The Academy of Psychics


The world has gone mad due to the existence of gifted individuals who have developed psychic powers. The world's governments are terrified of what they cannot control, and have decided to wipe psychics out completely.With the nature of psychic abilities being based around the person's most proficient skill or hobby by the time they enter their adult years, a proper refuge was created. Not a camp— or an island, but an academy.Known as 'The Academy of Psychics', Akademeia is a prestigious yet private institute founded fifty years ago in 1968. Akademeia seeks to provide a refuge for newly-reborn psychics, through an exceptional environment to develop their kinetic abilities. The location of the academy however, is hidden to the naked eye.This academy is unique in its own way, because it exists entirely in something known by psychics as a 'mindscape', something that automatically forms within the mind of a psychic as a byproduct of their kinetic abilities. Akademeia is in one of these many mindscapes; belonging to 'The Penultimate Psychologist', the greatest psychic to ever live.


All students are certain to have a great time during their time learning at Akademeia. Though there is still a truth belonging to not just the academy, but all psychics across the world. And that is the truth of Mako Energy. It is a necessity for psychics to not only use their beautiful gifts, but for them to survive. Without this important energy source, the psychic population would eventually go extinct.And while Akademeia being located within the mindscape of the greatest psychic is beneficial; as it provides its inhabitants with immediate access to Mako Reserves regardless of where they are in the academy, those reserves are finite.


Students will have to occasionally leave school grounds to gather more energy for Akademeia to thrive on. But that is not without danger. The world's greatest powers label psychics as a threat to their technological development, and hunt them down accordingly.During these provision missions to gather energy, there is an incredibly high possibility that a student's abilities will be put to the test. And in many cases, these abilities might save the student's life.Furthermore, it is the responsibility of both students and professors to bring others into the academy as well. Akademeia is completely hidden, with non-participants left unaware of its existence.Students do not find Akademeia- rather, the professors use their extraordinary psychic prowess to detect the presence of psychics across the world. Students are then sent on on missions to find these targets and bring them to Akademeia.


Our students sought refuge from societies gone mad, who were willing to raise pitchforks and burn homes to the ground if someone can do so much as lift a paper ball with their mind. Akademeia is a safe haven for psychics; those who were wronged by their own people. And yet, they still want to take it from us. Don't let them.You must know your enemy. Be ready, because they are ready for you.


The psychics of Akademeia are not the only ones with an arsenal– or even powers of their own. After all; we are against the world's greatest minds, military, and researchers.
The United States. The Union of Soviet Socialist Republics. The Unrivaled Rule of East Asia. The United Kingdom. The conflict between these powers is our main advantage.
We are safe in Akademeia, and yet our resources are not infinite. As a student, you will have to undergo missions in which you infiltrate enemy territory. While they fight amongst each other, motivated by greed and a lust for power, that is when the psychics of Akademeia search, gather information, and destroy.Our plans are concrete; tested, and proven. Our enemies do not know what we know, and we have managed to categorize their armies into three distinct types to make mission successions all the more possible.


S E N T I N E L S

Following the rise of psychics was a upsurge in technological capability within certain areas of the world. These areas are owned by the world's strongest powers, all of which are fighting each other in pursuit of an unparalleled competitive edge. What they seek is the energy that powers the advanced tech; Mako Energy.
This energy is used to create devices that improve convenience, but they are further used to create robotic war machines that are built to specifically counter psychics. While they may not be as dangerous as Derelicts, or as skilled and experienced as Hunters, Sentinels are at their peaks in terms of utility.
The strongest utility in their arsenal is the bane of kinetic abilities; a Mako-powered– thin barrier by the name of Aegis, which can nullify psychic phenomena for as long as it is active. While an Aegis is active, a psychic's powers are useless against the barrier barer. Despite this being a utility for higher-ranked hunters as well– Sentinels are still armed to the core with anti-psychic weaponry; weapons hidden within small compartments, gadgets that can drain the stored Mako Energy from a psychic's body without warning, and more.

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H U N T E R S

When war-ready robots aren't enough to satisfy their lust for power, our enemies will rely on a more personal approach; the use of thoroughly trained and skilled human soldiers. These soldiers are called Hunters, and are the most articulate and calculated of the three enemy classifications. They hold access to mako gadgets and augmentations that allow them to wield psychic-like abilities, and most of them wield vampiric weapons that drain the Mako from a psychic's body on touch.Higher ranking Hunters are even capable of bearing Aegis just like Sentinels do; and while its defensive effectiveness pales in comparison– they make up for their lesser defense by having strength in numbers. Sentinels are expensive to create. Derelicts are too unstable to properly contain in most situations. But Hunters; simple. With enough hatred, the right pay, and enough training– anyone is capable to become a threat. It is for this reason that newly awakened psychics always find themselves as prime targets for Hunters.

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D E R E L I C T S

As known globally; the origin point and catalyst for the existence of psychics was through an event that has never been seen before– an unidentified object's crash landing. When this event occurred, the world's governments didn't even attempt to mask it from the public. The alien object was too large, the crash too impactful, and the aftereffects– too widespread.
As a response to the worldwide controversy, the governments didn't try to hide the alien presence– they embraced it, but in the worst way possible.
The creatures aboard the crashed ship were kidnapped, tortured, and twisted into grim imitations of themselves. They were cloned thousands upon thousands of times over, genetically altered to become parasitic in nature, and used as slaves for biological warfare. These aliens; called Derelicts, are treated more as a weapon themselves than actual individuals. As a message to abandon all peace, Derelicts will be released en masse into areas and locations to perform a complete takeover. With how easy it is for them to multiply and their complete immunity to psychic abilities; out of the three enemy classifications, the Derelicts pose the biggest threat.


Akademeia takes a more hands-on approach when it comes to the development of its students. To have the abilities of a psychic is to be gifted, and the school acknowledges that these gifted prodigies must face unique challenges to fully tap into their potential. Students aren't sat in lecture rooms for hours on end and overloaded with information. Here at Akademeia; students are encouraged to do their own research, their own practice, and to be in charge of their own growth.Students are able to hone their combative capabilities by taking advantage of the same mindscape that Akademeia was built within,allowing them to freely create combat scenarios for themselves to participate in by altering the surrounding environment at will. These scenarios are possible in Akademeia's two types of simulation rooms; Urbaine, and Labyrinthine. And while these simulation rooms allow students to test their abilities, they can still obtain more– by advancing through Akademeia's grading system.


As students submit assignments, they will gradually earn rewards through a special grading system. Weapons, new abilities, and living benefits are received as a student's grade gets higher. But these are not strict; limited by time and circumstance. Rather– students are given creative freedom when it comes to their academic success. Assignments are simply vague templates to be filled out, with creative liberty given to the students. They are not judged based on their skill, or how "good" they are. They are graded based on what really matters; their dedication.


Students are given dorms before they even step foot within Akademeia, all of which are designed by the student's professor. These dorms take advantage of the surrounding mindscape by ignoring logic itself in multiple ways. containing things that would theoretically be impossible otherwise.For example; a student's room could be the size of an entire city block on the inside— even though it logically makes no sense when considering the size of the dormitory building. The sky's the limit when it comes to these rooms, catered to their corresponding prodigies to give them the most optimal area to hone their talents.


Here at Akademeia, everyone is recognized for their overwhelming potential and gifted nature. The students of these divisions are referred to as 'Prodigies'.

And by doing so, Akademeia prides itself on its stellar management of both students and professors by grouping them under six different divisions. Every student is given the most optimal opportunity for their kinetic development through their division.


Student Affairs
Division

~ Dean of Students, Loboto

These students work under the dean and focus on maintaining proper conduct among others. They hold more power over other students but are still under The Dean of Students in terms of what they can and cannot do.

TitleDescriptionMajor
The Prodigal AcademicThe kinetic ability to impose challenges and create a solution for any problem.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal LawyerTo hold a kinetic ability based on the aspects of criminal justice.𝗖𝗜𝗩𝗜𝗟
The Prodigal AssassinTo hold a kinetic ability based on the practices of assassination.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal CartographerTo hold a kinetic ability based on the concepts synonymous with maps and navigation.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal OfficerTo hold a kinetic ability based on the practices of law enforcement officers.𝗖𝗜𝗩𝗜𝗟
The Prodigal MaidTo hold a kinetic ability based on the aspects of cleaning and residential upkeep.𝗖𝗜𝗩𝗜𝗟
The Prodigal SoldierTo hold a kinetic ability based on aspects of the military.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal InfluencerTo hold a kinetic ability based on aspects of influencing others and leadership.𝗖𝗜𝗩𝗜𝗟
The Prodigal EconomistTo hold a kinetic ability based on aspects of the economy.𝗖𝗜𝗩𝗜𝗟
The Prodigal LinguistThe kinetic ability to evoke supernatural phenomena with the voice.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛

Engineering
Division

~ ~

TitleDescriptionMajor
The Prodigal RoboticistThe kinetic ability to build and control robotic machines with the mind.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal MetalworkerThe kinetic ability to manipulate metal.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal DemolitionistThe use of explosives and forms of mechanical demolition as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal HackerThe kinetic ability to hack into anything, technological or not.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal MechanicThe kinetic ability to create, utilize, and repair tools with the mind to accomplish tasks.𝗖𝗜𝗩𝗜𝗟
The Prodigal GamerThe kinetic ability to take aspects of video games and apply them to real life.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal Aero-engineerThe use of aerodynamics, air-based technology, and flying vehicles as a kinetic ability.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal ProgrammerThe kinetic ability to alter and create anything through the use of programming.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal PyrotechnicianThe use of pyrotechnics as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal ElectricianTo hold a kinetic ability based on electricity and electrical tools.𝗖𝗜𝗩𝗜𝗟

Athletics
Division

~ ~

TitleDescriptionMajor
The Prodigal FreerunnerTo use the concepts of parkour and manipulation of speed as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal BallplayerThe use of sports as a kinetic ability; specifically ball-based sports.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal Hand-to-Hand CombatantTo enhance hand-to-hand techniques and fighting styles with supernatural phenomena as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal SurvivorTo hold a kinetic ability based on the aspects of bushcraft.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal DancerThe kinetic ability to invoke supernatural phenomena through the act of dancing.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal SharpshooterTo hold a kinetic ability based on projectiles and projectile-based weapons.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal BodybuilderThe use of one's muscle and the fundamentals of bodybuilding as a kinetic ability.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal SwimmerThe use of water-sports and manipulation of water as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal SwordsmanThe use of swords and the fundamentals of swordsmanship as a kinetic ability.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal Extreme AthleteThe use of sports as a kinetic ability; specifically sports that are under the extreme athletics category.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal HunterTo hold a kinetic ability based on the aspects of hunting.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛

Science
Division

~ ~

TitleDescriptionMajor
The Prodigal ChemistThe use of chemicals as a kinetic ability.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal NurseThe kinetic ability to utilize beneficial medicines and healing practices with the mind.𝗖𝗜𝗩𝗜𝗟
The Prodigal AstronomerTo hold a kinetic ability based on the studies of astronomical science.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal PhysicistThe kinetic ability to manipulate the twelve laws of physics.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal BotanistTo hold a kinetic ability based on the studies of all plants.𝗖𝗜𝗩𝗜𝗟
The Prodigal GeologistTo hold a kinetic ability based on the studies of geological science.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal ZoologistTo hold a kinetic ability based on the studies of all animals, with the exception of humans.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal SurgeonTo hold a kinetic ability based on the aspects of surgical procedures.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal NeurologistTo hold a kinetic ability based on the studies of the human behavior and neurological science.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal MathematicianThe kinetic ability to define anything by mathematical symbols, and alter them accordingly.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal XenologistTo hold a kinetic ability based on concepts typically associated with alien lifeforms and their biology.𝗖𝗢𝗠𝗕𝗔𝗧

Artistic
Division

~ ~

TitleDescriptionMajor
The Prodigal AnimatorThe kinetic ability to take the fundamentals of animation and apply them to anything.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal ArchitectThe kinetic ability to take the fundamentals of architecture and apply them to anything.𝗖𝗜𝗩𝗜𝗟
The Prodigal MusicianTo hold a kinetic ability based on music.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal PainterThe kinetic ability to utilize paint in a countless amount of ways.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal CeramistThe kinetic ability to manipulate clay, crystals, and glass.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal ChefThe use of cooking and baking as a kinetic ability.𝗖𝗜𝗩𝗜𝗟
The Prodigal WriterThe kinetic ability to alter or manifest anything through creative writing.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal FashionistaTo hold a kinetic ability based on fashion.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal WoodworkerThe kinetic ability to manipulate wood.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal PhotographerThe kinetic ability to take the fundamentals of photography and apply them to anything.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛

Discretional
Division

~ ~

These prodigies have exceedingly high expectations placed onto them due to the immeasurable potential of their kinetic abilities. All Promising prodigies are personally sponsored by The Dean of Students.

TitleDescriptionMajor
The Prodigal MagicianThe kinetic ability to turn stage magic into reality.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal ActorTo hold a kinetic ability based on the fundamentals of acting and theater.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal GamblerThe kinetic ability to apply the concepts of gambling to any situation.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal TheologianTo hold a kinetic ability based on the aspects of religion.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal MediumThe kinetic ability to apply the practices of spiritual mediums in the most literal sense.𝗖𝗜𝗩𝗜𝗟
The Prodigal MorticianTo hold a kinetic ability based on death and the undead.𝗖𝗢𝗠𝗕𝗔𝗧
The Prodigal HistorianThe kinetic ability to manipulate the past and bring anything from the past into the present, whether abstract or concrete.𝗥𝗘𝗦𝗘𝗔𝗥𝗖𝗛
The Prodigal PuppeteerThe use of puppets, dolls, and the practices of puppeteers as a kinetic ability.𝗖𝗥𝗘𝗔𝗧𝗜𝗢𝗡
The Prodigal ComedianThe kinetic ability to bend reality in favor of comical effect, reminiscent of what is typically seen in comedy-based media.𝗖𝗢𝗠𝗕𝗔𝗧


The details of our campus are kept secret to all except for our students and professors. A leak of information would make us a target for psychic hunters across the globe.If you're here, that means you have already entered Akademeia as either a student or professor and you're ready to start your academic journey. And as you may likely already know, Akademeia is located within New Zealand.Despite its location, Akademeia specifically is hard to pinpoint. The building itself is inside of a mind that is kept locked away in a discreet location. The school can be entered through gateways that can be opened through the use of special technology known as Psi-Tech.


Akademeia is separated into six different sections; the main building, and five separate buildings known as 'wings'. Each wing belongs to one of our five divisions. They all have similar layouts; a classroom, an office, and a unique room.Furthermore, the wings are all connected to each other through a large courtyard on the campus. This courtyard also leads to two internal buildings that each belong to student dormitories, and a gateway to a small city district.


The Morynn District


The Morynn District is the most known area of Auckland, a city in New Zealand's very own North Island.Due to a deal made between The Penultimate Psychologist and the current prime minister of New Zealand, the source of Akademeia is kept secret and safe in North Island.Unlike other parts of the world, psychics are allowed to co-exist with regular humans in The Morynn District. However- they are still prohibited from using their abilities in the area. It is important for all students and professors to hold themselves responsible when in the district, as a single student represents the entirety of the academy whether intentional or not.Attendees of Akademeia are given benefits as a result of the deal, such as free dine-in experiences at select restaurants and a monthly allowance specifically in NZD currency.

Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- The Psychic receives 10 Aegis every Day Cycle, and an additional 10 with each subsequent upgrade.- Maximum Mental Energy is increased by 10% with an additional 10% upon each subsequent upgrade.- All Anti-Aegis is increased by 4%, and an additional 2% with each subsequent upgrade.- If a Psionic Technique has a specific range limitation; that limit is increased by 3 meters with an additional 3 meters upon each subsequent upgrade.



͎͎͎K͎͎I͎͎N͎͎E͎͎T͎͎I͎͎C͎ ͎C͎͎O͎͎N͎͎V͎͎E͎͎R͎͎S͎͎I͎͎O͎͎N͎
The psychic can channel their own Aegis into a destructive beam of Mako Energy.

Primed ͎K͎͎i͎͎n͎͎e͎͎t͎͎i͎͎c͎ ͎C͎͎o͎͎n͎͎v͎͎e͎͎r͎͎s͎͎i͎͎o͎͎n͎: The psychic can channel their own Aegis into bolts of Mako Energy that hold the punch of a bullet and the speed of a slingshot, but only up to five bolts can be released within a single turn.
True ͎K͎͎i͎͎n͎͎e͎͎t͎͎i͎͎c͎ ͎C͎͎o͎͎n͎͎v͎͎e͎͎r͎͎s͎͎i͎͎o͎͎n͎: The psychic can immediately deal Anti-Aegis to a target by using Mental Energy. 1% Mental Energy equates to 1 Anti-Aegis.

͎͎K͎͎I͎͎N͎͎E͎͎T͎͎I͎͎C͎ ͎C͎͎O͎͎N͎͎S͎͎T͎͎R͎͎U͎͎C͎͎T͎͎I͎͎O͎͎N͎
The psychic can channel 30% Mental Energy and construct up to two force fields of psychic energy that can withstand one Psionic Technique each before shattering.

Primed ͎K͎͎i͎͎n͎͎e͎͎t͎͎i͎͎c͎ ͎C͎͎o͎͎n͎͎s͎͎t͎͎r͎͎u͎͎c͎͎t͎͎i͎͎o͎͎n͎: The psychic can channel 10% Mental Energy to construct a weapon of pure psychic energy. Every strike with this weapon will deal 10 Anti-Aegis.
True ͎K͎͎i͎͎n͎͎e͎͎t͎͎i͎͎c͎ ͎C͎͎o͎͎n͎͎s͎͎t͎͎r͎͎u͎͎c͎͎t͎͎i͎͎o͎͎n͎: The psychic can channel 5% Mental Energy to construct an environmental object of pure psychic energy. While this cannot be used to construct entire buildings, this can be used to construct things such as; platforms, walls, ceilings, pillars, spires, etc.

͎͎A͎͎U͎͎G͎͎M͎͎E͎͎N͎͎T͎͎A͎͎T͎͎I͎͎O͎͎N͎
While at 0% Mental Energy the psychic can still use techniques, at the cost of them being put into the negatives. Reaching -100% Mental Energy will disable all Psionic Techniques for the rest of the Day Cycle.

Primed ͎A͎͎u͎͎g͎͎m͎͎e͎͎n͎͎t͎a͎͎t͎͎i͎͎o͎͎n͎: Reaching -100% won't disable techniques, but -150% will trigger instant incapacitation.
True ͎A͎͎u͎͎g͎͎m͎͎e͎͎n͎͎t͎a͎͎t͎͎i͎͎o͎͎n͎: The first three uses of a Psionic Technique within battle won't require Mental Energy.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- While the projection is active in combat, the psychic regenerates 1% Mental Energy per turn. Each subsequent upgrade increases the energy gain by 1%.- The psychic can temporarily merge with their projection for 1 turn, causing all physical attacks to hit an additional time. Each subsequent upgrade increases the duration by 1 turn.- 1 time per Day Cycle and upon taking a hit, the psychic can instinctively channel 20% Mental Energy to create a weak projection that takes the hit instead before disappearing. Each subsequent upgrade allows this defensive maneuver to be performed 1 additional time per Day Cycle.



͎V͎͎I͎͎S͎͎I͎͎O͎͎N͎͎A͎͎R͎͎Y͎
The psychic's projection can use their Psionic Techniques, yet they are pulled from the psychic's energy pool, and the projection disappears after taking one hit.

Primed ͎V͎͎i͎͎s͎͎i͎͎o͎͎n͎a͎͎r͎͎y͎: While the projection is active, the psychic's maximum Mental Energy is doubled.
True ͎V͎͎i͎͎s͎͎i͎͎o͎͎n͎a͎͎r͎͎y͎: While the projection is active, all Anti-Aegis is doubled.

͎S͎͎P͎͎L͎͎I͎͎T͎
The psychic can shave off 25% of their Mental Energy to create a third projection.

Primed ͎S͎͎p͎͎l͎͎i͎͎t͎: The psychic can shave off an additional 25% of their Mental Energy to create a fourth projection.
True ͎S͎͎p͎͎l͎͎i͎͎t͎: The psychic can shave off 25% of their Mental Energy to create more projections— without limit, as long as they have enough energy to do so. Furthermore; each projection will share all of the psychic's techniques but with only 25% Maximum Energy to spare.

͎P͎͎O͎͎S͎͎S͎͎E͎͎S͎͎S͎͎I͎͎O͎͎N͎
The projection can possess an object; allowing the projection to move, fly, and speak through it.

Primed ͎P͎͎o͎͎s͎͎s͎͎e͎͎s͎͎s͎͎i͎͎o͎͎n͎: The projection can now possess machines, including Sentinels. Trying to possess a Sentinel with Aegis will deal 30 Anti-Aegis instead.
True ͎P͎͎o͎͎s͎͎s͎͎e͎͎s͎͎s͎͎i͎͎o͎͎n͎: Projection can now possess structures. Upon doing so, the structure can be reshaped and contorted without changing its mass.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- The psychic can drain the power from Mako-powered machinery to destroy it and gain 1% Mental Energy, with every two subsequent upgrades increasing the energy gained by 1%. This does not work on machines powered with Mental Energy.- Self-consciousness can be uploaded into a machine to use it as a physical body for 50% Mental Energy per turn, with each subsequent upgrade reducing the energy cost by 1%.- All Anti-Aegis Damage is increased by 4%, with each subsequent upgrade increasing the amount by an additional 4%.- Aegis received is increased by 2, with each subsequent upgrade increasing the amount by 2.



͎͎M͎͎A͎͎C͎͎H͎͎I͎͎N͎͎E͎ ͎H͎͎E͎͎R͎͎A͎͎L͎͎D͎
Demands given to machines under the influence of Technopathy are upgraded to commands that must be followed, up to four times per Day Cycle.

Primed ͎͎M͎a͎͎c͎͎h͎͎i͎͎n͎͎e͎ ͎H͎͎e͎͎r͎a͎͎l͎͎d͎: A link between mind and machine can occur with up to one sentinel, causing it to mirror all of the psychic's physical movements. This ability does not have a duration, meaning that the link with the chosen sentinel can remain active for an indefinite amount of time.
True ͎͎M͎a͎͎c͎͎h͎͎i͎͎n͎͎e͎ ͎H͎͎e͎͎r͎a͎͎l͎͎d͎: The psychic can merge with a machine to combine flesh and metal into a grotesque bio-mechanical form. While combined; all of the machine's functions, tools, and weaponry are used both consciously and subconsciously. Reversing a combination will return the psychic's form to standard– yet at the cost of destroying the affected machine.

͎͎͎S͎͎I͎͎G͎͎N͎͎A͎͎L͎
The video feed of a screen can be absorbed and converted into 3% Mental Energy. Additionally, switched-on screens can be used as instantaneous portals between each other.

Primed ͎͎͎S͎͎i͎͎g͎͎n͎a͎͎l͎: The psychic can channel 60% Mental Energy to trigger a dampener for three of the target's turns. While this dampener is active, all of their Mako-powered technology will become obsolete. This can disable Psionic Techniques, Primes, and Mako-draining tools/weapons.
True ͎͎͎S͎͎i͎͎g͎͎n͎a͎͎l͎: The dampener transforms into static that nullifies the target's sense of sight and hearing.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- The psychic can link minds with 1 person, allowing uninterrupted mental communication on both ends in and out of battle. Every three subsequent upgrades will increase the link-limit by 1.- Telepathy can be used to predict a target's turn before it even happens, allowing the user to react immediately with heightened foresight. This can only be used 1 time per Day Cycle, with every four subsequent upgrades increasing the use-limit by 1.- Maximum Mental Energy is increased by 3%, with each subsequent upgrade increasing the maximum by an additional 3%.- The psychic can invade a target's mind to siphon 1% Mental Energy per turn, with each subsequent upgrade increasing the energy stolen by 1%. Taking a hit will cancel the invasion and render it obsolete until the following Day Cycle. If used on a non-psychic, they will suffer from incapacitation after siphoning 100% Mental Energy.



͎͎͎D͎͎O͎͎M͎͎I͎͎N͎͎A͎͎T͎͎I͎͎O͎͎N͎
The psychic can channel 103% of their Mental Energy to overload a target's mind with an infinite amount of information within a single nanosecond, forcing a turn-skip. If the target is non-psychic then this ability will cause instant incapacitation. Even with that restriction, Domination can still be used on a psychic who is at 0% Mental Energy to force incapacitation regardless.

Primed ͎͎͎D͎͎o͎͎m͎͎i͎͎n͎a͎͎t͎͎i͎͎o͎͎n͎: This ability can now incapacitate psychics who are at 30% Mental Energy or lower, and the user is now immune to Telepathy.
True ͎͎͎D͎͎o͎͎m͎͎i͎͎n͎a͎͎t͎͎i͎͎o͎͎n͎: Rather than only going for a single target, Domination now takes the form of an unavoidable burst of mental willpower that affects all opponents.

͎͎͎͎S͎͎Y͎͎N͎͎C͎͎H͎͎R͎͎O͎͎N͎͎I͎͎Z͎͎A͎͎T͎͎I͎͎O͎͎N͎
Once per turn, the psychic can transfer 10% of their Mental Energy to anyone at will.

Primed ͎͎͎͎S͎͎y͎͎n͎͎c͎͎h͎͎r͎͎o͎͎n͎͎i͎͎z͎a͎͎t͎͎i͎͎o͎͎n͎: After a Quick-time Duel ends, the psychic can combine one of their Psionic Techniques with an ally's technique to activate a hybridized version that triggers both techniques without initial cost. Hybridized Techniques cannot be blocked, dodged, or avoided by any means due to their immeasurable size.
True ͎͎͎͎S͎͎y͎͎n͎͎c͎͎h͎͎r͎͎o͎͎n͎͎i͎͎z͎a͎͎t͎͎i͎͎o͎͎n͎: Activating a hybridized technique will fully restore the Mental Energy of both participants. Furthermore; if both techniques deal Anti-Aegis Damage, then all enemy-owned Aegis will shatter on impact.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- Anytime the psychic fails to avoid an attack; they gain 1 Aegis, with each subsequent upgrade increasing the amount gained by 1.- Maximum Mental Energy is increased by 3% whenever a psionic technique is used in the area, with each subsequent upgrade increasing the maximum bonus by 1%.- Anti-Aegis dealt is increased by 1% whenever a psionic technique is used in the area, with each subsequent upgrade increasing the amount by 1%.- Increase Aegis gained by 1%, with each subsequent upgrade increasing the amount by 1%.- Increase Aegis gained by 1%, with each subsequent upgrade increasing the amount by 1%.- Once 10 total injuries are inflicted onto other people in the area; one of the psychic's injuries are immediately healed, with every three subsequent upgrades reducing the 10-injury threshold by 1.



͎C͎͎O͎͎N͎͎C͎͎E͎͎N͎͎T͎͎R͎͎A͎͎T͎͎I͎͎O͎͎N͎
One single action or effect can be marked. Anytime that the effect or action occurs, the psychic will sense it ahead of time– as if they had absolute precognition.

Primed ͎C͎͎o͎͎n͎͎c͎͎e͎͎n͎͎t͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: Two actions or effects can be marked.
True ͎C͎͎o͎͎n͎͎c͎͎e͎͎n͎͎t͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: Four actions or effects can be marked.

͎G͎͎U͎͎A͎͎R͎͎D͎͎I͎͎A͎͎N͎
The psychic can share their enhanced sense with one chosen ally, causing the ally to immediately sense anything that the psychic does. This effect is broken once the psychic and ally are no longer within the same location.

Primed ͎G͎͎u͎a͎͎r͎͎d͎͎i͎a͎͎n͎: The chosen ally is given direct access to the psychic's own Mental Energy pool.
True ͎G͎͎u͎a͎͎r͎͎d͎͎i͎a͎͎n͎: All beneficial effects received are mirrored onto the ally, regardless of source.

͎O͎͎R͎͎A͎͎C͎͎L͎͎E͎
The enhanced sense can be spread to objects, allowing the psychic to treat the objects as a sensory extension of their own body.

Primed ͎O͎͎r͎a͎͎c͎͎l͎͎e͎: The enhanced sense can now be spread across an entire surface– regardless of its diameter.
True ͎O͎͎r͎a͎͎c͎͎l͎͎e͎: The enhanced sense can now be spread even further– such as covering entire buildings, mountains, and more.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- Mark a target and regain 1% Mental Energy whenever that target uses a psionic technique, with every three subsequent upgrades furthering the regain by an additional 1%.- Mark a target and increase maximum Mental Energy by 1% whenever that target uses a psionic technique, with every two subsequent upgrades increasing the maximum bonus by 1%.- Anytime the psychic kills a derelict; Anti-Aegis dealt is permanently boosted by 1%, with each subsequent upgrade increasing the boost gained by an additional 1%.- Maximum Mental Energy is increased by 5%, with each subsequent upgrade increasing it by an additional 5%.- The psychic can now learn the full details of a target psychic's second technique. Every five subsequent upgrades grants access to the next; such as the third, fourth, fifth, sixth, and so on.



P͎͎S͎͎Y͎͎C͎͎H͎͎I͎͎C͎ ͎O͎͎V͎͎E͎͎R͎͎L͎͎O͎͎R͎͎D͎
Indefinitely disable up to one psionic technique that was learned from INSPECTION. INSPECTION can now be used to fully learn the details of any target psychic's Neurolink upgrades.

Primed ͎P͎͎s͎͎y͎͎c͎͎h͎͎i͎͎c͎ ͎O͎͎v͎͎e͎͎r͎͎l͎͎o͎͎r͎͎d͎: Limit increased to two techniques.
True ͎P͎͎s͎͎y͎͎c͎͎h͎͎i͎͎c͎ ͎O͎͎v͎͎e͎͎r͎͎l͎͎o͎͎r͎͎d͎: Limit increased to three techniques. The psychic can indefinitely disable up to one target's Neurolink upgrades.

͎M͎͎I͎͎M͎͎I͎͎C͎͎R͎͎Y͎
The psychic can create a perfected replication of up to one technique that was learned from INSPECTION.

Primed ͎M͎͎i͎͎m͎͎i͎͎c͎͎r͎͎y͎: Limit increased to two techniques.
True ͎M͎͎i͎͎m͎͎i͎͎c͎͎r͎͎y͎: Limit increased to five techniques.

͎I͎͎N͎͎N͎͎E͎͎R͎-͎T͎͎R͎͎U͎͎T͎͎H͎
The psychic can use INSPECTION to completely learn the capabilities, physiology, and abilities of any derelict.

Primed ͎I͎͎n͎͎n͎͎e͎͎r͎-͎t͎͎r͎͎u͎͎t͎͎h͎: Flesh between the psychic and derelict become one, allowing the psychic to merge with a weakened derelict to become a psychic-alien hybrid. This instantly kills the derelict and turns it into a flesh puppet rather than a living creature.
True ͎I͎͎n͎͎n͎͎e͎͎r͎-͎t͎͎r͎͎u͎͎t͎͎h͎: A deceased derelict can be devoured to satisfy hunger, heal injuries, and regenerate limbs and organs.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- Each use of teleportation– regardless of the method will add 3 Anti-Aegis(non-stacking) to the psychic's next technique use, with each subsequent upgrade increasing the Anti-Aegis by 1.- Each use of teleportation– regardless of the method, will grant 1 Aegis with each subsequent upgrade increasing the amount by 1.- Increase Anti-Aegis dealt by 5%, with each subsequent upgrade increasing the bonus by 2%.



͎H͎͎Y͎͎P͎͎E͎͎R͎͎S͎͎P͎͎A͎͎C͎͎E͎
When the psychic's life is in danger, they are instantly surrounded by an all-encompassing portal in the form of an invisible aura. Any object that is sent towards them with the intent to harm is warped elsewhere once it's only a few inches away from the psychic. This aura depletes 10% Mental Energy per turn.

Primed ͎H͎͎y͎͎p͎͎e͎͎r͎͎s͎͎p͎a͎͎c͎͎e͎: The psychic can channel 40% Mental Energy to warp a surface on touch into a two-way portal; granting complete permeation through people, structures, and objects.
True ͎H͎͎y͎͎p͎͎e͎͎r͎͎s͎͎p͎a͎͎c͎͎e͎: The aura develops into a complete modification of personal biology that transforms the psychic into a portal themselves. Objects and even people can be freely stored within their body at will, and the psychic can make their limbs disappear and reappear out of invisible portals– all without pain or internal damage.

͎H͎͎Y͎͎P͎͎E͎͎R͎͎S͎͎P͎͎E͎͎E͎͎D͎
The ending of an action can be assigned to the next teleport by channeling 30% Mental Energy, causing it to happen instantly once the teleport happens. This allows the psychic to pull off instantaneous attacks, ignore range limitations, and make any of their techniques trigger instantly– which is especially useful for ones that require a time investment.

Primed ͎H͎͎y͎͎p͎͎e͎͎r͎͎s͎͎p͎͎e͎͎e͎͎d͎: THe Mental Energy cost of Hyperspeed is reduced to 20%.
True ͎H͎͎y͎͎p͎͎e͎͎r͎͎s͎͎p͎͎e͎͎e͎͎d͎: Hyperspeed can be applied to effects, not just the endings of actions. Any of the psychic's cause and effect events can be effectively cheated, forcing the effect to trigger instantly on the next use of teleportation.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- Choose a location as a mental footnote. While within this footnote, the psychic regains 1% Mental Energy every turn, with each subsequent upgrade increasing the energy gained by an additional 1%.- Choose a location as a mental footnote. While within this footnote, the psychic receives 1 Aegis every two turns, with each subsequent upgrade increasing the Aegis by 1.- Triggering Regional Teleportation will increase the psychic's maximum mental energy by 10% until they leave the current location, with each subsequent upgrade increasing the amount by an additional 2%.- Triggering Regional Teleportation will cause the next psionic technique within the location to have its cost removed, with each two subsequent upgrades adding another free use. This applies to all techniques that don't have continuous energy drain, even ones that aren't used by the psychic who initially triggered the teleport.



͎E͎͎X͎͎P͎͎A͎͎N͎͎S͎͎I͎͎O͎͎N͎
The psychic spreads their mental influence across the entire area, transforming it into a carbon copy of their own mindscape. This lasts for four turns and can only be used once per cycle, yet the psychic regenerates 25% Mental Energy per turn while Expansion is active.

Primed ͎E͎͎x͎͎p͎a͎͎n͎͎s͎͎i͎͎o͎͎n͎: The mindscape instead lasts for an entire cycle first, then switches to eight turns afterwards.
True ͎E͎͎x͎͎p͎a͎͎n͎͎s͎͎i͎͎o͎͎n͎: One of the psychic's techniques will be triggered automatically– without cost, upon activating Expansion. If the technique is meant to target a specific individual, said technique will become both unblockable and unavoidable. If the psychic has a passive technique, its cost is nullified while Expansion is active.

͎T͎͎E͎͎M͎͎P͎͎O͎͎R͎͎A͎͎L͎͎I͎͎T͎͎Y͎
The psychic spreads their mental influence over an area, allowing them to replace the environment with a version of itself that was a day into the past. The environment itself and any objects within it are reversed to their state yesterday.

Primed ͎T͎͎e͎͎m͎͎p͎͎o͎͎r͎a͎͎l͎͎i͎͎t͎͎y͎: Temporality can be honed to a more precise point, allowing the psychic to pull specific objects or sections of the environment from the past rather than the entire area.
True ͎T͎͎e͎͎m͎͎p͎͎o͎͎r͎a͎͎l͎͎i͎͎t͎͎y͎: By teleporting a past and future version of an object or section of the environment into the present, it can be froze in time completely. Any and all effect to it is nullified before it even happens, and it cannot be moved or changed by any means until the freeze is cancelled.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- The levitation can be used on 1 ally. Each subsequent upgrade adds 1 ally to the limit.- The psychic can spend 50% mental energy to heal 1 injury. Each subsequent upgrade increases the amount of injuries restored at once by 1.- The psychic can use telekinesis to alter their lifting strength, allowing them to lift anything under 13kg. Each subsequent upgrade adds an additional 13kg.- The psychic can phase through 1 surface per Day Cycle. Each subsequent upgrade increases the maximum amount by 1.



͎P͎͎H͎͎Y͎͎S͎͎I͎͎C͎͎S͎ ͎A͎͎L͎͎T͎͎E͎͎R͎͎A͎͎T͎͎I͎͎O͎͎N͎
The psychic can freely stretch their limbs without pain or damage, and bullets bounce off of their limbs as if they were made of rubber.

Primed ͎P͎͎h͎͎y͎͎s͎͎i͎͎c͎͎s͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: The alteration spreads to their entire body, allowing every inch to be manipulated like rubber. The psychic can also freely grow and shrink in size, with the caution of affecting their speed and strength.
True ͎P͎͎h͎͎y͎͎s͎͎i͎͎c͎͎s͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: The psychic can now freely shapeshift as they please, with complete control over their bodily properties. Their head– however, is the only part of their body that cannot change shape.

͎S͎͎P͎͎E͎͎E͎͎D͎ ͎A͎͎L͎͎T͎͎E͎͎R͎͎A͎͎T͎͎I͎͎O͎͎N͎
The psychic can swap speeds with anything they touch.

Primed ͎S͎͎p͎͎e͎͎e͎͎d͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: The psychic is now capable of touching anything that is immaterial– like lightning, and swap speeds with it.
True ͎S͎͎p͎͎e͎͎e͎͎d͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: Speed isn't swapped any longer, it is instead drained on touch. This allows the psychic to literally steal speed and give it to themselves, though it only lasts for five turns.

͎S͎͎T͎͎R͎͎E͎͎N͎͎G͎͎T͎͎H͎ ͎A͎͎L͎͎T͎͎E͎͎R͎͎A͎͎T͎͎I͎͎O͎͎N͎
The psychic can absorb the force of impacts and add it to their own normal strength, though it only lasts for ten turns.

Primed ͎S͎͎t͎͎r͎͎e͎͎n͎͎g͎͎t͎͎h͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: The psychic's strength defies all logic and physics; allowing them to lift, move , and damage any object or surface with the exception of vehicles and structures.
True ͎S͎͎t͎͎r͎͎e͎͎n͎͎g͎͎t͎͎h͎ ͎A͎͎l͎͎t͎͎e͎͎r͎a͎͎t͎͎i͎͎o͎͎n͎: The psychic's logic-defying strength extends to vehicles and structures.


Upgrades require 1x Upgrade Neurolink Module, and stack infinitely.
Titled upgrades require 3x Neurolink Modules to use.
Upgrading a Titled to Primed requires 5x Neurolink Modules, same for Primed to True.
Only one Titled/Primed/True can be selected at a time, and swapping between them is only permitted outside of battles.


- +1 increase to Unleashed's maximum object count. This increases the maximum object count of Temperament and Contortion as well.- Telekinesis can be used to crush any object under 10lbs, with each subsequent upgrade increasing the maximum weight threshold by 10lbs.- Telekinesis can be used to give an object sentience and allow it to act of its own volition, up to one at a time. Each subsequent upgrade adds +1 to the object limit.- The psychic can disintegrate all of their affected objects at once, converting them into 5% total mental energy. Each subsequent upgrade increases the energy received by 3%.



͎T͎͎E͎͎M͎͎P͎͎E͎͎R͎͎A͎͎M͎͎E͎͎N͎͎T͎
Telekinesis now has the ability to freely repair any affected object, though the time it takes to repair is proportionate to the size of the object. Larger objects require more time to be repaired.

Primed ͎T͎͎e͎͎m͎͎p͎͎e͎͎r͎a͎͎m͎͎e͎͎n͎͎t͎: The object's material hardness can be increased to iron, but only one object at a time. This has no effect on materials that are already stronger than or equal to iron.
True ͎T͎͎e͎͎m͎͎p͎͎e͎͎r͎a͎͎m͎͎e͎͎n͎͎t͎: The object's material hardness can be increased to the level of steel, but only one object at a time. This has no affect on materials that are already stronger than or equal to steel.

͎C͎͎O͎͎N͎͎T͎͎O͎͎R͎͎T͎͎I͎͎O͎͎N͎
Telekinesis now has the ability to freely stretch and bend any object without breaking it, yet only up to one object at a time can be affected.

Primed ͎C͎͎o͎͎n͎͎t͎͎o͎͎r͎͎t͎͎i͎͎o͎͎n͎: Not only can the affected object stretch, but their sharpness can be altered on a whim.
True ͎C͎͎o͎͎n͎͎t͎͎o͎͎r͎͎t͎͎i͎͎o͎͎n͎: The sharpness of affected objects is attuned to the supernatural, allowing them to slice psychic phenomena in half to make it disappear.


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═   ʜɪꜱᴛᴏʀʏ   ═

~ Barcelona, Spain

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═   ɪᴅᴇɴᴛɪᴛʏ   ═

❝ I'll try my best! ❞

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═   ʙᴀꜱɪᴄ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ   ═

──────⊱◈◈◈⊰──────


═   ᴀᴘᴘᴇᴀʀᴀɴᴄᴇ   ═

──────⊱◈◈◈⊰──────

═   ᴘᴇʀꜱᴏɴᴀʟɪᴛʏ   ═

❝ Let's have a good day today, okay? ❞

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═   ᴄᴀᴘᴀʙɪʟɪᴛɪᴇꜱ   ═

──────⊱◈◈◈⊰──────


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═   Player 13's Special: Midfielder Stance   ═

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═   Player 13's Special: Striker Stance   ═

Owner
Emma Martínez, she learned how to create this technique during her initiation into Akademeia.
Kinetic Ability
Striker Stance belongs to the kinetic ability of The Prodigal Ballplayer.
Capability
Emma can take a small object and dribble it with her feet as if she were playing with a soft football, regardless of the object's weight. She can then strike the object with her head or legs to send it flying at a target. If the object can fit between her legs, she is able to dribble it.
Emma can dribble the object five times without it touching the ground to make the object as tough as steel. Emma can activate Striker and Midfielder at the same time to reduce the total dribbles required for the boost to zero, giving her fully powered strikes immediately.

Consumption Rate
For every five dribbles that Emma performs in Striker Stance she will consume 5% of her mental energy. If activated in tandem with Midfielder Stance, each strike will consume 25% of her mental energy.
Discipline
With her talent as The Prodigal Ballplayer, Emma's techniques are heavily based on her skills in certain sports. For Striker Stance, Emma takes the position of a football player.
Training with this stance can be done just by practicing with football normally, such as trying to dribble the ball without letting it touch the ground and trying to score goals.

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═ ʜɪꜱᴛᴏʀʏ ═

~ Tanta, Egypt

ʙᴀᴄᴋꜱᴛᴏʀʏ
Living in Tanta wasn’t too harsh, it was just difficult to coexist. The busy streets and loud cars it was a sign that it was open season for customers. Having a table made from a plank of wood and two small boxes, ready to make his pay. His go-to game was finding the ball, Luring a few people over. “Welcome to Zygote’s game” seeing a twelve year old boy showing excitement for his game was something the crowd fell for every time.
He played a few games some won and some lost with him being fairly known. They believed he did it just because he enjoyed playing but really he did it for the money. With him being an orphan living in a care home this was a way for him to make money for himself. Daytime was only small money for him but during the nighttime is where he makes his bigger profits. Unbeknownst to them his silver tongue was well sharpened. Which helped to figure out if they felt confident enough to put money down.When they were that’s when he switched gears and began to cheat using his sleight of hand tipping the odds in his favor, making them believe the ball was somewhere else. Making a good amount of money from his winnings. Being persuasive was something that got him out of dangerous situations through his life. Even helped him make more friends at the care home. That’s when he bounded with his friend Cyril over learning about astronomy.

They often made maps fantasying about the universe and how it was arranged. Seeking ways to grow closer with the stars when they eventually leave the care home.At the age of Sixteen he try his hand at playing cards seeing it as a more effective method for bigger cash. The game wasn’t to difficult to learn but utilizing his Silver tongue and sleight of hand was. The more he won, the more complacent he became with his skills. This lead him to a table where one of the players kept an eye on him. He still managed to win by just cheating, giving himself a winning hand during his turn to deal.Leaving quickly he was soon followed by two people that he was playing with, recognizing that one of them was the same person who was watching him. They managed to corner him forcing questions upon him and when he gave unsatisfying answers they planned to take him somewhere. But when all seemed lost a stranger from the shadows confronted the two, telling Rami to run home.

This experience convinced him to no longer try scamming people but still had his fun with playing games and spent more time staring at the stars above with Cyril. A year later, on his birthday he was gotten a letter in the mail asking him to meet at the university. Everyone thought it was a professor of that university but he still wasn’t sure of it, still remembering those individuals he encountered. He ask his friend Cyril to join him to which she agreed and when they arrived to his surprise it was a professor. She gave them a tour of the building but at the end of the tour she wanted to talk with Rami in private.Once they had privacy in her classroom she confessed that she knew who he was and kept an eye on him. Rami started to recognize her voice being the one that saved him. She told him that those people a year ago were still looking for him. But she managed to keep his name hidden from them but as long he was in Egypt they will find him again unless he went somewhere far like an academy. He pondered on this question eventually having an answer. He will go with her under the condition that Cyril would be able to be a student at the university.This answer surprised the professor but agreed as she told him about the day they were going to leave, leaving on his birthday. While everyone thought he went overseas for his scholarship program, he was training with the professor. Showing an interest in Rami believing he could be a good fit for the academy. But know that she needed to teach him for the day he was sent to the academy to take his entry exam.

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═ ɪᴅᴇɴᴛɪᴛʏ ═

❝ If stars can be wonderful by just existing, we can be more then wonderful. ❞

ᴘʀᴏᴅɪɢᴀʟ ᴛɪᴛʟᴇ
Astronomer Prodigal
ғɪʀsᴛ ɴᴀᴍᴇ
Rami
ᴍɪᴅᴅʟᴇ ɴᴀᴍᴇ
N/A
ʟᴀsᴛ ɴᴀᴍᴇ
Zygote

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═ ʙᴀꜱɪᴄ ɪɴꜰᴏʀᴍᴀᴛɪᴏɴ ═

ᴀɢᴇ
18
ɢᴇɴᴅᴇʀ
Male
ʀᴀᴄᴇ
Tanned brown
ʙᴇʟɪᴇꜰꜱ
N/A

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═ ᴀᴘᴘᴇᴀʀᴀɴᴄᴇ ═

ʜᴇɪɢʜᴛ / ᴡᴇɪɢʜᴛ
5’3/180
ʙᴏᴅʏ ᴛʏᴘᴇ / sʜᴀᴘᴇ
Ectormorph
ʜᴀɪʀ / ᴇʏᴇꜱ
Brown/Yellow
ᴅɪsᴛɪɴɢᴜɪsʜɪɴɢ ғᴇᴀᴛᴜʀᴇs
Glasses- He doesn’t need them but enjoys the look that they give him
ᴀᴛᴛɪʀᴇ
Wearing baggy clothes with shorts with his necklace that he bought makes him the most comfortable.

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═ ᴘᴇʀsᴏɴᴀʟɪᴛʏ ═

❝ I’m a lot more flexible than you would expect. Well more mentally then physical ❞

ᴅɪꜱᴘᴏꜱɪᴛɪᴏɴ
❲ Adaptive ❳
During his time wandering the streets he learned that everything can be an opportunity. Often shaping himself to fit through his circumstances which can sometimes lead him being deceptive. But believe that something he needs to do what he can to overcome obstacles. Helped him crafted a more positive outlook on challenges.
❲ Bold ❳
Adapting so often he grown to take gutsy steps that could do more wonders for himself. With him using his talkative nature he learned that people aren’t as complex as they like to believe. Feeling more confident about who he is since his own drive isn’t as complicated like everyone else. This sometimes comes off as arrogance, a thing he doesn’t deny since he’s honest about it.

❲ Honesty ❳
When he became honest about his arrogance and learn more the truth of psychic powers. He refused to let others to be hurt just because someone didn’t have what it took to accept the truth. His straightforwardness can cause more problems but from his perspective that just reveals the true problem.
❲ Supportive ❳
By reveling the true problem of a situation he’s able to give a more positive attempt. Supporting those to the extent that it seen as selfless since he experienced what it meant to solve this on his own. Showing his caring nature that’s capable of thinking about others.
ꜱᴇxᴜᴀʟɪᴛʏ
Heterosexual

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═ ᴄᴀᴘᴀʙɪʟɪᴛɪᴇꜱ ═

ʙᴇʟᴏɴɢɪɴɢꜱ
Gold earring- A gift from Cyril that was given to him before leaving. With Rami having one on his right ear while Cyril has one on her left. Being a symbol of love that can’t be corroded.
ᴛᴀʟᴇɴᴛ
He showed a technique of his called “ Starlight Of Love “ that showed his passion for astronomy and his understanding of how psychic techniques could be made representing his talent.

❝ I’m more than a star or planet, I’m the orbit that brings them close. You’re mind is no different ❞

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═ Starlight of Love ═

Owner
Rami Zaygote
Kinetic Ability
Astronomer
Capability
Surrounding himself in Nebulas fog that’s structured by complex plasma and gas similar to an actual Nebulas. But what makes it is that he needs to decide what this Nebulas can consist for further techniques. Which can consist of Ionized, Molecular hydrogen or Cosmic dust but until he decides which one his Nebulas contains it remains neutral.

Consumption Rate
4%: When technique is achieved.
Discipline
During his time training with professor at the university they went over the basics of what Psionic are. Studying how gases and plasma are created, using his mental energy to create it. It was a struggle creating the gas and plasma needed taking him a few months to create gas and plasma. Over time he capable of creating them at the same time.

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═ Ionized Nebulas ═

Owner
Rami Zaygote
Kinetic Ability
Astronomer
Capability
By Choosing his Nebulas fog to consist of Ionization. He allows electricity to pass through his fog acting as a shield to protect his from physical attacks. The target is still able to make contact with his body in trade of getting electrified. He can also release the build up electricity in a form of an AOE (Area of Effect)in a direction or himself since he can’t control the arcs of electricity. Once he does that it’ll take a post for his psychic energy to build up electricity for his protection, leaving him vulnerable for a moment.

Consumption Rate
6%: When activated and building up electricity after discharge.
Discipline
Some time after he got enrolled he couldn’t contain his excitement and started to work on how to utilize ions. Since he didn’t learn telekinesis during that time it took awhile for him to actually understand how he could use it. Settling on the idea it could be useful for protection against other attacks related to electrical.

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═ ʜɪꜱᴛᴏʀʏ ═

~ Newark, New Jersey

ʙᴀᴄᴋꜱᴛᴏʀʏ
Born and raised in Newark, New Jersey. She too had to hide from everyone wanting to kill her because of her abilities. They discovered such abilities when she performed as a magician at her local high school's talent show… Only to be boo’d and given death threats because they found out she was using her illusions to play tricks on them. Her parents turned against her for the fear of their own lives, sending her into hiding…
It’s only with mere luck she found out about Akademeia, for some students found her in her hiding place and offered to take her there as a student. She did not know if she could trust them or not, but she did not really think deeply about it anyway. So, she accepted their offer. And ever since there she’s getting ready to start her freshman year at the Academy!And now, she is set off to begin her first year here at Akademeia. But, not just as a regular student… But with the intention of bringing back her old Magician person, Tightrope The Great!

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═ ɪᴅᴇɴᴛɪᴛʏ ═

❝ And now! Feast your eyes, On this Feast!!! ❞

ᴘʀᴏᴅɪɢᴀʟ ᴛɪᴛʟᴇ
Magician Prodigal
ғɪʀsᴛ ɴᴀᴍᴇ
Rosie (Named after her mother, Rosetta)
ᴍɪᴅᴅʟᴇ ɴᴀᴍᴇ
Stymerhein (Named after her great grandfather)
ʟᴀsᴛ ɴᴀᴍᴇ
Gambrell (The family last name)

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═ ʙᴀsɪᴄ ɪɴғᴏʀᴍᴀᴛɪᴏɴ ═

ᴀɢᴇ
19
ɢᴇɴᴅᴇʀ
Female
ʟᴀɴɢᴜᴀɢᴇ
English (Jersey accent)
ʀᴀᴄᴇ
Caucasian
ʙᴇʟɪᴇꜰꜱ
Letsism

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═ ᴀᴘᴘᴇᴀʀᴀɴᴄᴇ ═

ʜᴇɪɢʜᴛ / ᴡᴇɪɢʜᴛ
5,8 And 142 lbs
ʙᴏᴅʏ ᴛʏᴘᴇ / sʜᴀᴘᴇ
Soft Hourglass (not really a big chest)
ʜᴀɪʀ / ᴇʏᴇꜱ
Ginger (Hair), She has curlyish straight hair
Blue Eyes (A very dark blue)
ᴅɪsᴛɪɴɢᴜɪsʜɪɴɢ ғᴇᴀᴛᴜʀᴇs
Her Golden Piercings (Lips, and Nose)
ᴀᴛᴛɪʀᴇ
She loves to dress formally, sort of like a magician! She can also be seen walking round the halls with her golden embroidery dresses and suits, and also her glittery ones too! Anything to make her stand out and look all the part in DK’s and other people’s eyes. Below are some references!

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═ ᴘᴇʀsᴏɴᴀʟɪᴛʏ ═

❝There is always time for a little bit of fun and games! C’mon and step RIIIIGHT, UP! ❞

ᴅɪꜱᴘᴏꜱɪᴛɪᴏɴ
❲ Playful ❳
❲ Always in the mood for a little bit of action and some games, she is quite lively and wants to engage with anyone and everything! Parties, Games, and maybe just simple shows she always wants to get active and have some fun. ❳
❲ Cunning ❳
❲ Whenever there are time she needs to get something done or just for the hell of it, she loves to use her ability to pull of tricks and get where she needs to go. Things like making a fake door for the victim to try and open but in reality it’s just a wall. Or maybe use her illusions to distract others while in reality she could be sneaking away easily! ❳
ꜱᴇxᴜᴀʟɪᴛʏ
Bisexual

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═ ᴄᴀᴘᴀʙɪʟɪᴛɪᴇꜱ ═

ʙᴇʟᴏɴɢɪɴɢꜱ
1x - Ringmaster’s Baton (Can convert into a whip)
1x - Tophat
1x - Journal full of dreams and trickery
ᴛᴀʟᴇɴᴛ
Not only do they have showmanship, but she’s outstanding at her magic tricks! With or without her ability. She got into the Academy mainly because she was really good at being a magician.

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ᴠᴏɪᴄᴇ

Video

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═ Psychedelica: Mind Games ═

Owner
Rosie Gambrell
Kinetic Ability
Magician
Capability
The user is able to project illusions that pretty much play tricks with their victim. So she could project things like multiple clones of herself that feel real and look real, she can project things like making a coin disappear from midair when in reality she's holding it the entire time, or maybe she can get even crazier and make you think no one is in the room with you, when there could be 100 people in there! The possibilities are endless, but sadly it's very taxing.

Consumption Rate
-10% For every Heavy Illusion (Making it seem like the floor is lava, or making it seem like there is no one in the room your in.)
-5% For every Medium Illusion (Making herself be able to eat a sword, or maybe perform impossible flips), If she was to make perfect clones of herself, each clone costs -5%.-5% For Every Light/Effortless Illusion (Making you think your keys are in your pocket when in reality it's on your desk.)Discipline
The user only knows how to use it in acts of simply making her magic tricks even more wacky and cooler than the average magic tricks, and also in acts of wanting to pull pranks and tricks on her professor and friends! Sometimes, whenever she has a mental breakdown or just flat out angry that's when she can start to reveal the real horrors of her ability. Due to this ability being so great, it takes a very mental tax on the user and also makes her more tired and exhausted the harder the illusions are. So she tends to stay away from intense or straight up complex illusions unless she needs to.

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═ Psychedelica: Imagination Unbound. ═

Owner
Rosie Gambrell
Kinetic Ability
Magician
CapabilityThe user is able to create illusions that mess with the victim's 5 senses, effectively making the perfect illusion without figuring out how they are seeing everything around them. The illusions are very power, the more mental energy that's put into the ability, the more powerful the illusions get. These illusions are considered to be able to do things like make you think you are on fire, be able to taste and feel these illusions like food, drinks, or even other materials.Basically, this ability is to pretty much immerse you and make you feel like you are quite literally in this trippy and crazy world in a way. These illusions cannot actually burn you alive or of course hurt you physically, they simply are just tricking your brain. It' could make it think for example that you are seeing everything upside down, or maybe making your touch sense feel like whatever you touch or hold on to, is extremely cold. But in reality, everything is just perfectly normal!

Consumption Rate
20% Per Illusion
Discipline
Rosie only knows how to use this ability for Magician purposes, meaning if she needs the audience to see her exaggerate one of her acts, she will use this ability to give the show that comical effect it needs. The same goes for whenever she is quite angry or simple just overwhelmed with emotion, she will use ability without noticing its power. However, this ability is MENTALLY COSTING. So her consumption rate is just eating her alive the more she does this technique. Therefore, she only uses it to just make her shows cool and exciting rather than combatively.