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       #Post#: 18971--------------------------------------------------
       London/New Orleans WIP: Andrew Wilson
   DIR By: Raven Tepes
       Date: November 21, 2024, 8:36 pm
       ---------------------------------------------------------
       "In New Orleans, gambling is not just a game of chance, it's a
       dance with destiny, where every roll of the dice is steeped in
       the city's rhythm—laced with hope, risk, and the soul of the
       French Quarter."
       "Being a detective with the New Orleans Police Department means
       navigating a city where every shadow hides a story, and every
       case is a blend of mystery, passion, and the unforgettable pulse
       of the Crescent City."
       "In New Orleans, Voodoo is not just a belief—it's a thread woven
       into the city's very fabric, where the spirits of the past dance
       with the living, and magic lingers in the air like the sweet
       scent of jasmine."
       "Falling in love with New Orleans is like surrendering to a
       slow, soulful melody—its charm seeps into your bones, and once
       it has you, the city’s rhythm will forever echo in your heart."
       Andrew: "You ever think about how different this city feels at
       night? Like it's alive in a way no other place is."
       Woman: "All the time. New Orleans has this... energy. It’s like
       the streets themselves have secrets, you know? You can almost
       hear them whispering if you listen close enough."
       Andrew: "I get that. It's the kind of place that pulls you in,
       makes you want to stay... or leave, but never forget."
       Woman: "Exactly. It’s like you’re always part of it, even when
       you're not here. Every corner, every bar, every jazz note...
       they stay with you."
       Andrew: "It’s strange, isn’t it? How you can walk these streets
       and feel like you’ve been here forever, even though it's your
       first time."
       Woman: "That’s New Orleans for you. It has a way of making you
       feel both new and old, all at once."
       Andrew: (pauses) "I think that’s why I keep coming back. I never
       want to forget this feeling. Not here, not now."
       Woman: (smiling) "Then don’t. The city’s waiting for you to
       stay."
       In New Orleans, where the river bends,
       A city's heart with jazz transcends,
       The horns, they wail, the drums they beat,
       A rhythm rises from the street.
       From Bourbon’s glow to Congo Square,
       The sound of life hangs in the air,
       Each note a story, old and new,
       A melody that calls to you.
       The saxophone sighs, the trumpet cries,
       Underneath those warm, Southern skies,
       With every beat, the city sighs,
       As jazz unlocks its sweet disguise.
       In every corner, down every lane,
       The music lingers, like summer rain,
       And in its echo, soft and deep,
       New Orleans sings the soul to sleep.
       Name: Andrew Wilson
       Nickname: Andy, Gambler, Blues
       Age: 37 years old
       Species: Homo Sapiens Superior (Psi-Nullifier)
       Gender: Male
       Height: 6'2"
       Weight: 197 lbs
       Organization: SCIS
       ~ Rank: Special Agent
       Organization: UNIT - American Division
       ~ Rank: Consultant, Private Sector Contractor
       ~ Code Name: Negator
       Psi-Nullifier Abilities:
       [i]Homo Superior Physiology: Psi-Nullifier:[/I] The ability to
       have the physiology of a mutant also called Homo Superior. Homo
       Superior come with a wide variety of powers and abilities
       ranging from supernatural like physical conditions to amazing
       master psychics. Psi-Nullifiers are a type of psychic Homo
       Superior.
       The Nullifier is a human Master Psionic or Psi-Stalker whose
       mental "reactive" powers have developed to provide a remarkable
       defense against psionics and magic. From an early age, the
       Nullifier has the ability to erect a barrier of mental energy
       that renders the character virtually immune to mind-altering
       psionic powers, along with the ability to interfere with and
       negate them. Furthermore, this defense mechanism can interfere
       with the mental powers of other psychics and, to a lesser
       degree, the powers of magic/mana/chi practitioners and
       supernaturals.
       This ability is involuntary, for the most part, and occurs as a
       natural reaction to the presence of powerful mystical or mental
       forces. In essence, the character is a living battery of
       negative energy that can disrupt psionics or magic in close
       proximity. This makes the Nullifier character a powerful force
       in the psionic and magic-rich environment of 41st century London
       Universe Earth.
       To put it in layman’s terms to how a Psi-Nullifiers powers work.
       Imagine a battery with positive and negative terminals or
       positive and negative ions. The raw mystic energy (mana or chi
       as it is also called) of the multiverse that powers all things
       is set up in a similar way. Positive electrons that run through
       a battery to power electrical devices is similar to how
       “positive” mystic energy gives power to psychics, mana/magic
       users, chi users, and supernaturals (good and evil).
       Psi-Nullifier psychics on the other hand are “wired” in a
       different way that allows them to draw and store “negative”
       energy from the natural energy field of the multiverse. This
       negative energy has adverse, nullifying effects of the positive
       energy used by others. Like running on DC power instead of AC
       power.
       [i]Abilities:[/I]
       Psi-Nullification & Interference: As a living battery of
       negative psychic energy, the Psi-Nullifier has the ability to
       disrupt or interfere with magic and psionics that are directed
       against him or in close proximity. This is a natural defense
       mechanism developed by the mutant to protect against hostile
       psychic and magic attacks. It is an involuntary reaction that
       occurs automatically whenever psionic, supernatural or
       magic/mana forces are directed against him or within 10 feet (3
       m) of him.
       As soon as a psychic, magic practitioner or supernatural menace
       comes within range or focuses their mental will or magic for an
       attack against the Psi-Nullifier, he instinctively floods his
       attacker(s) with a wave of negative psychic energy. This
       negative energy destroys positive psionic and magic/mystic
       energies, canceling them out completely or reducing their power.
       The Psi-Nullifier automatically releases enough negative psychic
       energy to cancel or diminish most psi-powers or magic spells
       used within his disruption range. All supernatural abilities
       either run off of psychic energy or mystic energy (magic, mana,
       and chi) even elemental abilities of supernaturals is mystic
       energy or psychic energy in origin. Hence why even
       supernaturals, including gods and alien intelligence, are
       affected by a Psi-Nullifier.
       As a disruption of magic, the Psi-Nullifier instinctively
       expends a certain amount of negative psychic energy which
       negates an equal amount of magic energy, which, in most cases,
       will be enough to prevent the spell from being successfully cast
       due to insufficient magic energy! The spell caster's only
       defense, when he knows that he is confronted by a Psi-Nullifier,
       is to expend double the magic energy than is normally necessary
       to cast the spell. This can turn into a mental chess game,
       because the Psi-Nullifier can anticipate the mage to compensate
       and willingly expend a specific amount of negative psychic
       energy to disrupt the spell. Under all circumstances, the magic
       expended by the spell caster, whether the spell is successfully
       cast or not, is lost in the attempt.
       Against psionic powers, the Psi-Nullifier also instinctively
       expends negative psychic energy which negates 3x that amount in
       positive psychic energy unleashed by his attacker. If the amount
       of negative psychic energy dispels an amount equal to or greater
       than the psychic energy needed to cast the psionic power, it is
       completely negated! The attacker spends the necessary energy,
       but nothing happens.
       If the negative psychic energy destroys half the positive
       psychic energy, the psionic power works, but at half its
       strength: reduce range, duration, damage and penalties by half.
       If the negative psychic energy destroys a third or less of the
       positive I.S.P. needed, then reduce the effectiveness and power
       level of that attack by 20%.
       Additionally, negative psychic energy counts as a -85% penalty
       against the success ratio of psi-powers that require skill and
       interpretation (Object Read, Ectoplasmic Disguise,
       Telemechanics, etc.); at least while within the radius of the
       Psi-Nullifier's influence.
       Like the spell caster above, an enemy psychic's only
       countermeasure is to expend more psychic energy than is normally
       necessary to use the psionic power. Likewise, the Psi-Nullifier
       can willingly increase the amount of negative psychic energy (as
       above) to further prevent attempts to circumvent his
       nullification power.
       [i]Note:[/I] The nullification power is a reflex action that
       responds to all (even multiple) psionic and magic attacks
       directed at him (including area affect spells) as well as any
       unleashed within 10 feet of him. It is an involuntary action, so
       the character cannot hold it back or decide when not to defend
       against psychic attack to conserve I.S.P. It is a natural and
       instinctive response to danger. It happens even when the
       Psi-Nullifier is rendered unconscious and while he is asleep.
       Since all supernatural powers run on either positive mystical
       energy or positive psychic energy, the affects of the
       Psi-Nullifier’s abilities work as mentioned above depending on
       the energy type used. This includes elemental powers in
       supernaturals which is mostly mystical energy though some are
       psychic.
       This unique power cannot be used against enemies who are aiming
       their attacks against others, unless the Psi-Nullifier is aware
       of their intention and willingly uses his nullification power to
       protect an ally or an innocent. The nullification power must be
       released the moment the spell or psi-power is cast, but
       Psi-Nullifiers have an uncanny ability to do so (roll
       initiative, with the Psi-Nullifier having a +6 bonus to let
       loose his negative psychic energy in time to negate or reduce
       it). Maximum range for such a preemptive strike is 100 feet
       (30.5 m) +10 feet (3 m) per level of experience.
       Null void: Unlike the Nega-Psychic, the Psi-Nullifier is not
       closed to the world around him, but he is closed to other
       psychics and location and sensing magic. Thus, fellow psychics
       cannot sense his presence, see his aura, sense psionics in him,
       sense his magic energy, or remotely view him. They can pick up
       unshielded emotions and surface thoughts via Empathy and
       Telepathy, but that can be prevented via Mind Block.
       Likewise, magic that senses anything about a person, dominates
       or controls a person (calling, dominations, etc.) are powerless
       against the Psi-Nullifier; he's impervious to them.
       Other psionic powers: The Psi-Nullifier starts with the
       following psychic abilities: Mind Block, Mind Block AutoDefense,
       Psychic Omni-Sight, Sixth Sense, Alter Aura, Psychic
       Purification, and two additional powers of choice from the
       Sensitive or Healer categories.
       With time and training, one additional psionic ability can be
       selected from the Healer or Physical categories per 6 months and
       can learn up to 8 Super Psionic power in a lifetime; Mind
       Bleeder powers are not available.
       Supernatural Energy Regeneration: The ability to regenerate
       magic or psychic energy that is beyond normal for the race.
       Psi-Nullifiers can regenerate 10% of their used psychic energy
       per hour of activity unlike others (human, humanoid, or
       supernatural) who must rest in order to regenerate spent energy.
       They regenerate 20% per hour when resting and 25% per hour of
       sleep/meditation.
       Natural Bonuses: The Psi-Nullifier is impervious to the bite and
       mind control powers of vampires, impervious to the Mind Bleeder
       powers and all forms of possession, as well as being +30% to
       save vs mind control drugs and magic and +50% to save vs Horror
       Factor/Fear. +10% on initiative, +10% to dodge, +10% to pull
       punch, and +10% to roll with impact or fall.
       Psychic Energy Battery: The ability to have an immense amount of
       psychic energy, like Jean Grey/Phoenix from the X-Men. In this
       case, Psi-Nullifiers are living negative psychic energy
       batteries. Not only are their automatic nullifying powers
       operated off of this energy but also their other psychic powers
       as well. They tend to have twice to five times the amount of
       psychic energy compared to most other psychics like many major
       psychic races like Mind Melters, Mind Bleeders, and Bursters
       depending on the Nullifier’s experience. Turk has three times
       the psychic energy of normal humans and minor psychics.
       [I]Peak Human Condition:[/I] The ability to have bodily
       functions at the maximum limit of human condition; meaning that
       the natural capabilities are near-enhanced.
       [i]Applications:[/I]
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Combat
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Peak Human Parkour
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Senses
       Peak Human Speed
       Peak Human Stamina
       Peak Human Stealth
       Peak Human Strength
       Peak Human Survivability
       Peak Human Wisdom
       Strong Heart
       Andrew’s Additional Psychic Abilities:
       [I]Mind Block:[I] This is the ability to completely close or
       block oneself from all psychic/mental emanations. When
       intentionally closed to supernatural or psychic forces the
       character cannot sense anything, cannot use psychic abilities,
       nor be influenced by others. A Mind Block will prevent
       penetration of Telepathy, Empathy, Hypnotic Suggestion, Day
       Dream, Empathic Transmission, and all forms of mind affecting
       abilities. It can be an invaluable protective mask when dealing
       with malevolent psychic forces.
       [i]Note:[/I] Mind Block only blocks psionic attacks that
       psychic’s mind or emotional state. It offers no protection
       against magic.
       [i]Range:[/I] Self
       [i]Duration:[/I] 10 minutes per level of experience
       [I]Mind Block Auto-Defense (Super Psionic):[/I] The moment the
       psychic is mind probed, a personal Mind Block automatically
       snaps into place. It also alerts the character to the fact that
       he/she is being probed or attacked Empathy or Telepathy. The
       character must consciously and willingly lower his mind shield
       and open himself to psi-probes in order to receive them.
       Otherwise, the automatic defense Mind Block will stay in effect
       until the probe/attack is over. Engages automatically.
       The psychic energy cost is different in that the psychic must
       permanently give up 10% of their psychic energy at the time of
       gaining this ability. However, the Mind Block will automatically
       take place whenever under Telepathic and Empathic probes or mind
       control attacks at no additional energy cost.
       [i]Range:[/I] Self
       [I]Psychic Omni-Sight (Super Psionic):[/I] An advanced form of
       extrasensory perception that allows the psychic to have a sort
       of controlled out of body experience. The psychic must spend one
       minute in meditation and enter into a trance state. While
       entranced, his spirit or essence seems to rise 10-20 feet above
       his physical body (this is not visible to anybody but other
       psychic sensitives who can see the invisible, auras or spirits).
       From this vantage point, combined with heightened awareness, the
       psychic sees through his mind's eye, without having to use his
       normal vision or senses. Psychic Omni-Sight is incredible,
       enabling the psychic to see in all directions at once, to see
       radiation, thermal patterns, the invisible, and to literally see
       any movement, even of the wind! This power enables the psychic
       to guard or survey a campsite for signs of wayward group members
       or approaching dangers (maximum range 500 feet/152 m; this
       psionic vision is stopped/contained by walls and other
       obstacles). It can also be used to survey an area for things
       that might otherwise escape normal sight or take much longer to
       locate and identify.
       [i]Special Bonuses & Abilities:[/I]
       • Pinpoints the locations of electrical outlets, electronic
       "bugs" (spy and surveilance devices), electronic devices and
       other energy and heat sources, as well as bionic body parts and
       cybernetic implants close to the surface of the skin (not
       bio-systems or artificial internal organs). Such concealed or
       obscured items can be identified by their shape and heat
       pattern. Success Ratio: 40% +5% per level of experience.
       • This ability can also help the psychic to locate secret
       compartments and trap doors. Success Ratio: 25% +5% per level of
       experience.
       • See the infrared and ultraviolet spectrums of light.
       • See heat signatures: can tell if an engine has been recently
       used or a weapon recently fired (within the last 15 minutes),
       follow recent footprints or vapor trails (within the last five
       minutes), see heat signature in darkness and so on.
       • Hyper-sensitive to movement. The psychic can not be surprised
       by movement or attacks within the 500 foot (152 m) radius or
       confines of the area under psionic scrutiny (may be
       substantially smaller indoors; closed off by walls and doors).
       [i]Limitations:[/I] Although keenly aware and alert while using
       Psychic Omni-Sight, the psychic cannot take physical action, not
       even to speak, nor use most psionic powers unless he
       cancels/ends the ability. He can awaken the instant the
       psi-ability ends and leap into action.
       While entranced by Omni-Sight, the character can only use the
       following psionic powers: empathy, telepathy, see aura, empathic
       transmission and telekinesis. The number of psionic
       attacks/actions per melee round are half those normally
       available when not entranced.
       Range: 500ft radius
       Duration: 5 minutes per level
       [I]Sixth Sense:[/I] The Sixth Sense is a power that gives the
       psychic a precognitive flash of imminent danger to himself or
       someone near by him (within 90ft). The character will not know
       what the danger is or where it will come from nor who it will be
       directed at when in a group. All he knows is that something life
       threatening will happen in the next 60 seconds! The Sixth Sense
       is triggered automatically whenever that psychic’s life is in
       great peril or the life of someone that he greatly cares about
       (friends, family, loved ones, partner, etc). The Sixth Sense is
       only triggered by an unexpected, life threatening event (as a
       trap or ambush within 90ft or a flash flood is rushing in) which
       is already set into motion and will happen in any second. The
       power can not be called upon at will to sense for traps or
       ambush. Instead, it works like an automatic reflex. If the
       character has used up all of his psychic energy, then Sixth
       Sense is temporarily disabled.
       [i]Bonuses:[/I] The sudden flash of insight provides the
       following bonuses. All bonuses apply only on the first initial
       melee when the attack/danger occurs. Bonuses are lost the next
       round after the danger has been revealed. +50% on initiative,
       +20% to parry, +30% to dodge and the character can not be
       surprised by a sneak attack from behind.
       [i]Range:[/I] Self
       [i]Duration:[/I] Until danger happens or passes. Bonuses only
       apply on the first round of the attack from the source of the
       sensed danger.
       [I]Alter Aura:[/I] According to psychics who can see such
       things, all living beings possess an aura, a colorful energy
       field that is invisible to the naked eye and most conventional
       forms of photography and sensors. This ability does not allow
       the psychic to see auras but allows the altering of his own. The
       psychic can manipulate physical energy field to appear different
       (stronger, weaker, sickly, lacking powers, evil rather than
       good, etc). The alter aura sends the wrong message to those
       humanoids and supernaturals who can see auras and use the
       information they glean from the psychic to assess an opponent or
       kindred spirit.
       [i]Range:[/I] Self
       [i]Duration:[/I] One hour per level of experience.
       [I]Psychic Purification:[/I] The healer can use his abilities to
       slow a person’s metabolism and destroy chemicals, drugs,
       poisons, and toxins in the body. The effects of the
       drugs/impurities are immediately halted at the beginning of
       meditation and completely destroyed/negated by it’s end. Damage
       sustained prior to the psychic’s intervention still remains.
       [i]Range:[/I] Self or Touch
       [i]Duration:[/I] Immediate
       [i]Length of Meditation:[/I] 6 to 12 minutes of meditation
       depending on strength of substance
       [I]Psychic Body Field (Super Psionic):[/I] With a thought, the
       psychic instantly surrounds himself with a telekinitic force
       field that conforms to the shape of his body and enables him to
       physically move and fight. It is a mega-damage structure with
       the damage capacity of a heavy armored tank. The field takes the
       shape of a dim, white, transparent aura that completely
       surrounds and encloses the body of the psychic. Items held in
       his hands, hung from his back, or worn on top of his head are
       not protected.
       On the downside, the field does not protect against disease,
       radiation, or toxic fumes, nor magic or psionic attacks other
       than physical ones (energy blasts, fire, etc.). Worse, the
       TK-force field means the psychic loses his sense of touch,
       because the field is between him and all objects/materials
       outside the force field. This lack of touch sensation means the
       character cannot feel much of anything he picks up or touches
       after the field has been erected. This makes the use of skills
       that require a sense of touch and manual dexterity -30%, and
       delicate items may be accidentally dropped or crushed.
       [i]Range:[/I] Self
       [i]Duration:[/I] Two minutes per level of experience
       [I]Psionic Invisibility (Super Psionic):[/I] Psionic
       invisibility is the ability to remain undetected when in plain
       sight. This is accomplished via a telepathic impulse that
       convinces bystanders that the psychic is not a threat and
       insignificant — beneath their notice. Those affected by the
       impulse are unable to see the character, and subconsciously
       avoid colliding with him; they don't see him on a conscious
       level. [I]Note:[/I] This invisibility works only if the
       character is "passing through" or hiding and honestly has no
       intention of attacking or hurting anybody in the area. The
       slightest ill intent or act toward perpetrating violence
       instantly cancels the psionic influence.
       Individuals watching through video monitors and other sensory
       equipment can be similarly tricked into ignoring the psychic,
       but only if within his radius of influence. Those out of range
       will react appropriately, and once the psyschic has been seen,
       the person is immune to his ability to seem invisible. Likewise,
       while a watchguard may not see or react to the psychic, he will
       be captured and recorded on film and by sensors. Video cameras,
       computers and similar devices are never fooled by this power;
       they are able to notice and record the character as normal (some
       may sound an alarm too).
       [i]Range:[/I] Line of sight or 100 foot (30.5 m) radius.
       [i]Duration:[/I] One minute per level of experience.
       [i]Saving Throw:[/I] Potential victims are -20% to save; area
       affect.
       [I]Psychosomatic Disease (Super Psionic):[/I] This power employs
       the principle of mind-over-matter by inducing the victim to
       believe he suffers from a particular disease, although no actual
       physical cause can be found. It's all in the
       mind.
       This is done in a similar way as hypnotic suggestion, requiring
       the psychic to "suggest" that the character looks ill or that a
       particular disease is in the area, as well as mention the name
       of a specific disease along with the most notable (and
       debilitating or frightening) symptoms. Within 4 to 6 minutes,
       the intended victim will begin to come down with those symptoms.
       He will suffer from the affliction, with all its pain and
       penalties, until one of the following occurs: the psychic who
       caused the affliction removes it, the character is healed by a
       psychic healer, a successful magical or priestly Remove Curse
       spell or ritual is performed, or let the psychosymatic disease
       runs its course (see duration below).
       In the meantime, the character will suffer from physical trauma
       and symptoms (fever, vomiting, coughing, convulsions, skin
       rashes, hives, etc.) associated with that disease, as well as
       emotional anguish. In most cases, the disease is debilitating
       for days, but sometimes it can be deadly; dies of dehydration,
       starvation, injury, etc., brought on by the symptoms and/or fear
       of the psionic illness.
       [i]Range:[/I] 10 feet (30 m) and verbal suggestion.
       [i]Duration:[/I] 1 to 4 days per level of the psychic.
       [I]Sense Time:[/I] The psychic is able to accurately measure the
       passage of
       time, down to within 4 seconds. This can be useful when in an
       environment where the passage of time can be lost, and
       especially when the character must meet with or do something at
       a precise moment in time, like gauging exactly when a bomb will
       detonate, when a switch must be turned on or off, and so on.
       [i]Range:[/I] Self
       [i]Duration:[/I] 15 minutes per level of experience.
       [I]Read Dimensional Portal:[/I] This power allows the psychic to
       get impressions from the portal or dimension spanning device,
       which instills the character with the following information:
       * Destination is relatively dangerous/hostile or safe to the
       psychic. This includes whether or not the environment can
       support human life.
       * Whether there is a strong (or numerous) presence of the
       supernartural (i.e. alien intelligence, gods, demons, etc.) and
       whether that presence is evil or good.
       * A psychic flash (a brief vision) of who was the last person or
       persons to use the portal, if any (may be none if it is a random
       Rift that hasn't been used by any living force).
       * Intuitively sense whether the portal or machine leads to any
       of the following dimensions: the Astral Plane, Xiticix home
       world, the Dreamstream, or to another location on Earth.
       * If a mechanical gateway or device capable of dimensional
       travel/opening a dimensional portal, whether it is a creation of
       magic or science, the psychic will get a basic idea of how to
       operate it in order to open or close a dimensional portal
       (similar to object read).
       [i]Limitations:[/I] Applicable only to active (open) dimensional
       portals and devices that can create a dimensional portal.
       [i]Range:[/I] Touch or one foot per level of experience
       [i]Duration:[/I] One round per level of experience
       [I]Intuitive Combat:[/I] This is a form of telepathy geared to
       give the psychic an advantage in melee combat. To put this
       ability in place, the psychic must concentrate for one melee
       round, putting himself in a Zen-like state of awareness. For the
       next two melee rounds, the Intuitive Combat sense makes the
       character one with his body and weapon, reacting quickly and
       efficiently with amazing reflex action, balance and grace.
       [I]Note:[/I] The psychic is unable to use any other psionic
       power, including mind block,
       while this power is in use with the exception of involuntary
       psychic powers like Psi-Nullifier and Nega-Psychic nullifying
       abilities. He can cancel it with a thought.
       [i]Bonuses: [/I]
       +30% on initiative
       +10% to strike
       +10% to parry
       +40% dodge
       +40% to pull punch
       +20% to roll with punch, fall or impact
       +20% to disarm
       Cannot be caught by surprise, even by attacks from behind or
       from long-range, which means he can try to parry or dodge all
       attacks leveled at him.
       +10% to abilities (balance, etc.) provided by the acrobatics
       and/or gymnastic skills, as well as +10% to climb and swim
       [i]Range:[/I] Self
       [i]Duration:[/I] Two melee rounds per level of experience
       [I]Telekinetic Acceleration Attack (Super Sonic):[/I] This power
       works on the same principle as the rail gun but uses telekinitic
       rather than electromagnetic force. Rather than use telekinesis
       to lift and move one or more objects, this super psionic power
       causes a half dozen to a dozen small objects (coins, pencils,
       small stones, arrows, unloaded bullets, etc.) to hurl at an
       incredibly high velocity in a powerful (if not short range)
       burst of telekinetic energy. All items strike one target at
       tornado wind velocity.
       If 5% psychic energy is expended the damage inflicted is normal
       structural damage of a high velocity bullet. If 10% psychic
       energy is expended, the damage is equivalent to mega-damage
       armor piercing bullet! The psychic is at +10% to strike (no
       other bonuses apply except any R.C.C. psi-power bonus) and the
       target must be clearly visible. The psionic attack counts as one
       of the character's melee attacks.
       [i]Range:[/I] 50 feet (15 m) +10 (3 m) per level of experience;
       line of sight.
       [i]Duration:[/I] Instant
       [I]Telekinetic Punch:[/I] This telekinetic power enables the
       psychic to deliver a powerful punch or kick-like force through
       telekinetic energy. The character must actually make a physical
       punch or kick, but a successful strike delivers a
       telekinetically enhanced blow. A telekinetic punch will inflict
       double damage of physical strength and a kick will do triple
       damage of normal psychical strength. The psychic energy is spent
       whether or not the punch or kick actually hits the target. The
       power is used in conjunction with a normal, physical attack that
       can be parried or dodged by the enemy. Every time the power is
       used, the psychic has a 60% chance of wrenched muscles or a
       dislocated joint and will take damage himself as a result if
       wrenched muscles or a dislocated joint happen from the extra
       strain on his body.
       [i]Range:[/I] By touch or one foot (0.3 m) per level of
       experience.
       [i]Duration:[/I] Instant
       [i]Saving Throw:[/I] Dodge or parry as usual.
       [I]Bio-Regeneration:[/I] The ability to will oneself free of
       disease or poison and back to perfect health, and heal physical
       damage and injury. Unfortunately, this ability can not be used
       on others. The process requires one full minute of concentration
       which means that the character can not use any other
       psionic/psychic powers during that time. Bio-regeneration does
       not restore missing limbs but does heal all wounds without any
       scarring. This ability can be used once every two minutes.
       [I]Note:[/I] If the character has severe damage that has nearly
       killed them and has to heal more than half their normal health
       in less than an hour, then the character will suffer from
       temporary weakness to their physical strength, endurance, and
       speed by 30% for 4 hours. Mystic Ninja and Warrior Monk
       characters must be meditating in order to use this psionic power
       thus negating the weakness but makes them vulnerable to attack
       which interrupts the meditative healing process.
       [i]Range:[/I] Self
       [i]Duration:[/I] Two rounds
       Combat/Passive Skills:
       [i]Knowledge: Language and Literacy:[/I] The ability to speak
       and read one or more languages. All Atlanteans are educated and
       literate in three or more languages and may speak several
       additional languages. The two main languages that Atlanteans
       learn are Ancient Atlantean (ancient dialect of Greek) and
       Dragonese/Elven.
       [i]Language & Literacy known by Titus:[/I]
       American English: 100% chance of successful understanding
       Dragonese/Elven: 98% chance of successful understanding
       Spanish: 98% chance of successful understanding
       [I]Techno-Wizard Weapon Proficiency:[/I] The ability to
       understand, use, and operate techno-wizard weapons.
       Techno-wizard weapons are weapons that are a blend of technology
       and magic that can be used only by those who can use and wield
       magic/mana, chi, or psychic energy. These weapons require a bit
       of the user’s own energy to activate the special spell effects
       built into the weapon.
       [I]Techno-Wizard Device Proficiency:[/I] The ability to
       understand, use, and operate techno-wizard devices and vehicles.
       Techno-wizard devices and vehicles are items that are a blend of
       technology and magic that can be used only by those who can use
       and wield magic/mana. chi, or psychic energy. These items
       requires a bit of the user’s own energy to activate the special
       spell effects built into the items. This also includes TW ley
       line devices and vehicles as well which do not require a bit of
       the users energy because the item derives its magic energy from
       the ley lines and dimensional pyramids.
       [I]Combat Specialist:[/I] The ability to be a hand-to-hand
       combat genius. The user has an encyclopedic knowledge in
       hand-to-hand fighting styles; therefore understanding and
       analyzing opponents style of combat and flaws in the opponent's
       attack and defense. He can also use attacks that can
       automatically knock down the opponent or use the strength of the
       opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       [I]Ninjutsu/Tai-Jutsu Martial Arts:[/I] The art of ninjutsu has
       come to be identified as the art of the Japanese assassin.
       [I]Weapon Proficiency:[/I] The ability to understand and use any
       and all weapons with the proficiency of a master. User with this
       ability need only to pick up a weapon before they instantly
       become proficient in it. The first time they pick up a sword,
       they can spar with masters, the first time they use a bow, they
       can hit bulls-eyes. Even alien, magical, or other weaponry that
       they should not understand comes naturally to them.
       [i]Favored Weapons:[/I]
       Pistols (Energy and standard)
       Daggers
       Rifles (Energy and standard)
       Psi-Battle Armor
       [I]Enhanced Athleticism:[/I] The power to perform acrobatic and
       gymnastic feats beyond training. The user possesses athletic
       abilities beyond even most dedicated training.
       [I]Tactical Analysis:[/I] The ability to be an extremely skilled
       strategic genius and apply this skill for several objectives.
       The user can create strategies and plans several steps ahead of
       the opponent, seeming like the user can see into the future. The
       user is able to elaborate complex plans and strategies and apply
       them in, not just battle, but any other activity that involves
       cunning intellect, e.g. strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies' moves.
       [I]Stealth Tactics:[/I] The ability to possess extraordinarily
       expertise in stealth. The user possesses incredibly extensive
       knowledge and skill in many types and ways of stealth tactics,
       enabling them to easily slip in and out of areas undetected.
       Their abilities in all manners of stealth are so refined they
       appear as mere illusions to those who have been lucky to spot
       the user. The users of this ability can move throughout even the
       most guarded of areas and act in true discretion.
       [I]Stealth Combat:[/I] The ability to use advanced stealth in
       direct combat. User can use extraordinary fighting skills in
       combination with superior stealth abilities for particularly
       lethal effects. It allows them to land flurries of critical
       blows while easily escaping their targets' clueless
       counterattacks, devastating opposing forces they couldn't hope
       to face in normal combat.
       [I]Enhanced Marksmanship:[/I] The ability to achieve complete
       and utter accuracy on distant targets. User can achieve complete
       and utter accuracy on distant targets, with the activity in
       their brain center for aim, accuracy and precision is
       drastically improved. They need only to aim for an instant
       before they can precisely hit a target with a projectile.
       User can judge extremely long distances amazingly accurately,
       gauging the strength needed to launch a projectile, in order to
       hit a target accurately. If a target is moving the user can
       calculate the best method to hit the target. Visual obstructions
       like smoke and vegetation do not hinder their ability to get an
       accurate bead on their target, and their intense focus on
       whatever they're shooting at allows them to shut out outside
       distractions. They can compensate for environmental factors that
       would normally throw off their aim like wind, air resistance,
       gravity, and radiant heat (which distorts the image of the
       target).
       [I]Dual wield:[/I] The ability to use two weapons
       simultaneously. The user is capable of wielding two different
       weapons with ease in combat. The weapons in question are
       normally bladed weaponry and/or firearms, but it can be
       virtually any melee and/or ranged weapon. Because of this, the
       user is able to deal twice the damage to their opponent quickly,
       swiftly, and effectively. They're also able to hold their own
       against multiple enemies at multiple angles, allowing them to
       fight and take advantage of wide openings.
       However, due to possessing two weapons at the same time, the
       user often bears poor defense skills, so this ability requires
       speed, power, accuracy, and fast reaction time in order to
       maneuver through and counter their enemies' attacks in order to
       make up for the lack of defense.
       [I]Enhanced Assassination:[/I] The power to possess the skills
       to locate and slay targets like an assassin. User can perform
       the art of assassination better than the average killer, they
       are able to dispatch their victims without as so much as a
       struggle. The ways to do this range from something complex and
       high-finesse like mastery in stealth, strategically planned
       scenarios and highly disciplined martial arts to something
       simple-yet-effective like brute strength and raw speed to
       overwhelm the targets.
       [I]Special Ops Mastery:[/I] The ability to innately or through
       inhuman and advanced training have special operations skills and
       maintain them without the need of further training. User is
       almost super-humanly skilled in all forms of special operations
       including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc.
       The ability may be from advanced training, mental programming or
       even supernatural/superhuman powers. Combined with high
       intellect and a high level of physical ability, they can create
       completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       [I]Training Regimen:[/I] The circumstance in which one develops
       incredible abilities through extensive training. The user has
       developed abilities near to or actually superhuman simply
       by/through an extensive/excessive training regimen.
       [i]Piloting: Automobile:[/I] The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       [i]Piloting: Hovercraft (Ground):[/I] The knowledge needed to
       pilot types of hover vehicles used for ground transport
       including basic hovercycles and hover trucks. These vehicles can
       be tricky because they utilize several air jets and directional
       thrusters that push the craft on a cushion of air around 1 to 3
       feet off the ground. The vehicles can usually attain great
       speeds (100 to 160 mph max speeds), are capable of driving over
       incredibly rugged terrain, and making jumps over small craters,
       ravines, boulders, and fallen trees.
       [i]Piloting: Hovercycles, Skycycles, and Rocket Bikes:[/I]
       Characters who select the Pilot Hovercraft (Ground) skill can
       drive hover cars, hover trucks, and hovercycles on a basic
       level. However, those who select the Pilot Hovercycle skill can
       pilot any type of hovercycle, rocket bike, skycycle, or jet
       propelled one- or two-man hover ground or air vehicles with
       great skill and finesse. They can perform spectacular jumps,
       stop on a dime, perform dive-drops (soar off the edge of a cliff
       or skyscaper, keep control of the hovercycle as it drops, land
       on the ground without crashing or falling off and keep going),
       and perform tricks, stunts, jumps, and dodging without penalty.
       [i]Lore: Demons & Monsters:[/I] This is the study of demonic
       creatures and supernatural monsters common to Earth throughout
       the ages and around the world. General knowledge includes
       legends of ancient and primitive cultures, Dark Ages tales, and
       the myths and legends of vampires and the most famous demons and
       monsters, including the dark gods they serve. Specific knowledge
       is limited to continent where the character lives/originates
       this includes names of demons and monsters common to that part
       of the world, appearances, reputed places of demonic habitation
       and attraction, and the creatures’ known powers, appearances,
       habits, weaknesses, strengths, powers, abilities, demonic
       possessions, desires, and goals. A master of this lore may be
       able to identify a particular type of monster by hearing its
       description or a description of its actions, seeing a drawing or
       a photograph, or even by footprints, how it behaved, killed, or
       exhibited certain abilities.
       [i]Lore: Dimensional Being/Alien:[/I] Most dimensional beings
       (D-Bees in the 41st century) are just humanoid beings from
       another dimension or planet. To be classified as a D-Bee, the
       creature must be remotely humanoid in appearance, usually
       bipedal, have human-like intelligence, and is NOT a supernatural
       creature; must be mortal. Creatures who don’t have a bipedal
       humanoid body and are extremely monstrous, animal-like or
       demonic, or are supernatural in origin are usually considered
       monsters or demons rather than D-Bees.
       D-Bee lore is the general study of common alien humanoids, their
       most notable beliefs, customs, habits, inhuman abilities, and
       the rumors, myths, and legends about how they came to Earth,
       their home world, their secret agendas, etc. The skill is often
       limited to D-Bees living in a specific region where the
       character originates from. The region may be limited to a
       smaller geographic locations such as D-Bees of Western America.
       D-Bee lore is not a science and is not always accurate,
       complete, or in depth.
       [i]Lore: Magic:[/I] This area of study does NOT give the
       character any magic abilities, the ability to use techno-wizard
       devices, or the ability to read magic symbols.
       This area of study provides general knowledge, theories and
       historical reference on how magic works, common magical powers
       and spells, their effects, who possesses such magic, notable
       creatures of magic, various types of magic users, places of
       reputed magical significance and power, and myths and legends
       about magic, the most famous magic items, and notorious
       sorcerers. Although the character cannot read runes or mystic
       symbols, he is likely to be able to recognize whether the symbol
       is real magic ward, rune, warning, part of an inscription or
       spell, or a fake.
       [i]Radio: Basic:[/I] The rudimentary knowledge of the operation
       and maintenance of all sorts of radio equipment, including
       military radio systems, field radios and walkie-talkies, audio
       recording devices, wire laying, installation, radio procedure,
       communication security, and Morse code. It does not include the
       ability to make repairs nor operate video equipment.
       [i]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [i]Mathematics: Advance:[/I] Knowledge of all basic and advance
       mathematics including algebra, geometry, trigonometry, calculus,
       and techniques for using advance mathematical formulas.
       [I]Supernatural Hunter:[/I] The skills and trained abilities to
       track and hunt supernatural beings and creatures. This skill
       provides basic knowledge on supernatural beings and alien
       intelligences especially weaknesses, how to track the
       supernatural(s) by sight 75%, and best methods for capturing
       (85% capture success) or killing of the supernatural(s).
       [I]Note:[/I] +10% to tracking supernatural and +5% to capture if
       character has the Lore: Demons & Monster skill.
       [I]First Aid:[/I] Rudimentary medical treatment which includes
       how to bandage wounds, stop bleeding, splint broken limbs,
       administer artificial respiration (CPR), and use of antiseptics
       and common anti-inflammatory drugs and painkillers.
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [I]General Repair & Maintenance:[/I] Not everyone can be a
       mechanic, blacksmith, or carpenter, but many are good with their
       hands and capable of doing satisfactory repairs on simple
       mechanisms, gears, pulleys, wheels, and so on. The General
       Repair/Maintenance skill includes: sharpening blades, minor
       repairs on weapons, packing their own bullets, sewing tears in
       cloth (may not look pretty but does the job), changing a tire,
       shoeing a horse, repairing furniture, painting, varnishing,
       nailing and assisting in basic woodworking, and even doing minor
       patch work on armor.
       [I]Computer Operation:[/I] A knowledge of how computers work
       along with the skills to operate peripherals like keyboards,
       printers, modems. The character can follow computer directions,
       enter and retrieve information, install programs, games and
       software, use the web/internet, and similar basic computer
       operations. Does not include Repair, Programming, or Hacking.
       [I]Basic Mechanics:[/I] A general familiarity and understanding
       of basic mechanics. This character can fix a toaster, repair a
       bicycle, replace a belt on a motor, repair or replace a switch,
       knob or handle, replace spark plugs, change oil, assist in
       automobile repairs, maintain machinery, read a schematic, and
       similar fundamental tasks.
       [I]Land Navigation:[/I] This skill enables the character to stay
       on course while traveling over land by means of observation and
       memorization. It includes mentally marking/recognizing
       geographic landmarks, estimating distance and movement,
       recognizing sounds, night traveling, marking a trail, and other
       navigation tricks.
       [I]Wilderness Survival:[/I] Techniques for living off the land
       including getting water, finding food, shelter, and help when
       stranded in wild forests, deserts, or mountains. Characters
       without this skill will not be able to stay healthy for more
       than a few days in the wilderness once their supplies run out.
       [I]Identify Plants and Fruit:[/I] Training in the recognition of
       the many different types of wild plants and vegetation and where
       they grow. The emphasis is on finding and identifying edible
       berries, fruits, vegetables, mushrooms, roots, bark, and plants
       as well as plants that have herbal and medicinal qualities and
       staying away from poisonous plants and fruit.
       Weaknesses: Regardless of his powers and being a Homo Superior,
       Andrew is still a mortal human who can be killed with a well
       placed fatal blow. Psi-Nullifiers may be able to nullify magic
       and psionic attack but they are still subject to the effects of
       a Ley Line Storm like other psychics, magic/mana users, and
       supernaturals.
       Weapons:
       Police Issued Sig Saur 9mm Pistol: This is a common police
       issued Sig Saur 9mm pistol. Nothing special about it other it
       can fire silver rounds.
       Special Items:
       Power Suppression Amulet: This special amulet suppresses
       Andrew's power so he doesn't affect his coworkers by accident.
       It is specifically for his nullification powers so he can use
       other psychic powers while suppressing his ability to nullify
       powers.
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