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       #Post#: 13588--------------------------------------------------
       Multidimensional Character: Jules Vernon Jenkins (Interdimension
       al Sabbat Version/Ally of Victor)
       By: Raven Tepes Date: February 20, 2022, 2:02 pm
       ---------------------------------------------------------
       "My mother taught me what it means to be a proper British
       gentleman. My father taught me what it means to be a good
       soldier. Neither taught me what the United States government
       taught. They taught me exactly how dangerous the mind can be.
       All that makes me the man I am today."
       ~ Jules Vernon Jenkins
       "Please do not let my butler attire fool you, Birdy. I am far
       more dangerous than this attire and my proper butlery lets on,
       dear woman. Perhaps even more dangerous than Mr. Silver when
       angry. Should my instincts about you prove correct then you may
       learn what it means to be trapped in a dream that one can never
       wake from."
       ~ Jenkins to DoD Agent Birdy after reading her unguarded
       thoughts about him
       Jenkins: "And exactly why should I join the Central Intelligence
       Agency when I want out of government duty all together, Agent
       Lynch?"
       Agent Lynch: "First off we can offer a whole lot better working
       conditions than the middle of the Iraqi desert. Second, we can
       give you a lot better training with your.. talent."
       Jenkins: "That better training is going to involve telepathic
       information extraction and assassination for the 'betterment'
       and 'protection' of the nation, isn't it?"
       Agent Lynch: suave yet smug grin "I can't really say that isn't
       a possibility, Sergeant Jenkins."
       Jenkins: gets a thoughtful look "And I get out of this desert.
       Very well, Agent Lynch. You have a deal. Now which is your plane
       because I stayed packed and ready to go?"
       Name: Jules Vernon Jenkins
       Aliases: Vern, Jenkins (mostly by Victor Creed after being hired
       as a butler), Mind Treader, Dream Assassin
       Age: 52 years old appears to be 28
       Species: Homo Sapiens Superior mutant
       Mutant Type: Psychic Vampire
       [I]Psychic Vampire Type:[/I] Mind Bleeder
       Gender: Male
       Height: 5'10
       Weight: 157 lbs
       Nationality: British American
       Former Organizations: United States Army Airbourne Ranger 101st,
       C.I.A. (spy), Project Psi-ssassin (DoD revival of C.I.A Project
       MKUltra), MI-6 Darkstalkers, Blackwater Mercenaries, and London
       Academy of Butlery
       Current Organizations:
       ~ Name Silver Estate Manor
       ~ Rank: Head Houseman/Butler
       ~ Name: Silver Shipping and Investments
       ~ Rank: Acting President/CEO
       ~ Name: Daimsho Butcher Mafia
       ~ Rank: Second in Command/Acting Boss when Victor is Unavailable
       ~ Name:  Marauders
       ~ Rank: Combat and Espionage Trainer
       
       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.
       [i]Applications:[/I]
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Leap
       Peak Human Lifting
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Recovery
       Peak Human Metabolism
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Running
       Peak Human Senses
       Peak Human Speed
       Peak Human Stamina
       Peak Human Strength
       Peak Human Survivability
       (
  HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition)
       Supernatural Condition: The power to possess capabilities,
       attributes and aspects drastically beyond what is naturally
       possible. Users possess supernatural capabilities, attributes
       and aspects that are drastically beyond what is naturally
       possible. With their condition alone, they can dwarf most beings
       in their respective universe, being virtually supreme in their
       existential aspects and attributes. With their superhuman
       physique, they can move buildings, run at the speed of light,
       survive nuclear explosions unscathed, and remain active for days
       to weeks untired. With their mind, they can amass knowledge and
       information about everything, allowing them to invent and create
       things beyond the grasps of regular humans. They can master
       languages and subjects in mere days or even hours too.
       Beyond their physical and mental condition also lies other
       aspects like their bodies or soul, like possessing senses able
       to perceive things the ordinary human is completely ignorant to,
       harbor esoteric bodily aspects like cells capable of inducing
       supernatural effects or even having an extremely robust and
       strong soul and spirit able to withstand conceptual attacks.
       [i]Applications:[/I]
       Supernatural Intelligence
       Supernatural Mind
       Supernatural Perception
       Supernatural Potential
       Supernatural Power Use
       Supernatural Precision
       Supernatural Wisdom
       Supernatural Wits
       (
  HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition/Supernatural)
       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.
       #Post#: 13589--------------------------------------------------
       Re: Multidimensional Character: Jules Vernon Jenkins (Interdimen
       sional Sabbat Version/Ally of Victor)
       By: Raven Tepes Date: February 20, 2022, 2:06 pm
       ---------------------------------------------------------
       [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]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.
       #Post#: 13590--------------------------------------------------
       Re: Multidimensional Character: Jules Vernon Jenkins (Interdimen
       sional Sabbat Version/Ally of Victor)
       By: Raven Tepes Date: February 20, 2022, 2:07 pm
       ---------------------------------------------------------
       Basic Psychic Techniques:
       Sensitive Techniques:[/I]
       Empathic Transmission: This incredible ability enables the
       psychic to instill a powerful emotion into another living
       creature; person, animal or supernatural being. Each psychic
       attack/transmission can only affect one creature at a time.
       Several supernatural creatures have this ability or some aspect
       of it.
       Despair or Sorrow: Invokes great emotional upheaval, deep sorrow
       and a sense of loss. There is a 50% chance of the victim
       surrendering or leaving without a battle; furthermore victims
       are -15% to parry and dodge.
       Confusion: Disorients the person so badly that he has no sense
       of direction, time, or of what is exactly going on. Victims are
       -30% to strike, parry and dodge, and lose initiative in any
       combat.
       Fear: Invokes unreasoning terror in all those affected. Victims
       are -30% to strike, parry and dodge, plus there is a 66% chance
       that those affected will turn and run.
       Hate or Anger: Will prompt those affected to act rashly, charge,
       attack, argue violently, etc. Victims are likely (60% chance) to
       attack, kill, harm, or betray those they dislike; +10% (yes,
       that's plus)
       to strike, -15% to parry and dodge.
       Love or Peacefulness: Will induce a deep feeling of serenity,
       dispelling anger, hatred, sorrow, and so on. Hostile opponents
       are likely (60% chance) to reconsider their actions, deciding
       not to attack, show mercy, leave without being overtly cruel or
       destructive, halt a rampage, and so on. It does NOT make its
       victims docile sheep, but curbs hostility.
       Trust: Will make its victims believe everything the psionic
       tells them, but only while under the empathic influence. Life
       threatening suggestions that go against deep-seated fears or
       ideals provide an additional savings throw against the suggested
       action; with a bonus of + 25% to save.
       Remote Viewing: To use this power, the psychic needs a photo or
       video image to focus on, even if he knows the person or place
       intimately. When focused on a particular person, the psychic can
       see in his mind what the person is doing at that moment for 18
       seconds. The image appears as if the character were looking down
       through a skylight. He sees only a glimpse of things and may not
       remember all details. Likewise, he may not see other people
       outside his line of vision, because the focus is a particular
       person, not the entire room. If the target is moving, walking,
       or driving, the remote viewer will know this and follow along
       for a few seconds, although he may not have a clear idea of his
       surroundings, but enough of an impression to recognize it if he
       sees it personally.
       The character may also remote view a specific place such as a
       small to medium room, a corner in a playground or field, a
       specific entrance to a building, a particular section of an
       alley, etc., but not an entire house, office building, stadium,
       street, etc. As before, he must have a photograph, video or
       frame of film to focus upon. For 18 seconds, the psychic will
       see whatever occurs in that small area of that particular place.
       In the alternative, the psychic can use remote viewing to catch
       glimpses/images that tell something about the subject of the
       viewing. In this instance, he must have 2-4 specific questions,
       such as, is so and so alive ... the image of the character
       smiling as he walks through the area appears, or flashes of a
       brutal attack, blood, and a falling body (indicating death), and
       so on.
       In either case, the psychic cannot look at the same person or
       place via remote viewing again for another 24 hours.
       Weakness: Special. Other psychics can feel or sense when
       somebody is trying to observe them and can try to resist it by
       concentrating for one full round with psychic energy. The
       psychic trying to view is blocked, and he knows that the target
       has deliberately done so. The target of this power gets no
       impression from being viewed remotely and has no idea why he is
       being viewed or by whom.
       Range: Self
       Duration: 18 second flash of insight or vision of current
       events.
       Mask Psionics: This is a psionic power that enables the
       character to completely mask all spiritual aspects of his
       psionic energy and powers. Even the aura is temporarily altered.
       As a result, other psychics, Dog Boys, Psi-Stalkers, and
       creatures who can sense psionics or see aura will not detect
       psionics in a character who is masked. However, the masked
       psychic must "block" himself
       from the world, which means he cannot use any of his psionic
       senses or abilities, nor receive empathic or telepathic
       impressions until he lets the mask go.
       Range: Self
       Duration: 10 minutes per level of training
       Commune With Spirits: Using this power, a psychic can "feel"
       (not see) the presence of spirits. The term "spirit" includes
       entities (including ghosts and possessing ones), invisible
       Astral Travelers/Astral beings, the splintered life essence of a
       god or alien intelligence, the mysterious Indian Spirits, a
       spirit or demon (or god) possessing a familiar or witch, and
       imprisoned souls and life essences in rune weapons and similar
       magical prisons.
       The psychic can ask the spirit questions by speaking aloud,
       although the creature often understands the question on an
       empathic or intuitive level. Only the psychic hears the answer
       (unless he's using a group trance) and the answer can be in
       words or powerful emotions (he suddenly feels its hate, fear,
       anger, sorrow, etc., instead of a verbal response). It is
       important to note that the spirit is under no obligation to
       answer truthfully or to answer at all. Angry and uncooperative
       spirits may lie, pretend
       to be somebody else, lash out at the psychic with its own
       psi-abilities or cause mischief. Likewise, the psychic cannot
       "feel" or sense the creature's alignment, or magic energy, nor
       can he use any of his other psionic powers while he is in
       communion with the spirit. Furthermore, the spirit may break off
       communication at any time, although the psychic can still "feel"
       if it is within the immediate area (30 feet/9 m radius). The
       psychic can also break contact at any time, but when he does so,
       he can no longer tell if it is still hanging about.
       Range: Self
       Duration: Two minutes per level of training experience.
       Intuitive Combat: This is a form of telepathy geared to give the
       psychic an advantage in melee combat. To put this ability in
       place, the psychic must concentrate for one melee round (15
       seconds), putting himself in a Zen-like state of awareness. For
       the next two melee rounds, the Intuitive Combat sense makes the
       character one with his body and weapon, reacting quickly and
       efficiently with amazing reflex action, balance and grace. Note:
       The psychic is unable to use any other psionic power, including
       mind block, while this power is in use. He can cancel it with a
       thought.
       [i]Bonuses:[/I]
       +40% on initiative
       +25% to strike
       +25% to parry
       +50% dodge
       +50% to pull punch
       +30% to roll with punch, fall or impact
       +30% to disarm
       Cannot be caught by surprise, even by attacks from behind or
       from long-range, which means he can try to parry or dodge all
       attacks leveled at him.
       +10% to abilities granted by the acrobatics and/or gymnastic
       skills, as well as +10% to climb and swim skill.
       Range: Self
       Duration: Two melee rounds per level of training experience
       Psionic Invisibility: Psionic invisibility is the ability to
       remain undetected when in plain sight. This is accomplished via
       a telepathic impulse that convinces bystanders that the psychic
       is not a threat and insignificant — beneath their notice. Those
       affected by the impulse are unable to see the character, and
       subconsciously avoid colliding with him; they don't see him on a
       conscious level. Note:
       This invisibility works only if the character is "passing
       through" or hiding and honestly has no intention of attacking or
       hurting anybody in the area. The slightest ill intent or act
       toward perpetrating violence instantly cancels the psionic
       influence.
       Individuals watching through video monitors and other sensory
       equipment can be similarly tricked into ignoring the psychic,
       but only if within his radius of influence. Those out of range
       will react appropriately, and once the psychic has been seen,
       the person is immune to his ability to seem invisible. Likewise,
       while a watch guard may not see or react to the psychic, he will
       be captured and recorded on film and by sensors. Video cameras,
       computers and similar devices are never fooled by this power;
       they are able to notice and record the character as normal (some
       may sound an alarm too).
       Range: Line of sight or 100 foot (30.5 m) radius.
       Duration: One minute per level of training experience.
       Read Dimensional Portal: This power allows the psychic to get
       impressions from the portal or dimension spanning device, which
       instills the character with the following information:
       • Destination is relatively dangerous/hostile or safe to the
       psychic. This includes whether or not the environment can
       support human life.
       • Whether there is a strong (or numerous) presence of the
       supernatural (i.e. alien intelligence, gods, demons, etc.) and
       whether that presence is evil.
       • A psychic flash,  a brief vision, of who was the last person
       or persons to use the portal, if any (may be none if it is a
       random Rift that hasn't been used by any living force).
       • Intuitively sense whether the portal or machine leads to any
       of the following dimensions: the Astral Plane/Spirit
       Realm/Afterlife, Xiticix home world, the Dream Realm, an
       alternate universe, or to another location on Earth or planet.
       • If a mechanical gateway or device capable of dimensional
       travel/opening a dimensional portal, whether it is a creation of
       magic or science, the psychic will get a basic idea of how to
       operate it in order to open or close a dimensional portal
       (similar to object read).
       Range: Touch or one foot (0.3 m) per level of experience.
       Duration: One melee round per level of experience.
       Sense Dimensional Anomaly: This power will detect the presence
       of a dimensional anomaly like an open/active dimensional portal
       or Rift, the random opening and closing of a Rift, ley line
       storms, and dimensional triangles (The Devil's Sea/Bermuda
       Triangle), as well as any disturbances caused by teleportation,
       the use of temporal magic or other powers that disrupt the
       fabric of reality. The character knows when it is happening,
       when it ends/closes, the general direction, and whether it is
       far or near, but no exact knowledge of its location or what is
       happening because of it.
       Range: 100 feet (30.5 m) radius per level of experience.
       Duration: 2 minutes per level of experience.
       Psychosomatic Disease: This power employs the principle of
       mind-over-matter by inducing the victim to believe he suffers
       from a particular disease, although no actual physical cause can
       be found, it's all in the mind.
       This is done in a similar way as hypnotic suggestion, requiring
       the psychic to "suggest" that the character looks ill or that a
       particular disease is in the area, as well as mention the name
       of a
       specific disease along with the most notable (and debilitating
       or frightening) symptoms. Within up to 12 minutes, the intended
       victim will begin to come down with those symptoms. He will
       suffer from the affliction, with all its pain and penalties,
       until one of the following occurs: the psychic who caused the
       affliction removes it, the character is healed by a psychic
       healer, a successful magical or priestly Remove Curse spell or
       ritual is performed, or let the psychosymatic disease runs its
       course (see
       duration above).
       In the meantime, the character will suffer from physical trauma
       and symptoms (fever, vomiting, coughing, convulsions, skin
       rashes, hives, etc.) associated with that disease, as well as
       emotional anguish. In most cases, the disease is debilitating
       for days, but sometimes it can be deadly; dies of dehydration,
       starvation, injury, etc., brought on by the symptoms and/or fear
       of the psionic illness.
       Range: 10 feet (30 m) and verbal suggestion.
       Duration: 4 days per level of the psychic.
       [i]Healing Techniques:[/I]
       Suppress Fear: This power temporarily suppresses the chemical
       and psychological components of fear on the recipient. As a
       result, the character is unable to feel frightened or is barely
       frightened,
       even if intellectually he realizes he is in danger or is facing
       a terrifying monster or situation. This enables the character to
       think rationally and take calm, calculated action, rather than
       respond with the typical "fight or flight" reactions of those
       who are frightened. This power can be used on the psychic
       himself or on one or two others.
       Range: Self or others by touch.
       Duration: One minute per level of experience.
       [i]Physical Techniques:[/I]
       Bio-Manipulation: The psychic is able to induce physical trauma
       to the nervous system of others by sheer force of will and
       psychic energy. This psi-power is often known as "the evil eye."
       There are seven types of bio-manipulation effects. Each affects
       only one person per attack and can be used in any combination.
       Intended victims must be within line of vision or their exact
       location known to the psychic.
       This psychic power enables the psychic to temporarily manipulate
       specific biological functions or conditions in human and animal
       lifeforms.
       [i]Seven Types:[/I]
       Blind: Temporarily knocks out the victim's optic nerves,
       rendering that person quite helpless. Victims are -15% to
       strike, parry and dodge.
       Deafness: Can be caused by manipulating the eardrum. Victims can
       not hear anything, and are -15% to parry or dodge attacks from
       behind.
       In addition, the shock of suddenly becoming deaf makes them -5%
       to strike, parry or dodge any other attacks, and they
       automatically lose the initiative on all attacks.
       Mute: Impairs the victim's vocal cords, making speech
       impossible. Victims are likely to be shocked and panic, making
       them -10% to strike, parry and dodge for the first melee ONLY.
       Pain: By manipulating the nerve centers the psionic can induce
       terrible pain, shooting throughout the body. Victims are — 6 to
       strike, parry, and dodge, and take slight damage off their
       internal health (not not skin nor visible damage) per each
       minute affected.
       Paralysis: Immobilizes the motor part of the brain, causing legs
       and arms to stop functioning. Victims are completely
       incapacitated for the duration.
       Stun: This attack disorients and confuses its victims. Victims
       forfeit one attack per melee, speed is cut by half, and are -15%
       to strike, parry and dodge.
       Tissue Manipulation: Affects the tissue's connecting nerve
       fibers which can cause a variety of effects. By irritating the
       nerve fibers a victim will suddenly feel itchy, as if suddenly
       breaking out in a severe rash. Through endothermic manipulation
       the victim can be made to suddenly feel cold or hot while
       everyone around him feels fine. This is done by manipulating the
       body chemical which absorbs heat. ALL three conditions are more
       annoying or frightening than physically impairing. In each case
       the victims are -10% to strike, parry and dodge.
       Range: 160ft/48.8m
       Duration: 4-16 minutes
       Bio-Regeneration [I](Super)[/I]: Another bio-manipulation power
       that enables the psionic to direct his psychic energies to
       immediate self healing. The character must concentrate for one
       full minute while his body instantly heals itself. This can even
       reattach severed limbs with no scarring unlike the minor
       version.
       Telekinetic Acceleration Attack: This power works on the same
       principle as the rail gun but uses telekinetic rather than
       electromagnetic force. Rather than use telekinesis to lift and
       move one or more objects, this super psionic power causes a half
       dozen to a dozen small objects (coins, pencils, small stones,
       arrows, unloaded bullets, etc.) to hurl at an incredibly high
       velocity in a powerful (if not shortrange) burst of telekinetic
       energy. All items strike one target at tornado wind velocity.
       Range: 50 feet (15 m) +10 (3 m) per level of training
       experience; line of sight.
       Duration: Instant
       Telekinetic Leap: This telekinetic application boosts the
       person's leaping ability, propelling the psychic an additional
       two feet (0.6 m) when leaping upwards, and three feet (0.9 m)
       when leaping across or lengthwise, per level of training
       experience. This power can be used in conjunction with a leap
       kick attack, but the character will take minor damage himself
       from the hard impact.
       Telekinetic Lift: Rather than moving objects solely with the
       power of the mind, this use of telekinesis is used to increase
       the character's ability to lift and carry heavy weights. The
       psychic creates a telekinetic field around the object and lifts
       both physically and mentally (via telekinesis). This enables the
       psychic to lift and carry weights 20% heavier than his P.S.
       normally allows. This
       use of telekinetics is limited exclusively to lifting and
       carrying heavy weights and cannot be used to hurl boulders and
       heavy objects as weapons nor can it be used to augment the
       damage inflicted by a punch, kick or other physical attacks.
       Telekinetic Push: The psychic can effectively create a
       telekinetic force that pushes away an attacker or anything
       within range (a door, chair, cart, statue, etc.). The pushing
       force has the rough equivalent of user’s physical strength + 25%
       per level of training experience. The telekinetic push is
       roughly equal to a body block and does minor damage, will knock
       most ordinary humans back two yards/meters and has a 01-60%
       chance of knocking the person off his feet (if so, that
       character loses initiative and one melee action). Characters
       weighing more than 200 pounds (90 kg) or who possess
       robotic P.S. or supernatural P.S. are only shoved a foot or two
       and there is only a 01-12% chance of being knocked off their
       feet. Inanimate objects weighing under 50 pounds (22.6 kg) are
       "pushed" or slid across the ground twice as far, roughly four
       yards/meters (12 feet/3.6 m).
       Range: By touch or one foot (0.3 m) per level of training
       experience
       Psychic Body Field: With a thought, the psychic instantly
       surrounds himself with a telekinetic force field that conforms
       to the shape of his body and enables him to physically move and
       fight. It is a mega-damage (equivalent to heavy armored tank)
       structure with +25% strength gain per level of training
       experience. The field takes the shape of a dim, white,
       transparent aura that completely surrounds and encloses the body
       of the psychic. Items held in his hands, hung from his back, or
       worn on top of his
       head are not protected.
       On the downside, the field does not protect against disease,
       radiation, or toxic fumes, nor magic or psionic attacks other
       than physical ones (energy blasts, fire, etc.). Worse, the
       TK-force field means the psychic loses his sense of touch,
       because the field is between him and all objects/materials
       outside the force field. This lack of touch sensation means the
       character cannot feel much of anything he picks up or touches
       after the field has been erected. This makes the use of skills
       that require a sense of touch and manual dexterity -30%, and
       delicate items may be accidentally dropped or crushed.
       Duration: Two minutes per level of training experience.
       Levitation: Levitation is a limited form of telekinesis that can
       raise an object (or even a person) straight up into the air and
       suspend it there (hover). The heavier the object or living being
       over 100 lbs the longer the required concentration (+1 round per
       20 lbs).
       Range: Up to 60ft/18.3m away.
       Duration: 2 minutes per level of training experience.
       Deaden Senses: This is another form of bio-manipulation, only
       less severe or noticeable, victims seldom realize they've fallen
       under the influence of this psionic attack. The psychic is able
       to induce a physical influence on a single person to make him or
       her less alert. This is typically used on guards, sentries, and
       searchers to escape their notice. The victim of this psionic
       attack momentarily becomes less alert and attentive to the
       things around him. Small sounds, odors, movements, and details
       go unnoticed (+10% to the following skills against this
       befuddled character: camouflage, prowl, palming, pick pockets,
       cardsharp, forgery, and disguise) and the deadened character is
       slow to react; reduce speed by 10%, -10% on initiative, and -5%
       on skill performance.
       Range: 160 feet (48.8 m); line of sight.
       Duration: up to 12 minutes
       Ectoplasmic Disguise: This is an enhanced control over ectoplasm
       that gives the psychic the ability to cover and disguise his
       physical features. Ectoplasm is created as normal, with the
       mysterious psuedo-substance rising from the pores of the skin.
       Instead of forming wispy tentacles, the ectoplasm covers the
       face. As it solidifies, it becomes a sort of putty-like material
       that can be mentally shaped and molded by the psychic. Once the
       desired shapes and features are achieved, the psychic can make
       the ectoplasm look like real flesh. The best way to create an
       ectoplasmic disguise is for the psychic to look at a photograph
       or a frozen video image and concentrate on that image, the
       ectoplasm automatically molds into that shape/image, including
       skin color. Not only can the psychic create a mask to hide his
       facial features, but he can also change the shape and bulk of
       his body, adding a pot belly, muscles, a tail or extra eye, etc.
       [i]Level of proficiency: 50% +3% per level of experience (add
       +16% if the character has the disguise skill). This percentage
       applies primarily when trying to accurately imitate a specific
       person's identity. In most other cases, the disguise is
       successful in that it obscures the psychic's true identity.
       [i]Problems & Limitations:[/I] An ectoplasmic disguise is
       especially effective from a distance, but does not hold up
       against close scrutiny. The ectoplasm always has a bit of a
       "dull" and "pasty" appearance, regardless of skin color. If
       punched, cut, scraped, etc., the ectoplasmic covering will tear
       away and, in a matter of seconds, noticeably reform to cover the
       tear/damage.
       The psychic must concentrate on maintaining his disguise, which
       means his attention is divided and concentration hampered. While
       the disguise is maintained, the psychic suffers the following
       penalties: -25% on initiative, and reduce all combat bonuses,
       attacks per melee, running speed and skill performance by half!
       To perform better, the character must relinquish some his
       control over the disguise, with notable results, like features
       obviously shitting, drooping or even melting. If the character
       is seriously injured, knocked unconscious or slain, the
       ectoplasm melts away, turns into floating globs and disappears
       in a matter of seconds.
       Range: Self
       Duration: 10 minutes per level of experience.
       #Post#: 13591--------------------------------------------------
       Re: Multidimensional Character: Jules Vernon Jenkins (Interdimen
       sional Sabbat Version/Ally of Victor)
       By: Raven Tepes Date: February 20, 2022, 2:09 pm
       ---------------------------------------------------------
       [I]Combat Skills:[/I]
       Boxing: Classic art of fighting with fists. Training helps build
       the body and reflexes. Skilled boxers will automatically
       knockout an opponent on a roll of a natural twenty. The victim
       of a knockout will remain unconscious for up to 6 rounds. Unlike
       normal knockout/stun, the player does not have to announce that
       he is trying to knockout his opponent before making a roll to
       strike.
       Wrestling: As taught in old high schools and colleges, wrestling
       is more of a sport than a combat skill, but it does provide some
       useful combat moves.
       Hand to Hand: [I]Basic:[/I] Provides elementary fighting
       techniques and methods of attack and self-defense as taught in
       military basic training or in self-defense classes.
       Hand to Hand: [I]Expert:[/I] An advanced form of self-defense
       and unarmed combat usually taught to commandos.
       Hand to Hand: [I]Assassin:[/I] This is an advanced form of
       combat with an emphasis on immobilizing or killing one's
       opponent quickly.
       Back flip: [I]Defense:[/I] The back flip involves throwing
       oneself backwards with the arms and shoulders, flipping the legs
       completely up, over, and back down on the ground into a standing
       position. The result is that one quickly moves backwards by a
       full body. Doing a back flip counts as one melee attack/action.
       Back flip: [I]Escape:[/I] If used in place of a strike (when
       it's the back-flipping character's turn to strike) this removes
       the character from combat and requires the opponent to use up an
       attack/action to move into range. This also gives the back
       flipping character the initiative.
       Back flip: [I]Attack:[/I] This is especially useful against
       someone attempting some kind of back strike. Once the opponent
       is detected in the rear, the back flip moves back into combat
       range. A back flip can also be used as a combined Strike against
       an opponent to the rear of the character. Use with either an axe
       kick, snap kick, or backhand strike. If striking with a back
       flip use only the bonus to back flip (not strike). Cannot be
       used with death blow or knock-out/stun.
       Body Block/Tackle: This is a combination of a damage causing
       body block and a knockdown attack.
       Body Flip/Throw: A judo style throw or flip that uses an
       attacker's own momentum and leverage to "flip" or "throw" him
       off his feet and onto the ground.
       Break fall: Also known as "ukemi," this is an advanced version
       of roll with punch/fall/impact. The character takes no damage if
       the break fall is successful, and only half damage if the roll
       for break fall fails! It can also be used against a knock-out
       attack.
       Cartwheel (Attack): Holding the body rigidly extended, the
       character rolls like a wheel by using the arms and legs as
       spokes. This maneuver can be used to move quickly into combat
       range. A cartwheel can also be used as part of a combined strike
       against an opponent to the rear of the character when used with
       either an Axe kick, Wheel kick or Knife Hand. If striking with a
       cartwheel, use only the cartwheel bonus. Must be used as the
       first attack in a melee round. Note: Cannot be used with death
       blow or knock-out/stun.
       Critical Strike: A powerful, special or nerve shattering strike
       that inflicts double the usual damage.
       Death Blow: A special attack designed to kill an opponent in one
       or two strikes! Whenever the words "death blow" are presented
       without limitation, the character can use a death strike
       whenever he desires; however, such a devastating attack counts
       as two melee attacks/actions.
       Drop Kick: This is the combination of falling to the ground, a
       dodge and a kick. The kick can be either a kick attack, a snap
       kick or a crescent kick. It's done in place of a dodge (or as an
       attack) as a defensive move.
       Disarm: The act of disarming is simply getting rid of the
       opponent's weapon; it does no damage. It can be used as a
       defensive move in place of a dodge or parry, or can be done as
       an attack/strike.
       The disarm move is a strike, hold or grappling maneuver that
       causes an opponent to drop his weapon or whatever he's holding.
       Counts as one melee attack/action. Disarm does not give the
       weapon to the character making the disarm move. True, the item
       is forced out of the victim's grasp, but it is either knocked
       away or falls to the ground.
       Hold: Using both hands, the attacker grabs on to some part of
       the opponent's body and attempts to immobilize him. If the
       strike is successful, then the victim is helpless until
       released. Holds do no damage. Neither the attacker nor the
       victim can attack, parry or dodge while the hold is working.
       It's easy for the attacker to hold the victim so that some third
       character can attack unopposed or attack from the rear.
       Jump Kicks: This kick is performed by leaping completely off the
       ground and attempting to land foot-first on an opponent. Jump
       kicks can be used only by those skilled in hand to hand martial
       arts. The advantage of a jump kick is that it works as a
       critical strike and doubles the normal damage inflicted. The
       disadvantage of a jump kick is that no other attack may be
       performed in that melee round (all attacks for that melee are
       used up in the kick). The jump kick must be the character's
       first attack of that melee round. For the rest of the melee
       round, the character can only parry, dodge or move into
       position.
       Leap Attack: An airborne assault where the weapon and/or fists
       or feet are wielded in mid-leap. An attack must be made only at
       the beginning of a melee round and, like a jump kick, uses up
       all attacks for that melee round. Usually only a single strike
       can be made during a leap attack.
       Maintain Balance: When some kind of knockdown attack has
       succeeded, while the character is starting to fall over, this is
       his last chance attempt to recover. A successful roll (over the
       opponent's
       strike roll) means that the character will immediately regain
       his balance and remain standing. He can continue to fight but
       the act of retaining balance means he used up one melee
       attack/action. When
       maintain balance is used, then roll with punch/fall/impact or
       break fall can't be used.
       Paired Weapons: Certain kinds of weapons, such as sais,
       nunchaku, daisho, knives, clubs and swords, can be used as
       paired weapons. Users of paired weapons can strike and parry
       simultaneously, can do twin strikes against a single target or
       against a pair of targets, and can parry two, different
       opponents at the same time. In other words, warriors skilled in
       paired weapons often can do two actions for every one of their
       melee attacks (i.e. strike and parry). However, a twin,
       simultaneous strike with both weapons means losing the automatic
       parry and leaves the character open to his opponent's next
       attack without benefit of a parry (dodge is optional but uses up
       a melee action).
       Pull Punch: The ability to control the force of a hand to hand
       attack, whether it be a punch, kick or with a hand weapon. The
       character can choose to inflict half damage, quarter damage, a
       single point of damage, or no damage at all!
       Jujitsu: This combat style is very pragmatic, using the
       philosophy of "whatever works." Techniques range from the
       assault of vital points, joint locks and throwing techniques. A
       trained master can reduce their victims into helplessness even
       if armed with daggers, sticks and guns. Any
       advantage that can be gained will be used by a Jujitsu
       practitioner without a second thought of fairness.
       Kendo: Kendo is a martial art developed around the art of
       swordsmanship. Consequently, it deals with balance, striking,
       parrying and slacking.
       Ninjutsu: User possesses an innate understanding of Ninjutsu,
       the historic style of martial arts, tactics, strategy, and
       espionage of unconventional and guerrilla warfare. Contrary to
       popular culture, real-life ninja were mainly spies, saboteurs,
       and assassins that rarely appeared on the battlefield. Depending
       on the school and source ninjutsu focuses on different
       disciplines.
       Jenkins’ Disciplines:[/I]
       Seishinteki kyōyō (spiritual refinement)
       Taijutsu (unarmed combat)
       Kenjutsu (sword techniques)
       Bōjutsu (stick and staff techniques)
       Shurikenjutsu (throwing weapons techniques)
       Kayakujutsu (pyrotechnics)
       Hensōjutsu (disguise and impersonation)
       Shinobi-iri (stealth and entering methods)
       Sui-ren (water training)
       Bōryaku (tactics)
       Chōhō (espionage)
       Intonjutsu (escaping and concealment)
       (
  HTML https://powerlisting.fandom.com/wiki/Ninjutsu_Intuition)
       [I]Passive Skills:[/I]
       [i]General:[/I]
       Knowledge: [i]Language and Literacy: The ability to speak and
       read one or more languages.
       Language & Literacy known by Jenkins:
       British English: 100% chance of successful understanding
       American English: 100% chance of successful understanding
       German: 100% chance of successful understanding
       Irish: 100% chance of successful understanding
       Arabic: 98% chance of successful understanding
       French: 98% chance of successful understanding
       Japanese: 95% chance of successful understanding
       Russian: 90% chance of successful understanding
       Social Intuition aka Common Touch: User intuitively determines
       how to interact with subjects. One with this ability could tell
       exactly what to say to interact with certain people, or tell the
       rank of a person within a group. The user also gains a great
       voice, eloquence, and charisma.
       Research: Training in the use of methods, techniques, and means
       of finding information, including public records, libraries,
       interviews, surveys, demographics, trade journals, the computer
       network, and legal searches. This skill is helpful in locating
       information about people, places, and things. The G.M. should
       ultimately the availability of accessible, known information
       regarding a particular subject. Any character can do research
       and ask questions, but the research skill will reduce the amount
       of time by half and the character is trained to notice relevant
       information that an untrained character is liable to overlook.
       Thus, for truly secret or difficult information, you must have
       the character with the research skill try to uncover it.
       Criminology: The user possesses an incredible and innate
       understanding/knowledge of criminology, the study of crime and
       deviant behavior. With this knowledge, the user can figure out
       how criminals function, working out their motivations and what
       they might do next.
       (
  HTML https://powerlisting.fandom.com/wiki/Criminology_Intuition)
       Computer Operation A knowledge of how computers work along with
       the skills to operate peripherals like keyboards, printers,
       modems. The character can follow computer directions, enter and
       retrieve information, install programs, games and software, use
       the web/internet, and similar basic computer operations. Does
       not include Repair, Programming, or Hacking.
       Mathematics: Basic:[/I] Knowledge of basic math, including the
       ability to count, addition, subtraction, multiplication,
       division, and fractions.
       Radio: [i]Basic:[/I] The rudimentary knowledge of the operation
       and maintenance of all sorts of radio equipment, including
       military radio systems, field radios and walkie-talkies, audio
       recording devices, wire laying, installation, radio procedure,
       communication security, and Morse code. It does not include the
       ability to make repairs nor operate video equipment.
       Piloting: [i]Automobile: The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       Mathematics: [I]Advance:[/I] Knowledge of all basic and advance
       mathematics including algebra, geometry, trigonometry, calculus,
       and techniques for using advance mathematical formulas.
       General Repair & Maintenance: Not everyone can be a mechanic,
       blacksmith, or carpenter, but many are good with their hands and
       capable of doing satisfactory repairs on simple mechanisms,
       gears, pulleys, wheels, and so on. The General
       Repair/Maintenance skill includes: sharpening blades, minor
       repairs on weapons, packing their own bullets, sewing tears in
       cloth (may not look pretty but does the job), changing a tire,
       shoeing a horse, repairing furniture, painting, varnishing,
       nailing and assisting in basic woodworking, and even doing minor
       patch work on armor.
       Basic Electronics: This is a rudimentary understanding of the
       principles of electricity, simple circuits, wiring, and so on.
       This character can do basic wiring, repair appliances, and read
       schematics as well as assist electrical engineers. The character
       can attempt to hot-wire a commercial vehicle (not military)
       using Basic Electronics but with a -20% skill penalty and it
       takes 3 rounds to do so.
       Computer Repair: Knowledge of the internal electronics of
       computers and related devices. The character can attempt to
       repair or sabotage computers. No Computer Operation or
       Programming skills are required to fix computers.
       Basic Mechanics: A general familiarity and understanding of
       basic mechanics. This character can fix a toaster, repair a
       bicycle, replace a belt on a motor, repair or replace a switch,
       knob or handle, replace spark plugs, change oil, assist in
       automobile repairs, maintain machinery, read a schematic, and
       similar fundamental tasks.
       Cryptography: Skill in recognizing, designing, and cracking
       secret codes and messages. The character must study the code for
       two hours to attempt to break it successfully. A failed roll
       means the individual must study the code for an additional two
       hours before he can try to break it again. The character may
       attempt to break the code sooner, after only 10 minutes of
       study, but suffers a penalty
       of - 30%. Requires: Literacy.
       Radio: [I]Scramblers:[/I] This is training in the use of
       electronic masking, scrambling and unscrambling equipment, and
       codes to help foil the detection, interception and
       interpretation of radio transmissions by the enemy.
       Dance: A practiced skill in the art of dancing. The character is
       especially smooth and graceful, a joy to dance with. Can learn
       new dance steps/moves much more quickly than somebody who can
       not dance.
       Fishing: The fundamental methods and enjoyment of the relaxing
       sport of fishing. Areas of knowledge include the use of lures,
       bait, poles, hooks, lines, and the cleaning and preparation of
       fish for eating. Also includes a basic knowledge of freshwater
       fish, their habits and taste.
       Play Musical Instrument: The individual has learned to play a
       particular musical instrument with a fair amount of skill. The
       sound is generally pleasant (except when a bad roll is made).
       Note that each
       specific instrument requires the selection of this skill. For
       example: A character who can play the guitar, violin, and
       harmonica must select the play musical instrument skill three
       different times, once
       for each instrument.
       T.V./Video: In depth training in the use of video and audio
       recording equipment, filming, editing, dubbing, title making,
       duplication, and transmission. Includes the use of field
       equipment; i.e., portable video camera, and studio equipment.
       Electronic Countermeasures (Jamming): Useful for preventing the
       enemy's communications from working. Since all armor, power
       armor and robot vehicles are linked by radio transmissions,
       jamming can cause unit confusion and disrupt communications.
       Military organization breaks down,
       causing a loss of effectiveness for all but the best of units.
       Just about any high-powered radio can be used for jamming. Armed
       with a radio, a small guerrilla unit can completely disrupt the
       maneuvers of large enemy groups. This skill also enables the
       radio operator to "follow" the enemy's attempted transmissions
       over jammed frequencies to trace their general location, a
       specific building, or direction. This tactic is extremely useful
       in finding and eliminating lone power-armor troopers.
       Bonsai: Tending, trimming and growing tiny miniature trees known
       as the "Bonsai." Experts can tell the difference between new
       (under 50 years old) and truly ancient bonsai (hundreds of years
       old). The character can also estimate the value and quality of
       the miniature tree.
       Calligraphy: The ability to produce beautiful Japanese letters
       using a brush, ink and paper with great skill and legibility. He
       can also copy Chinese characters/symbols and, if the character
       has taken the Chinese language and literacy skills, he can write
       Chinese. Traditionally, any person of culture and education,
       especially a noble, is expected to be able to produce gorgeous
       ideograms.
       Gardening: This skill offers a basic understanding of plant care
       and garden design. It can be both the ability to grow enough
       food to eat well, and/or the skill at creating beautiful,
       decorative gardens (with plants and rocks) that create a feeling
       of tranquility and harmony with nature; Zen gardening. This
       "art" is appreciated in modern and traditional Japan.
       Agriculture: The user has immense knowledge of
       agriculture/aquaculture using all types of methods, techniques
       and skills.
       Map Making; The user possesses immense innate skills in
       Cartography, able to rapidly draw flawlessly accurate maps
       easily.
       First Aid: Rudimentary medical treatment which includes how to
       bandage wounds, stop bleeding, administer CPR/artificial
       respiration, and use antiseptics and common anti-inflammatory
       drugs and painkillers.
       Holistic Medicine: Training in the recognition, preparation, and
       application of natural medicines usually made from whole plants
       and/or their parts (roots, leaves, fruit). The holistic doctor
       is basically a natural pharmacist and naturalist who creates
       drugs from vegetation and studies common ailments. He can find
       and use plants to create salves, balms, ointments, and lotions
       to soothe burns, boils, rashes, and insect bites, reduce
       swelling, as well as create local anesthetics, and to heal
       wounds faster (twice as quick as normal). Potions and tonics are
       created to settle upset stomachs, induce drowsiness, or
       hallucinations. The individual can also make alcohol and poison
       (hemlock and mandrake for example).
       The student of herbology also has a good knowledge of plant lore
       and when and where to find healing plants, edible fruit, roots,
       and bark, as well as how to use and/or avoid dangerous flora.
       The character can also preserve foods and knows how to set and
       mend bones, bandage cuts, and suture cuts.
       Note: Plants are seasonal and the right root or leaf may not be
       readily available in certain times of the year/season, or may be
       found exclusively in remote regions. Game masters should use a
       certain amount of common sense and drama with this skill.
       Acrobatics: Aerial feats of agility and strength, such as
       walking a tightrope, high wire, trapeze, and stunts performed
       above ground. Other physical abilities include rolls,
       somersaults, leaps, and falls.
       Athletics (general): Training in, and enjoyment of, vigorous
       exertion for competitive sports, exercises, and contests of
       strength, endurance, and agility.
       Body Building & Weight Lifting: The building of muscle tone and
       body strength through weight lifting and exercise.
       Gymnastics: Learning to do falls, rolls, tumbles, cartwheels,
       somersaults and to work the parallel bars and rings. This sport
       builds great upper body strength, grace, and balance.
       S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained
       Underwater Breathing Apparatus. Individuals learn the methods
       and equipment needed for skin diving and underwater swimming.
       Boat: [I]Sail Type:[/I] Small sailing and medium-sized sailing
       yachts, and fishing boats.
       Boat: [I]Motor and Hydrofoils:[/I] These include all types of
       small motor driven boats and yachts.
       Helicopter: The specialized skill required to fly all types of
       helicopters, including combat 'copters (but must have the
       weapons systems skill to operate weapons on a combat
       helicopter).
       Navigation: Training in map reading, star charts, course
       computation, following landmarks, and use of navigational
       equipment. Includes land, air, and water navigation, as well as
       piloting by instruments alone.
       Read Sensory Equipment: Individuals with this training can
       operate, maintain, understand, and "read" or interpret sensory
       data from all types of conventional sensor devices. These
       devices include radar, sonar, motion detectors, surveillance
       equipment, optical enhancements, instrument panels, and so on.
       Note that characters without this skill cannot understand nor
       operate aircraft, radar, or detection/surveillance equipment.
       Truck: This piloting skill specifically applies to large cargo
       and transport vehicles like eight to sixteen wheeled commercial
       trucks and multi-ton transports.
       Photography: Training in the art of still photography, the use
       of lighting, cameras, lenses, filters, and other camera
       equipment, as well as storage, development, enlargement, and
       duplication of film/photos.
       Carpentry: A fundamental knowledge of working with wood. The
       character knows how to prepare, treat, and preserve wood,
       recognize quality craftsmanship, can repair damaged wood and
       wood items, and build (chests, chairs, tables, cabinets, houses,
       etc.).
       Identify Plants & Fruits: Training in the recognition of the
       many different types of plants and vegetation and where they
       grow. The emphasis is placed on edible, herbal, and poisonous
       plants.
       Land Navigation: This skill enables the person to stay on course
       while traveling over land by means of observation. It includes
       mentally marking/recognizing geographic landmarks, estimating
       distance and movement, recognizing sounds, night travel, and
       other navigational tricks.
       Skin and Prepare Animal Hides: Training in the methods and
       techniques in skinning, tanning, stretching, and preserving
       animal hides as fur or leather. Adds a + 5% bonus to the sewing
       skill.
       Track Animals: This skill enables the character to identify an
       animal by its tracks, scent, spoor, and habits. The individual
       can also follow the animal's tracks and other signs. This means
       he can also estimate how fresh the tracks are, what direction
       they are heading, whether the animal is hurt or sick, and guess
       its age. The habits and habitats of animals and animal behavior
       are also learned. Tracking humans with this skill is also
       possible, but is done with a penalty of -20%.
       Animal Husbandry: This area of study provides the character with
       a knowledge of the care, feeding, breeding, reproduction,
       treatment and behavior of domestic animals. This includes
       cattle, sheep, goats, horses, ducks, chickens, and similar
       creatures (see horsemanship for breeding horses).
       Brewing: Is the making of juices, teas, tonics, elixirs and
       fermented alcoholic beverages from grains or fruits. This
       specifically includes wine, mead, ale, beer and moonshine.
       Strong alcohol such as brandy, rum, and whiskey, are not
       included, nor are champagnes or fine wines.
       Pilot Motorcycle and Small Vehicles: This includes snow mobiles,
       jet sleds, Land-fliers, Bushbikes and similar one and two-man
       vehicles, as well as motorcycles, dirt bikes, and all two and
       three-wheeled vehicles.
       Whittling & Sculpting: The art of carving wood, bone and horn
       into three dimensional figures/statues/toys, designs, and simple
       objects like wooden stakes, arrows, fishing hooks, walking
       sticks, staves, bowls, a simple flute or whistle, and similar.
       Many characters with this skill simply use it to pass time and
       don't necessarily make anything from their whittling. The
       percentile number indicates the quality of technique and the
       quality of the work/appearance.
       Dowsing: This is the ability to locate fresh water whether it be
       with a divining rod or by more scientific and logical means. For
       some (like Gypsies) it is a mystical ability, while for others
       (like the Huntsman-Trapper), it is done through deductive
       analysis and knowledge of nature.
       [i]Espionage/Rogue Skills:[/I]
       Surveillance Systems: This is the study and understanding of the
       operation, methods, and techniques in the use of surveillance
       systems. Includes motion detectors, simple and complex alarm
       systems, audio/visual recording and display equipment, recording
       methods, amplified sound systems, miniature listening devices
       (bugs, line tapping), and some optical enhancement systems
       (specifically as they relate to camera lenses). Tailing, or
       following someone without their knowledge, is another form of
       surveillance. This also includes stake-out procedures.
       Detect Ambush: Training which develops an eye for spotting
       locations and terrains suitable for ambushes and being ambushed.
       It also provides a rudimentary knowledge of guerrilla tactics
       used by the enemy.
       Detect Concealment: This is a skill which enables the individual
       to spot and recognize camouflage, concealed structures/buildings
       and vehicles, as well as the ability to construct unobtrusive
       shelters, use camouflage and blend into the environment.
       Disguise: The character knows how to apply make-up, wigs, skin
       putty, dies, and other special effects in order to alter his
       appearance or that of somebody else.
       Escape Artist: The methods, principles, and tricks of escape
       artists. Includes muscle control (tensing and relaxing muscles),
       flexing and popping joints, knowledge of knots, and the ability
       to conceal tiny objects on the person. The character can try
       slipping out of handcuffs, ropes, straightjacket, etc. Note:
       Picking locks is a separate and distinct skill.
       Forgery: The techniques of making false copies of official
       documents, signatures, passports, I.D.s, and other printed
       material. The forger must have an original or photocopy to work
       from in order to make an accurate copy. Skilled forgers can
       recognize other counterfeits at - 10%.
       Intelligence: This is the specific training in the practices and
       principles of recognizing and analyzing sources of information
       about the enemy, observation techniques, counter-intelligence
       measures and proper procedure. This includes the practical
       assessment of sights and sounds, estimation of ranges, what to
       report, handling prisoners of war, and handling captured
       documents and equipment (tagging and reporting to group leader
       or proper authority). This means the character will be able to
       accurately estimate ranges, the number of enemies, direction,
       purpose, and assess the importance of specific information.
       Further intelligence training includes a working knowledge of
       indigenous guerrilla warfare, enemy practices, appearance, and
       current activities. This enables the intelligence officer to
       recognize. suspicious activity as guerrilla actions and identify
       guerrilla operatives. [I]For Example:[/I] A particular booby
       trap, or weapon, or mode of operation, may be indicative of
       guerrilla activity in the area. It may be up to the character to
       confirm the existence of the enemy and their strength, number,
       and location.
       Another area of training made available to intelligence is the
       identification of enemy troops, officers, and foreign advisors.
       This means the person learns the many distinguishing ranks and
       marks that identify specific military units, special forces,
       groups, and leaders of the enemy. Such identification can
       pinpoint and confirm enemy operations, goals, and movement, as
       well as confirm outside intervention/aid.
       Sniper: This skill represents special training in long range
       rifle firing and marksmanship. Only rifles that can be made to
       fire a single round or blast can be used for sniping (no
       automatic/multi-firing rifles). Adds a bonus of +25% to strike
       on an aimed shot.
       Tracking: Visual tracking is the identification of tracks, and
       following the path of men or animals by the signs they leave on
       the ground and vegetation. Tracking is a precise art, requiring
       much practice. The skill includes the evaluation of tracks,
       indicating whether the person being tracked is loaded down with
       equipment, running, moving slowly (by measuring the space
       between steps), and so on. By this means, the tracker can
       estimate the person's rate of movement, apparent direction, the
       number of persons in the party, and whether the person knows he
       is being followed. Other methods of tracking require recognizing
       other telltale signs, such as blood and other stains, broken and
       displaced vegetation, overturned rocks, litter (such as
       cigarette butts, ration cans, candy wrappers, soiled bandages
       and campfire remains), and even odors carried by the wind.
       Tracking also includes the recognizing of dangerous animals by
       their tracks, habits, and feces. Likewise, tire tracks made by
       vehicles can reveal much, such as size and type of the vehicle,
       the weight of its load, etc.
       Counter-Tracking techniques are also known, such as covering
       one's trail, misdirection, parallel trails, avoiding obvious
       pitfalls like littering and others.
       Imitate Voices & Impersonation: The ability to imitate the
       voice, accent and expressions of another person or area. This
       skill is common among ninja, spies, and priests as well as tengu
       and oni. The first number indicates the character's ability to
       change his-voice and imitate accents, inflections and
       expressions from other regions.
       Interrogation Techniques: This skill is common among policemen,
       intelligence officers, and assassins/spies/bounty hunters. The
       character knows the techniques to get information from
       (typically unwilling) subjects. This includes such old methods
       as "good cop, bad cop" (one interrogator is threatening and
       intimidating, the other is sympathetic and friendly), deceiving
       and misleading the subject into giving away information, and
       similar. The character can also judge if the subject is lying.
       This skill also includes some basic knowledge on methods of
       torture, from basic tactics like depriving the subject of sleep,
       to the use of "medieval" instruments, drugs and psionics. Note:
       Only evil characters will engage in actual torture.
       Paranormal Expertise: The ability to possess extensive knowledge
       and experience in paranormal/supernatural creatures and
       situations. The user possesses great, if not natural, experience
       and knowledge in paranormal beings, how to understand, detect,
       and combat against them. (vampires, monsters, aliens, etc.).
       (
  HTML https://powerlisting.fandom.com/wiki/Paranormal_Expertise)
       Cardsharp: A skill that involves the manual dexterity of hand
       and finger manipulation to perform tricks, palming, and other
       gimmicks of sleight of hand with playing cards. This includes
       dealing from the bottom or middle of the deck, stacking a deck
       (to the cardsharp's favor), hiding cards up the sleeve (and
       elsewhere), fancy and impressive methods of shuffling and
       dealing the cards, as well as "marking" cards, card counting and
       understanding the odds.
       Marking cards often includes a complex series of Braille-like
       indentations, punctures or trimmed edges so that they were
       slightly concave or convex, all things that the delicate touch
       of the professional cardsharp can feel as he deals the cards.
       Other types of "marks" include incredibly subtle, almost
       indiscernible variations of the pattern on the back of cards,
       typically in the right, upper corner.
       Seduction: This is the ability to make the opposite sex melt
       with desire. This skill is somewhat similar to the interrogation
       skill, in that the seducer knows how to ask the right questions
       to get information without being obvious. The seducer usually
       seems attentive, sympathetic, and alluring/sexy. Men and women
       who are seduced tend to have loose lips (meaning they tend to
       talk freely), say more than they should, and tell secrets. They
       also lose track of time, spend big money to impress and please
       their seducer, and lavish her or him with their affection, time
       and attention, while oblivious to everything else around them.
       Most of all, somebody who is seduced is vulnerable. The person
       who is successfully seduced is distracted, skill performance is
       half and takes twice as long to perform, the character has no
       initiative, doesn't notice people or events around him/her, and
       is easily caught off-guard; no initiative and all bonuses are at
       half when attacked by a character other than the seducer. Worse,
       the victim(s) of the seduction is completely vulnerable to the
       seducer! The seducer always gets the first strike/attack/action.
       The victim has no chance of self-defense against that first
       attack, plus loses one attack/action from surprise or horror. In
       addition, the seducer is +5% to pick the pockets of, palm, or
       plant things on his/her victim of seduction, as well as +5% to
       the skills cardsharp, sing and dance. Research has shown that
       the more alcohol the intended victim drinks, the easier it is to
       seduce someone (+5%).
       [i]Military:[/I]
       Wilderness Survival: Techniques for getting water, food,
       shelter, and help when stranded in wild forests, deserts, or
       mountains. Characters without this skill will not be able to
       stay healthy for more than a few days in the wilderness once
       their supplies run out.
       Camouflage: The skill of concealing a fixed base position,
       vehicle, bot, equipment or individual, using natural or
       artificial materials. A fair amount of time is involved in the
       preparation of a larger position. Large cargo nets, cut branches
       or underbrush are most often used in camouflage. This skill is
       also used to conceal traps.
       Demolitions: Demolitions provides the person with an advanced
       knowledge in the use and workings of explosives and detonation
       devices for the purpose of blowing up bridges, buildings, and
       sabotage. This includes all types of explosives, such as mines,
       dynamite, plastics, nitro, blasting caps, etc. It also includes
       a basic understanding of the strategic placement of mines and
       booby traps. This will increase the character's awareness of
       suspicious rope, string, and wire.
       Demolitions Disposal: This skill enables the character to safely
       defuse unexploded mines, bombs, explosive booby traps, dud
       artillery rounds, dud explosive charges, or any other explosive
       device.
       Military Etiquette: This skill grants a clear understanding of
       the way the military works, including rules of behavior (when to
       salute, how to address superiors/subalterns, etc.), military
       procedures and routines, standard issue of equipment, special
       ordering procedures, proper display of rank and medals,
       advancement in rank (and the duties that come with it), proper
       troop formations,
       how to deal with military bureaucracy, the chain of command,
       proper channels, who to contact to get things done, and other
       useful information on matters of military protocol and
       bureaucracy.
       Find Contraband, Weapons & Cybernetics: The character with this
       skill knows where to find arms dealers, smugglers, body
       chop-shops, cyber-snatchers, M.O.M. and Juicer conversions,
       criminal cyber-docs and illegal medical treatment, as well as
       how to spot them. He is also familiar with their practices,
       hang-outs, gang or criminal ties, general practices, code of
       conduct, pricing structures and modes of operation.
       Likewise, the character has a good idea of what black market
       weapons and cybernetics should cost and what these people pay
       for contraband items (typically only 20% of the retail market
       price). The character also knows the penalty for being caught
       with an illegal weapon, implant or bionics.
       Fortification: This is the skill of designing and building
       defensive fortifications suitable for modern mega-damage combat.
       If provided with the time and materials, the character can
       greatly increase the defensive value of natural terrain with
       murderous defenses that include obstacles to impede movement and
       protective structures to shield friendly forces from enemy fire.
       The character is trained to prepare mine fields, barbed wire,
       tank obstacles, tangle-foot wire, booby traps, trenches, tank
       ditches, foxholes/shell scrapes, reinforced concrete or earthen
       walls, bunker complexes, rail gun/mortar emplacements, tunnel
       systems and similar defensive constructions.
       Parachuting: This skill includes the methods, procedures, and
       techniques of parachuting, packing the chute, skydiving
       techniques, precision landing, landing without injury, and
       practice of jumping from a high altitude aircraft. The advantage
       of parachuting is secrecy, since the troopers' insertion into
       enemy territory is silent and often goes unnoticed. The
       following three methods are the ones most commonly used by
       modern paratroopers:
       High-Altitude-High-Opening (HAHO) jumps take place from a height
       of 25,000 to 30,000 ft. As the paratroopers drop, they travel
       laterally to the desired drop zone (DZ) where they wish to land.
       This technique is used to "throw off enemy units since they will
       probably search for paratroopers directly beneath the path of
       the aircraft.
       High-Altitude-Low-Opening (HALO) operations also begin at 25,000
       to 30,000 ft (7620 to 9144 m) but the paratrooper does not pop
       the chute until an altitude of 4,000 ft (1220 m), or even less.
       The jump takes place so rapidly that there is little chance for
       the paratroopers to be viewed after the chutes open.
       The most dangerous method is Low-Altitude-Low-Opening (LALO)
       drops. The jump is made at the mere height of 300 to 500 ft (91
       to 152 m). If there are any complications (a failed roll), the
       paratrooper is likely to be injured (broken bones) or killed
       (30% chance)! Even if the jump goes without a hitch, there is a
       20% chance of taking damage from an awkward landing, even if
       wearing M.D. armor.
       Recognize Weapon Quality: The ability to accurately determine a
       weapon's durability, reliability, and quality by physically
       examining it. This includes knowing which manufacturers are
       reputed to make the best weapons, the ability to recognize
       damage or signs of misuse, modifications/customization or wear
       and tear, whether the weapon can be made as good as new
       with a little repair work and/or cleaning, whether it is a cheap
       (or quality) "knock-off (copy/imitation), and so on. The
       character can also recognize if the weapon is stolen (serial
       numbers filed away, etc.), new, old, and if it has any other
       special features or properties as well as knowing what the fair
       price should be.
       Trap/Mine Detection: Knowledge of the strategic placement of
       booby traps and mines, the
       tell-tale trademarks and indications of traps and mines, how to
       avoid them, and the use of mine and explosive detection
       equipment. The character has been trained to watch for
       suspicious objects, dirt mounds, trip wires and camouflaging
       materials that may denote the presence of a trap. Simple snare
       traps and trip wires can be easily disarmed by the character,
       but the demolitions disposal skill is required to disarm mines,
       explosives or complex traps.
       Underwater Demolitions: Fundamentally the same basic skills and
       training as demolitions, but with an emphasis on using
       explosives in an underwater environment, including underwater
       techniques, area affect, sound wave damage, different types of
       explosives, as well as arming, disarming and repairing torpedoes
       and depth charges.
       Weapon Mastery: The power to possess proficiency, capabilities
       and knowledge in weapons beyond that of the peak members of
       their species. Users possess proficiency, capabilities and
       knowledge in weapons, any implement or device that can be used
       with the intent to inflict damage or harm, beyond that of the
       peak members of the species. This means users are skilled in
       wielding various forms of weapons, from swords to hammers to
       chains to sniper rifles, being able to beat anyone wielding
       similar forms of weapons instantly and effortlessly.
       Users can perfectly and without a single flaw or mistake use any
       and every type of weapon there is, was and will ever be whenever
       they want with 0 zero effort. Being proficient in any weapon
       comes with a plethora of various abilities as well, like overall
       better precision, accuracy and combat capabilities.
       (
  HTML https://powerlisting.fandom.com/wiki/Weapon_Proficiency)
       Weapon Systems: This is the complete understanding of weapon
       units and systems incorporated into military vehicles, power
       armor, and robot vehicles. It includes lasers, particle beams,
       rail guns, missile and grenade launchers, cannons, and
       vehicle/robot weapon systems. Adds a special bonus of +10% to
       strike when using these types of weapons
       Armorer/Field Armorer: This is a somewhat simplistic version of
       the weapons engineer as it applies to infantry weapons. A
       competent armorer character can maintain, fix, modify, mount,
       reload/charge ammunition, and figure out most small arms. The
       Armorer can repair all types of pistols and rifles, repair minor
       damage to body armor, adjust targeting sights, use and repair
       optical enhancements, reload missiles and ammo drums, recharge
       E-clips, install/mount a rail gun or machine gun on a vehicle,
       and even fix most simple robot and bionic weapons like forearm
       blasters and retractable blades, as well as make arrows and
       arrowheads, sharpen blades/weapons, make horseshoes and basic
       metal items (including nails, spikes, and chain links). He can
       also deactivate, reset and fix simple traps (roll for each
       attempt).
       #Post#: 13592--------------------------------------------------
       Re: Multidimensional Character: Jules Vernon Jenkins (Interdimen
       sional Sabbat Version/Ally of Victor)
       By: Raven Tepes Date: February 20, 2022, 2:10 pm
       ---------------------------------------------------------
       [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.
       [I]Personality:[/I] Jenkins is actually quite the smartass and
       has a sarcastic sense of humor despite his more serious, polite
       businessman attitude and butler skills. Jenkins keeps his
       serious attitude mostly around those outside of Silver Manor and
       the Marauders as any sign of weakness from him when handling
       Victor Creed’s other business ventures and criminal
       organizations can cause him and Victor serious problems.
       [I]Background:[/I]
       [i]*Coming Soon*[/I]
       *****************************************************