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       #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]
       *****************************************************