Post by Xeryth Varson on Jun 4, 2006 16:59:00 GMT -5
Name: Xeryth Varson
Occupation: 'Adept' Psy-Controller
Nationality: Eastern European descent, but raised in the States.
Height: 5'7"
Weight: 143 lbs.
Age: 14
Hair Color: A 'natural' platinum blonde, almost white in appearance, 'natural' in that it was not achieved through dyes, but years of seclusion...
Eye Color: Pale blue, lacking a large amount of pigment, also because of his years spent locked away.
Appearance: Small and rather frail, Xeryth has had little to no physical exertion throughout the biggest part of his life. As such, it shows in his rather pale skin, extremely light hair and dull blue eyes, as well as his lack of musculature of any sort. He wears loose-fitting and unassuming clothing, mostly shirts and tunics, and loose jeans and pants. Having never spent any time in the outside world, he knows nothing of 'style' and simply wears what feels most comfortable upon his body.
Personality: Extremely quiet and withdrawn. Being in the company of nothing but military instructors for the greatest part of his life has left him with a very subservient attitude. If someone who seems important were to bark an order at him harshly, he would hop to it without another word. When dealing with his peers, he is still unaccustomed to outside interaction, and as such will be rather awkward when he speaks, if he even speaks at all.
History: Xeryth was born Christopher Nikolovitch to a loving mother and father. Even as he was born, they knew something was special about their boy. Like most children, he exited the womb crying and throwing a fit. However, when Christopher was birthed, the soft whining was also accompanied by everything within a few foot radius of him vibrating and shaking as if it was under the influence of a very small earthquake. The doctor hesitantly delivered the baby, watching the stethoscope around his neck flop about without anyone even touching it, and handed him to the mother, citing that they needed to make a few phone calls.
Thus, Christopher was born and named, and soon after, he was taken away.
The doctor, after delivering Christopher, had immediately went and dialed the number he had been given quite a few years ago, but had never had to use until now. The conversation went something like this:
"If you have this number, then you have a distinct reason for calling it. Have you found a potential?"
"Yes, yes, they told me I'd know when I saw one, and I know for sure, this is one you may be interested in."
"We will send someone there to speak with you in person shortly."
"Yes, thank you, Director..."
Christopher went home and lived the first three years of his life normally, but for a few quirks. One was his amazing intelligence. It just seemed as if the boy picked up on things and could understand and comprehend what was told him faster than most of his age. By the age of three, he was not only speaking with a rather profound vocabulary for his age, but also reading and even beginning to write, as well. His parents could not have been more proud of him, if not for the other quirk that tended to balance everything out. When Christopher would ever find himself in a fit of deep emotion, be it immense anger, sadness, or even joy, things would begin to happen. Objects would fall from the counters or fly across the room. Once, in an especially bad outburst of tears from young Christopher, the entire coffee table began to levitate a foot off the ground. This frightened Christopher's parents, as they, being normal human beings, could not begin to know how to deal with 'talents' such as his. It was then that the government came to intervene.
A representative of the not so well known 'D-13' government branch visited the family. He explained that this department was interested in their child for their projects. He told them that the US military was developing the use of psychic individuals to help influence the war effort, and that their son's latent abilities, if correctly channelled and controlled, could be a huge benefit to the country. He told them that not only would the boy be given absolute care and all the necessary treatment a young boy should have, but the parents would also be very heavily compensated for their sacrifice.
Christopher's parents did love him, but they also needed the money. With that, plus their feelings of inadequacy in caring for their son, they agreed to set him off to the government for training in the Psi-Ops program.
To retain his anonymity as well as his family's, Christopher's name was legally changed to Xeryth Varson, a young boy with no family to speak of, whose family had left him out on the street, unable and unwilling to care for him, or so the story went. For years, Xeryth was kept locked inside the department's facilities, undergoing thousands upon thousands of tests, training exercises, and mental conditionings to bring out his abilities for his own control. Quickly, Xeryth got the hang of controlling his abilities, startling his COs by speaking to them in their heads and controlling small objects with only the power of his mind. For years this training was intensified, solely focusing on the boy's mental abilities. As such, he was rarely, if ever, taken outside, and hardly given any physical exertion. He was still well-fed, however, and thus was healthy, if not a bit on the weak side. The intention, it seemed, was to train his mental prowess first, then move on to the more martial side of things when he was older.
The department was not very well known, but that does not mean it wasn't known at all, however. There were a large number of lobbyists who were against the 'abduction' of children from their homes for new 'super-soldiers.' Though the claims sounded so absurd that most groups were just written off and 'loonies' or 'conspiracy theorists' by the general public, there was one faction in particular who took a slightly more covert and militant outlook upon their goals: The Mind's Exiles.
Organized by a psychic ejected from the program after he was labeled "unstable", that is, inable to fully control his mental powers, they believed that no psychic should be stuck to a certain path in life, that all men, psychic or no, should be free to choose their own way. With knowledge of the workings of D-13, however, this particular group had the power to strike at them, and that is exactly what they did.
On Xeryth's thirteenth year of life, his room was suddenly burst into. He awoke with a start, instinctively throwing his door shut with his mind only. It was caught, however, and held in place, though was still slowly pushing forth to a closed position. Intrigued, Xeryth lessened his mental grip, and the Mind's Exiles came in. Reaching out for him with his mind, the leader spoke to young Xeryth.
Are you happy here, young one?
I don't know... I've never known much else...
Would you like to see what else lies outside? Just take my hand...
Xeryth stretched out and took the man's outstretched appendage, and the group whisked him away, freeing him from his confinement and letting him out into the world. Xeryth, however, had no place to go. His family, unaware of his escape, would not even recognize him anymore, and his name and life story had been altered so that he would have no family, or no home. The leader of the Mind's Exiles referred him, then, to the place where he had sought refuge after his own ejection: The Arcane Academy. Perhaps there, he could refine his powers, and then use them for his own ends instead of the ends of those he does not even know...
Style: Full-on Psychic abilities. Xeryth's powers run the gamut from telekinesis, to telepathy, to astral projection and even a certain form of mind control he'd been trained to perfect. He also has been able to manifest his psychic energy as an invisible psionic shield to guard himself from attacks.
Strengths: His strength of mind. Xeryth's psychic abilities do all of his attacking, and his general intelligence works to his advantage as well. Besides having a natural affinity for psychic powers, he is also very, very smart, and it helps him immensely in fights, for he has a serious lack of physical strength in any form.
Weaknesses: Quite frail, Xeryth's years having his mind trained to maximize its potential has left him with no physical strength to speak of, and not much speed to boot. While he was not malnourished, and there is potential for strengthening his body, as it stands, the boy has barely any physical presence to speak of.
Xeryth's naivity, innocence, and most importantly, his fear, however, are far greater weaknesses than any physical one. Due to his years of tutelage under D-13, he has an innate sense of subservience, and will follow anyone in a position of power over him no matter what, as respect for one's commanders is deservant of such treatment. Also, Xeryth is quite young, not the youngest student at the academy, but very close to it. Not only that, but he has spent most of his life away from society, so he's very blind to it. This may distort his thinking at times, giving him a different outlook on the world than what is usually considered normal and/or acceptable.
His greatest weakness, however, is his fear. Xeryth, simply put, is afraid of many things: The D-13, people getting close to him, and most importantly, himself. The D-13, while he truly harbors no resentment for them whatsoever, stands in Xeryth's mind as a symbol for a life he's already left. In his usual naive demeanor, Xeryth fails to realize that he was simply one of many within the Department's ranks, and thinks that, when dealing with the D-13, that they are around only to return him to their Psi-Soldier program. When it comes to people getting close to him, Xeryth simply has a problem with ignorance. Intimate contact wasn't necessary in the D-13, and thus Xeryth doesn't understand anything about it. Intimacy is simply one of the emotions Xeryth can recognize, but not understand.
The strongest fear Xeryth has is the fear of himself. During Der Metzgermeister's class, Xeryth became fully conscious and aware of the extent of what the Psi-Ops program did to his psyche. He has come to understand that he is fully capable, both physically and mentally, of taking many lives without so much as blinking twice about it. This frightens Xeryth considerably, and gives him a certain 'dual nature', wherein he CAN become quite powerful, and fight ruthlessly and effectively, but does not want to, and will go to any lengths in order to not fight at all, lest his 'soldier's instincts' kick in again.
Starting Spell List: (Further spells will be detailed in his Quick Links)
Mind's Eye View - Not really an ability, per se, but Xeryth uses it often enough that it deserves being mentioned here. Through meditation and focus, a person can enter a sort of parallel state of perception, combining the elements of both the mind as well as the eyes. What this amounts to is that, with eyes closed, the person in Mind's Eye View can 'see' the things about them as vividly as if their eyes were still open. Psychics have a natural affinity for Mind's Eye, as it is the basic premise of psychic abilities. From that, with enough practice, it can take less and less concentration to enter this state of mind. Xeryth, who had been practicing this since his first days at D-13, is extremely proficient at entering Mind's Eye View, being able to call upon it at will by simply closing his eyes. What this does for him, by itself, however, is little. Yet, by imagining things to be true within this view, and focusing on projecting this imagined product into the real world, Xeryth can call upon any psychic ability. The ones he is more proficient in (Psychic Burst, Telekinesis) do not require Mind's Eye View to perform, however, some of the more taxing abilities that involve manipulation of physical forces (Pyrokinesis, others to be discovered later) do require Mind's Eye View, as well as intense focus, to perform.
Psychic Burst - Similar to Telekinesis, this allows Xeryth to use psychic waves in a concentrated pattern, 'throwing' them at opponents or pulsing them out from his body in a 'psychic explosion.' This can do no lasting internal damage other than the pain of hitting the ground, however; they work more like concentrated psychic 'punches'. At this point, Xeryth is only able to fire small Psychic Bursts, which could do little more to an opponent physically then a man of normal physical aptitude would with a punch.
Telepathy - Xeryth can speak to others in their minds with little effort. However, Xeryth realizes that most would be put off by this, and chooses not to do so unless to those who wouldn't be afraid of him for it. Xeryth often finds he can articulate himself better through this medium, though.
Telekinesis - Xeryth can move many objects with just his mind alone. Objects of greater size require greater concentration, and until he progresses in his abilities, it will take quite a long amount of time and focus to move extremely large objects even a tiny amount.
Mind Reading (passive and active) - Xeryth's natural intuitiveness and comprehension abilities coupled with his psychic powers work as a sort of passive mind reading ability. Without even trying, Xeryth can 'read' more so than 'feel' someone's emotions, as well as, to a lesser extent, their basic intentions, ie: if someone plans to attack someone else, Xeryth would be able to feel that a 'I'm going to attack someone' vibe from the attacker, but would not be able to detect who, what, or why without delving deeper.
Actively, Xeryth has been trained to, with enough concentration and focus, actually read the thoughts of others as they come. At his current level of ability, however, he is not able to mask his presence, and even the stupidest of individuals would be able to realize that someone is digging around in their head whenever he does.
'Mind Control' - It isn't truly Mind Control, per se, but Xeryth can implant thoughts and suggestions into the minds of others, and depending on their mental fortitude and sheer force of will (read: INT stat and RP ability, respectively) be able to pinpoint the suggestion as not theirs, and, as such, not follow it. To use this ability to the best of its abilities, Xeryth would also have to be reading the person's mind, for knowing what they're thinking at the moment would help to design the perfect suggestion. Of course, as stated before, right now it is hard for him to enter a mind without masking his presence, making it easier to detect the false suggestion once he's already inside.
Psi Barrier - Xeryth can hold up a barrier of varying sizes, invisible on all spectrums to protect himself or others from harm. He can make it almost any size, however, it works on the principle that the bigger he stretches it, the weaker it becomes. Thus, a buckler-type shield focused around his arm would be nigh-impenetrable, even after repeated blows, but a huge bubble encompassing three people would only be able to take a few direct hits before dissipating. With training, though, he can increase the average strength of his shields.
Weapons/Gear:
The only weapon Xeryth owns is what is known as Psionic Manifestation Emitter, or PME for short. A bracer-type item strapped to his right forearm, it is made from state-of-the-art military technology to focus psychic waves and manifest them in any way the wielder chooses. Someone strong enough in the use of this weapon could make giant swords or axes, or even shoot psychic 'bullets' that would do physicial damage, unlike the Psychic Burst ability. As far as Xeryth's ability with the weapon goes, he is only able to manifest a short dagger-like protrusion from the emitter.
Items:
Ring of Travelers (+2 to Dexterity)
While Xeryth was on his very first mission, he not only met the charismatic and slightly silly Onira for the first time, but also, while telekinetically sifting through the remains of a broken caravan, stumbled across this ring. A sleek silver color, this ring begins to glow brightly upon his right middle finger whenever Xeryth attempts to push his body beyond his usual limits, causing him to feel lighter, thus making him slightly faster and more agile.
STARTING STATS:
Strength: 5
Dexterity: 5
Endurance: 5
Intelligence: 15
Wisdom: 20
Energy: 15
(I assume that for me, Energy will be my 'focus' stat, regarding how well I can concentrate mid-battle to perform my abilities.)
Occupation: 'Adept' Psy-Controller
Nationality: Eastern European descent, but raised in the States.
Height: 5'7"
Weight: 143 lbs.
Age: 14
Hair Color: A 'natural' platinum blonde, almost white in appearance, 'natural' in that it was not achieved through dyes, but years of seclusion...
Eye Color: Pale blue, lacking a large amount of pigment, also because of his years spent locked away.
Appearance: Small and rather frail, Xeryth has had little to no physical exertion throughout the biggest part of his life. As such, it shows in his rather pale skin, extremely light hair and dull blue eyes, as well as his lack of musculature of any sort. He wears loose-fitting and unassuming clothing, mostly shirts and tunics, and loose jeans and pants. Having never spent any time in the outside world, he knows nothing of 'style' and simply wears what feels most comfortable upon his body.
Personality: Extremely quiet and withdrawn. Being in the company of nothing but military instructors for the greatest part of his life has left him with a very subservient attitude. If someone who seems important were to bark an order at him harshly, he would hop to it without another word. When dealing with his peers, he is still unaccustomed to outside interaction, and as such will be rather awkward when he speaks, if he even speaks at all.
History: Xeryth was born Christopher Nikolovitch to a loving mother and father. Even as he was born, they knew something was special about their boy. Like most children, he exited the womb crying and throwing a fit. However, when Christopher was birthed, the soft whining was also accompanied by everything within a few foot radius of him vibrating and shaking as if it was under the influence of a very small earthquake. The doctor hesitantly delivered the baby, watching the stethoscope around his neck flop about without anyone even touching it, and handed him to the mother, citing that they needed to make a few phone calls.
Thus, Christopher was born and named, and soon after, he was taken away.
The doctor, after delivering Christopher, had immediately went and dialed the number he had been given quite a few years ago, but had never had to use until now. The conversation went something like this:
"If you have this number, then you have a distinct reason for calling it. Have you found a potential?"
"Yes, yes, they told me I'd know when I saw one, and I know for sure, this is one you may be interested in."
"We will send someone there to speak with you in person shortly."
"Yes, thank you, Director..."
Christopher went home and lived the first three years of his life normally, but for a few quirks. One was his amazing intelligence. It just seemed as if the boy picked up on things and could understand and comprehend what was told him faster than most of his age. By the age of three, he was not only speaking with a rather profound vocabulary for his age, but also reading and even beginning to write, as well. His parents could not have been more proud of him, if not for the other quirk that tended to balance everything out. When Christopher would ever find himself in a fit of deep emotion, be it immense anger, sadness, or even joy, things would begin to happen. Objects would fall from the counters or fly across the room. Once, in an especially bad outburst of tears from young Christopher, the entire coffee table began to levitate a foot off the ground. This frightened Christopher's parents, as they, being normal human beings, could not begin to know how to deal with 'talents' such as his. It was then that the government came to intervene.
A representative of the not so well known 'D-13' government branch visited the family. He explained that this department was interested in their child for their projects. He told them that the US military was developing the use of psychic individuals to help influence the war effort, and that their son's latent abilities, if correctly channelled and controlled, could be a huge benefit to the country. He told them that not only would the boy be given absolute care and all the necessary treatment a young boy should have, but the parents would also be very heavily compensated for their sacrifice.
Christopher's parents did love him, but they also needed the money. With that, plus their feelings of inadequacy in caring for their son, they agreed to set him off to the government for training in the Psi-Ops program.
To retain his anonymity as well as his family's, Christopher's name was legally changed to Xeryth Varson, a young boy with no family to speak of, whose family had left him out on the street, unable and unwilling to care for him, or so the story went. For years, Xeryth was kept locked inside the department's facilities, undergoing thousands upon thousands of tests, training exercises, and mental conditionings to bring out his abilities for his own control. Quickly, Xeryth got the hang of controlling his abilities, startling his COs by speaking to them in their heads and controlling small objects with only the power of his mind. For years this training was intensified, solely focusing on the boy's mental abilities. As such, he was rarely, if ever, taken outside, and hardly given any physical exertion. He was still well-fed, however, and thus was healthy, if not a bit on the weak side. The intention, it seemed, was to train his mental prowess first, then move on to the more martial side of things when he was older.
The department was not very well known, but that does not mean it wasn't known at all, however. There were a large number of lobbyists who were against the 'abduction' of children from their homes for new 'super-soldiers.' Though the claims sounded so absurd that most groups were just written off and 'loonies' or 'conspiracy theorists' by the general public, there was one faction in particular who took a slightly more covert and militant outlook upon their goals: The Mind's Exiles.
Organized by a psychic ejected from the program after he was labeled "unstable", that is, inable to fully control his mental powers, they believed that no psychic should be stuck to a certain path in life, that all men, psychic or no, should be free to choose their own way. With knowledge of the workings of D-13, however, this particular group had the power to strike at them, and that is exactly what they did.
On Xeryth's thirteenth year of life, his room was suddenly burst into. He awoke with a start, instinctively throwing his door shut with his mind only. It was caught, however, and held in place, though was still slowly pushing forth to a closed position. Intrigued, Xeryth lessened his mental grip, and the Mind's Exiles came in. Reaching out for him with his mind, the leader spoke to young Xeryth.
Are you happy here, young one?
I don't know... I've never known much else...
Would you like to see what else lies outside? Just take my hand...
Xeryth stretched out and took the man's outstretched appendage, and the group whisked him away, freeing him from his confinement and letting him out into the world. Xeryth, however, had no place to go. His family, unaware of his escape, would not even recognize him anymore, and his name and life story had been altered so that he would have no family, or no home. The leader of the Mind's Exiles referred him, then, to the place where he had sought refuge after his own ejection: The Arcane Academy. Perhaps there, he could refine his powers, and then use them for his own ends instead of the ends of those he does not even know...
Style: Full-on Psychic abilities. Xeryth's powers run the gamut from telekinesis, to telepathy, to astral projection and even a certain form of mind control he'd been trained to perfect. He also has been able to manifest his psychic energy as an invisible psionic shield to guard himself from attacks.
Strengths: His strength of mind. Xeryth's psychic abilities do all of his attacking, and his general intelligence works to his advantage as well. Besides having a natural affinity for psychic powers, he is also very, very smart, and it helps him immensely in fights, for he has a serious lack of physical strength in any form.
Weaknesses: Quite frail, Xeryth's years having his mind trained to maximize its potential has left him with no physical strength to speak of, and not much speed to boot. While he was not malnourished, and there is potential for strengthening his body, as it stands, the boy has barely any physical presence to speak of.
Xeryth's naivity, innocence, and most importantly, his fear, however, are far greater weaknesses than any physical one. Due to his years of tutelage under D-13, he has an innate sense of subservience, and will follow anyone in a position of power over him no matter what, as respect for one's commanders is deservant of such treatment. Also, Xeryth is quite young, not the youngest student at the academy, but very close to it. Not only that, but he has spent most of his life away from society, so he's very blind to it. This may distort his thinking at times, giving him a different outlook on the world than what is usually considered normal and/or acceptable.
His greatest weakness, however, is his fear. Xeryth, simply put, is afraid of many things: The D-13, people getting close to him, and most importantly, himself. The D-13, while he truly harbors no resentment for them whatsoever, stands in Xeryth's mind as a symbol for a life he's already left. In his usual naive demeanor, Xeryth fails to realize that he was simply one of many within the Department's ranks, and thinks that, when dealing with the D-13, that they are around only to return him to their Psi-Soldier program. When it comes to people getting close to him, Xeryth simply has a problem with ignorance. Intimate contact wasn't necessary in the D-13, and thus Xeryth doesn't understand anything about it. Intimacy is simply one of the emotions Xeryth can recognize, but not understand.
The strongest fear Xeryth has is the fear of himself. During Der Metzgermeister's class, Xeryth became fully conscious and aware of the extent of what the Psi-Ops program did to his psyche. He has come to understand that he is fully capable, both physically and mentally, of taking many lives without so much as blinking twice about it. This frightens Xeryth considerably, and gives him a certain 'dual nature', wherein he CAN become quite powerful, and fight ruthlessly and effectively, but does not want to, and will go to any lengths in order to not fight at all, lest his 'soldier's instincts' kick in again.
Starting Spell List: (Further spells will be detailed in his Quick Links)
Mind's Eye View - Not really an ability, per se, but Xeryth uses it often enough that it deserves being mentioned here. Through meditation and focus, a person can enter a sort of parallel state of perception, combining the elements of both the mind as well as the eyes. What this amounts to is that, with eyes closed, the person in Mind's Eye View can 'see' the things about them as vividly as if their eyes were still open. Psychics have a natural affinity for Mind's Eye, as it is the basic premise of psychic abilities. From that, with enough practice, it can take less and less concentration to enter this state of mind. Xeryth, who had been practicing this since his first days at D-13, is extremely proficient at entering Mind's Eye View, being able to call upon it at will by simply closing his eyes. What this does for him, by itself, however, is little. Yet, by imagining things to be true within this view, and focusing on projecting this imagined product into the real world, Xeryth can call upon any psychic ability. The ones he is more proficient in (Psychic Burst, Telekinesis) do not require Mind's Eye View to perform, however, some of the more taxing abilities that involve manipulation of physical forces (Pyrokinesis, others to be discovered later) do require Mind's Eye View, as well as intense focus, to perform.
Psychic Burst - Similar to Telekinesis, this allows Xeryth to use psychic waves in a concentrated pattern, 'throwing' them at opponents or pulsing them out from his body in a 'psychic explosion.' This can do no lasting internal damage other than the pain of hitting the ground, however; they work more like concentrated psychic 'punches'. At this point, Xeryth is only able to fire small Psychic Bursts, which could do little more to an opponent physically then a man of normal physical aptitude would with a punch.
Telepathy - Xeryth can speak to others in their minds with little effort. However, Xeryth realizes that most would be put off by this, and chooses not to do so unless to those who wouldn't be afraid of him for it. Xeryth often finds he can articulate himself better through this medium, though.
Telekinesis - Xeryth can move many objects with just his mind alone. Objects of greater size require greater concentration, and until he progresses in his abilities, it will take quite a long amount of time and focus to move extremely large objects even a tiny amount.
Mind Reading (passive and active) - Xeryth's natural intuitiveness and comprehension abilities coupled with his psychic powers work as a sort of passive mind reading ability. Without even trying, Xeryth can 'read' more so than 'feel' someone's emotions, as well as, to a lesser extent, their basic intentions, ie: if someone plans to attack someone else, Xeryth would be able to feel that a 'I'm going to attack someone' vibe from the attacker, but would not be able to detect who, what, or why without delving deeper.
Actively, Xeryth has been trained to, with enough concentration and focus, actually read the thoughts of others as they come. At his current level of ability, however, he is not able to mask his presence, and even the stupidest of individuals would be able to realize that someone is digging around in their head whenever he does.
'Mind Control' - It isn't truly Mind Control, per se, but Xeryth can implant thoughts and suggestions into the minds of others, and depending on their mental fortitude and sheer force of will (read: INT stat and RP ability, respectively) be able to pinpoint the suggestion as not theirs, and, as such, not follow it. To use this ability to the best of its abilities, Xeryth would also have to be reading the person's mind, for knowing what they're thinking at the moment would help to design the perfect suggestion. Of course, as stated before, right now it is hard for him to enter a mind without masking his presence, making it easier to detect the false suggestion once he's already inside.
Psi Barrier - Xeryth can hold up a barrier of varying sizes, invisible on all spectrums to protect himself or others from harm. He can make it almost any size, however, it works on the principle that the bigger he stretches it, the weaker it becomes. Thus, a buckler-type shield focused around his arm would be nigh-impenetrable, even after repeated blows, but a huge bubble encompassing three people would only be able to take a few direct hits before dissipating. With training, though, he can increase the average strength of his shields.
Weapons/Gear:
The only weapon Xeryth owns is what is known as Psionic Manifestation Emitter, or PME for short. A bracer-type item strapped to his right forearm, it is made from state-of-the-art military technology to focus psychic waves and manifest them in any way the wielder chooses. Someone strong enough in the use of this weapon could make giant swords or axes, or even shoot psychic 'bullets' that would do physicial damage, unlike the Psychic Burst ability. As far as Xeryth's ability with the weapon goes, he is only able to manifest a short dagger-like protrusion from the emitter.
Items:
Ring of Travelers (+2 to Dexterity)
While Xeryth was on his very first mission, he not only met the charismatic and slightly silly Onira for the first time, but also, while telekinetically sifting through the remains of a broken caravan, stumbled across this ring. A sleek silver color, this ring begins to glow brightly upon his right middle finger whenever Xeryth attempts to push his body beyond his usual limits, causing him to feel lighter, thus making him slightly faster and more agile.
STARTING STATS:
Strength: 5
Dexterity: 5
Endurance: 5
Intelligence: 15
Wisdom: 20
Energy: 15
(I assume that for me, Energy will be my 'focus' stat, regarding how well I can concentrate mid-battle to perform my abilities.)