Psychic Seductress
OCC Powers and Abilities

1.
Unnatural Beauty and Charisma: Long-term usage of psionic mind-warping has permanently altered the aura and mentality of the psychic Seductress: +1 ME, +1 MA. Because of this, the magical and psionic power to see aura always registers the Seductress as non-psionic! In addition to these bonuses, all magical 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.
Psionic Prowess: The psychic Seductress is a natural psionic with several unique mental powers as well as a number of standard psychic abilities. Seductresses have had to divide their studies between the worldly and the otherworldly, resulting in a somewhat lessened range of psionic power.
The character possesses the following psionic powers at first level: Meditation; mind block; alter aura (self); empathy; suggestion (hypnosis); induce sleep; psychic diagnosis; psychic purification; induce pleasure. At each even level of experience, the character may choose one power from the following list: Death trance; object read/psychometry; presence sense; sense evil; sixth sense; speed reading; telepathy; total recall; impervious to poison; resist fatigue; resist hunger; resist thirst; deaden pain; psychic surgery. At levels 3, 6, 9, 12, and 15, choose one power from the following list: Bio- manipulation; remove inhibitions; telekinesis; super-hypnotic suggestion; block breaker; dreamdance: lesser; summon inner strength; empathic transmission.
ISP: ME attribute plus 4d6, plus 2d4 per level of experience. Psychic Seductresses are considered major psionics at first level; at fifth level, change to master psionic and gain an additional 1d6 ISP.

3.
Other Bonuses: +2 to save vs. mind control and possession; +1 vs. horror factor at levels 1, 3, 5, 7, 10, 12, and 15.
OCC Skills

Language/Literacy: Native (98%)
Basic Math (98%)
Seduction (+15%)
Lore: Psychic (-5%)
Streetwise (+10%)
Prowl (+5%)
One Domestic or Technical skill of choice (excluding Computer Programming) (+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.
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 or Domestic. 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, 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: Biology, Botany, Chemistry, and Chemistry: Analytical only (+5%)
Technical: Any except Computer Programming (+5%)
WP: Any
Wilderness: Identify Plants and Fruits only
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 psychic phenomena and fewer "specialty items."
Money: 2d4x100 dollars in cash and 1d4x1000 dollars in a bank account or equipment.

XP: Use the Psychic experience table
New Psionic Powers
Induce Pleasure (Healer category)

Range: Touch or five feet
Duration: As long as the touch/trance is maintained, plus 1d4 melees after contact is broken (double if the highest power level is used).
Length of Trance: One melee (15 seconds) is required to prepare for the use of this power, before pleasure can be induced. The length of the trance is entirely up to the psychic.
ISP: Low power: 2 per minute. Medium power: 4 per minute. High power: 8 per minute.
Saving Throw: -2 to save (feels good!)

The complete reverse of the Induce Pain power, Induce Pleasure enable the psychic to remotely stimulate the pleasure centers of the victim's brain. There are three power levels to this ability: low, medium, and high. Low power means that the target feels a low-level buzz of goodwill, as though he had just eaten a large meal and is lying in front of a roaring fireplace. At this level, the only penalties are -2 to initiative, -1 to all other combat rolls, and -1 attack per melee.

Medium power inspires either relaxed euphoria or weepy giddiness. Either way, all combat bonuses and attacks per melee are reduced by half (round down). Long-term, repeated exposures to these two power levels can become addictive, creating a physical dependency on the presence of the psychic! (GM's option as to how long this takes, or if a strong-willed individual can be affected at all.)

High power is potentially damaging to normal humans, although no threat beyond the immediate is present to supernatural beings. At this level, the character affected can do nothing but lie on the ground, writhing in ecstasy, emitting low moans or shrill shrieks (or maybe even noises like a chipmunk!). The character has no melee actions, no attacks, no ability to do anything except look moronically happy until the psychic lets up! Normal human beings lose one hit point per melee round this power is active on them (from the loss of bodily fluids), but cannot go below half of their total hit points in this manner. There is also a 5% chance of cardiac arrest per melee (non-cumulative). (Note that "normal humans" in this case includes other psionics, magic-users, Nightbane in Facade form, most human-like D-Bees, mutant animals with a PE of less than 20, etc. Lesser supernatural beings capable of feeling pleasure will suffer only the immediate effects, and greater supernatural beings cannot be affected at all.)
Remove Inhibitions (Master/Super category)

Range: Touch or five feet
Duration: 25 days, minus the ME attribute of the target (to a minimum of one day)
ISP: 75
Saving Throw: -3 to save

This insidious, hateful power has the ability to drive even the noblest, purest character to horrendous deeds - and then to insanity when it wears off. Inhibitions are the only thing that prevent beings from doing whatever they please - rape, murder, pillage, whatever - and most such inhibitions are for the person's own good, as well as those around him. This power attacks the biochemical centers of the brain which contain "neural wiring" that inhibit various behaviors, effectively "muzzling" the character's moral center. The following are the main effects of this moral crippling:

· For the duration of the power, the affected character is considered to be Diabolic in alignment, with no mercy, no remorse, and no emotions beyond those that gratify him.
· If he has any insanities, addictions, or phobias, they come to the forefront of his mind and take over his every waking thought. (ex: A Dead Boy is hit with this power. His previously mild xenophobia becomes racist paranoia and mindless rage. For the duration of the power, he will slaughter every helpless alien in his path, recklessly charge obviously superior forces if they have a non-human or magic-user in their midst, and continually mutter under his breath about the "inferiority" and "evil" of all non-human life forms.)
· If no insanities are possessed, two are gained for the duration of the attack. These should not be random insanities, but something indicative of the character as decided by a conference between player and GM. (ex: A Cyber-Knight feels the Seductress' touch and fails his saving throw, casting him into a terrible nightmare of evil and perversion. The Cyber-Knight is normally a complete teetotaler as well as being chaste. The player decides that the former is because of his fear of losing control, and the latter is because of his upbringing in a sexually repressive atmosphere, and the GM agrees that they are worthy targets for the power. In a matter of moments, the Cyber-Knight has discarded all the foolish semi-religious trappings of his order and goes in search of a place to find a drink, a whore, and a lot of trouble...)
· The character will not necessarily become a killing machine (depends on fixation), but will not hesitate to kill anyone, even former friends and allies.
· Any OCC or RCC power that derives from purity of spirit, strength of belief, or moral strength are lost for the duration of the power and may be lost permanently, depending on the granting force! (ex: Cosmo-Knights, Indian Shamans, Priests of Light, Druids, Witches, certain types of Mystic, etc.)
· Any link to another sentient being is shattered by the successful use of this power. The being may attempt to regain contact (or control) at a later time, but not until the character's inhibitions have returned. (ex: Psymbiotes, familiars, possessing entities, deities, etc.)
· After the episode is over, the character - suddenly realizing what he's done as his moral floodgates close again - must save vs. insanity with no bonuses in order to avoid an alignment shift one place towards evil (Principled becomes Scrupulous, Scrupulous becomes Unprincipled or Aberrant, Unprincipled becomes Anarchist, Anarchist becomes Miscreant, Miscreant become Diabolic, Aberrant becomes Anarchist). Also, the character must save vs. insanity a second time (with bonuses) to avoid gaining one of the new insanities or an enhanced version of one he already has. Finally, depending on class, the character may have to undertake a quest or exact a penance to regain old abilities or even recover previous alignment. (ex: The Cyber-Knight from the example above wakes up in a foul-smelling room above a saloon, the girl he hired still asleep and a hangover threatening to shatter his eardrums. As he looks around, he realizes what it is he's done, and in a panic he flees into the desert outside town. He weeps. He confronts his fears and manages to stay sane, but knows in his heart that he is stained and slips from Principled to Scrupulous. Desirous to return to his ways of honor [not to mention recover his psi-sword; the GM has arbitrated that it's at half power until he shapes up], he seeks out the elder for this region. If he cannot find the elder, he will have to go all the way to the training center--a major undertaking in and of itself!)

Note that this power isn't really all that effective on evil characters (they just get more vicious and insane), but can be crippling to good characters (who will be horrified at having their precious morals thrown out the window) and annoying to selfish characters (who just don't like the idea that someone's messing with their head). This power can also be debilitating to detoxified Juicers, rehabilitated criminals, retired mercenaries, and any character with skeletons in the closet. Finally, the Seductress that uses this power is never the target of the victim's insanity; she just sort of gets ignored by the target until the power wears off (kind of a blind spot) - but when it wears off, the character is free to do as he pleases, though most will choose to avoid a person that could so easily shred their sense of good and evil. Of course, no player character would be smart enough to avoid someone that did that sort of thing to him in the first place...
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