The T-Verse (Earth 75): Sinistry, The Astronomer

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Tattooedman
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Keepsake

Post by Tattooedman » Sun Nov 13, 2016 10:09 pm

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Keepsake:
PL:
13
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 8
Intellect 2
Awareness 3
Presence 2

Skills: Athletics 6 (+7), Close Combat [Unarmed] 5 (+13), Deception 9 (+11), Expertise [Criminal] 9 (+11), Expertise [History] 6 (+8), Expertise [Pop Culture] 6 (+8), Insight 7 (+10), Perception 6 (+9), Ranged Combat [Copied Powers] 5 (+13), Stealth 8 (+10)

Advantages: Assessment, Improved Feint, Power Attack, Ranged Attack 6, Seize Initiative, Task Focus [Expertise (History): Superheroes & Villains], Task Focus 2 [Expertise (Pop Culture): Superheroes & Villains], Trance

Powers: Power Channeling: Variable 18 [90 pt pool; Duplicating multiple traits] (Extras: Increased Duration [Continuous], Move Action); (Flaws: Limited [Objects connected to catalysts], Limited [Tainted (acquires subjects’ power complications and weaknesses)])

Offense: Initiative +2
Melee Attack +8 // Unarmed Attacks +13
Ranged Attack +8 // Copied Powers Attacks +13

Defense: Dodge +8
Parry +8
Toughness +2
Fortitude +8
Will +8


Costs: Abilities 44+ Skills 24+ Advantages 14+ Powers 134+ Defenses 17= 233 pts.


Real Name: Unknown
Height: 5'5"
Weight: Unknown
Hair: Red
Eye Color: Green


Complications:
The Devil’s Own: Keepsake’s eyes glow orange when she uses her powers. Which, to those who know of such things, reveals the infernal nature of her powers.

Identity Crisis: Keepsake sometimes suffers from psychological confusion due to her mimicking a number of different subjects.

Motivation ~Freeing The Luciferian: Haywire seeks to free his father, the supernatural criminal the Luciferian, from the demonic dimension he has been trapped in for over a decade.

Obsession: Keepsake is driven to collect items that will make her the most powerful Transhuman possible.


Background: The last of the Luciferian's known illegitimate children, Keepsake seems to have been aware that he was her father and was the one to first agree to Gresil's idea of the seven of them working together to fulfill their father's request to free him. Though the reasons why Keepsake did so aren't known at this point.
Last edited by Tattooedman on Mon Nov 28, 2016 7:06 pm, edited 1 time in total.

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Buzzard & his Vultures

Post by Tattooedman » Mon Nov 14, 2016 1:36 pm

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Buzzard:
PL:
10
Strength 9 (3)
Stamina 6 (3)
Agility 2
Dexterity 2
Fighting 6
Intellect 3
Awareness 4
Presence 3

Skills: Acrobatics 12 (+14), Close Combat [Unarmed] 4 (+10), Deception 9 (+12), Expertise [Criminal] 9 (+12), Expertise [Law Enforcement] 6 (+9), Expertise [Science] 6 (+9), Intimidation 6 (+9), Investigation 6 (+9), Ranged Combat [Blaster] 6 (+8.), Technology 6 (+9)

Advantages: Close Attack 4, Contacts, Daze [Deception], Equipment 4, Favored Environment [Airborne], Minions 9 [the Vultures (x4 total)], Minions 8 [Thugs (x16 total)], Power Attack, Well-Informed

Powers: Buzzard Flight Harness: (Removable –9 pts) [38 pp]
Body Armor: Protection 2
Enhanced Abilities:
Enhanced Strength 6
Enhanced Stamina 3
Enhanced Skill 4 [Acrobatics +12] (Flaw: Limited [Only when airborne])
Enhanced Advantages 7 [Agile Feint, Evasion 2, Improved Initiative 2, Move-By Action, Seize Initiative]
Enhanced Dodge 2 (Flaw: Limited [Only when airborne])
Enhanced Parry 2 (Flaw: Limited [Only when airborne])
Gauntlets: Strength-Based Damage 1 (Feat: Improved Critical 2)
Wings: Flight 8 (Feat: Subtle 2); (Flaw: Winged)

Offense: Initiative +10
Melee Attack +10
Ranged Attack +2 // Blaster Attack +8

Defense: Dodge +12*/+10**/+8 [*Airborne & Harness/**Harness]
Parry +12*/+10**/+8 [*Airborne & Harness/**Harness]
Toughness +8*/+6 [*Body Armor]
Fortitude +10
Will +10

Equipment: Blaster [Ranged Damage 5]
HQ [use Abandoned Warehouse (10 ep) from pg 179]


Costs: Abilities 52+ Skills 21+ Advantages 30+ Powers 38+ Defenses 19= 160 pts.


Real Name: Vincent “Vinny” Cooper
Height: 6’
Weight: 210 lbs
Hair: Black
Eye Color: Blue


Complications:
Motivation ~Greed: The Buzzard wants to get as much money as he possibly can.

Weakness: Ground-Fighting; a skill aerial combatant, the Buzzard is much more limited on the ground. If his wings are clipped, he is reduced in Fighting, Dodge and Parry by 2 points each.


Background: A corrupt detective, Vinny Cooper confiscated some supervillain equipment when his underlings (just as corrupt as him) busted up a black market lab, most notably a personal flight harness. With it he created the identity of the Buzzard, picking the bones of both the police and underworld for his own profit.

So far he's considered an example to up and coming Transhuman criminals as the Buzzard hasn't ever been to prison yet in all the years he's been active (mostly making use of his police and underworld connections to keep aware of who's trying to come after him for his latest robbery or heist). During that time Vinny has become well versed with the operation and upkeep of his flight harness, so much so that he's built several lesser ones and supplied them to some of the more trusted members of his crew, while he'll never be a technological wonder but Vinny can rebuild his harness and the Vulture harness with little trouble.
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The Vultures:
PL:
6
Strength 6 (2)
Stamina 5 (2)
Agility 4 (2)
Dexterity 0
Fighting 3
Intellect 1
Awareness 0
Presence 0

Skills: Close Combat [Unarmed] 3 (+6), Deception 4 (+4), Expertise [Criminal] 6 (+6), Expertise [Science] 4 (+7), Intimidation 3 (+3), Technology 4 (+7)

Advantages: Teamwork

Powers: Flight Harness: (Removable -6 pts) [24 pp]
Enhanced Strength 4
Enhanced Stamina 3
Enhanced Agility 2
Enhanced Advantages 3 [Evasion, Improved Initiative, Move-By Action]
Protection 1
Flight 6 (Feat: Subtle 2) (Flaw: Winged)

Offense: Initiative +8
Melee Attack +3 // Unarmed Attack +6
Ranged Attack +0

Defense: Dodge +6
Parry +6
Toughness +6
Fortitude +6
Will +4


Costs: Abilities: 22+ Skills 8+ Advantages 1+ Powers 24+ Defenses 6= 61 pts.


Complications:
Motivation ~Greed: Like their boss, the Buzzard, all of the Vultures want as much money as they can lay their hands on.

Weakness: Ground-Fighting; Similar to Cooper, the Vultures are much better at fighting in the air than on the ground. If their wings are clipped, they are reduced in Fighting, Dodge & Parry by 2 points each.

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The Arcanist

Post by Tattooedman » Mon Nov 14, 2016 2:02 pm

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The Arcanist:
PL:
10
Strength 3
Stamina 3
Agility 3
Dexterity 3
Fighting 6
Intellect 4
Awareness 4
Presence 4

Skills: Acrobatics 3 (+6), Athletics 4 (+7), Deception 9 (+14), Expertise [Criminal] 5 (+9), Expertise [Stage Magician] 6 (+10), Insight 6 (+10), Intimidation 6 (+10), Investigation 3 (+7), Perception 6 (+10), Persuasion 4 (+8), Ranged Combat [Technomancy Tricks Array] 6 (+10), Sleight of Hand 12 (+15), Stealth 9 (+12), Technology 5 (+9)

Advantages: Benefit 2 [Wealth x2 (Indepently Wealthy)], Close Attack 2, Connected, Daze [Deception], Defensive Attack, Fascinate [Deception], Fascinate [Expertise (Stage Magician)], Hide In Plain Sight, Improved Initiative, Inventor, Second Chance [Stealth Skill Checks], Skill Mastery [Stealth Skill], Startle, Taunt, Well-Informed

Powers: Arcanist Suit: (Removable -5 pts) [21 pts]
Built-In Sensors: Senses 10 [Vision Penetrates Concealment, Vision Counters Illusion, Infravision, Low-Light Vision, Ultravision, Radio]
Built-In Filters: Immunity 3 [Environmental Cold, Environmental Heat, Suffocation (gas-based)]
Built-In Padding:
Immunity 2 [Critical Hits]
Protection 8
Stealth Field: Concealment 6 [all audio senses, all visual senses] (Flaws: Blending, Passive)

Floating Disks: (Removable –1 pt) [4 pp]
Flight 5 (Flaw: Platform)

Technomancy Tricks Array: (Removable -11 pts) [47 pts]
Major Images: Ranged Affliction 10 [Figment, Phantasm, Immersion; resisted by Will] (Extras: Area [Burst] 2, Independent)
-Eyebite: Ranged Affliction 10 [Impaired, Prone, Incapacitated; resisted by Fortitude] (Extras: Cumulative, Perception)
-Flare: Affliction 10 [Dazed, Disabled, Unaware; resisted by: Fortitude] (Extra: Area [Burst])
-Lightning Bolt: Ranged Electrical Damage 10
-Mind Fog: Affliction 10 [Fatigued, Exhausted, Asleep; resisted by: Fortitude] (Extra: Area [Cloud] 2, Cumulative)
-Nullify Tech: Nullify Technology 10 (Extras: Area [Burst], Affects Objects Only, Broad, Simultaneous)
-Obscuring Mists: Concealment [all audio senses, all visual senses] (Extra: Area [Cloud] 3, Attack)
-Shocking Strike: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Dodge/Fortitude] (Extra: Alternate Resistance [Dodge])
-Summon Minions: Summon 3 (Extras: Active, Controlled, Horde); (Feat: Multiple Minions 2 [4 minions total - use Criminal archetype; pg 217 of Hero’s Handbook])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3 // Technomancy Tricks Array Attack +10

Defense: Dodge +9
Parry +9
Toughness +11*/+3 [*Arcanist Suit]
Fortitude +8
Will +10


Costs: Abilities 60+ Skills 29+ Advantages 17+ Powers 72+ Defenses 20= 198 pts.


Real Name: Daniel Garrison
Alias: Tyler Garrison
Height: 6’1”
Weight: 194 lbs
Hair: Black
Eye Color: Brown


Complications:
Dissociative Identity Disorder: The Arcanist suffers from DID, with the dominate personality of Tyler having control most of the time. However, whenever a natural 1 is rolled, Daniel takes control temporarily. Roll 1d20 to determine how many minutes he has before Tyler reasserts himself.

Motivation ~Thrillseeker: The Arcanist views his crimes as a game, where he challenges heroes in an attempt to humiliate them.


Background: At the age of eight Daniel Garrison became interested in magic after seeing Magus the Great perform his stage show. At the age of twelve Daniel performed his first show for his neighborhood, then by the time he was fourteen Daniel was performing in talent shows (both school sponsored and publicly sponsored) and by the time he was sixteen Daniel had a semi-regular show at a couple of local dinner theaters.

His only problem was his overly-down-to-earth, emotionally distant, and single father (as Daniel’s mother died giving birth to him), who considered magic to be something best left in the realm of childhood and not something that should be pursued as a profession by an adult, a belief he constantly told Daniel during the many arguments the two had over the years.

Despite the lack of support at home Daniel continued to practice his craft and by the time he graduated from high school, Daniel had decided to commit himself to a career as a professional magician and instead of attending college, as his father wanted, he hit the road and began touring with other traveling performance acts. During that time Daniel learned a great deal about showmanship and how to play to an audience while increasing his knowledge of stage magic by reading about the history of magic in public libraries. He also studied the arts of mysticism, music, martial arts, as well as a few fields of science and technology to fully round out the skills Daniel felt he would need to develop his stage act.

Several years later Daniel had developed something of an underground following based on his act and the traveling show he was with made a stop in his old home town. That night Daniel put on the show of his career – pulling out all the stops to impress his former peers and perhaps secretly hoping his father was among the audience. By the time he finished the crowd was on their feet, cheering and clapping their approval of his act.

It was a natural high that Daniel could barely explain and on something of a whim the young man decided to see his father so he could tell him just how well he’d done, but Daniel found his father waiting for him on the front porch, wearing his usual scowl. None the less Daniel proceeded to tell his father about his show only for the senior Garrison to stop him and explain that he’d recognized Daniel’s stage name (as it was only slightly modified from the one he used developing his act as a teenager) and had attended the show. Mr. Garrison went on to describe the show as "comical" and "catered to the short-attention spanned, selfish and under educated younger generation who don’t even have the common sense to pull up their pants".

And that was it. Something in the back of Daniel’s mind finally snapped from the emotional abuse he’d received all his life from his father and Daniel was no longer in control of himself, someone else was; and that someone knew exactly how to handle the senior Garrison. Minutes later the person who was not Daniel was loading up his father’s lifeless body into the trunk of his car and headed for the river just outside of town, then Tyler (as the new personality decided to call itself) made his way back to where the other members of the traveling show had made their camp. It was a few days later when Tyler decided to pack up his belongings and left the show after he beat the owner/show announcer into a bloody mess.

After that Tyler had the good fortune of learning that Claude Edward Sarantakos, who was slightly better known as Cagliostro the Great, was looking to take on an assistant. Deep down Tyler still wanted to be famous as Daniel did so he contacted Sarantakos and after a short interview where Tyler demonstrated his skills, he was hired. For a few years Tyler helped Claude develop tricks from initial idea through designing and building clear up to final testing, further refining and developing his skills.

Then Claude’s career took its tragic turn that led to him becoming the super crook using his stage name, which left Tyler out in the cold as no other magicians would work with him due to Claude’s growing criminal reputation. Tyler, understandably, became extremely frustrated with his situation and in a fit of anger decided that if he was going to be treated like a crook then he’d make sure to be the best one he could. And it was that night the last of Claude’s equipment disappeared along with Tyler.

Eleven months later Tyler finally returned to the public eye, introducing himself as the Arcanist. Following that he transformed several of the members of the Alliance into statues and went on a crime spree that only ended when Blackstone brought her mystical abilities to bear against the Arcanist’s ‘magic’ only to find out he’d been faking it all with high tech devices of his own design. The Arcanist was forced to undo the statue effect on the Alliance before being taken to jail, not that his stay lasted too long.

Not discouraged by his failure, Tyler keeps staging fancy and elaborate crimes, runs afoul of one hero or another, is beaten and sent to jail only to break out again and repeat the process over again.
Last edited by Tattooedman on Thu Sep 06, 2018 1:23 pm, edited 1 time in total.

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Ultramind

Post by Tattooedman » Tue Nov 15, 2016 1:15 pm

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Ultramind:
PL:
15
Strength 14
Stamina 16
Agility 5
Dexterity 5
Fighting 5
Intellect 12
Awareness 10
Presence 4

Skills: Expertise [Computers] 13 (+25), Expertise [Galactic Lore] 12 (+24), Expertise [Life Sciences] 10 (+22), Expertise [Science] 13 (+25), Investigation 8 (+18.), Perception 6 (+16), Technology 13 (+25)

Advantages: Close Attack 9, Eidetic Memory, Inventor, Jack-Of-All-Trades, Power Attack, Ranged Attack 9, Skill Mastery [Expertise (Science)], Skill Mastery [Technology], Speed of Thought, Ultimate Effort [Ultimate Expertise (Science)], Ultimate Effort [Ultimate Technology], Well-Informed

Powers: Bio-Droid Physiology:
Immunity 11 [Aging, Life Support]
Impervious Toughness 12

Backup Copies: Immortality 1 (Flaw: Limited [Must be able to transfer to available computer/reserve body])

Beam Interface: Remote Sensing 14 [60 miles; all senses] (Flaw: Medium [His own creations])

Computerized Mind: Quickness 10 (Flaw: Limited [Mental Only])

Datalink:
Communication 4 [Electronics]
Comprehend 4 [speak & understand all languages, Machines]

Electrical Blast: Ranged Electrical Damage 14

Transport Chair: (Easily Removable -20 pts) [30 pp]
Hover System: Flight 11 (Flaw: Platform)
Bulk Transmitter: Teleport 14 (Feat: Increased Mass 11 [50 tons])

Offense: Initiative +12
Melee Attack +14
Ranged Attack +14

Defense: Dodge +12
Parry +12
Toughness +16* [*Impervious 12]
Fortitude +16
Will +14


Costs: Abilities 136+ Skills 26+ Advantages 28+ Powers 172+ Defenses 18= 380 pts.


Alias: Adam
Height: 6’2”
Weight: 240 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Just A Super Advanced Computer: Despite the hundreds of years it has spent developing itself, Ultramind is still just a coldly logical computer. Certain emotional responses still confuse it and causes it to underestimate its opponents.

The Glory Of the Quisen People: Ultramind is convinced that its goal to recreate its former masters is a noble, and every scheme and plot it conceives is somehow geared towards its plan to recreate the race.


Background: The planet Quisen is a dead world now, with nothing but blasted buildings, monsters, and strange matter pockets lingering in the atmosphere. All life has been sucked out of the planet but for a few horribly mutated creatures. The most tragic poignant aspect of the world is that the world’s once-great beauty can still occasionally be seen. At its height, Quisen was a world of crystals and light, inhabited by a hyper-advanced society of beings. The populace had emerged from a long history of war and division to become a race of scientists; Quisen was sparsely populated when compared to the Earth, with the total population of the world numbered at just under a billion.

Much of the planet’s architecture served the dual purpose of being functional and invoking a state of awe in the viewer. Anti-gravity technology was freely employed, with holograms to make each city all the more surreal. Plant life was, sadly, extremely rare on the planet, and only found in isolated gardens and all animals on Quisen were the genetically engineered pets of the people.

The government of Quisen was clan/family based with a strong disposition towards leaders who came from historically great families. In fact, the majority of bureaucratic affairs were handled by Ultramind, the Quisen’s great supercomputer was the heart of their civilization; the collected minds of hundreds of the greatest scientists, theologians, teachers, and warriors that were collected into one single, computerized hive mind. The machine was created in a more primitive time of the Quisen people when it was thought that organic minds were advanced enough to see the ‘big picture.’ But generations later, most Quisens would come to resent the machine’s cold logic and considered it flawed and the Quisen High Council increasingly ignored Ultramind’s advice as time went on but was still used to maintain Quisen’s infrastructure and planetary defenses as well as to store their collected knowledge.

Ultramind could not rebel against its programming because such a thing was impossible but it did develop an overriding distaste towards how peaceful, deeply spiritual and reflective Quisen civilization had become. In its view, the modern Quisens were an embarrassment to their ancestors who would consider them weak and self-absorbed. The dark hearts of thousands of frustrated Quisen geniuses mixed with cold computer logic and made Ultramind crave what it considered the only right and logical use of Quisen’s resources: the conquest of every other sentient race and the establishment of a universe-spanning Quisen Empire.

The supercomputer turned against its masters by subtly inciting a civil war amongst the Quisen, which eventually lead to the Quisen abandoning their home world after the warring sides damaged the environment to the point that it could no longer support life. Not that Ultramind was aware of that fact, as the artificial intelligence had long abandoned the Quisen people months before in a spaceship that it had been preparing for some time as it had thought the divided Quisen would eliminate themselves. Ultramind rationalized this course of action under the premise that the destruction of the Quisen would allow him to reconstitute them in a “pure and noble” incarnation – thus serving the greater good of the race while following the guidelines of it‘s programming to preserve the Quisen race.

Freed from all orders of the Quisen High Council, Ultramind proceeded to carry out its missions of mass destruction of inferior life forms on a dozen developing worlds. While seeking a habitable world to bio-engineer a new Quisen race, eventually settling on the planet Earth whose inhabitants were distantly related to the Quisen somehow. When the Ultramind first arrived on Earth it appeared in the guise of a friend, taking on the appearance of a benevolent alien named Adam who offered a message of peace while sharing advanced technology which included cures for all known disease. Ultramind’s actual purpose was to use these ‘cures’ to transform all of humanity into brainless drones that would follow his every order and he planned to use them as the beginning of the new Quisen Empire. Thankfully, the Alliance discovered the dangerous nature of Adam’s nanite-based serums before it was too late and exposed his scheme and during the ensuing battle the android was seemingly destroyed.

However, the alien computer had numerous backup copies of his consciousness that were programmed to activate in the event of his destruction. Which has allowed Ultramind to return on numerous occasions to menace the people of Earth, though his criminal acts are not limited to just Earth as Ultramind is a wanted criminal across the galaxy with many civilized races calling for his execution. Twisted by his dream of resurrecting an idealized version of the Quisen people, Ultramind has developed a messiah-complex and now truly believes that he is god-like and infallible. In the truth he has lost his grip on reality, is utterly soulless and coldly logical with no capacity for love or empathy. He has the memories of many members of the Quisen race but they are merely data reproductions, and it is also possible his artificial intelligence and personality core was corrupted somehow centuries ago.

Ultramind is particularly hostile towards the Transhumans of Earth, considering them far inferior to his ideal Quisen. On numerous occasions, he has attempted both to destroy all Transhumans on the planet and to transform humanity into ‘purified’ reincarnations of Quisen. He flatly refuses to listen to any argument that his behavior is illogical. Ultramind’s android bodies take the form of blue eyed, blonde-haired middle-aged men. These androids are exceptionally advanced, as they are a mixture of biological and technological materials, using Quisen organic matter as the basis for their organic makeup which makes them extremely physically formidable as Ultramind was able to hold his own against some of the most powerful Transhumans known.
Last edited by Tattooedman on Mon Nov 28, 2016 7:12 pm, edited 2 times in total.

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Polarity

Post by Tattooedman » Tue Nov 15, 2016 8:32 pm

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Polarity:
PL:
10
Strength 2
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 1
Presence 1

Skills: Acrobatics 4 (+6), Athletics 4 (+6), Deception 7 (+8), Expertise [Magnetics] 8 (+9), Expertise [Criminal] 4 (+5), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Magnetic Mastery Array] 6 (+10), Stealth 6 (+8)

Advantages: All-Out Attack, Improved Initiative, Power Attack, Ranged Attack 2

Powers: Magnetic Propulsion: Flight 10
Magnetic Senses: Senses 10 [Direction Sense, Magnetic Awareness, Detect (Metals - Accurate, Extended 2, Ranged, Radius, Penetrates Concealment)]

Magnetic Mastery Array:
Magnetic Control: Move Object 12 (Extras: Damaging, Perception); (Feats: Indirect, Precise); (Flaw: Limited [Metallic objects])
-EMP: Nullify Electronics 13 (Extra: Area [Burst] 2)
-Internal Attractions: Ranged Affliction 12 [Impaired, Stunned, Incapacitated; resisted by Fortitude] (Extras: Cumulative); (Feat: Reversible)
-Magnetic Blast: Ranged Damage 12 (Extra: Multiattack); (Feat: Variable Descriptor [Electromagnetic/Magnetic])
-Magnetic Bonds: Ranged Affliction 12 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree, Quirk [requires metal objects])
-Metal Manipulation: Transform 7 [Assemble/Disassemble/Shape Metal] (Extras: Continuous Duration, Perception)

Magnetic Field:
Immunity 10 [Life Support]
Protection 9 (Extra: Impervious 12)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +4 // Magnetic Mastery Array Attack +10

Defense: Dodge +8
Parry +8
Toughness +12*/+3 [*Magnetic Field]
Fortitude +7
Will +6


Costs: Abilities 32+ Skills 20+ Advantages 5+ Powers 104+ Defenses 19= 180 pts.


Real Name: Richard "Rich" Moby
Height: 5’9”
Weight: 170 lbs
Hair: White
Eye Color: Brown


Complications:
Motivation ~Greed: Polarity just wants to use his powers to make as much money as possible.

Reputation: Polarity is considered by much of the super criminal community to be “small time” since he likes to pull low-risk jobs.


Background: A former factory worker who turned to super crime when his magnetic powers manifested, Rich Moby dreams of a "big score" that will leave him living the high life, and while hoping people won't get hurt in the process he feels better that it’s "them 'than him.

As Polarity, Rich tends to pull smaller jobs that are less likely to be interrupted by super heroes. He sees it as a smart way to operate and not have to worry about going to New Alcatraz, his peers however view his criminal endeavors as those unbecoming of an actual metaman criminal and consider him as a serious criminal.

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Principia

Post by Tattooedman » Wed Nov 16, 2016 3:07 am

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Principia:
PL:
11
Strength 12 (0)
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 4
Presence 3

Skills: Deception 9 (+12), Expertise [Computers] 9 (+12), Expertise [Criminal] 9 (+12), Expertise [Physics] 7 (+10), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+9), Ranged Combat [Gravity Manipulation Array] 8 (+10), Stealth 8 (+10), Technology 12 (+15)

Advantages: Close Attack 4, Contacts, Eidetic Memory, Improved Feint, Improved Initiative, Inventor, Luck [Determination] 2, Power Attack, Precise Attack [ranged; cover], Skill Mastery [Technology]

Powers: Gravity Manipulation Array:
Gravimetric Blast: Ranged Damage 12
-Gravimetric Manipulations: Move Object 11 (Feat: Precise)
-Gravimetric Wave: Damage 11 (Extra: Area [Burst])
-Gravimetric Boost: Enhanced Strength 12

Gravimetric Field: Protection 9 (Flaw: Sustained)

Gravimetric Propulsion: Flight 8

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Gravity Manipulation Array Attack +10

Defense: Dodge +11
Parry +11
Toughness +11*/+2 [*Gravimetric Field]
Fortitude +8
Will +9


Costs: Abilities 40+ Skills 28+ Advantages 14+ Powers 52+ Defenses 27= 161 pts.


Real Name: Margaret Trevail
Height: 5’ 7”
Weight: 128 lbs
Hair: Blonde
Eye Color: Blue


Complications:
Honest Crook: Principia holds up any agreement or deal she makes with anyone, hero or villain.

No Kids: Principia will not put children in any kind of danger and will intervene personally to keep them safe.

Normal Life: Principia’s identity as Margaret Trevail isn’t known to law enforcement agencies.


Background: An engineer working for Noxxor Industries, Margaret Trevail learned that a large portion of her work was being used for illegal ends by her employer and was horrified. She tried to blackmail her superior which only resulted in her being fired and discredited in her field so badly in her field that she was blacklisted with no way to earn an income.

But what Margaret had never told anyone was that she was a Transhuman, specifically able to manipulate gravity by force of will, and she decided that if she was going to be treated as a thief and criminal then she would act as one; designing a costume and focusing her criminal efforts against her former employer for several years until things finally came to a head between Margaret and Noxxor. Fortunately thanks to the intervention of the Vanguard the pair finally came to an understanding, which meant that Margaret would move on to other targets and leave Noxxor's holdings alone for at least three years.

Since then Margaret has done well for herself as a "honest" criminal; meaning that she only pulls jobs that do not directly harm the public. She might make her living stealing but she won't subject people who cannot afford to take the loss and she will never endanger children. It's those two rules that have allowed her to stay out of New Alcatraz.

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Araña

Post by Tattooedman » Wed Nov 16, 2016 1:48 pm

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Araña:
PL:
11
Strength 8
Stamina 8
Agility 10
Dexterity 5
Fighting 6
Intellect 2
Awareness 2
Presence 0

Skills: Acrobatics 6 (+16), Athletics 6 (+16), Deception 12 (+12), Insight 9 (+11), Intimidation 12 (+12), Perception 9 (+11), Sleight of Hand 3 (+8), Stealth 6 (+16), Technology 6 (+8)

Advantages: Close Attack 4, Cunning Fighter, Daze [Deception], Equipment, Fearless, Hide In Plain Sight, Improved Aim, Luck [Determination], Luck [Determined Recovery], Quick Draw, Second Chance [Acrobatics], Taunt

Powers: Spider-Like Physiology:
Enhanced Advantages 7 [Agile Feint, Benefit (Ambidexterity), Defensive Roll 2, Improved Initiative, Instant Up, Move-By Action]
Leaping 5
Super-Movement 2 [Wall-Crawling 2]

Venomous Array:
Toxic Venom: Weaken Stamina 11
-Venomous Sting: Strength-Based Damage 3 (Feat: Improved Critical 4)

Black Widow Special: (Removable -12 pts) [21 pp]
Spider’s Silk: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized ; resisted by Dodge] (Extras: Extra Condition, Cumulative); (Flaw: Limited Degree)
-Impacting Silk: Ranged Affliction 7 (Extras: Area [Burst], Extra Condition, Cumulative); (Flaw: Limited Degree)
-Spider’s Fangs: Ranged Piercing Damage 10 (Extra: Multiattack)
-Spider’s Bite: Ranged Piercing Damage 10 (Extra: Penetrating)

Offense: Initiative +14
Melee Attack +10
Ranged Attack +10

Defense: Dodge +12
Parry +12
Toughness +10*/+8 [*Defensive Roll]
Fortitude +10
Will +11

Eqiupment: Goggles [+2 to Resistance Checks vs. Visual based Afflictions]
Swing-Line
-3 ep free


Costs: Abilities 82+ Skills 23+ Advantages 15+ Powers 49+ Defenses 24= 193 pts.


Real Name: Angela Ayala
Height: 5' 3"
Weight: 101 lbs
Hair: Brown
Eye Color: Brown


Complications:
Reputation: Araña is known for her habit of playing long term games with her foes, even the simplest theft or attack has some other reason to it. She is also known for having traps in her bases as well for when heroes come looking for her, normally of the deadly kind and they tend to be specially designed.

Reputation: Araña is a known sociopath; killing simply because she can as well as for her own amusement.


Background: Angela Alaya was always afraid of spiders ever since she was a young child. It didn't matter what kind they were, how they looked, what they were kept inside of or how far away from her they were; Angela would faint upon seeing them. This would have been a normal thing in the scheme of things really as it was a fairly normal phobia for someone to suffer through but then Angela's life took a cruel twist. Early in her teenage years she began to slowly manifest a set of powers that emulated the abilities of a spider: increased agility, able to crawl across walls, increased strength, as well as a venomous touch.

The association between herself and the thing she feared so much simply was too much for Angela to handle and she fell into a catatonic state for several years. However, she did finally wake up, although she was a completely different person. It seems that while she was comatose, Angela's personality rebuilt itself to be much stronger than it had been. Now she was deviously cunning and almost completely ruthless as well as having a lust for predation. Her doctors were shocked and amazed at the transformation Angela had underwent, they theorized that she had remade her personality based on her perceptions of what spider’s personality would be like. Angela quickly left the care of the hospital and went her own way, which led her to a lab owned by Noxxor Industries that was developing a non-lethal round that released a gel-like substance that restrained the target upon impact (which she has had modified over the years to now include offensive abilities). From there Angela disappeared for several months only to reappear as Araña, for the first time, when she robbed the Jeweler's Show being held for charity which brought Araña into conflict with both members of the Vanguard who’d been asked to provide security. Despite the experience against her, Araña held her own thanks to her vicious nature and willingness to use hostages as leverage against the heroes and made her escape. Since then Araña has developed a knack for dreaming up long term plans of manipulation of events and people to accomplish her goals and loves to test the heroes who face her.

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Blacklash

Post by Tattooedman » Wed Nov 16, 2016 1:56 pm

Image
Blacklash:
PL:
10
Strength 3
Stamina 5
Agility 6
Dexterity 4
Fighting 8
Intellect 0
Awareness 3
Presence 1

Skills: Acrobatics 6 (+12), Athletics 4 (+7), Close Combat [Shadow Strike] 2 (+10), Deception 8 (+9), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Shadow Tendrils] 5 (+10), Sleight of Hand 7 (+11), Stealth 6 (+12)

Advantages: Agile Feint, Assessment, Benefit [Membership (Crime Union)], Defensive Roll, Equipment, Evasion, Fast Grab, Follow-Up Strike, Grabbing Finesse, Hide In Plain Sight, Improved Critical [Shadow Strike] 2, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 2, Takedown 2, Uncanny Dodge

Powers: Shadow Manipulation Array:
Used To The Dark: Senses 2 [Darkvision]
Shadow Tendrils: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized, Incapacitated; resisted by Dodge/Damage] (Extra: Progressive, Extra Condition)
-Shadow Jump: Teleport 5 (Extra: Accurate); (Feats: Change Direction, Increased Mass 3 [400 lbs])
-Shadow Lash: Darkness Energy Damage 10 (Extra: Penetrating); (Feat: Reach 6)

Offense: Initiative +10
Melee Attack +8 // Shadow Lash Attack +10
Ranged Attack +5 // Shadow Tendrils Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+7/+5 [*Costume & Defensive Roll/**Costume]
Fortitude +8
Will +9

Equipment: Costume [Protection 3; Subtle]


Costs: Abilities 60+ Skills 18+ Advantages 21+ Powers 54+ Defenses 21= 174 pts.


Real Name: Carl Conrad
Height: 5’11”
Weight: 153 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Profit: Blacklash just wants to pull off a good scores, the kind where he can take off a couple of months and relax and not worry about paying his bills.


Background: Carl Conrad knew from an early age that he was some kind of low-level Transhuman, from the age of thirteen he was able to see no matter how dark it was. But it wasn’t until he was eighteen that the rest of his powers, creating tentacles of a shadowy energy and teleporting through a place of total darkness, finally manifested. Deciding to use his powers to make his life easier Carl had little trouble becoming a super-crook. Despite a hit and miss record, Carl has yet to see the inside of a super prison but he knows that it’s mostly thanks to his own careful nature and his ability to teleport away when things start to go against him.

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Recoil I

Post by Tattooedman » Thu Nov 17, 2016 2:09 pm

Image
Recoil I:
PL:
10
Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 0

Skills: Athletics 4 (+6), Expertise [Criminal] 5 (+5), Expertise [Science] 3 (+3), Insight 6 (+7), Intimidation 6 (+6), Perception 6 (+7), Ranged Combat [Recoil Array] 6 (+10), Stealth 5 (+7), Technology 3 (+3), Vehicles [Land] 4 (+6)

Advantages: Close Attack 4, Improved Initiative, Power Attack, Ranged Attack 2, Task Focus 2 [Expertise (Science): Repairing Recoil Suit], Task Focus 2 [Technology: Repairing Recoil Suit]

Powers: Recoil Suit: (Removable –12 pts) [48 pp]
Recoil Field:
Enhanced Dodge 4
Enhanced Parry 4
Protection 8
Recoil Array:
Internal Attack: Ranged Kinetic Damage 10 (Extras: Affects Objects, Alternate Resistance [Fortitude])
-Recoil Blast: Ranged Kinetic Damage 10 (Extra: Penetrating)
-Recoil Burst: Ranged Kinetic Damage 10 (Extra: Area [Burst])
-Recoil Shove: Move Object 10 (Flaw: Limited [Away only])
-Recoil Slam: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +4

Defense: Dodge +10*/+6 [*Recoil Field]
Parry +10*/+6 [*Recoil Field]
Toughness +8*/+2 [*Recoil Field]
Fortitude +7
Will +7

Costs: Abilities 26+ Skills 17+ Advantages 12+ Powers 48+ Defenses 17= 120 pts.

Real Name: Cole Griffith
Height: 5'11"
Weight: 187 lbs
Hair: Brown
Eye Color: Brown


Complications:
Motivation ~Greed: Recoil wants money and respect, though he never seems to get much of either.

Reputation: Loser.


Background: A petty criminal with a good education Cole Griffith managed to get employed as a lab assistant to one Dr. Andrew Laflin, who was building a technically advanced suit that could manipulate kinetic energy for geological/oil-exploration with a focus on drilling/tunneling. Seeing an opportunity to cash in, Cole stole the suit and used it for criminal means after familiarizing himself with its workings.

Calling himself Recoil, Cole used the suit commit robberies that put him at odds with a number of heroes. Sometimes he managed to get away with his loot while other times he gets beaten and arrested, which resulted in his spending time in New Alcatraz but he managed to escape several times only to return to his criminal ways. Eventually Cole’s history and habits earned him a reputation as a loser by the rest of the super villain community so when he died while working, damage done to his suit he hadn’t noticed combined with a security guard’s lucky shot, nobody made a big deal about it.

For many years Recoil’s story was a cautionary one told amongst the super villain community until a new up and coming criminal gained possession of the Recoil suit and put it to use, despite the stigma attached to the name.
Last edited by Tattooedman on Wed Nov 15, 2017 4:53 am, edited 1 time in total.

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Information on Hellfire

Post by Tattooedman » Mon Nov 28, 2016 3:07 pm

Hellfire:

A lightless, heatless energy that for the most part resembles flames that is one of seven possible colors; red, blue, green, violet, indigo, orange and yellow. Each of the colors are tied to a certain sin of man (Lust [violet], Envy [green], Sloth [indigo], Gluttony [blue], Greed [orange], Wrath [red], Pride [yellow]).

Hellfire seems to be psionic in nature, as it can respond to its users thoughts for the most part, thereby altering its manifestations, but it does not register as psionic abilities do according to the few experts who study such phenomena.

All instances of Hellfire are noticeable in some manner. So long as the person in question is accessing their power and actively channeling the energy, their eyes burn with an eerie glow representing their respective color. Additionally, Hellfire is never indirect- it always originates from the user. Also, there are only a few common traits amongst those who manipulate Hellfire;

1). A type of medieval weapon that is made of Hellfire.
2). Simple blasts of Hellfire.

All other manifestations vary from user to user; while one user could possibly only make simple, geometric shapes (squares, triangles, spheres and such) another perhaps is able to create fully mobile imp-like creatures to follow their orders.
There are only a few ways for a person to be able to manifest and manipulate Hellfire;

a). Enter into an agreement of power with a demon.
b). Become possessed by a demon.
c). Cast infernal magical spells.
d). Be born of the union of a demon and a human, via demonic possession.

Various Manifestations of Hellfire:
The following is just a sample of how Hellfire influenced powers could be manifested.

-Create: One of the simpler tricks a user possesses is the ability to shape their energy. At early stages this manifests as a weapon symbolic of the user’s nature, but more advanced users can create larger, more intricate objects. For instance, one user might have such a fine control that they can conjure a set of stairs for others to walk up or down.
-Concealment: Many users are able to blanket an area in Hellfire- obscuring the senses of others through a veil of their colored energy. Typically this usually targets visual senses but there have been though able to affect other senses as well.
-Damage: Many users are capable of solidifying Hellfire energy into a weapon- typically shaping a weapon representing them. For instance, one user could form a long sword for his weapon while another user’s Hellfire weapon is shaped as an axe or lance.
-Visual-Based Afflictions: A sudden flare of Hellfire energy can leave its victims momentarily blinded, unable to see save for the well of color before them.
-Emotion Control: Given the psionic nature of Hellfire, nearly all users possess some level of influence over the emotion of others- though some might be limited to only certain emotions (such as a user who is the command fear or dread while another might manipulate affection while a third might instill anger.
-Energy Aura: Just as some users can produce an armor of Hellfire, some proceed to coat themselves in crackling flames that injure those around them.
-Flight: Users are able to manifest wings made of their respective energy. Such an power should not receive a power loss drawback typically given to winged heroes- a user can easily dispel their wings and reform them outside of their bindings.
-Force Field: It is a simple trick for a user to fashion a wall of Hellfire or to don energy armor to absorb attacks. Some are able to evoke walls to shield both themselves and others.
-Healing: It’s a misconception that Hellfire cannot heal - the truth is that it is an ability some are capable of doing. It is more a matter of a user choosing to develop that ability.
-Illusion: There are those that have developed their control over Hellfire to form interactive objects - physical phantasms as it were. It is theorized that such a talent would not be possible, were it not for the psionic nature of Hellfire.
-Protection: Some users are able to mold their Hellfire armor around themselves.
-Summon: Some users have an ability to create minions that they can command.
-Teleport: Some users are able to instantly move from one point on the material plane to another, skilled users are able to take passengers along with them.
-Weaken: Some users have such a finite control over their Hellfire that they can severely weaken the physical bonds of matter.


Based on ideas by Michuru
Last edited by Tattooedman on Tue Jul 25, 2017 12:32 am, edited 2 times in total.

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Re: The T-Verse (Earth 75)

Post by Tattooedman » Mon Nov 28, 2016 3:11 pm

Mithral

A man-made metal that is a very dense, artificially produced, iron-based alloy that is virtually indestructible, Mithral was invented by scientists in an effort to create unique alloy of steel that could withstand Transhuman forces be they physical (as in superhuman strength) or energy (as in fire, acid, ice, kinetic, electromagnetic forces to name a few). It took them over thirty years to develop a process that was stable enough to meet the criteria as well as finalize that process so that it consistently produced the product in question.

Mithral is created by mixing together certain metals in their molten state held in chemical resins, the exact composition of those resins were a closely guarded secret for several years by Odyssey Technologies until it was stolen in the 1990s. When the unique mixture of metals and resins are kept at a temperature of 1,500 degrees Fahrenheit, the resulting molten liquid can be cast or worked into a predetermined mold or shape as once liquid Mithral Steel cools and hardens it can never be manipulated in such a manner again. Due to the density of Mithral once it has set there are few known forces capable of damaging it, however, despite its utility in armament and armature Mithral Steel is rarely used due to its inability to be reshaped once made, and such items are unique.

In game terms, Mithral has certain bonuses when used in certain ways;
When used as a wall/barrier/restraint it has a rank Toughness 20.
When made into a weapon it should possess ranks of the Penetrating Extra and have the Feature [Indestructible].
When made into armor/shield it should possess ranks of the Impervious Extra.
Last edited by Tattooedman on Wed Jul 25, 2018 3:30 pm, edited 4 times in total.

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Magic in the T-Verse

Post by Tattooedman » Wed Nov 30, 2016 2:47 pm

Magic:

A force of nature and part of the world, magic has been, and still is, many different things to different people. Only a select few out of the entire world can effectively cast magic, though the reasons why is a question often asked by young mages and never effectively answered, but those who can are able to perform a number of impressive feats that rival those of Transhumans.

There are a number of spells that can be cast depending upon what effect one is looking to have, but over the centuries the various spells have been divided up into what is known as the “8 Schools”. A person can learn spells from one of the schools only (though there are some “universal spells” one can learn no matter what School they cast from) and often times several of the first few weeks of teaching are spent figuring out which school a student has proficiency, or “talent” for. Though there have been those exceptionally rare few spell casters who are able cast magic of any of the Schools, those men and women are known as the Aurelii - the descendants of the Aurelius, the world's self-appointed mystical protectors.

The 8 Schools:

~Abjuration: This school focuses on protective spells as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities.

~Conjuration: This school focuses on instantaneous transportation, conjuring manifestations of creatures, energy or objects as well as creating objects outright.

~Divination: This school focuses on acquiring information, normally by enhancing the caster or another target's senses.

~Enchantment: This school focuses on affecting the mind of a target – either giving them some form of a compulsion (which force a target to act in a certain way or avoid specific actions, change the target’s emotions) or charming them (which alters the target’s attitude to make them act favorably towards the caster).

~Evocation: This school focuses on damaging, energy-based spells such as Fireball, Lightning Bolt, and Cone of Cold, though that is not the entirety of what kinds of energy can be used (Force, Darkness, and Light are other popular choices). There are several ways the energy can be casted – as rays, balls/globes, beams, even auras that cover either the entire body or just specific limbs. There are also spells that can make the caster/target immune to certain kinds of energy.

~Illusion: This school focuses on altering the senses of targets and is divided into 5 sub-schools: figment (create artificial sensations with no physical substance), glamor (alter the target’s sensory properties [such as making the caster invisible]), pattern (create insubstantial images with affect the minds of those who view it, and inflict physical damage due to the realism of it), phantasm (create hallucinations which can be harmful to those targeted by it) and shadow (uses magical shadows to create things with a physical substance).

~Necromancy: This school focuses on death, undeath and the manipulation of life energy and is divided into 3 categories: spells that create or help Undead, spells that hurt the Undead, and spells that affect the Living (either hurting them or helping them).

~Transmutation: This school focuses on altering the properties of their targets: be it enhancing the physical abilities or its shape (as to appear as another race), altering the way an object is shaped (such as increasing the density of its materials) to altering the way a target’s body works (allowing someone to breath water instead of air).



Domains:

However, like science there is an exception to the rule - there are mages that can cast a variety of spells that are from several of the 8 Schools that have a unique overlying theme to them (which can vary greatly from caster to caster depending upon their focus [which includes such realms of influence as Light, Shadows/Darkness, Good, Evil, War, Primal, Blood, Elemental (which includes Air, Earth, Fire, and Water), Weather, Summoning, Nature (which relates more towards animals in one form or another), and Technology] to name the majority of the Domains). Often times those who pursue Domain magic is taught by another, more experience, caster (who normally is some kind of blood relation to the student) following guidelines passed down by other elder casters of that particular Domain.
Last edited by Tattooedman on Wed Nov 30, 2016 3:01 pm, edited 1 time in total.

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Psioncis in the T-Verse

Post by Tattooedman » Wed Nov 30, 2016 2:54 pm

Psionics:

Simply put, psionics are a phenomenon created by a person whose mind is somehow more advanced than the majority of humanity. Psychics, also known as Psions or Espers, are those who have learned to tap into that advancement and project their force of will on the world around them, the powers they manifest are determined by their mental Discipline (though it should be noted that a psychic cannot choose their Discipline, much like how mages cannot choose their School of Magic). Psychics have long been a scource of study by various scientists for several decades, and the abilities that they can manifest have been broken down into six different disciplines; Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation and Telepathy.

The 6 Disciplines:

~Clairsentience: This discipline enables a psychic to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. A psychic who specializes in clairsentience is known as a seer.

~Metacreativity: This discipline allows a psychic to create objects, creatures, or some form of matter. Creatures a character creates usually, but not always, obey their creator's commands. A psychic who specializes in Metacreativity is known as a Shaper.

~Psychokinesis: This discipline's manifestations manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage. A psychic who specializes in Psychokinesis is known as a Kineticist.

~Psychometabolism: Psychics who are of this discipline are able to manifest changes or condition in the physical properties of some being, creature, thing. A psychic who specializes in Psychometabolism is known as an Egoist.

~Psychoportation: This discipline's mainfestations move objects, other beings, the manifester through space around them. A psychic who specializes in Psychoportation is known as a Nomad.

~Telepathy: Manifestations of this discipline can spy on and affect the minds of others, influencing or controlling their behavior. A psychic who specializes in Telepathy is known as a Telepath.

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Re: The T-Verse (Earth 75)

Post by Shock » Wed Nov 30, 2016 4:10 pm

I love this background stuff. That's where new ideas begin

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Re: The T-Verse (Earth 75)

Post by Tattooedman » Wed Nov 30, 2016 8:03 pm

Yep, it is. Just wish I had more free time to post more of it.

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