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       #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.
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