Weirding

Intuition (Ex):

The Adept has an innate ability to sense trouble in the air. The Adept can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or she gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This ability is usable a number of times per day equal to your Wisdom Modifier,

Activating Intuition consumes 5 Chakra.

Captivate (Ex):

The Adept has the ability to temporarily buile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 10 meters of the hero, and must be able to see, hear, and understand the hero.

To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding her Bene Gesserit Adept level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Adept’s class level + Adept’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.

An Adept can concentrate to keep a target captivated for additional rounds. The Adept concentrates all her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save.

This is a Mind-Affecting ability.

Activating Captivate consumes 5 Chakra.

Voice

Bene Gesserit can use powerful suggestions to command others.

Activating the voice consumes 5 chakra.

As a full-round action, a Bene Gesserit Adept can attempt to crush the will of an opponent, forcing them to do her bidding. The Adept can only attempt Voice on one target at a time, and the target must be within 10 meters and able to see, hear, and understand the Adept. A target that fails a Will save (DC 10 + CHA mod + Bonus(see chart)) becomes unable to do anything except obey the Adept for 1 round for each Bene Gesserit Adept level.

The commanded target temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the Adept.

If the Adept commands its target to do something blatantly self destructive, the target can make a Will save to break the Adept’s

control at the same DC. If the save succeeds, the target becomes free willed and regains its previous allegiances.

The Adept can select from the following sample commands:

Approach: On his turn, the subject moves toward the Adept as

quickly and directly as possible. The subject may do nothing but move during his turn, and he incurs attacks of opportunity for this movement as normal.

Drop: On the subject’s turn, he drops whatever he is holding. The

subject can’t pick up any dropped item until commanded otherwise, or the Voice wears off.

Fall: The subject immediately falls to the ground and remains prone until commanded otherwise (or the Voice wears off). He may act normally while prone, but takes any appropriate penalties.

Flee: On the subject’s turn, he or she moves away from the caster as quickly as possible until commanded otherwise, until the duration of the Voice. The subject may do nothing but move during his turn.

Halt: The subject stands in place until commanded otherwise (or the Voice wears off). The subject may not take any actions, but may defend him or herself normally.

If the subject can’t carry out the caster’s command on his next turn, the Voice automatically fails.

At the GM’s discretion, and at with the expenditure of 5 Chakra, higher level Adepts, Reverend Mothers or those powerful enough may use other commands

At 1st level, the Will save DC bonus is +2

At 3th level, the Will save DC bonus is +4.

At 6th level, the Will save DC bonus is +6.

At 9th level, the Will save DC bonus is +8.

(when taking in account the 5 reverend mother levels 15 total)

At 12th level, the Will save DC bonus is +10.

At 15th level, the Will save DC bonus is +12.

(If an Esper takes the voice they are still capped at level 15.)

Weirding Defense (Ex):

The Adept can roll with potentially fatal attacks to take less damage from them.

When the Adept would be reduced to 0 vitality points or less by damage in combat (from a ranged or melee attack), the hero can attempt to use the weirding way to protect oneself either by quickly rolling,dashing or jumping; a movement that most would see as a quick blur.

An Adept spends 5 chakra to use this talent. Once the point is spent, she makes a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage. The Adept must be able to react to the attack to execute her defensive roll—if she is immobilized. she can’t use this ability.

Since this ability would not normally allow a character to make a Reflex save for half damage, the minor weirding ability evasion doesn’t apply to the defensive roll.