DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: New Orleans/London Human/Dragon/Other Creature Prof...
*****************************************************
#Post#: 11357--------------------------------------------------
Azia Gretchen
By: Raven Tepes Date: December 4, 2021, 7:07 pm
---------------------------------------------------------
Azia: [I]”I’m a lover not a fighter. Asking me to punch you is
like asking Glenda the Good Witch to go Rambo on the Wicked
Witch.”[/I] She says to the combat trainer who had just finished
yelling at her to attack him with some form of telekinetic
attack.
Fetu: [I]”But you call yourself a cyber freedom fighter, don’t
you?”[/I] He says with a smug grin to Cyber who he was standing
next to.
Doing her best Jedi stance for a Force Push maneuver, Azia
surprised smartarse Fetu with a Telekentic Push that sent him a
few feet into a heavy punching bag. Azia: [I]”There’s a
difference between hacking a corrupt government or criminal
organization in order to expose them and physically kicking
someone’s arse like Bruce Lee, wet-hopper.”[/I]
Trainer: [I]”I am impressed, Ms. Gretchen.”[/I] He said with an
impressed, approving smile. Trainer: [I]”Not the target I
intended, but definitely the affect that I wanted to see.”[/I]
He put a hand on Azia’s shoulder and the two completely ignore a
groaning Fetu as they talk about strengthening her telekinetic
push technique.
Dr. Deimos: [I]”How intelligent is she, Dr. Essex?”[/I]
Mr. Sinister/Dr.Essex: [I]”According to educational records,
Miss Gretchen was working on her first Master’s Degree in
Computer Sciences by the age of 7.”[/I]
Dr. Deimos: [I]”Are even going to be able to contain a
telemechanic subject this powerful?”[/I]
Mr. Sinister: [I]”Let me worry about that, Dr. Deimos.’[/I]
”We are Anonymous.”[/I]
[i]”We are Legion.”[/I]
[i]”We do not forget.”[/I]
[i]”We do not forgive.”[/I]
[i]”Expect Us.”[/I]
[I]~ Anonymous Credo[/I]
[i]Name: Azia Gretchen
Aliases: Cyber, Anonymiss
Age: 15 years
Species: Homo Superior mutant
Gender: Female
Height: 5’10"
Weight: 137 lbs
[I]Former Organization:[/I] Anonymous (No particular)
[I]Rank:[/I] No rank, no leaders, loose collective hive
[I]Organization:[/I] US DoD Special Weapons Project Division
[I]Rank:[/I] Agent/Computer Specialist
[I]Code Name:[/I] Cyber
Family:
~ Father: Dave Gretchen musical theory professor
~ Mother: Josie Gretchen program specialist for Microsoft
[I]DNA Used In Enhancements:[/I]
Jean “Phoenix” Grey
Jules Vernon Jenkins
[I]Likes:[/I] Computers, video games especially RPGs, comic
books, anime, good smoke, animals, activism for human rights,
and artwork [I](Loves to paint and draw)[/I]
[I]Dislikes:[/I] oppression, authoritarianism, crimes against
the innocent, corruption, ecological destruction, and criminal
hackers who exploit the innocent and poor
[I]Abilities:[/I]
Machine Ghost: The psychic goes into a trance as he focuses his
concentration on entering a computer or most any type of
artificial intelligence (not applicable to sentient, self-aware
machines like Archie-3). This power is limited to the
acquisition or reading of information only. The psychic cannot
imput, program, or delete data on the machine. He can also
access information stored by most electronic means, including
computer disks, video and audio disks, film or audio tape, and
hard drives. Reading electronically encoded disks and tapes is
similar to object read, except in this case, he hears and sees
the data as if he were playing it on a computer or disk player,
only he perceives the information 10 times faster. Thus, the
character can read (never input) information from disks or
broken computers without a physical "jack" connection or an
actual display device, i.e. computer and monitor, CD player,
etc.
As an actual Machine Ghost, the psychic mentally enters and
travels the neural network of an active computer. He is actually
inside the device. In many ways, this experience is similar to
Astral Projection except the psychic is "projecting" into the
machine rather than into the Astral Plane. It also has the same
pitfalls as Astral Projection, as in the character enters a
strange, very seemingly real world that he must learn to
navigate. Like Astral Projection, the electronic world of
computers takes on a virtual world landscape. This means in the
computer virtual world, its programs, viruses and defense
mechanisms will take on virtual manifestations that can
interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or
iron gate, or locked filing cabinet that needs to be (seemingly)
broken open to gain access to what is held inside. The more
difficult the code, the bigger, stronger and more difficult the
door and lock(s). Data is likely to appear as books, paper
files, diagrams, film, holograms, and other common means of
communication and documentation. The more sophisticated defense
measures are likely to appear as one or more guards who must be
defeated before the information is accessible. They can appear
as sorcerers, troops, known enemies or as exotic aliens. Viruses
and defenses designed to attack an intruder typically appear as
demons or monsters.
Combat in the virtual world seems real and is conducted the same
as it would happen in the real world. Combat and damage is
measured by the character's perception of his real body armor,
weapons and natural powers. When the psychic has lost more than
70% of his armor, or virtual health, he will feel the urge to
flee the virtual world. If he flees, a computer defender will
not follow, however a virus will pursue and continue to fight.
Although all such damage is only in the mind of the psychic (no
physical damage occurs in the real world), if he dies in the
virtual world, he can die in the real world as well! The shock
to his psyche and body will momentarily stop his heart, and he
slumps over dead! So make sure to have healers or paramedics
nearby to revive the character.
The downside in the usage of this power is the psychic loses all
sense of time and reality outside the data he is accessing. This
means he is oblivious to what is happening around him, and
unless protected by a companion, vulnerable to attack without
any means of defense. Pain or being struck or shaken will alert
the psychic to trouble, but he has the choice of breaking
contact and responding, or ignoring it and continuing to
retrieve data. Only telepathy can reach the character while in
this state (can't hear spoken words or sounds outside the
computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any
time with a thought, although he will be disoriented for one
melee round; reduce his number of attacks and combat bonuses by
half. Breaking free of a computer virtual world is not so easy.
Leaving virtual space:[/I] Unfortunately, leaving the virtual
world of a computer is fundamentally the same as the Astral
Plane. The psychic can vaguely sense the way he came and must
follow it back to the virtual access point. To do so, the player
must roll on the following table and must roll "definitely
certain" to have his character successfully escape. The player
must keep trying until he succeeds or time elapses. If the
character
cannot escape virtual space before the duration of this ability
elapses, he is flung out with the same effect as "virtual
death"; roll to save vs coma and death as described above.
[I]Note:[/I] The psychic will instinctively know when he's down
to the last three
minutes of the duration and when trying to exit, can fly toward
the way out (typically appears as a door or a dimensional rift).
01-30 Hopelessly lost (roll again)
31 -45 Uncertain (roll again)
46-65 Fairly certain on the right track (roll again)
66-00 Definately certain! Whew! Made it back
[i]Range:[/I] Self; computer by touch
[i]Duration:[/I] Three minutes per level of experience
Mind Block: 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
Object Read: Also known as Psychometry, uncanny ability enables
the psychic sensitive to receive impressions and images from an
object regarding its use, history, and past owners. This is done
by holding the object and concentrating on a specific line of
thought or opening up to general impressions (the latter is
always more vague and random). Just as a psychic must open
himself to sense evil or magic, he must open himself to the
object. If successful, he will receive impressions and/or images
revealing bits of information.
[i]Impressions Include:[/I] General alignment of last owner
(good, evil, neutral), general emotional state of mind (angry,
happy, sad, hate filled, etc), the object’s general purpose,
whether the last owner is alive or dead, and whether the item
has been used with/by magic or supernatural forces. Object Read
will also conclusively indicate whether the item is currently
enchanted or contains a supernatural force/entity as well as its
alignment and emotions. If the item is possessed, an Object Read
makes the reader totally vulnerable to psychic attack.
[i]Images:[/I] The psychic can also see images of isolated
events which have happened in the past. This will provide
snippets of images and events that will offer glances of the
previous owner and other close to him. Traumatic and emotion
filled events/images are the easiest to see. Impressions will
accompany the images, adding to the story as it unfolds.
Information includes: approximate age, weight, height, build,
race, sex, sometimes occupation, hair length and color, special
facial or body features such as a scar or tattoo or beard (very
often exact facial features are out of focus, blurred, or
obscured), object’s use/purpose, and some special events,
usually very traumatic, important or happy. Often the event
image will be fragmented as if it was a piece of movie film
edited by a crazy man. The event will always be one in which the
object was involved.
The present can also be glimpsed but at a cost of one round
extra of concentration with no guarantee of success. Sometimes
the psychic can focus in to see and feel the last owner as
he/she is at that moment. This will provide an idea of what
his/her current state of mind/emotion, appearance, dress,
general location (that is to say a bedroom, office, street,
outdoors, etc; no address or sense of close or far is provided),
general features (shaved his head, dyed hair, etc), and so on.
The psychic may be able to identify a place to identify a place
or person by feature if he has seen it before or runs into him
in the near future.
[i]Range:[/I] Touch
[i]Duration:[/I] Up to 12 minutes
Speed Reading: This is the ability to read and comprehend the
written word extremely fast. Speed of reading is 30 pages per
minute. The psychic will retain the information as he normally
would. Highly technical texts will reduce the speed of reading
by half and may require two readings to retain the information.
[i]Range:[/I] Self
[i]Duration:[/I] 3 minutes per level of experience
Telemechanics: This ability allows the psychic to mentally
communicate with and understand machines. This psi-power is a
bizarre combination of Object Read and Telepathy except that it
only applies to machines.
By touching any non-artificial intelligent machine, whether it
be a bicycle, gun, car or airplane, the psionic will instantly
have a complete (although temporary) knowledge of exactly how
the machine operates. It must be stressed the psychic knows
everything about the machine, the complete schematic diagram and
operation knowledge are clearly seen his mind’s eye. The level
of skill expertise is equal to 80%.
When touching an artificially intelligent machine, i.e.
computers, the psionic not only understands everything about its
operation, repair, access codes, etc but can actually
communicate with it telepathically. This means he can tap into
the computer’s memory bank without using a terminal because the
information would be sent directly into the psychic’s mind.
Remember, the telepathic link and memory are temporary abilities
(although Total Recall would be able to call up bits of
information). The psychic’s skill knowledge is equal to an 88%
skill proficiency and applies to all aspects of the machine, its
operation, repair, special codes, programming, etc.
[i]Range:[/I] Touch or 5 feet away.
[i]Duration:[/I] 10 minutes +2 minutes per level of experience.
Total Recall: The psychic character remembers every word he
reads. Specific blocks of written and visual can be recalled in
perfect detail at will. Each block of information costs one
melee round of concentration to recall in absolute detail. If
all psychic energy has been used up (psychic is tired or
sleepy), then the memory is a little fuzzy, so exact quotes and
details may be impossible to recall. Roll a percentile dice to
see how much is retained:
01% to 50%: Remembered in full detail, word for word
51% to 80%: Details are forgotten, but the essence of the ideas
are clear
81% to 100% (00%): Can only recall the most basic concepts, no
details nor strong comprehension
[i]Note:[/I] This ability does apply to the spoken word as well
although most psychics with this ability usually have good
memories.
[i]Range:[/I] Self
[i]Duration:[/I] Permanent
Read Dimensional Portal: 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
Sense Dimensional Anomaly: This power will detect the presence
of a dimensional anomaly like an open/active dimensional portal
or Rift, the random opening and closing of a Rift, ley line
storms, and dimensional triangles (The Devil's Sea/Bermuda
Triangle), as well as any disturbances caused by teleportation,
the use of temporal magic or other powers that disrupt the
fabric of reality. The character knows when it is happening,
when it ends/closes, the general direction, and whether it is
far or near, but no exact knowledge of its location or what is
happening because of it.
[i]Range:[/I] 100ft radius per level of experience
[i]Duration:[/I] Two minutes per level of experience
Telemechanic Mental Operation: This power is a step beyond the
mere understanding of machines granted by telemechanics, it
allows the psychic to telepathically operate machines with his
mind! As long as the machine functions, he knows how to use it,
and it is turned "on," the psychic can manipulate it with his
mind as if his fingers were on the controls! This means he can
operate computers, keypads, set/program an alarm clock, change
the radio station, operate a VCR or television, drive a hovercar
(even if there is already a driver, but at -30%), cook something
in a microwave, turn off (or on) a surveillance video camera,
and so on.
The Telemechanic Mental Operation power will only work on
machines that have an electronic or other power source. This
power does not work on artificially intelligent machines (i.e.
intelligent computers, robots, etc.), nor on cybernetics,
bionics, Techno-Wizard devices, rune weapons or magic items.
[I]Note:[/I] Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other
activities, but must maintain some level of mental concentration
and contact to keep control of the machine. During this period
he is -1 melee attack/action and -5% on skill performance. He
must also stay within range. If he steps out of range or loses
concentration, the machine returns to normal in 1D4 seconds.
[i]Prerequisite:[/I] Psychic must also have the Telemechanics
power.
[i]Range:[/I] 20 feet (6.1 m) +5 feet (1.5 m) per level of
experience.
[i]Duration:[/I] 2 melee rounds per level of the psychic.
Telemechanic Paralysis: This is a form of techno-manipulation
whereby the psychic is able to psychically bond with the machine
and momentarily prevent it from functioning. Just as in
bio-manipulation, the psychic blocks the transmission of signals
along the machine's "nervous system," effectively incapacitating
it. This means the power is only effective against machines that
require a power source. Simple devices like wind-up toys,
scissors, old revolvers and pistols, swords, knives, crossbows,
and similar items cannot be affected. The affected machine
freezes in place and does not respond to any of its controls
until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other
activities, but must maintain some level of mental concentration
and contact to keep the machine inactive. During this period, he
is -1 melee attack/action and -5% on skill performance. He must
also stay within range (40 ft/12.2 m). If he steps out of range
or loses concentration, the machine returns to normal in 1D4
seconds.
[i]Note:[/I] Regular, non-intelligent machines cannot save vs
telemechanic paralysis. Cybernetics and bionics attached to
living flesh, sentient machines and magic items and
devices are impervious.
[i]Prerequisite:[/I] Psychic must also have the Telemechanics
power.
[i]Range:[/I] Touch or 40 feet.
[i]Duration:[/I] 2 melee rounds per level of the psychic.
Telemechanic Possession: This ability is identical to the
psionic power, Mentally Possess Others, in every way, except
that the psychic possesses a machine rather than another person.
The character overrides the programming/controls of the machine,
even in the case of sentient machines, and controls it like a
living robot. Essentially,
the possessing psychic is an immaterial pilot who controls the
machine as he desires; computers, factory equipment, vehicles,
robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the
character's thoughts and does whatever he desires. Of course,
physical, mechanical limitations still apply. The machine needs
a power source and cannot do anything it is not normally capable
of doing. For example, the psychic may be able to take
possession of an energy rifle and make it shoot (or not)
seemingly of its own volition, but he cannot make the rifle aim,
move or hop around. Likewise, if the device is unplugged, or
runs out of fuel, the machine is deactived with no ill effect to
the psychic, except his possession comes to a premature end.
Likewise, if it needs wheels to move, destroying the wheels will
cripple it, etc.
If the machine he possesses is destroyed while the psychic's
essence is still inside it, the character loses one third of his
physical health from the shock and pain from the destruction of
his surrogate machine body. Furthermore, he is stunned for 4
minutes (reduce attacks per melee, speed, combat bonuses, and
skill performance by half while stunned).
During the period that the machine is possessed, the psychic's
natural body falls into a coma-like state and is vulnerable to
attack unless protected by others.
While in mental possession of a simple machine, the psychic has
only a vague awareness of his surroundings and can see, hear and
feel things around him but as if in a cloud or haze. However, if
the machine has optics and/or sensors, he is able to use them
like his own natural eyes and senses. The machine, regardless of
its capabilities and programming, has attacks and actions equal
to those of the character possessing it.
[i]Note:[/I] Regular, non-intelligent machines cannot save vs
telemechanic possession. Artificial intelligences (robots like
Skelebots) and sentient machines (like Archie-3) can resist but
at a 25% chance of success. Artificial intelligences and
sentient machines also get to save when being forced to do
something that is contrary to their programming which increases
the success chance to 60%. Cybernetic and bionic devices
attached to living tissue cannot be possessed. Neither can magic
items, including Rune Weapons
and Techno-Wizard devices.
[i]Prerequisite:[/I] Psychic must be a master psionic and also
have the powers of Object Read and Telemechanics.
[i]Range:[/I] Touch or 10 feet (3 m) per level of experience.
[i]Duration:[/I] Two minutes per level of experience.
Psychic Energy Battery: The ability to have an immense amount of
psychic energy, like Jean Grey/Phoenix from the X-Men. Azia is a
living battery of psychic energy and is rumored to contain more
psychic energy than Jean Grey/Phoenix. Her classification on
record with the Weapon X Program is Alpha Level Metahuman with a
psychic energy level marked as “Unable to Calculate”.
Peak Human Condition: The power to possess capabilities,
attributes and aspects at the peak of the human species.
Peak-humans are superior to normal members of their species, as
well as Olympic-level athletes. They are strong enough to punch
an individual through a wooden or thin-metal door; able to break
thin steel bars with their bare hands; fast enough to catch-up
or outrun moving vehicles; able to exert themselves to peak
capacity for hours; producing top-endurance and lung capacity;
agile enough to climb the tallest of buildings, leap high into
the air and run distant miles; reflexive enough to effectively
dodge multiple incoming attacks, rapid gunshots as well as
seemingly sudden motions (e.g. walls or debris of a crumbling
roof), accurate enough to achieve multiple small and further
distant targets, capable of living longer than the
average-person, durable enough to withstand normal and enhanced
physical/projectile attacks, intelligent enough to understand
complex problems beyond the scope of average humans, they can
heal themselves in very short-periods of time, flexible enough
to coordinate their limbs perfectly and their combat skills are
advanced enough to defeat large groups of enemies with ease.
[i]Applications:[/I]
Peak Human Accuracy
Peak Human Agility
Peak Human Athleticism
Peak Human Balance
Peak Human Beauty
Peak Human Body
Peak Human Dexterity
Peak Human Durability
Peak Human Endurance
Peak Human Flexibility
Peak Human Health
Peak Human Intelligence
Peak Human Leap
Peak Human Lifting
Peak Human Longevity
Peak Human Lung Capacity
Peak Human Recovery
Peak Human Metabolism
Peak Human Reflexes
Peak Human Regeneration
Peak Human Running
Peak Human Senses
Peak Human Speed
Peak Human Stamina
Peak Human Strength
Peak Human Survivability
(
HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition)
Supernatural Condition: The power to possess capabilities,
attributes and aspects drastically beyond what is naturally
possible. Users possess supernatural capabilities, attributes
and aspects that are drastically beyond what is naturally
possible. With their condition alone, they can dwarf most beings
in their respective universe, being virtually supreme in their
existential aspects and attributes. With their superhuman
physique, they can move buildings, run at the speed of light,
survive nuclear explosions unscathed, and remain active for days
to weeks untired. With their mind, they can amass knowledge and
information about everything, allowing them to invent and create
things beyond the grasps of regular humans. They can master
languages and subjects in mere days or even hours too.
Beyond their physical and mental condition also lies other
aspects like their bodies or soul, like possessing senses able
to perceive things the ordinary human is completely ignorant to,
harbor esoteric bodily aspects like cells capable of inducing
supernatural effects or even having an extremely robust and
strong soul and spirit able to withstand conceptual attacks.
[i]Applications:[/I]
Supernatural Intelligence
Supernatural Mind
Supernatural Perception
Supernatural Potential
Supernatural Power Use
Supernatural Precision
Supernatural Wisdom
Supernatural Wits
(
HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition/Supernatural)
[I]Genetic Manipulation Gained Abilities:[/I]
Telepathy: The power to mentally interact with other minds.
Users can mentally interact with the mind, consciousness, and
thoughts of themselves or others through mental power/capacity,
thus being able to read/sense another person's thoughts,
communicate with them mentally, and a plethora of other
capabilities without the aid of physical communication (noise or
movement).
Telepathy has three common categories; Telepathic Communication,
which is the ability to transmit information from one mind to
another, Telepathic Perception, which is the ability to receive
information with one’s mind, and Telepathic Manipulation, which
is the ability to influence the minds of others to varying
degrees. The most advanced telepaths are not only capable of
interacting with the minds or spirits of others, but with
reality itself in various ways, tapping into psychic/astral
energies, extending their senses/perception and even their very
consciousness beyond the limits of their bodies, and potentially
even projecting their power into the physical plane.
With the DNA of two other powerful psychics [I](Phoenix and
Jenkins)[/I], Azia psychic powers have been expanded from
telemechanic to full powerful telepath. Azia’s power level with
her telepathy is not fully known, but she has displayed Master
level abilities that both Phoenix and Jenkins took years to
develop. Sinister has theorized that this is because of Azia’s
natural Supernatural Mind and Intelligence.
(
HTML https://powerlisting.fandom.com/wiki/Telepathy)
Telekinesis: The power to move, manipulate or otherwise interact
with objects/matter with one's mind. Telekinesis (from Greek:
τηλε- "far off" and
κίνηση "movement") is the ability
to influence/control/manipulate matter or another aspect of a
physical system with the ‘mind’ or through other non-physical
means. Commonly, the most fundamental trait is to move or
otherwise interact with objects (or to generate and apply
physical force on a target, or potentially, an area) both from a
distance and without physical contact.
As the ability is connected to the mind of the user, it can
either be activated and controlled through conscious effort and
concentration, through willpower and emotions of a particular
level of intensity, or through achieving a state of discipline
and serenity. In some cases, the ability can respond to the
user’s thoughts, ideas and whims, making it far easier to
activate but potentially more difficult to control. Moreover,
these aspects of the user's mind and mental capacity at large
can affect the accuracy, precision, range, and strength of their
ability, as well as the subsequent limitations of its
intuitiveness, usability, functionality, and reliability in
various situations.
Telekinesis is one of the bases of many superpowers that are
based on "controlling/manipulating," and may evolve to the point
that a Telekinetic can control anything at a subatomic,
particle, and universal level.
(
HTML https://powerlisting.fandom.com/wiki/Telekinesis)
[I]Specialty Psychic Techniques:[/I]
[i]Sensitive Techniques:[/I]
Empathic Transmission: This incredible ability enables the
psychic to instill a powerful emotion into another living
creature; person, animal or supernatural being. Each psychic
attack/transmission can only affect one creature at a time.
Several supernatural creatures have this ability or some aspect
of it.
Despair or Sorrow: Invokes great emotional upheaval, deep sorrow
and a sense of loss. There is a 50% chance of the victim
surrendering or leaving without a battle; furthermore victims
are -15% to parry and dodge.
Confusion: Disorients the person so badly that he has no sense
of direction, time, or of what is exactly going on. Victims are
-30% to strike, parry and dodge, and lose initiative in any
combat.
Fear: Invokes unreasoning terror in all those affected. Victims
are -30% to strike, parry and dodge, plus there is a 66% chance
that those affected will turn and run.
Hate or Anger: Will prompt those affected to act rashly, charge,
attack, argue violently, etc. Victims are likely (60% chance) to
attack, kill, harm, or betray those they dislike; +10% (yes,
that's plus)
to strike, -15% to parry and dodge.
Love or Peacefulness: Will induce a deep feeling of serenity,
dispelling anger, hatred, sorrow, and so on. Hostile opponents
are likely (60% chance) to reconsider their actions, deciding
not to attack, show mercy, leave without being overtly cruel or
destructive, halt a rampage, and so on. It does NOT make its
victims docile sheep, but curbs hostility.
Trust: Will make its victims believe everything the psionic
tells them, but only while under the empathic influence. Life
threatening suggestions that go against deep-seated fears or
ideals provide an additional savings throw against the suggested
action; with a bonus of + 25% to save.
Remote Viewing: To use this power, the psychic needs a photo or
video image to focus on, even if he knows the person or place
intimately. When focused on a particular person, the psychic can
see in his mind what the person is doing at that moment for 18
seconds. The image appears as if the character were looking down
through a skylight. He sees only a glimpse of things and may not
remember all details. Likewise, he may not see other people
outside his line of vision, because the focus is a particular
person, not the entire room. If the target is moving, walking,
or driving, the remote viewer will know this and follow along
for a few seconds, although he may not have a clear idea of his
surroundings, but enough of an impression to recognize it if he
sees it personally.
The character may also remote view a specific place such as a
small to medium room, a corner in a playground or field, a
specific entrance to a building, a particular section of an
alley, etc., but not an entire house, office building, stadium,
street, etc. As before, he must have a photograph, video or
frame of film to focus upon. For 18 seconds, the psychic will
see whatever occurs in that small area of that particular place.
In the alternative, the psychic can use remote viewing to catch
glimpses/images that tell something about the subject of the
viewing. In this instance, he must have 2-4 specific questions,
such as, is so and so alive ... the image of the character
smiling as he walks through the area appears, or flashes of a
brutal attack, blood, and a falling body (indicating death), and
so on.
In either case, the psychic cannot look at the same person or
place via remote viewing again for another 24 hours.
Weakness: Special. Other psychics can feel or sense when
somebody is trying to observe them and can try to resist it by
concentrating for one full round with psychic energy. The
psychic trying to view is blocked, and he knows that the target
has deliberately done so. The target of this power gets no
impression from being viewed remotely and has no idea why he is
being viewed or by whom.
Range: Self
Duration: 18 second flash of insight or vision of current
events.
Mask Psionics: This is a psionic power that enables the
character to completely mask all spiritual aspects of his
psionic energy and powers. Even the aura is temporarily altered.
As a result, other psychics, Dog Boys, Psi-Stalkers, and
creatures who can sense psionics or see aura will not detect
psionics in a character who is masked. However, the masked
psychic must "block" himself
from the world, which means he cannot use any of his psionic
senses or abilities, nor receive empathic or telepathic
impressions until he lets the mask go.
Range: Self
Duration: 10 minutes per level of training
Commune With Spirits: Using this power, a psychic can "feel"
(not see) the presence of spirits. The term "spirit" includes
entities (including ghosts and possessing ones), invisible
Astral Travelers/Astral beings, the splintered life essence of a
god or alien intelligence, the mysterious Indian Spirits, a
spirit or demon (or god) possessing a familiar or witch, and
imprisoned souls and life essences in rune weapons and similar
magical prisons.
The psychic can ask the spirit questions by speaking aloud,
although the creature often understands the question on an
empathic or intuitive level. Only the psychic hears the answer
(unless he's using a group trance) and the answer can be in
words or powerful emotions (he suddenly feels its hate, fear,
anger, sorrow, etc., instead of a verbal response). It is
important to note that the spirit is under no obligation to
answer truthfully or to answer at all. Angry and uncooperative
spirits may lie, pretend
to be somebody else, lash out at the psychic with its own
psi-abilities or cause mischief. Likewise, the psychic cannot
"feel" or sense the creature's alignment, or magic energy, nor
can he use any of his other psionic powers while he is in
communion with the spirit. Furthermore, the spirit may break off
communication at any time, although the psychic can still "feel"
if it is within the immediate area (30 feet/9 m radius). The
psychic can also break contact at any time, but when he does so,
he can no longer tell if it is still hanging about.
Range: Self
Duration: Two minutes per level of training experience.
Intuitive Combat: 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 (15
seconds), 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. Note:
The psychic is unable to use any other psionic power, including
mind block, while this power is in use. He can cancel it with a
thought.
[i]Bonuses:[/I]
+40% on initiative
+25% to strike
+25% to parry
+50% dodge
+50% to pull punch
+30% to roll with punch, fall or impact
+30% 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 granted by the acrobatics and/or gymnastic
skills, as well as +10% to climb and swim skill.
Range: Self
Duration: Two melee rounds per level of training experience
Psionic Invisibility: 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. Note:
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 psychic has been seen,
the person is immune to his ability to seem invisible. Likewise,
while a watch guard 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).
Range: Line of sight or 100 foot (30.5 m) radius.
Duration: One minute per level of training experience.
[i]Physical Techniques:[/I]
Bio-Manipulation: The psychic is able to induce physical trauma
to the nervous system of others by sheer force of will and
psychic energy. This psi-power is often known as "the evil eye."
There are seven types of bio-manipulation effects. Each affects
only one person per attack and can be used in any combination.
Intended victims must be within line of vision or their exact
location known to the psychic.
This psychic power enables the psychic to temporarily manipulate
specific biological functions or conditions in human and animal
lifeforms.
[i]Seven Types:[/I]
Blind: Temporarily knocks out the victim's optic nerves,
rendering that person quite helpless. Victims are -15% to
strike, parry and dodge.
Deafness: Can be caused by manipulating the eardrum. Victims can
not hear anything, and are -15% to parry or dodge attacks from
behind.
In addition, the shock of suddenly becoming deaf makes them -5%
to strike, parry or dodge any other attacks, and they
automatically lose the initiative on all attacks.
Mute: Impairs the victim's vocal cords, making speech
impossible. Victims are likely to be shocked and panic, making
them -10% to strike, parry and dodge for the first melee ONLY.
Pain: By manipulating the nerve centers the psionic can induce
terrible pain, shooting throughout the body. Victims are — 6 to
strike, parry, and dodge, and take slight damage off their
internal health (not not skin nor visible damage) per each
minute affected.
Paralysis: Immobilizes the motor part of the brain, causing legs
and arms to stop functioning. Victims are completely
incapacitated for the duration.
Stun: This attack disorients and confuses its victims. Victims
forfeit one attack per melee, speed is cut by half, and are -15%
to strike, parry and dodge.
Tissue Manipulation: Affects the tissue's connecting nerve
fibers which can cause a variety of effects. By irritating the
nerve fibers a victim will suddenly feel itchy, as if suddenly
breaking out in a severe rash. Through endothermic manipulation
the victim can be made to suddenly feel cold or hot while
everyone around him feels fine. This is done by manipulating the
body chemical which absorbs heat. ALL three conditions are more
annoying or frightening than physically impairing. In each case
the victims are -10% to strike, parry and dodge.
Range: 160ft/48.8m
Duration: 4-16 minutes
Bio-Regeneration [I](Super)[/I]: Another bio-manipulation power
that enables the psionic to direct his psychic energies to
immediate self healing. The character must concentrate for one
full minute while his body instantly heals itself. This can even
reattach severed limbs with no scarring unlike the minor
version.
Telekinetic Acceleration Attack: This power works on the same
principle as the rail gun but uses telekinetic 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 shortrange) burst of telekinetic
energy. All items strike one target at tornado wind velocity.
Range: 50 feet (15 m) +10 (3 m) per level of training
experience; line of sight.
Duration: Instant
Telekinetic Leap: This telekinetic application boosts the
person's leaping ability, propelling the psychic an additional
two feet (0.6 m) when leaping upwards, and three feet (0.9 m)
when leaping across or lengthwise, per level of training
experience. This power can be used in conjunction with a leap
kick attack, but the character will take minor damage himself
from the hard impact.
Telekinetic Lift: Rather than moving objects solely with the
power of the mind, this use of telekinesis is used to increase
the character's ability to lift and carry heavy weights. The
psychic creates a telekinetic field around the object and lifts
both physically and mentally (via telekinesis). This enables the
psychic to lift and carry weights 20% heavier than his P.S.
normally allows. This
use of telekinetics is limited exclusively to lifting and
carrying heavy weights and cannot be used to hurl boulders and
heavy objects as weapons nor can it be used to augment the
damage inflicted by a punch, kick or other physical attacks.
Telekinetic Push: The psychic can effectively create a
telekinetic force that pushes away an attacker or anything
within range (a door, chair, cart, statue, etc.). The pushing
force has the rough equivalent of user’s physical strength + 25%
per level of training experience. The telekinetic push is
roughly equal to a body block and does minor damage, will knock
most ordinary humans back two yards/meters and has a 01-60%
chance of knocking the person off his feet (if so, that
character loses initiative and one melee action). Characters
weighing more than 200 pounds (90 kg) or who possess
robotic P.S. or supernatural P.S. are only shoved a foot or two
and there is only a 01-12% chance of being knocked off their
feet. Inanimate objects weighing under 50 pounds (22.6 kg) are
"pushed" or slid across the ground twice as far, roughly four
yards/meters (12 feet/3.6 m).
Range: By touch or one foot (0.3 m) per level of training
experience
Psychic Body Field: With a thought, the psychic instantly
surrounds himself with a telekinetic force field that conforms
to the shape of his body and enables him to physically move and
fight. It is a mega-damage (equivalent to heavy armored tank)
structure with +25% strength gain per level of training
experience. 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.
Duration: Two minutes per level of training experience.
Levitation: Levitation is a limited form of telekinesis that can
raise an object (or even a person) straight up into the air and
suspend it there (hover). The heavier the object or living being
over 100 lbs the longer the required concentration (+1 round per
20 lbs).
Range: Up to 60ft/18.3m away.
Duration: 2 minutes per level of training experience.
[i]Mind Bleeder Techniques:[/I]
Bleed Aura: The Mind Bleeder can copy the aura of another living
being, including humans, D-Bees and large animals, to completely
disguise his own aura signature. The bleeding of an aura has the
interesting side effect of distorting the aura of the person
whose aura has been stolen. Anybody trying to read the aura of
the victim will find it extremely difficult to see and will be
very off on the level, health and similar things one can usually
tell by looking at an aura.
Range: Four feet (1.2 m) per level of training experience
Duration: Instant.
Saving Against: -25% to save against.
Bleed Memory: This is a limited, but powerful form of mental
telepathy. The Mind Bleeder can focus on a very specific
thought, such as a secret code word or number, combination
sequence to a lock, a name, an address and similar, up to four
words or a 24 number sequence and pluck it from a person's mind.
Similarly, the character can concentrate on what the person is
about to say and know or say the last one to four words of the
statement a second before the speaker does. This can be an
excellent means of pretending to know about things that the Mind
Bleeder really doesn't really know anything about.
The only absolute defense against memory bleed is a mind block,
otherwise the intended victim rolls to save vs psionic attack as
usual.
Range: Four feet (1.2 m) per level of training experience.
Duration: Instant
Limitations: Non-combat skills only.
Saving Against: -25% to save against
Bleed Truth: This is another form of limited, but powerful
mental telepathy. The Mind Bleeder can focus on a very specific
word or phrase and get an impression about whether or not the
person is
telling the truth by seeing what he is really thinking.
The process is similar to word association. The character being
scanned says, "I'm here in peace. I mean you no harm." The key
words are peace and no harm. The Mind Bleeder gets an instant
word association, such as "war," or "hate," or "kill,"
indicating that the character is lying. "No harm" might elicit
the same words, "no harm," or "yes," meaning the person is
telling the truth. Or the word association might come back as
"kill," "revenge," "get you," and so on, meaning he's lying and
out to
get the person or group he is addressing.
Another example is a stranger or a suspected enemy saying, "I'm
alone." To which the Mind Bleeder might get a response like,
"yes, alone," or "others," or "many," or "outside" (suggesting
others wait outside). This can be an extremely useful ability in
ferreting out traps and truths. Unfortunately, the word
association is limited and not always clear. Also, other
psionics can prevent being mind read.
No word association means the character either made a successful
save vs psionic attack or is protected by a mind block. The
latter should trigger suspicion. The only absolute defense
against truth bleed is a mind block, otherwise the intended
victim rolls to save vs psionic attack as usual.
Range: Four feet (1.2 m) per level of training experience.
Duration: Instant
Limitations: Non-combat situations only.
Day Dream: The Mind Bleeder can pull up a random, pleasant
memory in the minds of others. The memory can be anything:
thoughts about a sweetheart, family, party, winning a
competition, a
movie, an upcoming event that the person is anxiously
anticipating and similar experiences. The victim focuses on the
memory, day dreaming about it with the following penalties: -50%
on initiative, slow to take action (speed and number of attacks
for the first round of melee action are reduced by half), and
will not notice intruders who have a prowl skill of 60% or
higher, nor will the character notice his pockets being picked
by characters with a skill of 60% or higher. Likewise, it will
take the day dreaming victim a while to snap out of the dream
(about 16 seconds) to notice somebody knocking, screaming or
buzzing at the door, a telephone ringing, alarms sounding and so
on. Once activity has broken the spell of the day dream, all
penalties are gone and the character functions completely
unimpaired.
Range: Four feet (1.2 m) per level of training experience.
Duration: Two minutes per level of training experience.
Limitations: Non-combat/action situations. The intended victim
cannot be involved in combat or similarly intense activity. He
must be sedentary or relaxed or bored, like a guard, somebody
reading a book, laying down, sitting and resting, eating, etc.
[i]Dream Manipulator Techniques:[/I]
Dreamscaping: This telepathic technique allows the user to enter
the dreaming subconscious mind of a particular target and
manipulate the dreams of the target through a form of Astral
Projection. This is a complicated technique as Morpheus, the
King of the Dream Realm, had given all beings that can dream a
special “immune system” for those who invade the Dreamer’s
subconsciousness and dreams. The user must know who their target
in order to go straight into the target’s subconscious with a
picture being needed if target isn’t personally known to the
user. The user must then go into a meditative sleep while
focusing on the target. The technique can be used on targets up
to 50 miles away but the closer the user is to the target the
better.
Dream Walking: This telepathic technique allows the user to
travel between the dream worlds of Dreamers in a 50 mile radius
in what dream manipulators sometimes call Shadow Walking as the
area (the Dream World/Realm) between subconscious/dream worlds
is similar to the boundary void between universes. The dream
manipulator goes into a meditative sleep and can astral project
themselves into the realm of Morpheus himself, the Dream World.
This allows the psychic to see the dreams of random Dreamers
from the safety of the Dream World and allows the psychic to
enter those dreams thus enter the subconscious. This form of
dream manipulation technique does come with safe viewing from
the Dream World but also increases speed of the Dreamer’s
subconscious immune system to usually within an hour or two
depending on the mental strength of the Dreamer. This technique
does allow the easier access to the subconscious of sleeping
psychics and those with training in protection of the mind by
decreasing the subconscious immune system response time in those
beings, typically taking even the best trained mind at least one
dream hour before sensing the intruder.
[I]Passive and Combat Skills:[/I]
Knowledge: [i]Language and Literacy: The ability to speak and
read one or more languages.
Language & Literacy known by Azia:
American English: 100% chance of successful understanding
British English: 98% chance of successful understanding
Binary: 100% chance of successful understanding
Unix (Computer Language):[/I] 100% chance of successful
understanding
[i]Spanish: 98% chance of successful understanding
Japanese: 98% chance of successful understanding
Russian: 90% chance of successful understanding
Tactical Analysis: 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.
Social Intuition aka Common Touch: 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.
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Criminology: The user possesses an incredible and innate
understanding/knowledge of criminology, the study of crime and
deviant behavior. With this knowledge, the user can figure out
how criminals function, working out their motivations and what
they might do next.
(
HTML https://powerlisting.fandom.com/wiki/Criminology_Intuition)
Deception Intuition: The user possesses an incredible innate
understanding and skill of how to deceive, influence and
manipulate others.
(
HTML https://powerlisting.fandom.com/wiki/Deception_Intuition)
Computer Operation 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.
Computer Programming: Advanced computer knowledge that includes
designing, programming, debugging, and testing computer programs
and software. Hacking is possible but at a -40% penalty unless
the character also has the Computer Hacking skill.
Computer Hacking: This is a computer skill similar to Computer
Programming skill, however, the emphasis of this skill is
breaking computer access codes to gain illegal access to other
computer systems and steal or corrupt the data. The character is
an expert in tracing computer data, bypassing defense systems,
and breaking (hacking) codes; +5% bonus to Cryptography,
Surveillance, and Locksmith (electronic and computer controlled
locks only) skills if the character is a hacker.
[I]Requirements:[/I] Literacy, Computer Operation, Computer
Programming, and at least Basic Math skills.
Mathematics: Basic:[/I] Knowledge of basic math, including the
ability to count, addition, subtraction, multiplication,
division, and fractions.
Radio: [i]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.
Piloting: [i]Automobile: The skill and knowledge to operate
manual and automatic transmission vehicles including dune
buggies, jeeps, and small trucks.
Mathematics: [I]Advance:[/I] Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
Handgun Weapon Proficiency: A familiarity with all types of
projectile firing handguns including revolvers and pistols.
Revolvers are the classic cylinder-based “six shooter”. Pistols
are “automatic” weapons which means gun the keeps firing while
the trigger is depressed and doesn’t stop until the trigger is
released or the ammunition is spent.
Energy Pistol Weapon Proficiency: A familiarity with all types
of energy firing handguns including lasers, ion blasters, and
all types of energy firing handguns.
General Repair & Maintenance: 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.
Basic Electronics: This is a rudimentary understanding of the
principles of electricity, simple circuits, wiring, and so on.
This character can do basic wiring, repair appliances, and read
schematics as well as assist electrical engineers. The character
can attempt to hot-wire a commercial vehicle (not military)
using Basic Electronics but with a -20% skill penalty and it
takes 3 rounds to do so.
Computer Repair: Knowledge of the internal electronics of
computers and related devices. The character can attempt to
repair or sabotage computers. No Computer Operation or
Programming skills are required to fix computers.
Electrical Engineer: Knowledge of electricity. The character can
diagnose and locate electrical problems, repair complex
electrical devices, wire entire buildings or vehicles, and build
electrical equipment. The character can also attempt to bypass
security systems, alarms, and surveillance systems but at a -20%
for simple systems and -50% for complex systems (reduce these
penalties by half if the character has a Surveillance type
skill). The character can hot-wire any vehicle but takes 2
rounds to do so. [I]Requirements:[/I] Advanced Mathematics and
Literacy skills. Note: There is a -30% when working with alien
or extremely unfamiliar electronics including Techno-Wizard and
Bio-Wizard devices. The electrician may be able to puzzle out
some of the basic aspects of such a device and may be able to
figure out how to operate the device, but is unable to
completely fathom how it works or how to repair it.
Electricity Generation: Electricity is generated in a variety of
ways from sunlight, wind, and hydro systems to batteries,
combustion engines, and generators. This skill gives the
character the understanding of how and why these generation
systems work and is able to use, link, and repair such motors,
turbines, and generator systems, but not to build them from
scratch. [I]Requirements:[/I] Requires Basic Math skill and at
least Basic Electronics or Basic Mechanics
Robotic Electronics: A specialization in the area of
micro-circuitry, military engineering, robotics, advanced
computers, artificial intelligence, power armors, and bionic
systems. [I]Requirements:[/I] Electrical Engineering and
Computer Programming skills
Basic Mechanics: 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.
Bioware Mechanics: “Bioware” is cybernetics. A character with
this skill can identify, service, and repair cybernetics and
bionic systems, from the simplest data plug to the most
sophisticated of artificial eyes. However, this is limited to
the actual machine and electronics of cybernetics, not designing
or building bionic components (unless part of a kit that needs
to be assembled). Nor does the skill apply to living Bio-Systems
like artificial skin, organic eyes, and internal organs.
A Bioware Mechanic can fix a cybernetic or bionic machine part
(hand, arm, leg, mechanical implant, weapon) but cannot install
it or attach it to a living body unless he also has the
Cyber-Doc skill. [I]Note:[/I] -20% when working with a
sophisticated bionic systems including bionic weaponry and alien
cybernetic units. [I]Requirements:[/I] Mechanical Engineering
skill and Basic Math skill
[I]Mechanical Engineer:[/I] Training, understanding, and
knowledge of how machinery is designed, built, operated, and
maintained. Characters can attempt to redesign, modify, repair,
construct, or sabotage mechanical devices (includes fusion
driven turbines and advanced power supplies).
[I]Requirements:[/I] Literacy, Basic or Advanced Mathematics,
and Basic Electronics [I]Note:[/I] There is a -30% when working
with alien or extremely unfamiliar machines including
Techno-Wizard and Bio-Wizard devices. The mechanic may be able
to puzzle out some of the basic aspects of such a device and may
be able to figure out how to operate the device, but is unable
to completely fathom how it works or how to repair it.
Robotic Mechanics: This is the specific study of advanced
mechanics as it applies to robotics. Those trained in this
discipline can repair, design, modify, build and sabotage robots
including industrial robotic machines, power armor, military
drones and robotic vehicles. There is a -30% penalty when
working alien, advanced, experimental, and military robots and
bots with magical components. [I]Requirements:[/I] Electrical
Engineering, Mechanical Engineering, and at least Basic Math
skills
Weapons Engineer: The complete understanding of military class
weapon systems, cannons, recoilless rifles, launch systems,
missiles, rockets, heavy energy systems, and their incorporation
into military vehicles. The character can handle, maintain,
repair, unjam, clean, modify, mount, and figure out most weapon
systems and power supplies and recharge batteries and E-clips.
He can repair a rifle, handle heavy weapons, and install a
missile system into a vehicle or suitcase launcher. The engineer
can also add and repair vehicle armor and is an expert welder.
[I]Requirements:[/I] Mechanical Engineer skill [I]Note:[/I] -30%
penalty when working on alien or experimental weapon systems or
vehicle. This skill is usually reserved for Operators, military
engineers, and military contractors.
Intuitive Perception: The ability to analyze and instantly
comprehend anything perceived. The user can analyze and
comprehend anything and everything they perceive instantly,
including analyzing basic and universal concepts. This extends
to the physical, mystical, or conceptual as well as anything
natural, supernatural, divine, transcendent, etc.
(
HTML https://powerlisting.fandom.com/wiki/Intuitive_Perception?so=search)
#Post#: 11358--------------------------------------------------
Re: Azia Gretchen
By: Raven Tepes Date: December 4, 2021, 7:13 pm
---------------------------------------------------------
[I]Weaknesses:[/I] Even though Azia can heal herself with her
own psychic energy, Azia is still a mortal metahuman. Psychic
Immunity. Mind Block and other mind and willpower protection can
counter most psychic abilities including Mind Bleeder. [i]Dream
Manipulator Weaknesses:[/I] All beings that can dream have a
special immune system that protects their subconscious mind from
psychic/astral intrusion. As long as the user remains
inconspicuous, the user can roam free for up to 4 hours before
the subconscious immune system detects the user. Once detected,
all sorts of dream beings and creatures will begin to chase the
user until the user leaves or is forced out by the immune system
upon capture, typically thrown from a high place to cause the
sensation of falling which wakes the user instantly. Other
psychics and those with training in protecting their mind from
psychics have a much faster subconscious immune system response
time with the strongest sensing a dream manipulator within 25
Dream Minutes to as little as a single dream minute. The
sensation of falling will instantly pull the user back into
their body and wake them up. This sensation can be accomplished
in the waking/physical world by literally dropping the user or
playing some kind of sound that triggers the conscious mind into
feeling the physical sensation of falling. Manipulation of
someone’s dream, attempting to place an Inception in the
target’s subconscious, or just too much interaction with the
target’s dream beings will cause the target’s subconscious
immune system to kick in faster just like going deeper can
trigger faster responses. Dying in someone’s dreams will cause
the user to return to their body but in the deepest layer of the
subconscious which puts the body into a coma until the user dies
of old soul age within the deepest layer or rescued by another
Dream Manipulator or Morpheus. This also happens to the target
if the user kills the target in the target’s dream. Dream
Timing/Soul Aging: There is four layers of the subconscious.
Dream time moves faster than waking time and increases with each
deepening subconscious layer. The longer a dream manipulator or
slain/comatose target stays in the subconscious/dream world the
older the soul gets which causes disorientation if one is in too
long and is brought back out. 4 hours is the average maximum
time that dream manipulators will remain in someone’s
subconscious/dream world. Layer 1: one hour in the Dream World
of someone’s subconscious (even the user’s own subconscious) is
equal to one week of aging on the soul. Layer 2: one hour in the
Dream World of someone’s subconscious (even the user’s own
subconscious) is equal to one month of aging on the soul. Layer
3: one hour in the Dream World of someone’s subconscious (even
the user’s own subconscious) is equal to one year of aging on
the user’s soul. Layer 4: one hour in the Dream World of
someone’s subconscious (even the user’s own subconscious) is
equal to 5 years of aging on the soul.
[I]Special Equipment:[/I]
Power Stone Enhancement Headband: This special silver and copper
headband has a jeweled quartz crystal end on the left side and a
jeweled amethyst crystal end on the right side. These crystals
are known for enhancing psychic powers within the psychic
community. This band enhances Azia’s psychic abilities in a way
that turns psychic abilities meant for use on a single subject
into a Mass Affect ability in order to affect more targets.
[I]Personality:[/I] Azia is a fun loving peaceful computer nerd
stoner girl with hot girl looks.
[I]Background:[/I]
[i]*Coming Soon*[/I]
*****************************************************