Jor-El, Lorester - The Flawless Oak

"Freedom is the Right of all Sentient Beings"
- Jor-El to his Asgard Tormentors

Jor-El, Lorester - The Flawless Oak (Exalted)

The Beginning

Beloved Lara

I despair that this letter may never reach your hands, but hope is indeed the brightest when the world seem darkest. These years of separation have not dimmed my love for you and in the bleak emptiness of this cell I sincerely thank the heavens for being blessed with you. I love you Lora, more than words can describe. While our Asgardian Jailers thought to diminish us with isolation and indifference, my yarning for you have only cemented my determination to right the injustices inflicted upon the millions of world of the Asgard Dominion.

Something major is happening since the normally stoic guards are becoming agitated and nervous. I fear whatever happening is for the worse, possibly one of my comrades have been finally sentenced for “absolution”. The sympathetic guards have reported to me that the prison ship is joining the Andromeda Ascension in a few days. This is the chance we have been waiting for. While the guards are made nervous and distracted by the possible meeting with a divinity, we will be making our move to regain our freedom. Should I not live through the struggles, know that I love you - so very much.

While our separation is torturous, given the same choices I would have undoubtedly followed the same path. Believe me that I do not love you less than my ideals. It is my love for you that makes me the man who is able to live up to them.

I wish I could have written more but time is short.

I have entrusted this letter to a good friend - a good boy who have grown into a fine young man. If the heavens see fit that he manages to deliver this letter, please put aside your sadness for me and give him your stunning smile. Please give him a potted Kryptonian Edelweiss from our solarium. I had promised him year ago when I learned he has never seen a flower.

It is time for us to make our move. Do not cry for me Lora, but take strength and comfort knowing that should I fall, I died as the man you love and not some broken Asgardian slave.

Eternally Loving You
Jor-El

Lorester Jor-El, the Flawless Oak

Concept: Idealistic solar Revolutionary
Religious Affliation: Rao (Red Sun of Krypton – Unconquered Sun)
Motivation: Freedom is the Right of all Sentient Beings
Intimacy: +Seyg-El, +Zor-El, +Lora Lor-Van, +Kindness, +Love, -Asgard Indifference

Tall and daunting Jor-El is a statue of a classical master made flesh. He is the eldest son and heir, scion of the legendary Kryptonian House of El. It was obvious, even minutes after his birth, that he was extraordinary. The beautiful baby was able to walk and stand almost immediately and he surveyed the birthing chamber with curiosity and understanding. By the time Jor-El was 2 he was already the size of a 10 year old. His mental prowess was no less developed and his keen insights stumps adults. He became the pride of House of El and the twinkle in his parent’s eye. He was invited to the prestigious Kryptonian Institute of Technology (KIT) before his 6th birthday and broke two records. The first being the youngest person to ever be admitted and became the only assistant to the infamous archeologist Jax-Ur that was not greeted with his characteristic cruelty. At first it was rumored that his father, Seyg-El, used his influence as a member of the First Synod of Krypton to gain his heir the honor but the events of Vela Phi vindicated Jor-El.

Vela Phi is a broken planet dangling around a dying red star. A crashed space shuttle accidently discovered the ruins of what seemed an ancient civilization. Jax-Ur used his considerable academic influence to immediately take over the project and isolated it from public knowledge. While he would have liked to keep his findings private the ramifications of Vela Phi was too vast to be covered up. It was the dig of Vela Phi that confirmed his suspicion that Jor-El could tap into the life force of the universe akin to what the Asgards are capable of – though to a far more limited degree. Jor-El was able to activate the ancient devices that thus far only Asgards could use and this ability allowed the research team unprecedented access. But what Jax-Ur enjoyed the most is his independence from Asgardian “technical assistance,” as Jor-El’s ability to activate devices and portals freed him from reliance on the Asgard Monopoly.

The excavation lasted 5 years and ended shortly after Jor-El turned 12. Upon his return to Krypton Jax-Ur bestowed upon him the title of Lorester and they worked as partners to sort out the ramification of what they found on Vela Phi. 1 year later Jor-El would announce to a closed KIT intra-disciplinary panel the “Phantom Zone Project” and became the youngest research head of the KIT. His revolutionary project gained unanimous support of the KIT Regents and even piqued the interest of the Kryptonian Guard. A remote station near the planet Tucana was designated as the research lab and the project was started in secrecy.

The research would prove to be more difficult than originally anticipated and it took everything Jor-El learned at Vela Phi to succeed. It was during his time here that he met the love of his life. A tomboy beauty with a quicksilver tempers tempered with kindness and an infectious romanticism about the world. Jor-El and Lara Lor-Van would become great friends but as much as he loved her he could not speak the words. He knows that he could never treat Lara the way she deserves to be treated. Lara deserves to be someone’s entire world and not always be put second place. Unfortunately it was not up to him what Lara does and she fell in love with him anyways. By chance an Asgard Executor passing through the system sense the activation of the Phantom Generator Prototype and all hell broke loose.

The project was immediately shutdown and all relevant records expunged. The entire research staff would have been executed or “relocated” if not for Jor-El’s defiance of social protocol. Instead of simply obeying he spoke to the Executor directly, though still humbly, and laid forth his claimed as the sole individual responsible for the project. Nimbus of lightning encircled him as the Executor punished him for his insolence. He regained consciousness on a desolate world with a strange blue sky. Here he was faced with insurmountable odds that picked at everything he cared about. The sentient beings he met were only there to betray him; what little good he mange to do turns to ash; and the few beings he befriended are, without fail, martyred to protect him. It didn’t take long before he realized the pattern. This is all some elaborate scheme designed to punish him by using the most effective way - punish those around him. He tried to sacrifice himself to save others but he was always spared and others suffered instead. In the end he chose to fight as best as he can and try to save as many as he can. But the games went on and on. Here amidst friendships built on sorrow and fragments of joy floating in a sea of suffering he realized the depth of Asgard depravity. He gleamed of how little the suffering Asgards inflicts on others really meant to them. Here he lost the innocence of his 17 years of life and realized of the horror perpetrated on the universe by its indifferent masters.

Then one day as he was aiding the village that he was passing through in constructing a wood barricade an Asgard transport appeared out of nowhere. Judicator Tassadar (an illusion charm) informed him that he will be returned to Krypton under Tassadar’s authority and once he leaves there would be no further reason to put the people of this planet through the scenarios. Jor-El was also informed on the trip back to Krypton that he is now engaged to Lara Lor-Van and he will be going directly to the engagement ceremony.

The reunion was blissful and Lara tried to heal his wound with her love, but the memories would not fade. He tried to forget what he has experienced and live a happy life. After all he had everything a man would want. He will one day join the First Synod, he had nigh endless wealth, fame and respect are his birthright, and most importantly of all he is surrounded by those who love him. But the memories of the Asgard indifference would not fade. He had to put his family second and take on the cause no one seems to be willing to. He had to protect the masses from the Asgard tyranny. Carefully and methodically, taking absolute no risks, he started to slowly gather allies from across the sector. Confident in his own intelligence and meticulous nature, he and his coconspirators thought they were successful in fooling the Asgards.

Until Commander Dru-Zod and his augmented space troopers came for each of them in the middle of the night. They were tried in closed military court presided by Grand Marshal Nux-Zod. They were convicted of treason and while his allies were sentenced to death by firing squad, Jor-El was turned over to the Asgards.

Jor-El the scion of House of El, the most brilliant scientist of his generation, he who had the world as his oyster, a man of 8 feet height and herculean girth, will live out the rest of his life in a 7x7’ cell with only a bucket to shit in.

But Fate, it seems, has a different plan in mind.

Role-playing Guideline

Moral, Idealistic, bur firmly grounded in the necessity of practical. This firmness of belief combined with worldly savvy makes him a world changer. In some ways he is like Buddha or Jesus, someone who is willing to bear the suffering of the world upon his shoulders. He is also someone whose morality is firm enough to believe that hardship and suffering is preferable to moral degradation.

Personal Code (3 point Flaw)

  • Always Keep My Word
  • I will protect the downtrodden and needy
  • The Greater Good
  • Oppose minions of Flase Gods in all their forms
  • Cannot Fail and will Die Trying (2)

The Love of a Lifetime (Modified 1 Point Oath Flaw)

  • He found his True Love Lara Lor-Van and cannot ever romantically love another

Duty (3 Point Flaw, All Consuming)

  • He has devoted his life to opening the eyes of Asgard to the Horror they are committing during their indifferent guardianship over the Universe

Game Notes

Assets

Driven
Your Character will not succumb to adversity; he is determined to persevere against all odds. Each episode, your Character receives two free Drama Points that can be spent only to overcome desperately difficult situations or situations requiring severe concentration. These free Drama Points are not added to your Character’s regular Drama Points, but must be kept track of separately. Unused free Drama Points from the Driven Asset are lost at the end of the episode. Storyguides should require that this Asset be adequately portrayed in order for Characters to receive the free Drama Points.

Egghead: Arcanotechnician: Reality Engines
Your Character has the right kind of brain for technical or scientific pursuits. When Egghead is purchased you must select one Specialization from the Arcanotechnician, Arcanotech Engineering, Armorer, Computers, Education (science or technology only), Engineering, Medicine, Science: Earth, Science: Life, Science: Physical, or Technician skills for which this Asset applies. You need not have this Specialization as this is only a focus, but you must have at least a Novice level of expertise in the skill in question. Whenever your Character makes a Test using this focus he receives a +2 Test Bonus. This Asset may be purchased multiple times to include additional technical or scientific focuses, but may not be purchased more than once for the same focus.

Fearless
Your Character is virtually fearless and is undaunted in the face of great danger and the unknown. Each episode, your Character receives two free Drama Points that can be spent only when he is outclassed in battle, attempting a dangerous stunt, or required to make Fear Tests (if your Storyguide allows Drama Points to be used for Fear Tests). These free Drama Points are not added to your Character’s regular Drama Points, but must be kept track of separately. Unused free Drama Points from the Fearless Asset are lost at the end of the episode. Storyguides should require that this Asset be adequately portrayed in order for Characters to receive the free Drama Points. If the Character ever acquires a genuine phobia this Asset is nullified until the phobia is overcome.

Innovative
Your Character finds creative solutions to problems and constantly finds new ways to approach given tasks. Each episode, your Character receives two free Drama Points that can be spent only in situations when he’s using a skill in an innovative and creative way. These free Drama Points are not added to your Character’s regular Drama Points, but must be kept track of separately. Unused free Drama Points from the Innovative Asset are lost at the end of the episode. Storyguides should require that this Asset be adequately portrayed in order for Characters to receive the free Drama Points.

Lucky (Lvl 3)
The fates smile on your Character and he is unusually lucky. Once per episode, you may roll three times for a Test and takethe best result. You may purchase the Luck Asset multiple times to increase the number of times per episode it may be used – up to a maximum of three.

Drawbacks

Code (3 point Flaw)

  • Always Keep My Word
  • I will protect the downtrodden and needy
  • The Greater Good
  • Oppose minions of Flase Gods in all their forms
  • Cannot Fail and will Die Trying (2)

Dark Secret: Solar Exalted (3 Point Flaw)
There is something from your Character’s past that must not be discovered by others, be it something he did, something he knows, or something he saw. If the Dark Secret is discovered your Character will risk ostracision, prosecution, or worse. As the threat of discovery of a Dark Secret will come into play from time to time, you should work with your Storyguide to create the specifics of your Character’s Dark Secret.

The skill point bonus you receive for a Dark Secret depends upon the consequences to your Character if it’s discovered:

  1. Embarrassing; discovery could affect his chances of promotion or advancement or make him a target of ridicule.
  2. Hazardous; discovery might seriously affect his chances of promotion or advancement or could gain him a powerful enemy.
  3. Dangerous; discovery could cause him to be incarcerated or might be life threatening.

Duty (3 Point Flaw, All Consuming)
He has devoted his life to opening the eyes of Asgard to the Horror they are committing during their indifferent guardianship over the Universe

Love of a Lifetime, The (Modified 1 Point Oath Flaw)
He found his True Love Lara Lor-Van and cannot ever romantically love another

God-Blooded (Modified Outsider Tainted, 4 Point Flaw)
Part of House of El's mystique is that they are a family of eccentrics and genius. Their eminent position within the Kryotpian Hierachy was not undeserving. While not publicly known, the Family Tree of El traces its bloodline to Rao the Sun God of Kryton himself. There is no proof one way or another, but the Els are fairly sure that somewhere their lineage have mixed with something greater. This change is detectable via Genetic Scans, but is not universal. It skips generations, appears randomly, and seems singular. There is ever only 1 such individual alive among all the Els.

  • Jor-El is the most prominent manifestation of this Trait in the Annals of El
  • Jor-El's larger than life background is the manifestation of this "taint".
  • Like all Outsider Flaw, the character has double his starting Oregon Pool.
  • The Character is considered an Outsider with all the Mystical and Medical ramifications there of.

Caste: Eclipse Caste

Anima: An ancient flawless emerald oak tree with veins of translucent gold that radiates a sense of eternal serenity

  • Some have speculated that it is the most beautiful anima in all of Creation

Sorcerous Sacrifice

Terrestrial: For the Greater Good: Jor-El while wanting to be with his family has chose the betterment of all beings instead of the duty of a son or the responsibility of a husband. Even as his quest take him from those he loves most he cannot bear the thought of not doing all he can to help those in need. To him his family is always secondary when contending against the suffering in the world. [Tyr (Kal-El) is Family]
Celestial: Selfless Sacrifice: The character has forsworn selfishness. He will always put the needs of others before himself. If he goes hungry or others go hungry he will always pick himself. If he had to choose between he suffers or someone else suffers, he will always bear the heavier burden.
Solar: Unyielding Virtue: The character has decided to live a life true to his beliefs. He will try his best to follow the path dictated by his virtues even if it means unbearable hardship. Consequently he will never use Willpower to override his virtues if the action is at least neutral. E.g. if Valor dictate that he does not run away and stay to protect the village to the death, he stays and protects it to the death. This will hold true for as long as another equal or more virtuous option does not appear. E.g. If the abovementioned village is now successfully evacuated he can then use a willpower point to retreat and protect the villagers instead of dying for nothing more than pig-headedness.

Great Curse

GM have mentioned that the Great Curse is no longer applicable with the change in game systems.

Primary Virtue: Compassion Limit Cap: 81 Current Limit: 0
Red Rage of Compassion: All the suffering the character has seen fills him with an unquenchable rage. He immediately attacks the most obvious cause, without consideration for himself or the situation. The character’s rage overcomes sense and reason. He is unlikely to perform even simple acts such as putting down objects in his hands or drawing a weapon. However, he does not suffer wound penalties while in this state. Characters without obvious targets enter a terrible rage, moving erratically from area to area, smashing objects without consideration for value and lashing out at anyone foolish enough to interfere.

Partial Control: The character must immediately attack any source of suffering, but he can apply her rage effectively, using weapons, charms and spells normally. Without a nearby target, the character seeks out oppressors he has seen before and does not calm down until he finds one. Anyone who tries to stop him physically also becomes valid targets for attack, though only if they persist in the foolish behavior. He suffers normal wound penalties in this state.

Duration: One scene in combat or hours equal to Compassion

Limit Break Condition: The character sees innocents suffering and is unable to effectively intervene.

Legendary Background Option: Larger than Life

The Character is both figuratively and literally larger than life. He is a titan amongst men. He towers over others of his race with a divinely inspired physique that is massive, daunting and beautiful. He is a force of nature when roused and an object of art that inspires admiration when in repose. A perfect mesh of speed, grace and power his body is an icon that accord him respect from all.

  • The Character is huge for his race. Jor-El towers over others both in girth and height. He towers at a height of 8 feet and is proportionally herculean in stature. He gains an additional 6 point to his Vitality Stat
  • To reflect his titanic physical prowess he gains +6 to both Strength and Tenacity
  • He also receives +2 to Reflex and increase his movement by 2 levels
  • The Character’s magnetic physical presence cannot be ignored and to be in his presence is to be smitten. His presence fills the room like a palpable bonfire. There is no doubt a god is amongst men when this scion of El enters the crowd. To those who can appreciate it (e.g. not Blind, Deaf, and Dumb) he gains 2 additional dice to all Presence based Tests.
    • This subsumes the +6 he gains for Awesome Appearance and Voice of Command, paid for during character Creation
    • This is the effect of his almost physical majesty and not just his rugged good looks
  • The Character being so huge has obvious draw backs. Such as sticking out like a sore thumb in most societies. He will also have accessibility issues living in a world designed for more normal sized beings. Mechanically he increases all attempts at hiding and disguise by 1 level and makes most attempts to disguise himself as a specific person impossible. Unless he is in an area of similarly massive beings he will also have problem finding clothing and armor and most of his gear would have to be custom ordered.

Powers

Inviolate
The character and his equipment is unharmed and unhindered in all Environmental Conditions. This awesome invulnerability is applicable to all environments from the exotic to the Supernatural. He is impervious to such effects as Vacuum of Space, Deep Center of a Volcano, Walking through a Burning Forest, Swimming through a Pool of Acid, Gravitation Crush of a White Dwarf, Heat of Reentry, Roaring landslide, or even the Supernatural such as the passive effects of Dragon-Blooded animas.

Keep in mind this does not protect the Solar from direct damage of a Flame Thrower/Plasma Launcher, but he is immune to the after effects. Consequently this means, while he will take initial damage from the Plasma Blast he will never catch on fire because he won't burn.


Truth Reader
The character is tapped into the underlying fabric of the Universe and can gleam wisdom from the Underlying Truths of Creation. He can pull information out of no where, or more likely from the Salinan Working put into place by the original usurpers in a age beyond age. Whenever he rolls a Critical Success on any Perception of Intelligence Test, the Story Teller imparts a piece of relevant and important information in regards to the test.

  • GM should keep this power in mind when character uses Clairvoyance or Precognition


Solar Invictus Fragminis (Limit Power)2
For a moment, but a glorious moment, Flawless Oak is able to tap into the Invincible Nature of the Solar Father. He glows like a Sun and flares of golden essence erupts from his skin. He becomes invulnerable to direct harm and cannot he be restrained in anyway. Any sort of direct harm is simply reflected, including fire, corrosives, and the like – even plasma blasts from mecha. However, harm that is the cause of an environment, including suffocation, being crushed, drowning, and the like, is not protected by this power. In cases where the harm is caused by a living creature, that harm is reflected back on the attacker. Calculate the attack and defense as usual, but apply the damage to the attacker instead of the target.

This temporary godhood last for five minutes and may be used only once between Sunrises.

This Power automatically activates when an attack is about to bring him to Death's Door and stops the attack. This activation counts as a use, but will activate even if he already used the power once between Sunrises.


(De)Materialize3
The character becomes enveloped in a skin tight silver sheath, like a cocoon of a butterfly. Floating leaves storm around the character and quickly fade in and out. The storm of leaves sweeps around the cocoon from the top to the bottom - like an eraser erasing the character from the physical world. Where the leaves have passed that part of him disappears. In the blink of an eye the character is fully dematerialized. The reverse happens when the character become materialized.

This power costs Flawless Oak 25 motes of Oregon to use and takes all the action in that turn. While dematerialized he may become material once again with a miscellaneous action at no mote cost.

  • Immaterial beings are invisible and intangible to the World of Elements and can perceive both the physical and immaterial
    • but they may spend 1 mote to become visible and audible (though still obviously immaterial to all viewers) for the remainder of the scene. Immaterial objects the immaterial beings carry likewise become visible and audible.
  • Structures such as floors and walls support an immaterial being’s weight only so long as the being does not will itself to pass through them – an immaterial knife can rest on the material second floor of a two-storey building, but will pass through the material wall of the same building if thrown by an immaterial creature. Use common sense when adjucating this.
  • Immaterial creatures are not as affected by the bodily needs of the material world. Immaterial creatures do not require air to breath or food or water. They can still appreciate these things for their virtues but no longer need them to survive. (And most Outsiders never need those things anyway.)
  • A creature that dematerializes may bring along objects it owns and can carry. Unattended immaterial objects do not materialize alongside their owners.
  • A creature that is dematerialized are considered Outsiders regardless of their real nature.
  • Naturally material creatures that dematerialize must concern themselves with their location in the real world, because an immaterial being that materializes in a place where it cannot normally survive will die. In other words, an immaterial Eclipse Caste forced to materialize while walking straight through, say, a wall or a mountain will indeed be gruesomely killed as the wall splits her apart or the mountain instantly crushes her.


Essence Plethora x14
The character's ability to respire Essence is enhanced as his spirit is fundamentally changed to match the nature of the multi-dimensions. He gains +10 Motes to his Oregon Pool for each Essence Plethora.


Ways of the Supernatural - Para-psyshics

Primary
Sensory Powers
Somatic Powers

Secondary
Manipulation Powers

Tertiary
Environmental Powers

Clairvoyance (Second Order Sensory Power): Novice
Manifestations: Continual trickles of Golden Essence flow from Flawless Oak into his environment like feelers and form into random patterns that are meaningless to any save him
Clairvoyance is one of the strangest of the Sensory parapsychic powers. It’s a touch of Precognition, a touch of Psychometry, and a bunch of something else. Clairvoyant para-psychics have the ability to know things they otherwise shouldn’t. They pick up intuitive hits about people, places, objects, or events while the power is active. Perhaps a Clairvoyant para-psychic picks up that a person they’re dealing with really likes chocolate, that the guy at the diner counter has the hots for his waitress, or that the person at the bus stop is quietly mourning the death of a grandparent. He might know that an object is important in some way, but not know why. Clairvoyance is the para-psychic crap shoot. Those gifted with it activate the power and just see what comes up.

Like Precognitive para-psychics, everybody wants to get their hands on capable Clairvoyant para-psychics. The only ones who don’t have jobs employing their talents are the ones who want to go their own way, but they’ve made a choice.

A Clairvoyant para-psychic’s sensitivity depends on his level of ability:

Load Time: 30 seconds

Difficulty: Average

Orgone Initiation Cost: 3 for first 15 minutes

Orgone Maintenance Cost: 1 per 15 minutes

  • Student: You get hits about minor stuff from time to time. It’s pretty neat when you pick somebody’s name out of the ether when they haven’t told it to you.
  • Novice: Every now and again you pick up something important.
  • Adept: You regularly pick up important things about people, places, and things.
  • Expert: You often pick up serious business about people and things, and you know how to be in the right place at the right time.
  • Master: You pick up serious things from people, sometimes things they’d rather keep secret. You know when something big is going to happen with an object or place or event.

Manifestations
•   The para-psychic’s pupils dilate, like he was high.
•   The para-psychic’s face flushes.
•   The para-psychic pauses like listening to voices.
•   The para-psychic can’t help but physically react to the psychic hits he gets.
•   The para-psychic involuntarily closes his eyes every time he gets a psychic hit.


Precognition (Third Order Sensory): Adept
Manifestations: Flawless Oak's Caste Mark shines brightly and pulses with a intensity equal to the intensity of his visions
Precognition gives a para-psychic the ability to sense future events. Clairvoyance-like intuitive hits are one part – a nonrational knowing that someone or something is important. The other part of Precognition is visions of the future. Intuitive hits just happen when the power is active – the para-psychic has no control over them. Visions likewise come upon the para-psychic of their own volition, but typically when he focuses on a person or object. Ethereal and symbolic, these visions can be difficult to decipher but are most often accurate. The more powerful a Precognitive para-psychic, the more clear his vision of possible futures becomes. The visions last as long as they last. Some are brief, while others go on for an hour or more. The only thing a para-psychic can do is hang on for the ride. However, the future the Precognitive para-psychic sees is always a possibility, for the future is not yet set in stone. Furthermore, opening oneself up to the powers of the universe necessary to use this power is dangerous. Each time a para-psychic fully opens himself up to visions of the future he must succeed at a Challenging Insanity Test or gain one Insanity Point. There is also the danger of attracting the attention of things outside of time…

Load Time: 5 minutes

Difficulty: Challenging

Orgone Initiation Cost: 5 for first fifteen minutes

Orgone Maintenance Cost: 2 per fifteen minutes

  • Student: You get subtle intuitive hits around important places, people, actions, events, etc.
  • Novice: Your intuitive hits are more obvious and direct now, and you can get clouded ideas of the future with the aid of fortune telling devices (crystal balls, ouija boards, tarot cards, etc.). The ideas are open to your broad interpretation and your accuracy varies wildly.
  • Adept: You see dreamy visions of the future with the aid of fortune telling devices. The accuracy of these visions depends upon your ability to interpret your vision. You still get obvious and direct intuitive hits.
  • Expert: You see dreamy visions of the future and no longer require fortune telling devices. The accuracy of these visions depends upon your ability to interpret your vision. You still get obvious and direct intuitive hits.
  • Master: Your visions are less symbolic now and more clear. You can point yourself and others onto their paths with increasing accuracy. You still get obvious and direct intuitive hits.

Manifestations
•   The para-psychic tunes out to his own world.
•   The para-psychic reacts as if hearing voices.
•   The para-psychic breathes deeply and continuously.
•   The para-psychic can’t help but drum his fingers or something similar.
•   Overwhelmed, the para-psychic must sit or collapse to the ground.


Hyperagility (First Order Somatic Power): Adept
This power mystically amplifies the agility, dexterity, and reflexes of a para-psychic. He becomes incredibly graceful, quick, and capable of both fine manipulation requiring incredible manual dexterity and of amazing physical feats of daring-do reliant upon balance and nimbleness.

Hyperagility provides the following benefits based on a parapsychic’s level of ability. If a Character’s normal number of Actions is higher than the number provided by this power, use the higher of the two.

Load Time: None

Difficulty: Easy

Orgone Initiation Cost: 1 for first hour

Orgone Maintenance Cost: 1 per hour

  • Student: You get a +1 to your Reflex and +1 to your Agility.
  • Novice: You get a +1 to your Reflex, can take 2 Actions per turn, and get +3 to your Agility.
  • Adept: You get a +2 to your Reflex, can take 2 Actions per turn, and get +5 to your Agility.
  • Expert: You get a +2 to your Reflex, can take 3 Actions per turn, and get +8 to your Agility.
  • Master: You get a +3 to your Reflex, can take 3 Actions per turn, and get +10 to your Agility.

Manifestations
Hyperagility is pretty obvious in action. While it feels different on the inside to different para-psychics, the outer appearance is the same.


Power Boost is Removed to make room for Clairvoyance (Requisite for Precognition)
Power Boost (First Order Somatic Power): Novice
Power Boost mystically increases a para-psychic’s natural strength and endurance. Power Boosted para-psychics jump further, lift more, are more resistant to diseases and poisons, and can both dish out and take more punishment.

Power Boost provides the following benefits based on a parapsychic’s level of ability:

Load Time: None

Difficulty: Easy

Orgone Initiation Cost: 2 for first hour

Orgone Maintenance Cost: 1 per hour

  • Student: You get a +1 to your Strength and a +1 to your Tenacity. You jump double distance.
  • Novice: You get a +2 to your Strength and a +2 to your Tenacity. You jump double distance.
  • Adept: You get a +4 to your Strength and a +4 to your Tenacity. You jump triple distance.
  • Expert: You get a +6 to your Strength and a +6 to your Tenacity. You jump triple distance. You get 1/1 Armor bare naked, or +1/+1 to a maximum of 3/3 if you’re wearing armor.
  • Master: You get a +8 to your Strength and a +8 to your Tenacity. You jump quadruple distance. You get 1/1 Armor bare naked, or +1/+1 to a maximum of 3/3 if you’re wearing armor.

Manifestations
Power Boost is pretty obvious in action. While it feels different on the inside to different para-psychics, the outer appearance is the same.

Ways of the Mortals - Their so called "Sorcery"

What is referred to as "Sorcery" - Heralded as the "Power of the Gods," by those who can master true power as well as fungus can master philosophy, is nothing more than the laws of the universe established by grander beings that has since then been reduced to ritual and invoked by rote. Being such as such it is an act limited to the World of Elements and rarely is able to affect the higher dimensions.

It requires neither true power nor deep perception and can be performed by anyone who is willing to put in the time and the dedication.

First Order

Second Order

Third Order

Might of the Ancient Ones - True Sorcery

True Sorcery however are the realm of the ancients. It is a power that shaped existence before it is called the Universe. It is the very power of Creation and is able to fundamentally shape the dimensions from Elemental to Astral. Mortals are incapable of wielding the true power, and even those as mighty as the Gods must make room in the whole of their existence for the power to shape Creation. Each level of power requires the destruction of a part of the being's fundamental nature. Starting with just a few treasured things or activities for the Emerald Circle, to Groups or major aspects of their existence/life, and finally to entire concepts of their existence.

The Elemental Circle of Emerald

The Dimensional Circle of Sapphire

The Astral Circle of Adamant

Stats

Agility Intellect Perception Presence Strength Tenacity
8 10 8 9 13 18
Action Movement Orgon Reflex Vitality Drama Regeneration
8 (2 Actions) 11 (25mph, 62/14ypt)5 626 11 267 108 4 (2.92min)
Lift (Normal) Lift (Anima)
10,000 lb.9 76,000 lb.10

Feat Skill
Agility: Expert (4)
Intelligence: Master (5)
Perception: Expert (4)
Presence: Expert (4)
Strength: Matchless (7)
Tenacity: Beyond Max (9)

Combat Skills
Armed Fighting: Novice (2)
Fighting: Adept (3)
      Specialization: Solar Hero Style
Marksmen: Novice (1)
Support Weapon: Student (1)
Dodge: Adept (3)11

General Skills
Apprisal*: Adept (3)
ArcanoTech Enginering*: Expert (4)
ArcanoTechnician*: Adept (3)
Athletics: Novice (2)
Bureaucracy: Student (1)
Business: Student (1)
Computer*: Student (1)
Education: Master (5)
Engineer*: Student (1)
Language (Kryptonian High Realm)*: Expert (4)
Language (Old Realm)*: Expert (4)
Literacy*: Master (5)


Occult*: Master (5)
Persuade*: Novice (2)
Regional Knowledge (Creation): Novice (2)
Research: Adept (3)
Savoir-Faire: Novice (2)
      Speciality: Core Worlds
Science (Earth)*: Student (1)
Science (Life)*: Student (1)
Science (Physical)*: Master (5)
Stealth: Novice (2)
Survival: Novice (2)
Technician: Adept (3)

Notable Holdings

Notable Possessions

  • Gossamer Bracer [Major Charm, No Expiration]: +2 Dice to Dodge Tests
  • Gossamer Pendent [Major Charm, No Expiration]12
    • Keeps the wearer clean from any environmental source. He can swim in the sewer and come out as clean as if he swam in fresh mineral spring.
    • Attunment cost is 1 points of Oregon
    • Unless delibertely done so, the wearer will never appear unkept. His hair will be perfect even if he just had a rump in the hay pile. His cloth will be perfectly pressed and fresh even thought he just ran a marathon in the amazon jungle.
    • This magic however does not protect him vs physical violence, so his cloth can still be torn and ripped, but any blood he shed will not stain his cloth.
    • This cleansing magic grants the wearer +4 bonus to resist any disease or poison.
  • Crystal Fragments: The left over of the Crystal that saved his son's life. It is the crystal that held the Exaltation Spark that gave Tyr his second breath and brought him back from the death's gate.
    • The Crystal is also the central component of Persephone's Influence Amplification Device.

Entourage

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