Bio
Name: Y/N Evidarius
Age: 19
Height: 6'8
Looks: Whatever pleases you
(Undercover) Occupation: Student
(True) Occupation: Astropath Choirmaster
Abilities:
Telepathy-
Dominate: The Psyker reaches into his foe's mind, crushing their will to resist.
Hallucination: The Psyker induces paranoia, confusion, and panic into the minds of his enemies.
Invisibility: Reaching into the minds of his foes, the psyker obscures him and his allies own image from their enemy's sight.
Mental Fortitude: The Psyker converts the despair of his allies into hope and boosts their morale.
Psychic Shriek: The Psyker breaths in deeply and the gathers the powers of the Warp, emitting a banshee howl of psychic energy that shreds the minds of his enemies.
Puppet Master: The telepath possesses his victims mind, controlling their movements and redirecting their fire.
Terrify: The Telepath assails them with mental images of their own darkest and dreadful nightmares.
Bio-mancy-
Bio-lightning: Attack one foe with lightning
Blood Boil: Raise a foe's heart rate and blood pressure, causing fatigue, then unconsciousness, then death
Constrict: Choke a target
Hammerhand: Strength is quadrupled, fists become lethal weapons
Regenerate: Heal own injuries over time and regrow missing body parts
Seal Wounds: Heal injuries of one target
Shape Flesh: Shapeshift to gain special abilities or disguise yourself
Toxic Siphon: Remove poison from target
Invigourate: Remove levels of Fatigue
Smite: Project lightning at foes
Enfeeble: Temporarily weaken target
Shape Flesh: Alter the appearance of a target
Endurance: Heal wounds of multiple targets
Iron Arm: Turn skin into living steel
Life Leech: Drain target's vitality
Warp Speed: Move at supernatural speed
Haemorrhage: Focusing his mind, the psyker reaches forth and sets the inside of his enemy aflame. Within moments, the victim's blood boils and he bursts into flames.
Pyromancy-
Fiery Form: The Pyromancer transforms himself into pure flame, striking out at his foes and setting their souls ablaze.
Fire Shield: The Pyromancer throws up a towering wall of flame to protect him and his allies.
Flame Breath: A torrent of psychic flames pour from the Psykers eyes and mouth.
Inferno: The Psyker sets the air itself aflame, creating a whirling pillar of fire to sweep through enemy ranks.
Molten Beam: The Pyromancer blasts a white-hot beam of blazing energy from his palms.
Sunburst: The Psyker sings a wild, ancient song derived from the Warp. As he does, an aura appears around him. When his song ends the aura explodes, creating a blinding flash.
Spontaneous Combustion: Focusing his anger, the Pyromancer can melt and incinerate his foes in an instant. When his rage subsides, the victims explode.
Telekinesis-
Assail: The Psyker lifts a boulder or heavy object from the ground and hurls it towards his enemies.
Crush: The Psyker entraps his foes in a choking and crushing mass of force capable of grinding enemies to powder.
Gate of Infinity: The Psyker enters a corridor of the Immaterium, allowing him to cross great distances in the Materium in the blink of an eye.
Objuration Mechanicum: The Psyker jams the weapons and engines of his enemies.
Shockwave: The Psyker slams his palms together and the noise is magnified a hundredfold, creating a devastating shockwave.
Telekine Dome: The Psyker erects a barrier of shimmering mental energy around himself that can deflect bullets and blows.
Vortex of Doom: The Telekine opens a tear between the material realm and the Warp, unleashing energies that consume any nearby foe.
(If you know Warhammer 40k, you will know this is NOT the complete list of abilities that a Psyker can do, especially if it's a Choirmaster. This is just scratching the surface)
Voidfrost:
As they travel the far stars, often shrouded from even the sacred glow of the Astronomican, many Astropaths spend countless solar hours searching for any psychic resonance among the void. As they stretch their minds ever further into the darkness, many begin to study the emptiness that surrounds them. A few even come to embrace the chill of the vacuum that extends endlessly beyond the boundary of their vessel's hull. It is believed that psykers who came to grips with the essence of the void were the first to develop the Voidfrost Discipline. The sharp distinction between the icy, uncaring void and the warm glow of the God-Emperor's embrace became a focal point for their new studies.
Basic Technique: Ward the Chill - As psykers begin to embrace the ways of the Void, they must first grasp the necessities for unprotected survival amidst the very environment that they seek to master. The most crucial first step to this is learning to overcome the risks inherent in survival without a pressurised atmosphere and without the warmth necessary for life. Establishing the necessary techniques for calling forth a survivable environment from the depths of the Warp is a rite of passage for those who seek to master the Voidfrost Discipline. For some psykers, this first step is simply an intuitive reaction -- their understanding of the void naturally compels them to create a liveable environment. However, some psykers inadvertently exhibit this ability under life and death conditions -- such as being involuntarily expelled from their vessel.
Embrace of Emptiness - Within the depths of the void, it is not uncommon for a vessel to suffer a catastrophe that leaves its crew injured and the craft distant from any aid. By exercising his understanding of the void, a psyker who has mastered this power can wrap himself or an ally in the void's icy embrace, stabilizing the target and allowing it to survive the harshest of conditions for some time. This technique requires delicate focus to take its full effect, and so it cannot place an unwilling target into the protective sleep it grants to allies. However, in a pinch, some Astropaths have used it to slow and disorient attackers. The psyker activates this technique intuitively. If he succeeds and his target is a willing ally, the target's core body temperature drops and all of his metabolic processes virtually cease. The person immediately enters a trance, which lasts for a number of solar days (the psyker chooses the number of days at the time of activation). For this time, the target does not need to breathe or eat, ignores environment effects including that of the vacuum, and he can even survive ongoing negative effects such as blood loss. Under the effects of Embrace of Emptiness the Astropath appears dead to all mundane senses. Further, they may not take any normal actions, nor may they exit this state until its duration expires or they have the assistance of a psyker trained in this technique.
Quest for Warmth - Many psykers who embrace the Voidfrost Discipline do so as part of an effort to find other minds amongst the expanse of the void. This is typically a reaction to their desperate need for respite from their isolation -- particularly common among those Astropaths who man facilities that are distant from all of humanity. As these Astropaths continue to extend their minds into the void, they become ever more capable at identifying any signs of sentient life -- including the minds of xenos. A psyker who activates this power extends his mind deeply into the void, searching for any other active minds. If successful, the Astropath can sense from any direction and distance, any concentrations of sentient life within range and are immediately identified, regardless of any shielding or attempt at concealment.
The Void's Touch - As a psyker's relationship to the dark chill of the void grows stronger, he often gains the ability to draw upon its inherent nature. One of the first stages of this process is in the mastery of a technique that siphons warmth from objects or individuals into himself, ripping the heat out of any objects between himself and his target, creating a frozen path straight to his foe. The attack seems slow-moving at first, but rapidly accelerates as the psyker directs it on towards the object of his enmity. It is also notoriously difficult to avoid this power, as the psyker can easily redirect the trail of frost with his mind, trapping his foe within an ever-shrinking cage of cold.
Breathstealing Barrage - The void is tranquil, but that desolate quiet can kill. Life can hardly survive without some shelter from the lifeless emptiness. Some psykers embrace this destructive nature as a method to overcome their foes, while they maintain their own composure through contact with the icy chill of the void. The psyker focuses his will as a cluster of energy bolts. These bolts are a physical manifestation of the cold energy drawn from the depths of the void. These bolts first appear near the psyker, then must physically travel the distance to his target or targets where they blast the foe with frigid power.
Black Sheep - The embrace of the void can offer comfort to an isolated psyker, but those who master its ways soon discover that it can also be a powerful ally. The chill of the void offers a myriad of options to those who commune with it to such a degree that its nature becomes an inherent part of their psyche. Critical among these abilities is the knack for inflicting the void's essence upon a foe's mind by forcing him to confront his insignificance in the vast, cold universe. While a psyker who has come to understand the nature of the void may find such truths comforting, other individuals who are less accustomed to the perspective rarely find it so pleasant, producing a raging, incapacitating terror.
Void Substantiation - Through discipline, practice, and self-affirmation a psyker can come to embody the chill of the void. In doing so, he can learn not just to dwell within its isolation, but to find unity with the emptiness in doing so. An Astropath who masters this ability becomes capable of surviving and acting normally without warmth, pressure, or breathable air, and can also use this power to blunt the effects of extreme cold or toxic atmospheres.
Freeze the Soul - There are few prodigies of the Voidfrost Discipline, but legends circulate of those who have completely mastered its ways. The stories tell that they drop the temperature in a room with their entrance and can freeze a man solid with a stare. The most terrifying of these tales are likely based upon the few psykers capable of using techniques like this one upon their opponents. The psyker is said to draw a chill wind from the lightless depths of the void down upon his foes, surrounding them with enveloping layers of ice and freezing their blood even as it pumps through their veins. Targets of this power die an agonising and rapid death, wracked by solar hours of exposure in the blink of an eye, shattering or crumbling in the unforgiving ethereal gale. This is a rare power, yet it has caused countless nightmares for those who have seen it used. Few can speak firsthand of the horror it inflicts upon its targets, for those who find themselves trapped within its pitiless blast rarely survive to recount the tale.
Astropath Shipboard Actions:
The following actions can be used in starship combat by an Astropath. Any Astropath or Astropathic Choir aboard a vessel can perform these actions provided that the primary Astropath meets the individual prerequisites, given the scale of power required to have a noticeable effect in the cataclysmic battles between voidships.
Control the Mind - The Astropath reaches out and temporarily controls the mind of a gunner on the enemy ship, making him fire on a chosen target.
Dark Labyrinth - The Astropath disguises the interior of his ship, shrouding it with dark shadows and illusory twists and turns.
Flash Fire - The Astropath attempts to cause psychic flames to burst alight aboard the enemy vessel.
Ill-Omens - The Astropath spreads unnatural terror among enemy boarders, blunting their assault by eroding their will to fight.
Mask of the Void - The Astropath makes his ship appear to perform a manoeuvre to trick his foes. The vessel shimmers and warps, seeming to be in more than one place at once.
Psychic Deflection - The Astropath attempts to deflect an incoming shot with his psychic might, turning aside a blow that might fell his ship.
Quell Flames - The Astropath dampens a fire within the ship with his mind, willing the flames to sputter and die.
Unnatural Resolve - The Astropath dampens the crews' primal instincts with psychic energy, making them supernaturally fearless.
Armor:
Composed of Ceramite steel platings and chainmail underneath the Heavily Psyonic and Chaos Warding cloth. And the gauntlets is what helps control the output of the Bio-electricity.
Force Weapons:
Force Hammer (Thunder Hammer)
Force Rod (Force Stave)
Force Axe (Thunder Axe)
Force Scythe
And of course, the classic Force Sword (Power Sword)
Backstory:
You and your family lived a quite life in Canterlot. Your parents loved travelling, and so did you. You were only a child. Smart, strong, kind, quiet and overall the usual nice kid type. Or...so you thought? One stroll through the forest in Phoenix Arizona, changed it all. That day there was a forecasted thunderstorm that will happen all day long. But you were caught by the storm on the way back.
But it wasn't just a normal storm, no. It was worse. It was a Warpstorm. You tried looking for shelter, avoided it at all cost...but the attempts were futile. And eventually? You were sucked into the Warpstorm. Inside the Warpstorm? You saw...another version of yourself. He collided with you, and he merged with you. Permanently killing that version of yourself...but his training, powers, abilities and attributes...remained in you. At first it was all amazing ad awesome...but time passes...you begin to see....that these abilities? They're not what they seem...
Harem: (You will find out if you read.)
P.S.- I do not own My Little Pony or Warhammer 40k
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