White SeeD OCC
(Version 1.00 - Last Modified: 01/31/2003)
Founded by the Sorceress Edea, the White SeeD are similar to the normal SeeD operatives trained at Balamb
Garden, except that instead of relying on magic, the White SeeD use psionics. While their exact origins
are shrouded in secrecy, such as how the magically inclined Sorceress was able to found a group of
powerful psychics, their purpose is well known. For years, the White SeeD operated in secret and their
activities were known only to head of their order, Sorceress Edea, and Headmaster Cid Kramer. Trained to
fight evil Sorceresses, the White SeeD were also trained to fight powerful monsters throughout the world,
although they mainly operate on the Centra continent where the monsters from the last Lunar Cry still
terrorize the remaining Human villages that survived the collapse of the Centra civiliaation.
Operating from a massive ocean vessel, the White SeeD train both their bodies and their minds to become
powerful psychic warriors, but there are many different areas that a potential White SeeD can specialize.
There are psychic that dedicate themselves to combat, gaining a sixth sense for battle, but there also
those that train their minds on more abstract areas. All kinds of psychics can be found among the White
SeeD, but they have all undergone a similar basic training regime before they can graduate as members of
the White SeeD organization.
O.C.C. Abilities:
- SeeD Training
To help them battle evil Sorceresses, all White SeeD are given similar training to use their personal ISP
to counter magical spells from other beings.
- Powers:
Has the ability to use ISP to counter spells that would otherwise affect the operative. For example,
this could be used to counter a fire bolt spell cast at the operative or at a cloud of poison gas that
would affect the operative, but it could not counter the Armor of Ithan spell or a fire bolt spell
cast at someone else. To counter a spell, the operative must spend 1 ISP for each PPE of the spell
cast, so a spell that needs 5 PPE to be cast requires 5 ISP to counter. Once countered, the spell is
instantly dispelled, along with all of its effects. Spells that have durations do not have to be
countered immediately and can be countered by the operative as long as the operative is affected by the
spell at the moment they attempt to dispel it. Non-magical effects of a spell, such as the death of
someone because of a magical poison cannot be dispelled even if the spell is still active in the person.
- Bonuses:
+3 to save vs. all types of magic, +1 to save vs. psionics, +1 to save vs. mind control and
possession. Base PPE is PE attribute x3 +2D4 per level of experience starting at level two.
- Psionic Training Specialization
As the White SeeD operative begins training, they must select an area of specialization that will define
how they gain their psionic abilities. Once selected, the area of specialization cannot be changed and no
additional area can be acquired by the operative. It is important to mention that all White SeeD Operatives
possess the Meditation psionic ability.
- Psychic Generalist:
When a White SeeD operative cannot choose a specific area that they wish to specialize, the operative
becomes a generalist and can learn a great many psionic powers from any category.
- Psionic Powers: At first level, the operative knows the following psionic powers: Mind
Block, See Aura, and Alter Aura. In addition, the operative also knows two psionic powers from
each of the four psionic categories. The operative cannot select the following psionic powers
until third level: Mentally Possess Others, Mind Wipe, and Psi-Sword.
- Additional Psionic Powers: The operative can select a total of two additional powers from
any of the three lesser psionic categories and one additional power from the Super psionic
category.
- ISP: Base ISP is ME attribute +3D6x10, with an additional +12 per level of experience.
- Bonuses: The operative has a bonus of +6 to save vs. mind controlling drugs, potions,
and magic charms, +5 to save vs. possession, and +3 to save vs. horror factor. The White SeeD
operative is considered to be a Master Psychic.
- Psychic Healer:
Trained in the arts of healing, these operatives are a very important part of the White SeeD
organization, but they are not front line warriors and often remain at the organization's main
headquarters or at one of its safe houses.
- Psionic Powers: As per the Psi-Healer P.C.C. ability 1, described in the Palladium
Fantasy RPG book (2nd edition), on page 157.
- Additional Psionic Powers: As per the Psi-Healer P.C.C. ability 3, described in the
Palladium Fantasy RPF book (2nd edition), on page 157.
- Abilities: Can use the Healing Touch psionic power once per day per level of experience
at no cost.
- ISP: Base ISP is ME attribute +2D6x10, with an additional +10 per level of experience.
- Bonuses: The operative has a bonus of +4 to save vs. mind controlling drugs, potions,
and magic charms, +4 to save vs. poisons and disease, +7 to save vs. possession, +12% to save
vs. coma / death, and +2 to save vs. horror factor. The White SeeD operative is considered to
be a Master Psychic.
- Psychic Kinesis:
The second most popular specialization among the White SeeD, the Psychic Kinesis specialization gives
the operative special training with among the most offensive psionic powers available.
- Psionic Powers: At first level, the operative knows the following psionic powers:
Telekinesis, Telekinetic Force Field, Telekinetic Leap, Telekinetic Punch. In addition, the
operative can also select one of the following psionic powers, which represents the focus of
their specialization: Electrokinesis, Hydrokinesis, Pyrokinesis, or Telekinesis (Super). Once
the focus has been selected, it cannot be changed and none of the other powers listed above
can be selected until the operative is at least fifth level.
- Additional Psionic Powers: No matter what type of kinesis the operative selects, the
operative can select a total of one additional power from either the Physical or Super
categories. From the super category, the following powers cannot be selected: Catatonic Strike,
Induce Nightmare, Insert Memory, Mentally Possess Others, Mind Bond, Mind Wipe, and Psi-Sword.
- Abilities: The operative can use the psionic power that they chosen as their focus, such
as Pyrokinesis, very effectively. There are two options that the operative can choose: they
can choose to use the psionic power normally at half of its listed ISP cost or the psionic power
could have its duration, range, damage, and effects doubled for +50% of its listed ISP cost,
rounding all fractions up in both cases. For example, the fire ball ability from Pyrokinesis
could be used normally for 13 ISP or it could be increased to inflict 12D6 points of damage,
have a range of 60' (18.3 m) +4' (1.2 m) per level experience, and have a bonus of +4 to strike,
at a cost of 38 ISP.
- ISP: Base ISP is ME attribute +2D6x10, with an additional +10 per level of experience.
- Bonuses: The operative has a bonus of +2 to save vs. mind controlling drugs, potions,
and magic charms, +6 to save vs. possession, and +4 to save vs. horror factor. The White SeeD
operative is considered to be a Master Psychic.
- Psychic Sensitive:
Trained in a version of psionics that is not directly combat related, the White SeeD operative with
specialization in the Sensitive psionic category usually acts as a scout and as a tracker to locate
and identify a sorceress from a crowd of ordinary people.
- Psionic Powers: As per the Psychic Sensitive P.C.C. ability 3, described in the
Palladium Fantasy RPG book (2nd edition), on page 157.
- Additional Psionic Powers: As per the Psychic Sensitive P.C.C. ability 3, described in
the Palladium Fantasy RPF book (2nd edition), on page 157.
- Abilities: As per the Psychic Sensitive P.C.C. abilities 1 and 2, described in the
Palladium Fantasy RPF book (2nd edition), on page 156 and 157.
- ISP: Base ISP is ME attribute +2D6x10, with an additional +10 per level of experience.
- Bonuses: The operative has a bonus of +3 to save vs. mind controlling drugs, potions,
and magic charms, +5 to save vs. possession, and +2 to save vs. horror factor. The White SeeD
operative is considered to be a Master Psychic.
- Psychic Warrior:
The single most common form of psychic specialization among the White SeeD operatives is the Psychic
Warrior. Chosen for their physical prowess and their selective psionics, the Psychic Warriors are
extremely dangerous opponents and many monsters have fallen to these trained psychics.
- Psionic Powers: At first level, the operative knows the following psionic powers:
Bio-Regeneration (self), Mind Block Auto-Defense, Nightvision, Psi-Sword, Psi-Shield, See the
Invisible, Sense Evil, Sense Magic, and Summon Inner Strength.
- Additional Psionic Powers: The operative can select a total of one additional power from
from either the Physical or Sensitive categories. Alternatively, the operative can select a
psioinc power from the following list at levels 3, 6, 9, 12, and 15: Bio-Regeneration (Super),
Catatonic Strike, Invisible Haze, Mind Bolt, P.P.E. Shield, Suppress Fear, and Telekinetic Force
Field.
- Abilities: Through incredible training and mental discipline, the operative can instantly
create a Psi-Sword and a Psi-Shield at no ISP cost.
- ISP: Base ISP is ME attribute +2D6x10, with an additional +10 per level of experience.
- Bonuses: The operative has a bonus of +2 to PS, PP, and PE, +1D6 to Spd, +4 to save vs.
possession, and +6 to save vs. horror factor. The White SeeD operative is considered to be a
Master Psychic.
- O.C.C. Bonuses
+1D4 to ME, +2 to PE, and +3 to save vs. all types of magic.
Attribute Requirements:
O.C.C. Skills:
- Language: Balamb (at 98%)
- Language: Choice of two (both at +20%)
- Literacy: Balamb (at 98%)
- Literacy: Choice of two (both at +20%)
- Radio: Basic (+20%)
- Math: Basic (+15%)
- Detect Ambush (+5%)
- Computer Operation (+10%)
- Lore: Sorceress Endowment (+15%)
- Hand-to-Hand Combat: Expert
- Hand-to-Hand combat can be improved to Martial Arts at the cost of one O.C.C. Related Skill.
O.C.C. Related Skills:
- Select six other skills. Select one additional skill at level 5, 10, and 15. All new skills start at a
level one proficiency.
- Communications: Any (+5%)
- Domestic: Any
- Electrical: Basic Electronics only
- Espionage: Any (+5%)
- Horsemanship: Horsemanship: General and Exotic only (+10%)
- Mechanical: Basic Mechanics only
- Medical: First Aid only
- Military: Any (+15%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: None
- Science: Any (+5%)
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+5%)
Secondary Skills:
- Select four other skills with no bonuses. Limited to the list provided above.
Standard Equipment:
- Each White SeeD begins with several changes of clothes, a suit of light or medium magical armor (minor
only), a magical weapon of choice (minor or medium), five magical stones of choice (minor only), and
1D6x1000G in additional personal items. Additional equipment can be made available for a difficult
assignment or for a higher level SeeD operative.
Money:
- The White SeeD Organization functions as a small mercenary group, but has very large financial reserves.
Each White SeeD begins with 1D4x1000G and is paid 150G every month multiplied by their level of
experience. For example, a 5th level White SeeD will get paid 750G each month. White SeeDs
also receive bonus pay upon the completion of dangerous assignments. All White SeeDs get free room and
board on the White SeeD ship and in any of the designated safe houses spread across the planet; at least
one is in every major city.