Pheremones
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Pheromones (Major) by Iczer
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
- Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
- Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
- Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
- Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
- Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Save vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee round
- Friendliness: The character becomes completely friendly with all animals, no animal under the affect of this pheromone will bark, bite attack or show aggression toward this individual, instead treating him as friend or treasured packmate.
- Distractable: Targets affected by this pheromone are easily distracted and are more inclined toward boredom and distraction. Attempts to swindle, distract or prowl by a person so affected are at +4 or +30%.
- Choking: This pheromone induces asthmatic assaults in individuals. After five minutes of contact, the victim feels little wheezy and distracted (may cough or take ventalin). After a further 5 minutes a full on onset of asthma takes place. The character effectively chokes taking 1d4 HP every minute unless medical treatments are taken, or he is no longer in contact. Asthmatics suffer this at -4 to the regular saving throw.
Each of these effects can be saved against as if a non lethal poison (16+). Individuals with heightened senses will save at -2, but will be able to identify the smell in particular and (30%) have a chance to determine its origin.
Other bonuses: Takes half damage from poisons, and none from airborne poisons toxins or diseases. +2 PE, And MA and PB are increased by two. Character can hold breath for PE in minutes. Still vulnerable to oxygen deprivation. Fatigues at a third the rate.