Induced Pleasure
Power Score: Con -2
Initial Cost: contact
Maintenance Cost: 2/round
Range: touch
Prep Time: 1
Area of Effect: individual
Prerequisite: mindlink, contact
This is the opposite power of Inflict Pain. While no good comes from it (no healing or curative effects), it makes the subject individual shudder and twist in ecstasy. If used in combat, the victim must save versus paralyzation in order to keep functioning and fighting. Failure to save indicates a penalty of -4 on all attack rolls that round, and any spells being cast are disrupted.
The insidious effects of this power occur when it is used in conjunction with Inflict Pain. By using the two powers interchangeably, dependent upon the victim’s actions, the victim can be conditioned to perform certain acts instead of other acts they would normally perform.
For each week of being subjected to this treatment, they must make a wisdom check, with a penalty equal to the number of weeks of “treatment” (i.e., 3 weeks of treatment = penalty of -3) or have their actions in particular scenarios predetermined by their conditioning. Only one area of behavior may be affected per victim. Depending upon the behavior modification, there is a chance (DM’s discretion) for an alignment change by the victim.
Power Score: The pleasure is so overwhelming that the victim passes out for 1d10 rounds.
20: The contact is broken.


























