCC Bonuses and Abilities 1. Unnatural Beauty and Charisma: Long-term exposure to appearance-warping and charisma-enhancing magicks have permanently increased the beauty and appeal of the Seductress: +1 MA, +2 PB. In addition to these bonuses, all mystic Seductresses with MA and PB lower than 16 have the Charm/Impress and Trust/Intimidate percentages at half the base percentage. Increase the percentages (whether natural or from this ability) by 2% per level. Finally, add +3% to any skill in which it is helpful for the target to be distracted, including Pick Pockets, Interrogation Techniques, etc. 2. Arcane Knowledge: The mystic Seductress has picked up a few arcane secrets here and there, possibly stealing them from her former master or finding them floating around on the internet, maybe even devloping them from within like "true" Mystics. At any rate, Seductresses following the path of sorcery do not have as much spell knowledge or control as a true sorcerer, mainly due to the pursuit of "worldly" skills and wealth. The character begins with the following spells: Death trance; see aura; befuddle; breathe without air; negate poisons/toxins; charismatic aura; domination; sleep. Spells may be bought or gained as per the usual rules, and one is gained at each level of experience, starting with the third. New spells may be selected from the spell level equal to one-half the experience level of the character, rounded down. PPE: PE attribute times two, plus 2d4 per level of experience. 3. Other Bonuses: +2 to save vs. magic, possession, and mind control; +1 to save vs. horror factor at levels 1, 3, 5, 7, 10, 12, and 14; +1 to spell strength at levels 5, 10, and 15. |
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| OCC Skills Language/Literacy: Native (98%) Basic Math (98%) Principles of Magic (-5%) Seduction (+15%) Streetwise (+10%) Prowl (+5%) Lore: one of choice (+5%) WP: one of choice Hand to Hand: Basic may be selected in place of one "other" skill, Expert for two, or Martial Arts (or Assassin if evil) for four. |
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| OCC Related Skills: Select eight other skills from the following list, but at least one must be from Espionage or Rogue, and one from Technical. Choose one more skill at levels 4, 8, 10, 12, and 15. Communications: Basic Radio, Surveillance Systems, and TV/Video only Domestic: Any (+5%) Electrical: Basic Electronics only Espionage: Any except Sniper and Wilderness Survival (+10%) Mechanical: Basic Mechanics only Medical: First Aid, Holistic Medicine, Paramedic, and Toxicology only (the latter two count as two skill selections each) Military: None Physical: Any except Acrobatics, Boxing, SCUBA, and Wrestling Pilot: Any civilian vehicle (+5%) Pilot Related: None Rogue: Any except Computer Hacking (+10%) Science: Any (+5%) Technical: Any except Computer Programming (+5%) WP: Any Wilderness: Identify Plants and Fruits only |
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| Secondary Skills: Choose four secondary skills from the above list. These are additional areas of knowledge that do not get the bonuses in parentheses. | ||||||||||||||||||
| Equipment: Same as the Mundane Seductress, but will probably have a small library dealing with occult matters and fewer "specialty items." | ||||||||||||||||||
| Money: 2d4x100 dollars in cash and 1d4x1000 dollars in a bank account or equipment. XP: Use the Sorcerer experience table |
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