GM: Alaena
CO-GM: VintageBass
Introduction
Spoiler (click to show/hide):
Meta Humans is an RP based around a gifted group of individuals brought together to protect Earth from threats that only they can hope to match and defeat. A new era has begun, an era of demons, aliens, mutants, and rampaging monsters. For unknown reasons, accompanying these events is a new stage of human evolution - the 'meta human.' Individuals across the globe, seemingly at random, are gaining incredible powers rooted in psychic ability. Many nations refuse to accept the rising threat of supernatural attacks, leaving only USA, Britain, and Japan to pool their resources against these otherworldly attackers and created the Meta-Human DIvision (MHD).
The players will play as the group of meta's, using unorthodox tactics and their innate psychic powers to defeat, dismantle, or destroy the enemy. Despite their best efforts, the players will inevitably suffer against these creatures. All of them prey on humans, but they love meta humans most for a different reason. These creatures feed off of their psychic energy to become stronger, and much prefer them alive to extract their energy through 'sexual' means.
This RP is magical realism rather than sci-fi or fantasy. It will be 100% modern Earth, with the exception of an X-Men inspired concept of psychic/gifted humans and their adversaries with similar abilities. Male or female characters, just beware that you may be in a sexual situation against male or female creatures. If you want to play a male character and end up with your face to a cock, don't say I didn't warn you. If that's what you want, then awesome!
There will hardly be any military level situations involved, if at all, and not everyone will have to use guns, or even have a gun, unless they wish to. It's more of a Supernatural/X-Men/Avatar inspired RP and Earth will be largely intact as it suffers from occasional supernatural dangers and attacks that have to be thwarted to avoid true disasters and possibly even apocalypse.
Characters will not be accepted first-come-first-serve, but will be decided upon on a case-by-case basis.
Meta Humans is an RP based around a gifted group of individuals brought together to protect Earth from threats that only they can hope to match and defeat. A new era has begun, an era of demons, aliens, mutants, and rampaging monsters. For unknown reasons, accompanying these events is a new stage of human evolution - the 'meta human.' Individuals across the globe, seemingly at random, are gaining incredible powers rooted in psychic ability. Many nations refuse to accept the rising threat of supernatural attacks, leaving only USA, Britain, and Japan to pool their resources against these otherworldly attackers and created the Meta-Human DIvision (MHD).
The players will play as the group of meta's, using unorthodox tactics and their innate psychic powers to defeat, dismantle, or destroy the enemy. Despite their best efforts, the players will inevitably suffer against these creatures. All of them prey on humans, but they love meta humans most for a different reason. These creatures feed off of their psychic energy to become stronger, and much prefer them alive to extract their energy through 'sexual' means.
This RP is magical realism rather than sci-fi or fantasy. It will be 100% modern Earth, with the exception of an X-Men inspired concept of psychic/gifted humans and their adversaries with similar abilities. Male or female characters, just beware that you may be in a sexual situation against male or female creatures. If you want to play a male character and end up with your face to a cock, don't say I didn't warn you. If that's what you want, then awesome!
There will hardly be any military level situations involved, if at all, and not everyone will have to use guns, or even have a gun, unless they wish to. It's more of a Supernatural/X-Men/Avatar inspired RP and Earth will be largely intact as it suffers from occasional supernatural dangers and attacks that have to be thwarted to avoid true disasters and possibly even apocalypse.
Characters will not be accepted first-come-first-serve, but will be decided upon on a case-by-case basis.
Explanation on Psychic Powers and Stats (ALL READ!)
Spoiler (click to show/hide):
The two main aspects of character creation that aren't completely self-explanatory are the stats and the psychic powers. I will give their literal definitions, but more often than not, I want you to be creative with your powers, as long as you stay within the boundary of the power itself. As a bottom line, if you use a power in such a way that requires precise aim, I will make a dex roll. However, you will use every single stat in gameplay
The two main aspects of character creation that aren't completely self-explanatory are the stats and the psychic powers. I will give their literal definitions, but more often than not, I want you to be creative with your powers, as long as you stay within the boundary of the power itself. As a bottom line, if you use a power in such a way that requires precise aim, I will make a dex roll. However, you will use every single stat in gameplay
Stats
Spoiler (click to show/hide):
Number-wise, having a stat of 0 is considered the human average, +4 is prodigious, while -4 is extremely below average.
Strength (STR) - Overall muscle and kinesthetic intelligence (muscle memory, physical aptitude).
Dexterity (DEX) - Hand-Eye coordination, agility, balance, also part of your kinesthetic intelligence.
Constitution (CON) - Physical toughness, immune system, cardiovascular health (someone with a high CON is usually a good runner).
Intelligence (INT) - Problem Solving, Visual and Auditory memory, logic and ability to rationalize.
Wisdom (WIS) - Intuition, Will power, Instincts, Survival skills.
Charisma (CHA) - Likability, social skills, force of personality, leadership ability.
All chars have two sub-stats based on your scores, HP and LP. HP is your hit points, your physical toughness and how much damage you can take before you go unconscious. LP is your Lust Points. If they're reduced to 0, you become uncontrollably horny and submit sexually to whomever is causing the status.
Number-wise, having a stat of 0 is considered the human average, +4 is prodigious, while -4 is extremely below average.
Strength (STR) - Overall muscle and kinesthetic intelligence (muscle memory, physical aptitude).
Dexterity (DEX) - Hand-Eye coordination, agility, balance, also part of your kinesthetic intelligence.
Constitution (CON) - Physical toughness, immune system, cardiovascular health (someone with a high CON is usually a good runner).
Intelligence (INT) - Problem Solving, Visual and Auditory memory, logic and ability to rationalize.
Wisdom (WIS) - Intuition, Will power, Instincts, Survival skills.
Charisma (CHA) - Likability, social skills, force of personality, leadership ability.
All chars have two sub-stats based on your scores, HP and LP. HP is your hit points, your physical toughness and how much damage you can take before you go unconscious. LP is your Lust Points. If they're reduced to 0, you become uncontrollably horny and submit sexually to whomever is causing the status.
Psychic Powers (Main Schools)
Spoiler (click to show/hide):
Biomancy (Uses physical stats mainly, depending on use) - A biomancer is as much physical as they are psychic. They can alter, strengthen, or improve their physical forms to stupendous amounts. They can even adopt animal traits or cause their enemy's blood to boil. They are masters of the physical world.
Telekinesis (Relies on WIS) - A telekinetic relies on the raw force of movement, whether that means lifting themselves through the air, or tossing an enemy through the air. Advanced Telekinetics can even crush enemies with their will power, or even create weapons made of pure force.
Pyromancy (Relies on CHA) - A pyromancer is a master of flame, in whatever form they may utilize it. The basic pyromancers manipulate fire freely, able to turn cigarettes into building fires, while masters can create flame from merely an oxygen source or even use the flames as weapons or to shield themselves.
Electromancy (Relies on CHA) - An electromancer utilizes electricity for their power. This can range from the power of a tazer to that of a lightning bolt. More advanced users can summon massive lightning storms and fire volleys of lightning at enemies.
Frostrend (Relies on CHA) - A frostrender fights with ice and cold itself. Unaffected by any degree of cold, a favorite tactic is to armor oneself in ice and fire icicles at an enemy. Beginners require a source of oxygen or water and often thrive in humid areas. Advanced users can summon blizzards in the warmest climates for weeks.
Quakerend (Relies on CON) - A quakerender is a master of earth, rock, and mother nature. They can cause earthquakes, draw stone from the ground itself as a shield, and launch volleys of boulders with a whim.
Divination (Relies on WIS) - A diviner has powers of foresight and premonition. Beginners will sense danger when it's near and receive visions of the future, and perhaps even sense an enemy's weaknesses and strengths, while advanced users may see the end result of certain actions without having to focus, predict the future in split seconds, and send their souls to converse with beings on the other side.
Telepathy (Relies on WIS or INT depending on use) - A telepath can read the minds of those around them. A basic user sees surface thoughts and goals, while an advanced user may implant ideas, motivations, and thoughts that indirectly controls a person's actions, giving basic level mind control and possibly more.
Arcana (Relies on STR or INT depending on use) - An arcanist walks the fine line of good and evil, in the eyes of humanity. They have no psychic powers directly, as their power comes from their heritage due to being a descendant of an angel or a demon. As a result, Arcanists powers depend on their blood. Demon blood meta humans mainly use offensive and fire/earth based powers, while Angel blood meta humans mainly use defensive and lightning/divination based powers (Must indicate in char sheet whether Arcana [Angel] or Arcana [Demon], and your powers must reflect your heritage as I indicated. Demons - Offensive/Fire/Earth powers, Angels - Defensive/Lightning/Divination powers). Your wider selection means you won't be quite as good as a pyromancer at flame or as good as an electromancer at lightning.
Universal (Relies on all stats) - An universalist psychic being is the salt of the meta humans. Their powers range over every bit of the psychic range. However, they're not as strong in any specific school. A universalist will learn abilities from all disciplines to create whatever arsenal they desire, but will never be as skilled as his specialized compatriots.
Biomancy (Uses physical stats mainly, depending on use) - A biomancer is as much physical as they are psychic. They can alter, strengthen, or improve their physical forms to stupendous amounts. They can even adopt animal traits or cause their enemy's blood to boil. They are masters of the physical world.
Telekinesis (Relies on WIS) - A telekinetic relies on the raw force of movement, whether that means lifting themselves through the air, or tossing an enemy through the air. Advanced Telekinetics can even crush enemies with their will power, or even create weapons made of pure force.
Pyromancy (Relies on CHA) - A pyromancer is a master of flame, in whatever form they may utilize it. The basic pyromancers manipulate fire freely, able to turn cigarettes into building fires, while masters can create flame from merely an oxygen source or even use the flames as weapons or to shield themselves.
Electromancy (Relies on CHA) - An electromancer utilizes electricity for their power. This can range from the power of a tazer to that of a lightning bolt. More advanced users can summon massive lightning storms and fire volleys of lightning at enemies.
Frostrend (Relies on CHA) - A frostrender fights with ice and cold itself. Unaffected by any degree of cold, a favorite tactic is to armor oneself in ice and fire icicles at an enemy. Beginners require a source of oxygen or water and often thrive in humid areas. Advanced users can summon blizzards in the warmest climates for weeks.
Quakerend (Relies on CON) - A quakerender is a master of earth, rock, and mother nature. They can cause earthquakes, draw stone from the ground itself as a shield, and launch volleys of boulders with a whim.
Divination (Relies on WIS) - A diviner has powers of foresight and premonition. Beginners will sense danger when it's near and receive visions of the future, and perhaps even sense an enemy's weaknesses and strengths, while advanced users may see the end result of certain actions without having to focus, predict the future in split seconds, and send their souls to converse with beings on the other side.
Telepathy (Relies on WIS or INT depending on use) - A telepath can read the minds of those around them. A basic user sees surface thoughts and goals, while an advanced user may implant ideas, motivations, and thoughts that indirectly controls a person's actions, giving basic level mind control and possibly more.
Arcana (Relies on STR or INT depending on use) - An arcanist walks the fine line of good and evil, in the eyes of humanity. They have no psychic powers directly, as their power comes from their heritage due to being a descendant of an angel or a demon. As a result, Arcanists powers depend on their blood. Demon blood meta humans mainly use offensive and fire/earth based powers, while Angel blood meta humans mainly use defensive and lightning/divination based powers (Must indicate in char sheet whether Arcana [Angel] or Arcana [Demon], and your powers must reflect your heritage as I indicated. Demons - Offensive/Fire/Earth powers, Angels - Defensive/Lightning/Divination powers). Your wider selection means you won't be quite as good as a pyromancer at flame or as good as an electromancer at lightning.
Universal (Relies on all stats) - An universalist psychic being is the salt of the meta humans. Their powers range over every bit of the psychic range. However, they're not as strong in any specific school. A universalist will learn abilities from all disciplines to create whatever arsenal they desire, but will never be as skilled as his specialized compatriots.
Psychic Advanced Specialties (Level 5 or Higher only)
Spoiler (click to show/hide):
Once you reach Meta Human Class 5, you're required to designate the rest of your growth into a sub-school, or advanced school, of power development. This is all largely flavor text to explain what each specialty will do and not to be taken too literally, except for the parts I specifically indicate limitations and restrictions.
Arcana [Angel]
Vindicator - A Vindicator is a defensive expert, capable of using divination and defensive kinetics to defend herself and her allies.
Seraphim - The Seraphim is a master of lightning and divination, forgoing defensive capabilities for raw foresight and offense.
Highborn - The Highborn continues to strengthen her array of divination, lightning, and defense to the higher levels, but not as good at these arts individually as her specialist comrades. They become more like an angel-on-earth.
Arcana [Demon]
Flameguard - A Flameguard masters offense and pyromancy with gusto. They rend their enemies apart with raw aggression and flame.
Rockrender - A Rockrender focuses on offense and Quakerend powers, often distorting the very ground and battlefield to their advantage when it comes time for their relentless attack.
Daemon - A Daemon continues developing their array of powers by drawing from their three disciplines of offense, fire, and earth, and become more and more like the demon their powers imply.
Biomancy
Physicalist - You specialize in the observable aspects of the body, whether animal or human, and altering or strengthening physical forms.
Preserver - You specialize in preserving the natural state of creatures and nature through focusing on enhanced healing and defense measures.
Profuser - Your powers have become the bane of anything that breathes and you decide to focus on manipulating the natural order to defeat your enemies by stopping hearts, boiling blood, or otherwise negatively altering the physical forms of your enemies.
Divination
Prophet - Foresight is the name of your game. A prophet has visions and precognition unlike any other meta human.
Planarkin - A planarkin has made a home away from home in the realms of heaven and hell. They can communicate with the other side with ease and forcefully summon or command demons and angels temporarily, though they likely won't appreciate this if she loses control.
Divine Warrior - A divine warrior doesn't focus on foreseeing what's in the far future, but focuses her ability of foresight on individual moments ahead, and is a master of reacting to the future instinctively, allowing unreal action and reaction times in fights.
Electromancy
Shock Savant - Lightning and electricity are your means and end. No one else can match the raw power of your meta-human bolts, nor the volume in which you can psychically create them.
Stormguard - You've taken to use lightning as much of a means for offense as much as defense. Though you don't have the power of a Shock Savant, you're capable of holding your own against almost anything.
Electric Hybrid - While you appreciate your powers of electricity, you've decided to adopt a secondary school of psychic powers. You may select Frostrend, Pyromancy, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Electromancer powers, and you select Frostrend, you cannot have more than 3 frostrend powers).
Frostrend
Frost Savant - You've mastered ice to biblical proportions. You can create blizzards and stir an ice age with enough concentration. No other Frostrender can match your mastery of the cold.
Ice Lord - While a frost savant has you beat in raw mastery, you've decided the key to victory is knowing your enemy. An Ice Lord receives access to telepathy powers, but his telepathic powers cannot exceed 1/2 of his Frostrend powers (I.E., you have 10 frostrend powers, you cannot have more than 5 telepathic powers).
Glacial Hybrid - Frostrending is powerful, but sometimes you need something different to supplement your abilities. You may select Electromancy, Pyromancy, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Frostrend powers, and you select Pyromancy, you cannot have more than 3 frostrend powers).
Pyromancy
Blaze Master - Fire is life for you. You immolate your enemies with unmatched fiery powers beyond measure. No other pyromancer can hope to meet your raw blaze head on.
Fire Kineticist - Unlike other pyromancers, you've learned control and measured application is key, so you can accurately direct and control your flame as well as your combatants. You gain access to Telekinesis powers. Your telekinesis powers cannot exceed half of your Pyromancy powers (I.E., if you have 10 Pyromancy powers, you cannot have more than 5 Telekinesis powers).
Inferno Hybrid - Fire has done you well, but you're in need of some variety in your arsenal. You may select Electromancy, Frostrend, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Pyromancy powers, and you select Quakerend, you cannot have more than 3 Quakerend powers).
Quakerend
Nature Master - You forego utilizing dead earth, such as rocks and gravel, for the greener part of life. Plants and animals respond to you as their master and bend to your will as if you were mother nature herself.
Golem - A Golem doesn't appreciate the greener part of Earth, thinking it weak, and focuses on the harder part. Rocks, stones, volcanoes, and the like are your specialty. Moreover, you are a master of raw offense and defense in respect to the Earth you can summon to attack or protect you.
Earth Hybrid - Rather than focus on Quakerend psychic powers, you wish to diversify your abilities. You may select Electromancy, Frostrend, or Pyromancy as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Quakerend powers, and you select Pyromancy, you cannot have more than 3 Pyromancy powers).
Telekinesis
Vanguard - Your ability with kinetic force is unparalleled on the offensive. You rend tanks into pieces and crush enemies with raw force. No other Telekinetic can match your unadulterated force.
Immortal - Rather than focus on the offensive side of force, you've become instinctive in reacting defensively. Without thinking, you can deflect bullets, mortars, and other powers into the ground or perhaps even back at the enemies themselves.
Mentalist - Though your mastery of Telekinesis does not match an Immortal or Vanguard, you've decided to add variety to your meta human abilities. In addition to holding your enemies with your mind, you've also learned to read their thoughts. You've opened your mind to the school of Telepathy. Your Telepathy school powers cannot exceed 1/2 of your Telekinesis powers (I.E., if you have 10 Telekinesis powers, you cannot have more than 5 Telepathy powers).
Telepathy
Dominator - After being privy to the minds of so many people, you've little remorse for them and their petty squabbles anymore. You begin to view normal people as mere pawns to be controlled. You specialize in subverting the minds of others directly to your will.
Overmind - You've opened your mind not only to the surface thoughts of those around, but their deepest, darkest desires and subconscious, of everyone for miles around you. Your understanding of thoughts, human or otherwise, is beyond non-meta comprehension, and you can even physically stop mental processes and prevent whole groups from moving, or acting, appearing as if frozen in time (without actually stopping time).
Seer - Rather than focus entirely on telepathy, you've opened your meta mind to another school of powers. You can choose either Divination or Biomancy as a secondary school, but the powers from your secondary school cannot exceed 1/2 of your Telepathy powers (I.E., if you have 10 Telepathy powers, you cannot have more than 5 Biomancy or Divination powers).
Universal
Elementalist - A Universalist who prefers Ice, Fire, Earth, and Lightning powers. A Universalist will effectively cut off all other schools in favor for these four and gain significantly more mastery with the elements. The number of powers for each school cannot be more than two apart. (I.E., if you have 2 Frostrend, 2 Pyromancy, 2 Quakerend, and 2 Electromancy powers, you can't have more than 4 in any of those four schools without increasing them all to three, because having 2 FR 2 PM 2 QR 5 EM would make EM be more than 2 apart from the others in numbers of powers.)
Kineticist - You forego Divination and Telepathy for raw kinetic force. You abandon these two schools in favor of increasing your strength in Telekinesis. You must always have at least two more powers than any other school in Telekinesis. (I.E., if you have 1 power of any other school, you must have at least 3 powers in Telekinesis).
Omnipotent - You continue the path of using every school and every power you can, and you've learned to counter the powers of others on the spot. Rather than specialize slightly like an Elementalist or Kineticist, your mastery of the Meta Psychic Spectrum is greater than any, allowing you to cancel out and potentially prevent your opponent's power from going off at all.
Once you reach Meta Human Class 5, you're required to designate the rest of your growth into a sub-school, or advanced school, of power development. This is all largely flavor text to explain what each specialty will do and not to be taken too literally, except for the parts I specifically indicate limitations and restrictions.
Arcana [Angel]
Vindicator - A Vindicator is a defensive expert, capable of using divination and defensive kinetics to defend herself and her allies.
Seraphim - The Seraphim is a master of lightning and divination, forgoing defensive capabilities for raw foresight and offense.
Highborn - The Highborn continues to strengthen her array of divination, lightning, and defense to the higher levels, but not as good at these arts individually as her specialist comrades. They become more like an angel-on-earth.
Arcana [Demon]
Flameguard - A Flameguard masters offense and pyromancy with gusto. They rend their enemies apart with raw aggression and flame.
Rockrender - A Rockrender focuses on offense and Quakerend powers, often distorting the very ground and battlefield to their advantage when it comes time for their relentless attack.
Daemon - A Daemon continues developing their array of powers by drawing from their three disciplines of offense, fire, and earth, and become more and more like the demon their powers imply.
Biomancy
Physicalist - You specialize in the observable aspects of the body, whether animal or human, and altering or strengthening physical forms.
Preserver - You specialize in preserving the natural state of creatures and nature through focusing on enhanced healing and defense measures.
Profuser - Your powers have become the bane of anything that breathes and you decide to focus on manipulating the natural order to defeat your enemies by stopping hearts, boiling blood, or otherwise negatively altering the physical forms of your enemies.
Divination
Prophet - Foresight is the name of your game. A prophet has visions and precognition unlike any other meta human.
Planarkin - A planarkin has made a home away from home in the realms of heaven and hell. They can communicate with the other side with ease and forcefully summon or command demons and angels temporarily, though they likely won't appreciate this if she loses control.
Divine Warrior - A divine warrior doesn't focus on foreseeing what's in the far future, but focuses her ability of foresight on individual moments ahead, and is a master of reacting to the future instinctively, allowing unreal action and reaction times in fights.
Electromancy
Shock Savant - Lightning and electricity are your means and end. No one else can match the raw power of your meta-human bolts, nor the volume in which you can psychically create them.
Stormguard - You've taken to use lightning as much of a means for offense as much as defense. Though you don't have the power of a Shock Savant, you're capable of holding your own against almost anything.
Electric Hybrid - While you appreciate your powers of electricity, you've decided to adopt a secondary school of psychic powers. You may select Frostrend, Pyromancy, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Electromancer powers, and you select Frostrend, you cannot have more than 3 frostrend powers).
Frostrend
Frost Savant - You've mastered ice to biblical proportions. You can create blizzards and stir an ice age with enough concentration. No other Frostrender can match your mastery of the cold.
Ice Lord - While a frost savant has you beat in raw mastery, you've decided the key to victory is knowing your enemy. An Ice Lord receives access to telepathy powers, but his telepathic powers cannot exceed 1/2 of his Frostrend powers (I.E., you have 10 frostrend powers, you cannot have more than 5 telepathic powers).
Glacial Hybrid - Frostrending is powerful, but sometimes you need something different to supplement your abilities. You may select Electromancy, Pyromancy, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Frostrend powers, and you select Pyromancy, you cannot have more than 3 frostrend powers).
Pyromancy
Blaze Master - Fire is life for you. You immolate your enemies with unmatched fiery powers beyond measure. No other pyromancer can hope to meet your raw blaze head on.
Fire Kineticist - Unlike other pyromancers, you've learned control and measured application is key, so you can accurately direct and control your flame as well as your combatants. You gain access to Telekinesis powers. Your telekinesis powers cannot exceed half of your Pyromancy powers (I.E., if you have 10 Pyromancy powers, you cannot have more than 5 Telekinesis powers).
Inferno Hybrid - Fire has done you well, but you're in need of some variety in your arsenal. You may select Electromancy, Frostrend, or Quakerend as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Pyromancy powers, and you select Quakerend, you cannot have more than 3 Quakerend powers).
Quakerend
Nature Master - You forego utilizing dead earth, such as rocks and gravel, for the greener part of life. Plants and animals respond to you as their master and bend to your will as if you were mother nature herself.
Golem - A Golem doesn't appreciate the greener part of Earth, thinking it weak, and focuses on the harder part. Rocks, stones, volcanoes, and the like are your specialty. Moreover, you are a master of raw offense and defense in respect to the Earth you can summon to attack or protect you.
Earth Hybrid - Rather than focus on Quakerend psychic powers, you wish to diversify your abilities. You may select Electromancy, Frostrend, or Pyromancy as a secondary psychic school and begin drawing powers there, but the powers of your second school cannot exceed 1/3 of your primary school (I.E., if you have 10 Quakerend powers, and you select Pyromancy, you cannot have more than 3 Pyromancy powers).
Telekinesis
Vanguard - Your ability with kinetic force is unparalleled on the offensive. You rend tanks into pieces and crush enemies with raw force. No other Telekinetic can match your unadulterated force.
Immortal - Rather than focus on the offensive side of force, you've become instinctive in reacting defensively. Without thinking, you can deflect bullets, mortars, and other powers into the ground or perhaps even back at the enemies themselves.
Mentalist - Though your mastery of Telekinesis does not match an Immortal or Vanguard, you've decided to add variety to your meta human abilities. In addition to holding your enemies with your mind, you've also learned to read their thoughts. You've opened your mind to the school of Telepathy. Your Telepathy school powers cannot exceed 1/2 of your Telekinesis powers (I.E., if you have 10 Telekinesis powers, you cannot have more than 5 Telepathy powers).
Telepathy
Dominator - After being privy to the minds of so many people, you've little remorse for them and their petty squabbles anymore. You begin to view normal people as mere pawns to be controlled. You specialize in subverting the minds of others directly to your will.
Overmind - You've opened your mind not only to the surface thoughts of those around, but their deepest, darkest desires and subconscious, of everyone for miles around you. Your understanding of thoughts, human or otherwise, is beyond non-meta comprehension, and you can even physically stop mental processes and prevent whole groups from moving, or acting, appearing as if frozen in time (without actually stopping time).
Seer - Rather than focus entirely on telepathy, you've opened your meta mind to another school of powers. You can choose either Divination or Biomancy as a secondary school, but the powers from your secondary school cannot exceed 1/2 of your Telepathy powers (I.E., if you have 10 Telepathy powers, you cannot have more than 5 Biomancy or Divination powers).
Universal
Elementalist - A Universalist who prefers Ice, Fire, Earth, and Lightning powers. A Universalist will effectively cut off all other schools in favor for these four and gain significantly more mastery with the elements. The number of powers for each school cannot be more than two apart. (I.E., if you have 2 Frostrend, 2 Pyromancy, 2 Quakerend, and 2 Electromancy powers, you can't have more than 4 in any of those four schools without increasing them all to three, because having 2 FR 2 PM 2 QR 5 EM would make EM be more than 2 apart from the others in numbers of powers.)
Kineticist - You forego Divination and Telepathy for raw kinetic force. You abandon these two schools in favor of increasing your strength in Telekinesis. You must always have at least two more powers than any other school in Telekinesis. (I.E., if you have 1 power of any other school, you must have at least 3 powers in Telekinesis).
Omnipotent - You continue the path of using every school and every power you can, and you've learned to counter the powers of others on the spot. Rather than specialize slightly like an Elementalist or Kineticist, your mastery of the Meta Psychic Spectrum is greater than any, allowing you to cancel out and potentially prevent your opponent's power from going off at all.
Character Sheet
Spoiler (click to show/hide):
Name:
Age: (Minimum 18)
Sex: (Herm, Male or Female, but you could get dicked either way.)
Appearance: (image or detailed description)
Weight:
Height:
Bio: (personality, background, include current job/profession/way she spends most of her time)
Stats
HP: (10+CON)
LP: (10+WIS)
Class 1 Meta Human
Corruption: 0/100 (Demonic/Sexual influence meter, basically. All start at 0. 100 does NOT mean game over.)
(12 points to spend. Max to start is +4, may lower scores to -4 for more points, but no lower. More will be gained through gameplay.)
STR: -1
DEX: -1
CON: -1
INT: -1
WIS: -1
CHA: -1
Skills: (Two Skills that provide roleplay or roll bonuses; subject to GM approval. May have third skill at the sacrifice of 2 stat points, but more may be gained through gameplay. Skills cannot give pure stat bonuses, such as a skill that just gives +2 CON).
Psychic School: (READ ABOVE SPOILER FIRST!)
Psychic Power: (Pick two powers related to your school, you may be as creative or specific with this as you wish. May sacrifice 2 stat points for a third starting power, but more may be gained through gameplay. Subject to GM approval. The more broad a power's scope, the less strength it will have in the beginning. So, for example, the ability to manipulate metal is fine. But it won't be strong enough to rip buildings apart by tearing out steel I-Beams and what not, at least not to start. The more specific you can be with a power's purpose and abilities, the more strength it can have.)
Equipment: (Nobody is assumed to be good with weapons, guns, or combat at all unless they pick something related as one of their skills, so equipment should only include relevant items to your character or your skills)
Name:
Age: (Minimum 18)
Sex: (Herm, Male or Female, but you could get dicked either way.)
Appearance: (image or detailed description)
Weight:
Height:
Bio: (personality, background, include current job/profession/way she spends most of her time)
Stats
HP: (10+CON)
LP: (10+WIS)
Class 1 Meta Human
Corruption: 0/100 (Demonic/Sexual influence meter, basically. All start at 0. 100 does NOT mean game over.)
(12 points to spend. Max to start is +4, may lower scores to -4 for more points, but no lower. More will be gained through gameplay.)
STR: -1
DEX: -1
CON: -1
INT: -1
WIS: -1
CHA: -1
Skills: (Two Skills that provide roleplay or roll bonuses; subject to GM approval. May have third skill at the sacrifice of 2 stat points, but more may be gained through gameplay. Skills cannot give pure stat bonuses, such as a skill that just gives +2 CON).
Psychic School: (READ ABOVE SPOILER FIRST!)
Psychic Power: (Pick two powers related to your school, you may be as creative or specific with this as you wish. May sacrifice 2 stat points for a third starting power, but more may be gained through gameplay. Subject to GM approval. The more broad a power's scope, the less strength it will have in the beginning. So, for example, the ability to manipulate metal is fine. But it won't be strong enough to rip buildings apart by tearing out steel I-Beams and what not, at least not to start. The more specific you can be with a power's purpose and abilities, the more strength it can have.)
Equipment: (Nobody is assumed to be good with weapons, guns, or combat at all unless they pick something related as one of their skills, so equipment should only include relevant items to your character or your skills)
Char Progression
Spoiler (click to show/hide):
Here are the steps to leveling up when you do. Player characters will level after enough successes or defeats, more or less when I determine you've earned a level. The max level will not be higher than 10, so keep that in mind.
1. Determine your new HP. Add your CON score + 6, and whatever the total is, add that to your current total HP.
2. Improve existing powers to the next step. Whatever that step is, just think about your abilities and figure it out logically.
3. Design a new power for your character. You acquire a new power every time you level up.
4. You have four final options upon leveling. You can only pick one of these.
-Acquire a second new power, for a total of two new powers.
-Acquire two stat points.
-Acquire 5 bonus HP on top of the other HP gained.
-Acquire a new skill.
5. You've finished leveling!
Here are the steps to leveling up when you do. Player characters will level after enough successes or defeats, more or less when I determine you've earned a level. The max level will not be higher than 10, so keep that in mind.
1. Determine your new HP. Add your CON score + 6, and whatever the total is, add that to your current total HP.
2. Improve existing powers to the next step. Whatever that step is, just think about your abilities and figure it out logically.
3. Design a new power for your character. You acquire a new power every time you level up.
4. You have four final options upon leveling. You can only pick one of these.
-Acquire a second new power, for a total of two new powers.
-Acquire two stat points.
-Acquire 5 bonus HP on top of the other HP gained.
-Acquire a new skill.
5. You've finished leveling!
Monster Compendium
Spoiler (click to show/hide):
(Will be filled out as encounters happen!)
(Will be filled out as encounters happen!)