Addiction
Addiction by Iczer
The character has the ability to render others under his sway by the merest glancem gentle nod or other subtle attention. The victim and the user must both aknowledge the presence of the other for this power to work.
1) Pleasure addiction. The character becomes much more appealing to the victim, gaining a virtual +1 PB and +1 MA per level. More than this though, the victim gains a state of euphoria that improves his day (endorphins, mistaken for as love) grant +5% use to all skills and a +1 to initiative rolls. after 1d4 hours (though this can be extended to 1d4 hours +1 per level of the character) the victim loses these sensations, but unmistakeably understands the source of these new emotions (and may be suspicious or enamoured at duration's end depending on the character's natural inclination). At the character's will, these addictive effects can (determined when the initial 'attack' is done) posess a down side. When the effect wears off in this case, not only does the victim lose his euphoric bonuses, but he loses a single HP, and starts to suffer minor withdrawal. He may seek further contact, but the withdrawal and the HP loss are not remedied by this contact, unless the character chooses to 'reinfect'. if the victim is ever subjected to over 24 continuous hours of addiction, or 40 hours over the period of 2 weeks, he becomes totally addicted to this power, though the nature of withdrawal (minor or severe) depends on how 'nice' the character has been.
2) Painful addiction: a slightly nastier option available to the character. Once again he may infect a victim in the same way, but there is no endorphin type release nor pleasureable sensation. instead after 15 minutes of the initial exposure, the character just hits withdrawal and loses a HP. Worse, every hour after this he must continue to save or lose another HP. HP lost can be aleviated by medicinal teatments, but not by healing powers. during this time he remains addicted. His withdrawal symptoms and HP loss dissapear if he submits to reinfection, but arc up again after 15 minutes later. sleep becomes impossible (especially as an 8 hour nap inflicts 8 HP). A Character can fight off this unnaural addiction by making a save of 16 or better, attempted every 24 hours after the initial infection.
3) Notes: The character can release a victim from either withdrawal with just a nod or ackknowledgement. he can also turn major withdrawal to minor (IE: no hourly HP loss). This power is presumed to be pseudo psionic in nature, and requires a ME based save of 14 to resist. once a character has resisted, he is immune for 6 hours. an alternate system based of addictive chemicals requires a PE save of 16+ but can be resisted by a stiff breeze, barriers or other obvious protections vs contamination.
4) a final note: optionally, an addicted 'thrall' of either sort may manifest a particular mutation or sign. The mutant 'BeezleBub' for example, has all his infectees grow small horns. he cannot affect anyone without invoking this clause. _________________