Psychomancer
Strong Willed, Vicious, Connected
The Psychomancer is a person who when born, had a special gene or slight deviation from the intended genetic make up. This gene alters something inside their chemistry that causes them to have a connection to life energy that allows them to make their energies physical. Their energy is very much visible when in use. and takes on the color of the Psychomancer's energies. Under their energy on their profile, they must specify their Energy Appearance, or if it takes a certain form.
Speed: 7
Strength: 3
Strengths:
-Learn skills faster by 3 posts
-1.3x More energy
-Strong at Every range
-Wide Variety of Skills
Weaknesses:
-Can't take hits well
-Can't learn their element till Expert
-Can't have a Bloodline that's Holy/Unholy/Undead
-Their energy is see-able
Grasp
Rank: E
The Psychomancer grasps something using their energies. This allows them to move the object they grasp at will. Specifically their own. This however cannot be used to kill somebody, as the force is too weak. It could be used to pick them up however, or lift objects.
Life Sense
Rank: E
The Psychomancer can truly feel life. They can detect any life form around them, aside from Assassins and Ninjas, who by nature have hard to see energies. That changes at Master however. They can sense undead, but feel disturbed by it, often manifesting itself in "The Willies."
Bolt
Rank: E
The Psychomancer will form a small ball of energy in their hand and launch it. The damage of this skill scales with the Psychomancer's rank.
Indirect Push
Rank: E
The Psychomancer will send out a brief but hasty burst of energy, pushing object and creature/people away a few feet. It' has the pushing power of about a human,
Slash
Requires: Psychic Weapons
Rank: E
The Psychomancer will form their energies into a thin blade, attempting to cut something. The damage of this skill scales with the Psychomancer's rank.
Indirect Pull
Rank: E
The Psychomancer will jerk the life energies of the surrounding area to them, pulling surrounding creature/peoples towards them. It has the power of about a human.
Calming Aura
Rank: D
The Psychomancer is now learning to affect the minds around them with their own energies. While using this skill, creatures and characters are soothed. Already calm people and creatures may fall asleep. Requires energy for each post active.
Column
Rank: D
The Psychomancer forms a 12 Foot column around them. It can be used in many ways, and is only limited by the user's imagination. The damage of this skill scales with the Psychomancer's rank, but remains 1 rank below at all times.
Shield
Rank: D
The Psychomancer will create a wall in front of them, or another in order to block projectiles, or even to deter melee users who run into it. This skill can block up to C rank attacks.
Smash
Requires: Psychic Weapons
Rank: D
The Psychomancer will form a hammer/block/object out of their own energy, and bring it down upon the enemies head. The object can't be larger then 5x5x5 feet. The damage of this skill scales with the Psychomancer's rank.
Psychic Weapons
Rank: C
The Psychomancer has learned how to make weapons from their energy. These weapons are formed from the Psychomancer's own energy and have a 1 time use. This skill is simply a key to unlocking skills that are lower ranking but required this skill to learn. This skill, aside from that, serves no other purpose, and has no other effects.
Direct Push
Requires: Indirect Push
Rank: C
The Psychomancer will push the energies in front of them, causing things caught in what is a column to move in the opposite direction of the Psychomancer. This equates to about a 7 in strength.
Direct Pull
Requires: Indirect Pull
Rank: C
The Psychomancer will jerk the energies in front of them, causing things caught in what is a column to move towards them. This has the strength of about a 7
Choke
Rank: C
Requires: Grasp
The Psychomancer performs grasp, but on an enemies throat or another part of their body. This can also be used to get a more secure grip on something.
Barrier
Requires: Shield
Rank: B
The Psychomancer will create a thick bubble around them self or another to keep them safe from projectiles or pesky melee users. This skill blocks attacks up to A rank and below.
Guillotine
Rank: B
The Psychomancer will form a much larger blade then Slash, usually about 12 feet long and an inch thick. They'll then bring this mighty blade down in a way of their choosing on top of their enemy. Or whatever they may be cutting.
Gravity
Rank: B
The Psychomancer pushes all the energy in a 10 foot circumference around them down. This causes people to feel as if gravity has been increased, making it harder to move, and just as hard to stand.
Vanish
Rank: B
The Psychomancer bends light around them, causing them to become invisible. They also augment their footsteps, making this skill almost perfect. The only things that can detect a Psychomancer using this skill are the sense of smell, and something that sees in infrared.
Specific Push
Requires: Direct Push
Rank: A
The Psychomancer selects one object/person/creature and exerts a large amount of energy in it's direction. It shoves whatever it hits a good distance away, equaling out to about 9 Str.
Specific Pull
Requires: Direct Pull
Rank: A
The Psychomancer pulls a large amount of energy from behind something ripping it from where ever it stands/sits. This equals about an 8 in strength.
Beam
Rank: S
The Psychomancer focuses for 1 post, charging a beam of energy. This charging point looks like pure light and can be anywhere around them within a 5 foot radius. It's range is tremendous, but it's circumference is only a foot wide. It can be charged for 2 posts to make to 3 feet thick. The Psychomancer can move while charging this move. If something is tossed at the light as it's being charged, the object will melt or burn. If the Psychomancer touches it, it will be treated like a solid object, like a ball.