Tuesday, August 12, 2014

The Ancient Avatars

Long ago during the first reign of man there existed special humans, who had, via luck, breeding, or gene therapy, gained abilities that transcended the law of reality itself. In their times they were known as Avatars, the descendants of gods. 

Being considered the highest of their species each was placed into a biopod when the cataclysm struck ending the first empire. All though the majority of these pods have been lost and their carefully selected cargo long dead, several thousand have managed to make it into present time. 

      Character Creation
Avatars are powerful individuals who are often respected instantly due to their abilities. Even the weakest of avatars posses the potential to kill hundreds if not treated with care. For the use of the military avatars have been split into three types.

      Psychokinetic
For a psychokinetic controlling the world around them is done simply with a thought. It takes them a large amount of time to hone their abilities, but once they've taken the time they are often extremely powerful. The observed psychokinetic powers are:


Power Description
Telekinesis The weakest of the psychokinetic powers, with some of the highest versatility. In it's simplest it is the ability to exert a force upon an object. This force can be shaped differently depending on the persons training. For the most part due to it's ease of use a person doesn't gain beyond entry levels skills with it.
Pyrokinesis The use of pyrokinesis can control, produce, and even enhance fire. Users of this ability need to observe caution as they often cause damage to themselves and others trying to control this unpredictable element.
Terrakinesis The ability to control the earth in forms such as rock and sand. User has a large amount of difficulty controlling refined materials such as metals.
Hydrokinesis A powerful and easy to use ability, the use is able to control and manipulate water to their will. Skilled users can even manage to control living creatures using the water inside of their bodies.
Aerokinesis Extremely powerful and potentially one of the more dangerous of the powers. The wielder of aerokinesis controls the very air around them giving them a weapon is almost all situations. Weak users can be confused for telekinesis users if not studied hard enough.
Electrokinesis First of the tier 2 psychokinetics, this ability allows the user to control and generate electricity around them. Many after training can willfully launch lightning.
Photokinesis Masters of many things, namely stealth, and pure destruction. A photokinetic controls light itself for an array of effects from turning themselves invisible to creating powerful lasers.
Biokinesis A terrifying ability in even the hands of someone who isn't trained. Those with biokinesis are able to alter life itself mutating and controlling the bodies of others to their whims.
Cyberkinesis A stranger ability that is oddly specific, the user is able to control all forms of electronics. This allows them to do many things such as have many drones patrolling or attacking those around them.
Tychokinesis Easy the most powerful of all skills with a double edge to it. Tychokinesis allows the user to warp reality by controlling probability, from a coin flip to natural bullet spread. The user can control seemingly everything in this way by nudging the tables of chance. The draw back is that depression could turn their powers against themselves.


     Telepathic
Telepaths live within their own, and other minds. They deal with thoughts and feelings above all else. Of the three types they could be said to be the least 'real'.Standard telepathic abilities are:

Power Description
Telempathy Simple and the most common of this type. It is simply the ability to sense the emotions of others, you know that they are hiding the fact they are jealous, or angry. You just know.
Psychic Communication The ability to speak and listen to people through thought. Higher skill user can even force people to listen.
Audible Inundation The ability to create figment sounds in a persons head. It can be soft or loud and only the target or targets can hear it.
Sensory Scrying The ability to link into another senses and experience the world with them. Such as using someone else's eyes to see a hidden passage.
Pain Inducement The telepath can cause anguish to a person via their mind. Often this form of pain cannot be resisted, and the victim can be left unable to adapt.
Telepathic Prediction Also know as clairvoyance, they can see the future and make actions based on it. A skilled user can use this to predict peoples actions and movements in real time as to aid their own reflexes.
Emotion Manipulation First of the tier 2 telepath abilities. This telepath is able to control the feelings of other in a range of ways from small to large. This can be used for both combat and in a utilitarian sense to help people.
Thought Manipulation The end all of telepath abilities only not place at the highest due to a small margin. The user can completely control another's thoughts, and therefore their actions.
Consciousness Transferal The ultimate in stealth in many ways, the user can move their mind freely from body to body. Especially dangerous if they move to a kinesthetic.
Neurocognitive Deficit The top tier due to it extreme combat edge. The user can overload the minds of other using a form of psychic scream. This overloading stops all thoughts and can even instantly kill.


     Kinesthetic
In a sense these are among the strongest on base due to the lack of a learning curve for most of their abilities. A kinesthetic focuses on their body instead of turning to the outside world. They are mostly limited to what they can touch, or in some cases launch themselves. Common traits include:

Power Description
Elasticity The ability for one to stretch and contort their body unnaturally, such as their arm being pulled two meters, or them being able to squeeze themselves through very tight spaces.
Poison Generation Come in a variety of ways, from their spit to their very skin these people produce toxins that are harmful to life.
Dermal Armor The users skin has hardened into a form of armor giving them high damage resistance.
Enhanced Condition This person is in all most every way shape and form superior to a human being. They can run faster, think faster, lift more, and take more. Though less then other abilities of the type they make up for it with versatility.
Regenerative Healing Factor As the name suggest a person with this heals supernaturally fast being able to recover from bullet wounds in mere seconds.
Bone Generation The ability to create bone from ones body, this can be used in a variety of ways from making armor, to increasing bone density for added support.
Weight Manipulation By changing the density of their body they are able to control their weight. At one moment they can be light as a feather, and in the next weigh several tons.
Shapeshifting A shapeshifter has no real shape, they assume the form of whatever suits them. This allows them to adapt to almost any situation.
Bio-Electric Aura The ultimate defense the person has a second skin of sorts that acts as a shield from all forms of harm. Though the strength varies, it can be easily capable of taking a nuclear bomb, with the proper training.
Immortality Clean and simple, you don't have to overpower, outrun, out-think others, you only need to survive. This is what an immortal does, they can suffer, they can be tormented infinitely but they'll never die.


That's about all I have for now, later on I'm going to stat this all out for a d20 system, so stay tuned!

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