DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Multi-Community Profiles
*****************************************************
#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]
*****************************************************