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#Post#: 18971--------------------------------------------------
London/New Orleans WIP: Andrew Wilson
DIR By: Raven Tepes
Date: November 21, 2024, 8:36 pm
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"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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