DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Multi-Community Races
*****************************************************
#Post#: 13587--------------------------------------------------
Multi-community Race: Mind Bleeder
By: Raven Tepes Date: February 20, 2022, 1:54 pm
---------------------------------------------------------
[I]Multi-community Psychic Vampire Race:[/I] Mind Bleeder
The Mind Bleeder is a metahuman subspecies that evolved mostly
in Psyscape. Most are Caucasian or light tan in skin color, with
sharp features, square chin, brown hair and brown, green or grey
eyes. Their average height is six feet to six feet, six inches
(1.8 to 1.95 m). The only time a person can tell that the
character is not a normal human is when he or she uses psychic
powers and the veins in his head begin to swell and pulsate.
The Mind Bleeders gained entry to Earth from dimensional rifts
located around the Mediterranean, making their first appearance
about 900 years ago. Since their initial arrival the race has
spread across Europe and Africa. They are most frequently found
in North Africa (Morocco, Algeria, Libya, Egypt, Sudan, and
Saudi Arabia), and countries once known as Spain, Sardinia,
Italy, Sicily, Greece and Yugoslavia. An estimated 500,000 to
one million are believed to inhabit these regions. Mind bleeders
can also be found, to a much lesser degree, in England, Germany,
southern parts of Africa, India and Asia.
Abilities:
Mind Bleeder Physiology: Mind Bleeders are a specialized type of
Homo Sapiens Superior (metahumans/mutants) that is a potent
psychic that is strong in telepathy and mind manipulation
because of their supernatural brain. The Mind Bleeder is an
almost completely normal looking human. Most are Caucasian or
light tan in skin color (similar to people from the
Mediterranean) though any human ethnicity can be born a Mind
Bleeder, with sharp features, square chin, brown hair and brown,
green or grey eyes. Their average height is six feet to six
feet, six inches (1.8 to 1.95 m). The only time a person can
tell that the character is not a normal human is when he or she
uses psychic powers and the veins in his head begin to swell and
pulsate. Mind bleeders are so powerful of psychics that they can
be trained in dream manipulation to become a Dream Assassin
thanks to work done by the C.I.A. and the Pentagon’s discovery
of how powerful the psychics can be.
Sense Psionics: This ability can be considered a superior
version of the psi-power Detect Psionics. The Mind Bleeder
automatically senses the presence of other psionic creatures,
human and inhuman, and can pinpoint exactly who these beings are
and whether their power is low, moderate or great. The range of
detection is 60 feet (18.3 m) per 10 years of life. The use of
this power is as natural and automatic as a human's sense of
smell.
Mind Bleed: [I]Also known as Psychic Energy drain:[/I] All Mind
Bleeders have the power to drain and use the psychic energy and
ki/chi of others. Ki/chi like psychic energy is a type of
spiritual inner strength and can be easily converted into
psychic energy by the Mind Bleeder. The character can drain 15%
from other psychics per training level! These stolen energy can
be briefly stored and used by the Mind Bleeder, or thrown away
(the value in the latter being that the psychic from whom the
psychic energy was stolen, does not have them available for his
own use). This bleeding or draining of psychic energy is
considered a psionic attack. The target of the "bleeding" is
instantly aware that he is under attack and gets to resist or to
erect a Mind Block.
Range: 10 feet (3 m) line of sight per training level of the
Mind Bleeder.
Duration: Instant; takes about 2-3 seconds
Damage: Drains victims of 15% psychic energy per training level
of the Mind Bleeder.
Limitations: The Mind Bleed power can only be performed once
every minute. Only psychic can be drained from those with
psionic powers or ki/chi powers and psychic energy or ki/chi
energy. Magic/mystic energy and mana energy cannot be drained or
converted into psychic by using this power.
Throw Away Psychic/Ki/Chi Energy: The Mind Bleeder can simply
drain (usual limitations) and throw away another psychic's or
ki/chi user’s energy reserve. The energy is unused by anybody,
but the psionic strength of an opponent, rival or enemy is
reduced, making that individual psychically weakened. Victims
will know when this occurs, although they may be unable to stop
it.
Influence of Ley Lines: Increase the range and duration of
psychic abilities by 25% when near a ley line and increase them
by 50% when within a mile (1.6 km) of a nexus point. The damage
inflicted from the Bleeder's psionic energy attacks, such as
Psi-Sword, Pyrokinesis, Electrokinesis, Telekinesis and
neurological attacks, is also doubled when within a mile (1.6
km) of a nexus point.
Decelerated Aging: The ability to age slower than typical for
one’s race. Mind Bleeder age only physically age one year per 2
years of life after reaching the age of twenty (true physical
maturity for Mind Bleeders).
Mind Bleeder Psychic Energy Storage: The ability to store
psychic energy. Though Mind Bleeders are Alpha Level Psychics
(Major Psionic/Psychic), they do not have natural high levels of
psychic energy like other alpha level psychics. Mind Bleeders
must syphon psychic energy from others and store within
themselves in order to have psychic energy to use. This
classifies them as a type of psychic vampire. They can store
immense amounts of energy temporarily for up to one week before
the energy dissipates into Earth’s (planet’s) natural energy
field. [I]Note:[/I] Unlike true psychic vampires like Laura
Duperon, Mind Bleeders can not sustain youth or nourish
themselves off of stolen psychic energy. Energy stored must be
used within one week of stealing it.
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.
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)
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)
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.
[I]Mind Bleeder Psychic Techniques:[/I]
Bleed Physical Energy: The psychic can syphon the physical
energy of another character in the way of physical stamina. The
Bleeder can replenish his energy to avoid fatigue by drawing off
energy from another living being, including humans, D-Bees and
animals. The bleeding of physical energy has minimal effect on
the victim simply causing him or her to become fatigued
themselves twice as
quickly and they temporarily lose 25% of health. Meanwhile, the
Mind Bleeder becomes instantly refreshed (no longer
tired/fatigued) and gains stolen health toward the healing of
wounds. If the character has gone for an unusual amount of time
without sleep, the bleeding of energy will enable the bleeder to
stay awake and alert for another 4 hours without the ill effects
of sleep deprivation.
Range: Four feet (1.2 m) per level of training [I](Jenkins has a
range of 20 feet)[/I]
Duration: Instant.
Limitations: Can only be used when physically fatigued or in
need of sleep.
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) line of sight per level of training
experience [I](Jenkins has a range of 20 feet)[/I]
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) line of sight per level of training
experience. [I](Jenkins has a range of 20 feet)[/I]
Duration: Instant
Limitations: Non-combat skills only.
Saving Against: -25% to save against
Bleed Skills: The character can temporarily absorb/syphon
another character's skills and level of skill proficiency. As
many as one skill per level of experience can be stolen. This
means a first level Mind Bleeder can steal only one skill, but
at second level he can take two, at third level three, and so
on.
The most frightening and annoying thing is that the person he
has bled the skill from, temporarily suffers a memory loss
regarding the stolen skill and has great difficulty remembering
and executing the stolen skill; -50% in the performance of that
skill and takes twice as long. For example: A third level Mind
Bleeder can temporarily steal the skills of computer operation
and computer hacking (and one other if so desired) from an
eighth level city rat. The psychic has all the skill knowledge
and expertise (8th level) of the city rat. Meanwhile, the city
rat's skills are impaired. He is slower than usual, has
difficulty remembering procedures and makes mistakes (-50% skill
penalty), including simple typographical errors.
When the duration time expires, the Mind Bleeder completely
forgets the skills and the victim from whom the skills were
temporarily borrowed is completely restored. The only absolute
defense against skill bleed is a mind block. Sleeping or
unconscious characters have no mental save
against the bleeding of their skills, the psychic automatically
steals their skill knowledge.
Range: Self and must be within four feet (1.2 m) of the victim.
[I](Jenkins has a range of 20 feet)[/I]
Duration: Five minutes per level of experience. [I](Jenkins is
able to maintain for 25 minutes)[/I]
Limitations: Non-combat skills only.
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 or by
touch. [I](Jenkins has a range of 20 feet)[/I]
Duration: Instant
Limitations: Non-combat situations only.
Bleed Youth: The psychic can syphon the youth of another
character. The Bleeder can replenish his youth to avoid aging by
drawing off life-force energies from another living being,
including humans, dimensional beings, and animals. The bleeding
of youth has minimal effect on the victim simply causing him or
her to become fatigued themselves twice as quickly and they
temporarily lose 25% of his/her youth. Meanwhile, the Mind
Bleeder becomes instantly refreshed (no longer tired/fatigued)
and gains stolen youth toward the healing of wounds and aging.
This psychic power essentially classifies the Mind Bleeder as a
type of psychic vampire and semi-immortal once this ability is
perfected.
Range: Four feet (1.2 m) line of sight per level of training
[I](Jenkins has a range of 20 feet)[/I]
Duration: Instant.
Limitations: Non-combat situations only.
Bleed Brain: This power affects the mind and mental perception.
The victim's head suddenly begins to throb, he can hear his
heart beating in his ears and the sound of blood rushing through
blood vessels in the head. The overall sensation is that the
head is going to explode, accompanied by a sense of panic. This
causes great distraction and concern. Penalties: All skills are
-40%, all combat bonuses are reduced by half, -40% to save vs
horror/fear, empathic transmission, mind control drugs and magic
illusions. Speed is reduced by 25%, unless fleeing, then speed
is normal.
Range: 10 feet (3m)
Duration: Four minutes per level of experience. [I](Jenkins’
Level: 20 minutes)[/I]
Limitations: Non-combat skills only.
Brain Scan: The psychic character can scan the brain to locate
and identify both physical and mental aberrations, damage and
impairment, including bruises, tumors, aneurysms, diseases,
mental
blocks, hypnotic suggestions, phobias, obsessions, traumas,
magic insanities, magic curses, and similar mental blocks and
aberrations. A brain scan does not reveal anything about the
character's personality, memories, skills or thoughts. A brain
scan is necessary to remove mental blocks, magic insanity and
other forms of insanity.
Range: Touch
Duration: Varies
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.
[I](Jenkins has a range of 20 feet)[/I]
Duration: Two minutes per level of training experience.
[I](Jenkins Level: 10 minutes)[/I]
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.
Healing Leech: An injured Mind Bleeder can heal himself by
drawing on the health of other creatures. To do so, he must
touch the creature. The Mind Bleeder can drain his victim down
to about half his normal health before he can drain no more from
that particular being and must seek a new source of healing. As
the psychic drains his victim, he is visibly healed; wounds
close,
scars and bruises disappear, etc.
Fortunately, the victims of the healing leech recover twice as
fast than is normal. Victims can dodge or move away to break
contact.
Range: Touch
Duration: Instant
Impervious to Bio-Manipulation: The Mind Bleeder can use this
power before or after being affected by a psionic
bio-manipulation attack. If put in place before getting hit by
the psionic attack, the character automatically saves against
bio-manipulation. If hit and affected by the psionic attack, the
Mind Bleeder can use this power to negate its effects, at least
temporarily (the duration of the bio-manipulation attack may
last longer than the countermeasure).
Range: Self
Duration: Four minutes per level of experience.
Mental Block: This is a form of hypnotism and mind control in
which the psionic can place mental blocks in the victim's mind,
preventing him from remembering specific things.
Simple brain blocks are tiny pockets of memory loss, such as
being unable to remember a person's name (excluding his own), a
person's face, a specific object, an address, a code number or
password, a combination to a lock and similar.
A severe mind block is a mental barrier that prevents the victim
from remembering much larger amounts of information, including
the events that transpired during a particular hour's time, that
he ever saw or met the Mind Bleeder or other characters, or one
specific skill or memory about somebody or something. Victims
with any measure of psionic power or high mental endurance
(superhuman or higher willpower) attribute will feel a nagging
sensation of having something being wrong, as if he or she
should know something or has forgotten something whenever
confronted by the subject that is artificially blocked/hidden in
their own mind.
As usual, the only defense against this mind control is a mind
block. The only way to remove the mental block is to allow a
Mind Bleeder or another powerful psychic to mind bond and
mentally remove the barrier in place.
Range: Touch
Duration: Varies
Mental Block Removal: Only the Mind Bleeder can find and remove
mental blocks
without having to endure the discomfort of a full mind bond. The
character must first perform a brain scan. The brain scan will
locate and identify all the mental blocks and traumas. The Mind
Bleeder can then remove them one by one.
Range: Touch
Duration: Varies
Mind Trip: The use of this power causes the victim to make a
mental mistake or trip/stumble. For example: The use of a Mind
Trip while reading numbers, calculating numbers or figuring the
price of things will cause the person to make a mistake (off by
40%), always in the Mind Bleeder's favor. Likewise, the power
can be used to make the victim misread the time of day,
add too much or too little ingredients in food or a potion,
misread or misquote a line of text, get tongue tied and say the
wrong word or mispronounce a word or name, make typographical or
keyboard errors, fumble a skill (-10% on skill proficiency), or
cause an attacker to hesitate or stumble during combat (reduce
the attacker's strike, parry, dodge or initiative bonuses by
half but only for that particular melee action, not the entire
melee).
Range: 10 feet per level of experience and the intended victim
must be visible. [I](Jenkins has a range of 50 feet)[/I]
Duration: Four minutes per level of experience [I](Jenkins
Level: 20 minutes)[/I]
Neuro-Touch: The neuro-touch causes a neurological disruption to
the brain with several possible results.
[i]Stumble:[/I] The victim loses control over his legs for just
an instant, stumbles and loses one melee attack/action.
[i]Jolt:[/I] The victim receives a sudden jolt as if struck by a
light electrical charge and suffers 15% health damage. The jolt
is usually used as a warning or to catch somebody's attention.
[i]Momentary Stun:[/I] The victim is momentarily stunned and can
barely move for seven or eight seconds. Penalties: Loses the
initiative and half his melee attacks, -25% to defend (parry and
dodge) for those seven or eight seconds.
[i]Disorientation:[/I] A sudden shock to the system causes the
victim's vision to blur and he feels disoriented: -25% on
initiative, strike, parry, dodge, and roll with impact. Speed is
reduced by 50% and the character loses one melee attack/action.
Lasts one melee round per level of the Mind
Bleeder. [I](Jenkins Level: 5 rounds)[/I]
[i]Paralysis of arms:[/I] A sudden shock to the system causes
the arms and hands to go limp. Nothing can be picked up, held or
carried. No "hand" to hand attacks or operation of machines is
possible using one's hands and arms. The victim can only take
evasive action or attack using psionics, magic or voice
commands. Duration is one melee round per level of the
Mind Bleeder. [I](Jenkins Level: 5 rounds)[/I]
Range: Touch or 10 feet (3 m)
Duration: Varies
Neural Strike: This attack on the brain can inflict damage
directly to health or cause complete paralysis.
[i]The hit point attack:[/I] The victim of a neural strike is
ravaged by a neurological backlash that inflicts 50% damage
straight to health! This attack also temporarily impairs the
victim's reaction time causing the loss of one melee action,
loss of initiative, and speed is reduced by 25% for one melee
per level of experience of the attacker. The victim also suffers
from a pounding headache (-10% on the execution of skills) that
lasts for 30 minutes (accumulative length of time for the
headache from multiple attacks).
[i]Paralysis of motor responses:[/I] The legs of the victim
become paralyzed and cannot move. The arms and hands become numb
and lose the sensation of touch, jerk and tremble, render
ing them virtually useless. Penalties: Speed/movement is
impossible, the number of melee attacks is reduced to one, all
combat actions are -10. Duration is one melee round per level of
the Mind Bleeder. [I](Jenkins Level: 5 rounds)[/I]
Range: Touch or five feet (1.5 m) per level of experience
[I](Jenkins Level: 25 feet)[/I]
Duration: Varies
[i]Additional Training:
[I]Dream Manipulator /Dream Assassin TrainedAbilities:[/I] Any
psychic can learn and train in this special psychic techniques
(dream assassin is trained, not born) but from select sources:
C.I.A., Weapon X Program, Daimsho Butcher Mafia, the Marauders,
and Alt Keirran’s group. Natural born dream manipulator tend to
be reclusive for the most part which means they rarely teach
others their techniques and can inherently learn all Dream
Manipulator psychic powers, but Dream Assassin psychic
techniques are only found through limited sources previously
mentioned. Other psychics that are not natural born dream
manipulators must have Astral Projection as a prerequisite
before learning Dream Manipulator and Dream Assassin psychic
techniques.
[i]Dream Manipulator Psychic 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.
Inception: This is the ability to put an idea into someone
else’s mind through their subconscious. The dream manipulator
can insert an idea into the dreams of a target while dream
walking/dreamscaping. There are two methods to this dream
manipulator’s psychic ability: direct inception and indirect
inception. Direct Inception is placing a subliminal idea into
the mind in a way that does not make the idea seem like the
target’s own idea. This is dangerous as even the smallest idea
can become fatal obsession that can kill the target and possibly
the dream manipulator if the direct idea involves the user
directly. Indirect inception is more art and movie directing
than placing an actual direct idea. The user creates a dream
abstractly based on the suggestive idea that the user want the
target to have. Because of natural defenses, it is easier for
the user to bring the target into the user’s subconscious where
the user has far more control. The user then creates an abstract
dream that leads the target to an epiphany or revelation of the
user’s choosing that feels like the target’s own natural idea.
This technique is safer though can be more complicated and may
require the assistance of other allies in cases of having to
build dreams within dreams within dreams. The natural feel of
the indirect inception idea results in more desirable affects in
achieving the goal of the inception.
Nightmare Creation: This ability allows the dream manipulator to
create horrific and very real feeling nightmares within the
subconscious. This has multiple uses from torturing a target by
trying to trigger the feelings of guilty in order to obtain a
confession to assassination by horrifying/scaring a target so
badly that it induces a heart attack or aneurysm. The user is a
true master of horror when using this power within the dreams of
others or in their own dreams. [I]Note:[/I] The user must watch
out for a Dreamer’s subconscious immune system when creating
nightmares in someone else’s dreaming subconscious.
Sense Dream Manipulation: The ability to sense if a person has
been a victim of dream manipulator abilities. This ability
allows the dream manipulator to sense if another dream
manipulator has used their abilities on another, including Dream
Death, by sensing the lingering energies left behind within the
victim’s aura. All energies used leave faint lingering traces
that can be sensed by those trained to sense them. Dream
manipulators can instantly tell if another dream manipulator has
performed any psychic techniques and what technique has been
used (if trained in that technique). This allows the user to be
able to reverse any possible long term side effects or detect
how far into the subconscious the Dreamer is. [I]Note:[/I] The
user must be within 2 feet of the victim to use this ability.
Heal Dreamer: The ability to reverse the effects of dream
manipulation. This is a type of psychic mental healing that
directly reverses the affects of dream manipulation techniques
with the exception of Dream Death. Techniques, such as Inception
and Nightmare Creation, can cause lasting and even permanent
psychological damage to a victim when the used for ill purposes.
This technique allows the dream manipulator to wash a victim’s
subconscious in purifying, calming psychic that purges all
corruptive, destructive techniques used and restore the victim’s
mental health. [I]Note:[/I] This technique requires the user to
use the Dreamscape technique first before using on victim.
Subconscious immune system becomes aware of user after technique
is complete.
Calming Dreamer: This dream manipulation allows the user to calm
and sooth the restless dreams or nightmares of themselves or
other Dreamers. The user releases calming psychic energy either
on a Dreamer’s physical mind or within the Dreamer’s
subconscious dreamscape. This will quickly negate any negative
dreams or nightmares even those caused by dream demons and dark
spirits.
[i]Dream Assassin Psychic Techniques:[/I]
Immune to Insanity: This technique is an automatic defense
developed by dream assassins in order to keep their sanity and
prevent the possibility of developing the paranoia that can be
caused by Astral Projecting oneself into the Dream World. This
automatic defense also prevents insanity that can be caused by
encountering or making deals with demonic entities like dream
demons and dark spirits. The user is essentially rendered
completely immune to developing insanities and mental health
disorders caused by supernatural/paranormal forces. [I]Note:[/I]
Head injuries and man-made chemicals known to cause mental
health issues and insanities are not countered by this ability.
Symbiotic Deal: This special technique is more of a symbiotic
deal similar to the Hazeldine family technique and warned
against by some Dream Assassins. Dream Assassins are well
trained in the dangers of the Dream World especially from Dream
Demons and Dark Spirits. Dream assassin can try and make a deal
of symbiotic relationship between themselves and a dream demon
or dark spirit. Such a symbiotic deal does give the Dream
Assassin great benefits with gaining additional abilities
granted by their demonic symbiote but also comes with a heavy
downside as such symbiotic entities still need to be feed. The
dream assassin must be in the Dream World in order to make this
deal with an entity so the entity can be lead back to the
physical body that both will be shared.
Dream Death: Ever wonder why we can’t seem to die in dreams?
Wonder why we wake up at the moment we the moment we suffer
fatal damage? It’s a natural defense set up by Morpheus in
agreement with Allah, Elohei, and Jehovah to keep Dreamers from
slipping into unwaking comas and dying because our souls are
lost and trapped within the deepest parts of our own
dreamscapes/subconscious. Within this level of subconscious, the
soul can live an entire lifetime within two months if not
rescued by a trained dream manipulator, Death Wraith, or
Morpheus and his people. The dream assassins can override this
particular defense within any subconscious that they enter, even
their own, and make it where the target can’t wake up when
killed in any way when in a controlled dream. This will then
plunge the target’s soul into the deepest depths of the
dreamscape where all life in the universe is connected which is
the Dream World itself, a vast domain as endless as the universe
itself and one of the Planes of Existence. Much of the time a
lost soul trapped here remain in a limited area of their own
creation (where their subconscious connects directly to the
Dream World) until either the body dies when a Death Wraith can
then sense where the Lost Soul is or the target is rescued by a
trained dream manipulator or Morpheus and his people when
possible dream death is detected/suspected. [I]Note:[/I] Only a
trained dream manipulator can detect if Dream Death technique
has been used. All other mystical and psychic diagnosis will
fail to explain the coma. Trained dream manipulator that
attempts to revive a victim must use the Dream Walking ability
in order to find the area where the victim’s subconscious
touches the Dream World and then locate the victim. A Death
Wraith can sense a Lost Soul within the depths of the
subconscious prior to psychical death only if they concentrate
on the victim and must be within 2 feet. This is a rare things
for dream manipulators outside of dream assassins to develop as
most others use the power for information and manipulating a
Dreamer’s ideas and mind.
Waking Nightmare: This technique of dream assassins is not so
much meant for killing as it is to drive a person insane. This
technique allows a dream assassin to tie a nightmare to the
Dreamer’s mind that involves the five senses. Nightmarish
delusions that sounds, look, feel, and even smell real flash on
and off when the target is awake at random times as the
nightmare clashes with conscious perception of waking realty.
This can cause victims to freak out, begin questioning reality,
and even lead to a complete psychotic break in mental health.
This is useful for when it is more convenient to leave a target
alive but viewed as competent and no longer fit for society.
[I]Note:[/I] This is a difficult technique to use on those with
Iron Willpower type powers or training which are highly
resistant and triggers the subconscious immune system.
[I]Specialty Psychic Techniques:[/I] Mind bleeders can learn any
and all psychic special techniques with proper training and
experience as master psychics. Players are encouraged to be
diverse with psychic techniques in three types: Sensitive,
Healer, and Physical.
[I]Weaknesses:[/I] [I]Mind Bleeder:[/I] The difference between
the Mind Bleeder and most other psychic characters is that he
doesn't have enough of his own psychic energy to use many of his
natural psionic abilities. Instead, he must leech the necessary
psychic energy from other psychics. Mind bleeders must eat to
survive as they are not true psychic vampires. Mind Bleeders are
mortal and can be easily killed with a kill shot. Mind Block
(must be willed by user) and Mind Block Auto-Defense (automatic
defense against psychic attacks) are the best method of
protection against almost all Mind Bleeder abilities including
Mind Bleed ability. Those with any form of Iron Willpower
training or with Supernatural Will are highly resistant to Mind
Bleeder abilities reducing effectiveness of the abilities by
80%. Most Mind Bleeder psychic abilities take one full melee
action to perform which leaves them open to attacks from enemies
who detect the Mind Bleeder and his/her actions. Psychics can
sense Mind Bleeders for what they are when sensing aura and
psionics (must consciously use psychic senses on the Mind
Bleeder) and tend to have wary dispositions at the least when in
the presence of one.
[I]Dream Manipulator:[/I] Dream Walking in the Dream World can
be very dangerous for even a seasoned dream manipulator because
the user is astral projecting their own soul in the Dream World
itself. If the dream manipulator is not careful, they can become
lost if cut off from the psychic anchor or come under attack by
one of many Dream Demons species (enemies of Morpheus and his
people) that roam the vast plane of existence which can result
in demonic possession of the body while the user is a Lost Soul
in the Dream World. Dream Manipulator that is attempting to
rescue a victim of Dream Death must be ready with a way to prove
to the Lost Soul that the coma dream they are in is not the real
world but the deepest level of any dream one can get. This can
be a great disadvantage due to how real this dream is and how
fast the soul can age and often the user may have to resort to
using some as simple of a spinning top toy to prove that a dream
is not reality. Paranoia of never knowing if one is dreaming or
awake is a high development risk within dream manipulators and
assassins with a 25% chance to developing after every fifth use
when used normally while rescuing someone from Dream Death runs
a 50% chance per use. Many with the paranoia carry some kind of
token item that has a non-perpetual motion movement to it such
as a special coin that they spin and falls down regardless of
the user’s thoughts or weighted dice that always land on one
particular side every time in the real world. Regarding the
natural subconscious immune system that all living beings and
creatures have, those non-psychics with special meditation
training and any form of Iron Willpower Training or Supernatural
Will, such as Hei or Kendrix Darkfire, have far greater control
over their subconscious dreamscape and subconscious immune
system than other non-psychic characters with some having the
ability to enhance their immune system or even learning Dream
Death technique (whether trained or accidental discovery). This
makes such beings far more dangerous to a dream
manipulator/dream assassin who are foolish enough to mess with
such beings.
[I]Dream Assassin:[/I] The Symbiotic Deal technique can come
with a heavy price when dealing with dream demons and dark
spirits that roam the Dream World. The demonic symbiotic entity
has special feeding requirements that must be met on a regular
basis, or it will begin to feed off its host until either
properly feed or until the host’s own soul has becomes corrupt
and twisted due to the lost of protective psychic and ki/chi
energies for dream demons, or the soul consumed by the dark
spirit. This means that the dream assassin must either bleed
fear, psychic, and ki/chi energies similar to a Mind Bleeder, an
ability granted by dream demons, or siphon/kill what is needed
to feed the dark spirit (depending on the dark spirit). One must
remember that dream demons and dark spirits are extremely
dangerous and can be completely unpredictable especially since
dealing with them when astral projecting. They are just as quick
to sever the psychic energy tie to the dream assassin’s body and
steal the body as they are to making a symbiotic deal. One must
remember his power limitations before searching out such a deal
and find a dream demon or dark spirit of equal or lesser
strength to the user themself.
*****************************************************