-Addiction-
Addiction [Major] by Shaded Helios
This disgusting power allows the super being to stimulate a victim's brain in such a way as to artificially induce mind numbing pleasure. Essentially a forced climax, the experience is almost akin to mental rape, and the side effects can be just as devastating, if not more so. The nature of the pleasure is such that even those horrified by its effects upon them will be left craving the sensation once more. Successive exposure to the super being's addictive power decreases a victim's ability to resist, until eventually, even the strongest will may succumb.
1. Addictive Touch: The super being's addictive power is transmitted by touch.
- Pleasure: Victims of the forced pleasure effect of the super being's addictive ability suffer the following penalties: lose initiative, -2 melee attacks, reduce Spd by 50%, and -6 strike, parry, and dodge for the initial melee round following the attack. The following melee round the victim is -2 initiative, -1 melee attack, and -4 strike, parry, and dodge. Penalties no longer apply after the second melee round.
- Range: Touch. The power is able to bypass body armor and even power armor, but those protected by any type of energy field that doesn't allow actual physical contact are unaffected.
- Duration: Initial penalties and effects wear off after only two melee rounds.
- Saving Throw: Rolling a 15 or higher without benefit of bonuses allows a victim to resist the pleasurable effects of the power, limiting it to a pleasant and harmless buzzing sensation. If the victim fails to resist, they must make another save to avoid becoming addicted. Initially, this save requires only a laughable 5 or higher, with M.E. bonuses included. However, each additional exposure to the addictive pleasure adds a +1 to the saving throw difficulty, up to a maximum of 18. This added save difficulty persists for one week per level of the addictive super being's experience, then begins to fade by -1 per week thereafter.
- Limitations: Victims affected by the addictive power cannot be targeted with again until its initial effects wear off after two melee rounds. The super being may only attempt to use the addictive touch once per 5 points of M.E per melee round. Beings without an organic brain capable of feeling pleasure are immune to this power, as are greater supernatural beings[gods, demon lords, alien intelligences, etc].
2. Addiction: Those unable to resist the addictive power are in for quite an ordeal and may never recover from the mental scars left by their victimization if it is prolonged over extended periods of time.
- Functional Duration: Once addicted, the victim can go up to one hour per point of P.E. without suffering undo physical or mental side-effects other than a slight skill penalty[-5%] due to a lingering buzz.
- Craving: Addicted victims are unable to resist the touch of the super being, and in fact will not even attempt to. The need for the addictive power is nearly irresistible. When their functional duration expires, a victim will immediately accept being subjected to the power if it is offered and if it is withheld, they must roll 14 or higher vs horror to resist begging for it.
- Submission: When their functional duration has expired, a victim of the addictive power must roll a 14 or higher[M.E. bonuses apply] to resist any command from the super being if it is worded as a task that will see them rewarded with a 'hit' from the power for successful completion. To attack the super being who addicted them, the victim must roll 17 or higher vs horror per attempted attack.
3. Withdrawal: When the victim's functional duration elapses, they being suffering from withdrawal. Withdrawal comes in stages, with each growing progressively worse. Each stage of withdrawal lasts for one day per number of times the victim was subjected to the addictive touch while addicted, up to a maximum number equal to the super being's M.E. If the victim somehow manages to brave the withdrawal without being subjected to the addictive touch, their addiction will fade.
- Withdrawal Stages:
- 1st Stage Withdrawal: It's only just beginning. The victim feels weak and insecure. This leads to the following penalties: -10% on all skills and -2 strike, parry, and dodge.
- 2nd Stage Withdrawal: It starts to get bad. The victim feels very weak, shaky, and nauseated. This leads to the following penalties: -20% on all skills and -4 on all combat rolls.
- 3rd Stage Withdrawal: The worst has arrived. The victim is violently ill[nausea, vomiting, severe cramps, etc]. This leads to the following penalties: -35% on all skills and -8 on all combat rolls.
- 4th Stage Withdrawal: The worst is over. The victim feels very weak, shaky, and nauseated. This leads to the following penalties: -20% on all skills and -4 on all combat rolls.
- Final Stage: The end is near. The victim feels weak and insecure. This leads to the following penalties: -10% on all skills and -2 strike, parry, and dodge.
- Lingering Effects: Even after suffering through the long drawn out process of withdrawal, the victim is never the same. They lose the ability to resist becoming addicted to the super being's power[or another other with the same power] and must roll a 17 or higher with no applicable bonuses to even resist the pleasurable effects of the power. Additionally, the victim will have a severe phobia of the super being who addicted them.
4. Other Bonuses & Penalties:
- Bonuses: +1D6 M.E.
- Penalties: -1D6 M.A.
- Immunity: The super being is immune to their own power as well as identical powers possessed by others.