World of Progress
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Power of the Ebb

Go down

Power of the Ebb Empty Power of the Ebb

Post by Admin Sat Nov 20, 2021 12:58 am

Ebb:

"What is Ebb? That is as much of a philosophical question as it is one of science. Ebb, to put it bluntly, is everything. Ebb is your desks, Ebb is the air you breathe, your morning coffee, your late night crash. It is the whole of our existence. And yet it is none of those things. Ebb is the physics that dictate that if I drop this book, it will hit the floor. But it is also the Science Friction that you wear and use every day, the methods that allow us to apparently break all of those physics and rules. But what is truly happening when we exert our powers is not the twisting or breaking the rules, everything we do is already coded into the very fabric of the world, we merely bring it forth. In fact, the miracle is not the Ebon knitting together injuries or a Waster blasting some Carrien to pieces with the power of their mind, the miracle is that not every living organism can use the power of Ebb."
Sweet, Ebon SCL 4.3 giving her initial introduction to new Ebon-students at Meny.


The Ebon Race has evolved on a single basic premise: The World of Progress is based on one fundamental formula that is extremely unstable. This basic formula struggles to retain stability and, in the process, it splits itself and will continually do so until it reaches a sufficient safe state. Upon this hypothesis, the universe is structured and built. This creative formula is called the Ebb, it shapes and controls all that exists in this universe. Ebb is also something that can be controlled and manipulated by a race that understands its concept and knows how to utilise formulae: The Ebon Race.

Ebon Race:

The Ebon Race is a species unlike any other. Originally, their race was discovered by Intruder who understood the basic principles of the Ebb and how to use its powers to the full potential. Intruder knew the Ebons had a rudimentary knowledge and that with the necessary tutoring, he could evolve a race of beings devoted to the Ebb Formulae that direct the universe. In spite of the Ebon's great power potential, they are a highly-strung and emotional race. Even the Ebon's appearance reflects their individual persona. Hot tempered Ebons can grow fiery-red hair and eyes of flame-like yellow, while the most tense Ebons can be stark white eyed with shocking electric blue hair. Ebons are recognised by their abnormal eyes, having no pupils or irises. In this respect Ebons can be spotted a mile off, since their very emotions come across in their somewhat pale and draughty appearance: They really stand out in a crowd. Besides these inhuman features, they have a distinctly human appearance, offset by their excitable natures.

With study and research, Ebons can read the intricate and incomprehensible patterns of glyphs in order to cast their formulated powers. With such knowledge, Ebons can read minds, heal wounds, move objects without touch, create light and lift through the depth of space. Ebons also have the capability to be offensive with their abilities, enjoying the power to blast their victims -though most Ebons view these talents as defective and self-destructive. These aggressive abilities are best left to the masters they were formulated for: Brain Wasters.

Brain Wasters:

The Brain Wasters are a subsidiary race of Ebons, looked upon by most as a type of Ebon Warrior due to their aggressive, antisocial and frequently psychotic behaviour. This 'breed' of Ebon has been described as having a mismatched gene, hereditary in the natural evolution of the Ebon race, but it has not been isolated as yet. The Brain Wasters' most outstanding features are their charred eyelids (To date, there has never been an explanation for this unusual formation). While the majority of Ebons' overall image is bright and colourful, the Brain Wasters' is dark and forbidding. Since the beginning of SLA Industries, animosity has grown between the two classes. It is a conflict of supremacy, status and viewpoint, kindling the fire of the Brain Waster's temper and
arrogance.
Due to the Brain Waster's naturally violent tendencies, they frequently opt to learn the Ebon arts of destruction, such as Blast and Thermal. They also violate the manipulation of Telekinesis and Enhancement for vicious and deadly purposes. Most Brain Wasters are antisocial but, nonetheless, proud of what they are and somewhat aloof from the Ebons.

Flux:

Flux is the shift of energies that occurs when the Ebb’s formulas are calculated. It represents that part of the Ebb that Ebons can sense, see and manipulate; it is both a tangible energy and a currency with which to enact Ebb disciplines. Depending on the Ebon’s level of understanding, they will be able to draw and store a limited quantity of Flux in their body. It is with this Flux energy that the Ebon or Brain Waster will use the abilities of the various Ebb disciplines they have learned.
Flux is however a finite resource, limited by the individual user’s capacity to store it; a capacity that differs from user to user. For an Ebb user to calculate the required formulas they must ‘burn’ or spend Flux. Doing so opens up their minds to the Ebb, which in turn enables the Ebb to have a real physical effect on the world and its inhabitants. The Ebon effectively creates a temporary instability in the reality they inhabit, allowing the Ebb to fill that void.
An Ebonite who has exhausted all of their available Flux will often feel fragile and incomplete, as though a part of them is missing emotionally. It is because of this that Ebons are seen as being highly emotional beings, often described as ‘deep’ or ‘moody’ by other species. The other side of Flux is the sense of inherent ‘power’ it brings to Ebons. This sense of inner strength is most
commonly seen in Wasters, but any member of the Ebon race surging with Flux may come across as brash, overconfident or slightly aggressive.
Flux is the Ebb’s way of shaping its users as much as it is the Ebon’s way of tapping into the Ebb. Some Ebons enter the foetal position to enhance the flow of flux through their mind and body.

Science Friction:

Science Friction is the construction of flux into material form, such as in the shape of the illegal ancient glyphs and the vital source of Ebon power, the DeathSuit.
Dark Lament specialize in the construction and formation of all Science Friction artifacts for the Ebon race employed by SLA Industries. When practising Science Friction, the Ebon must visualise the object trying to be created and calculate the necessary formulae and the corresponding flux required and then concentrate. If the estimations are correct, the Ebon instantaneously exerts the mandatory flux and the object is created from nothing more than the Ebon's calculations, concentration and mental energy. Styles vary from Ebon to Ebon, since natures and outlooks are individual. Emotions shape the fashion of each Science Friction artifact. The art of Science Friction is a difficult skill to learn and it takes years of practice to become a master. Even the smallest of objects cost the Ebon dearly in flux.
The entire staff at SLA's Dark Lament are fully trained Ebons who have devoted their knowledge and experience to the production of Science Friction equipment such as DeathSuits, Pathfinders and Flintlocks for the Ebons and Brain Wasters trained in Blast.
Dark Lament is a strange and sinister sub-company, their factories and offices are ornamented and sculpted in the sinewy and anatomical form of the Ebon, which to the outsider looks gloomy and deeply forbidding, yet Ebons feel at home in such places.
Even entering such domains, the Ebon can sense the surge of copious amounts of flux being used to create saleable items. Most Dark Lament facilities are decorated and engraved with huge ancient and ornate glyphs, constantly in use. Dark Lament accounts for all Ebon tastes, sick and sweet. Anything purchased for Ebon use in SLA Industries is created and produced by Dark Lament.

Glyphs:

The glyphs are hieroglyphic patterns and configurations Ebons read and calculate in order to achieve successful abilities. In truth, every Ebon ability known is a glyph. If the Ebon cannot understand the glyph, they cannot use the skill. Glyphs usually come in the form of cards with the formula inscribed on the surface. Before the creation of the DeathSuit, 'Glyph Cards' were the only way of utilising abilities, so a multitude of Glyph Cards had to be created. Ebons would be walking about with literally a deck of cards
in their pocket so combat was a messy and often fatal affair as the unfortunate Ebon fumbled with over 30 cards trying to find his Blast card while the enemy riddled him with bullets. Reading Glyph Cards took a great deal of insight: Failure to understand a glyph
could cause a form of partial madness. Experienced Ebons who had survived through the ages have come to know this procedure as 'Insane Insight' taken on by the most foolhardy and eager Ebons and Brain Wasters determined to advance their being at any
cost. In any event, old Glyph Cards caused no end of complications and were eventually disbanded from creative production in favour of Dark Lament's most recent creation, the DeathSuit. Glyph Cards are now only available in Downtown's black market stalls which are eagerly snapped up by Rival Company Ebons circulating in the lower levels of Mort. The Glyph Cards are now illegal and, if found in Downtown, are to be handed in to the Department of Ebon at Head Office. They must not be in the possession of
any rival or feral Ebons, since it is a talent few know how to use effectively. Amongst the most powerful and dangerous of the remaining Glyph Cards are the Advancement Glyphs which, with the proper knowledge and experience can raise the Ebon's formulae, their understanding of Ebb.

Deathsuit:


Since the outdated Glyph Cards disappeared into the dark end of Downtown, the mass-produced DeathSuits from Dark Lament have become an Ebon necessity. Without DeathSuits, the Ebon race would now fall apart. Ebons need the DeathSuit in order to
charge abilities and store flux. Without one, an Ebon is naked -mentally as well as well as physically. Like the Glyph Cards, the DeathSuits are created by Science Friction so they are specially designed to channel and store flux, the finely shaped contours are shaped like the Ebon's body. To many, the Ebon DeathSuit is disturbing and ghoulish. Some have called it a 'skinned man' due to its skeletal and skinless muscle-like qualities, hence the original name, 'DeathSuit'. The reason for this anatomical structure and design is so that the Ebon becomes at one with mind, body and DeathSuit -like a second skin to the Ebon. Once the suit is filled to the maximum with its storage of flux, the DeathSuit becomes symbiotic with its wearer, taking on a similar appearance to the Ebon's emotions. The symbiotic nature between the Ebon and their DeathSuit changes the colour and style of this second skin: The DeathSuit can turn pastel, psychedelic, tie-dye, chequered or any pattern, colour or shade the Ebon cares to choose -the DeathSuit can even go transparent if the Ebon feels really daring. Although the primary uses of the DeathSuit are to store flux over and above the natural potential and enable the Ebon to charge abilities, it also acts as a suit of armour. With the correct understanding of Protect, the Ebon can raise the basic Light DeathSuit's protection and power. The stronger the DeathSuit, the more it shall enhance the Ebon's own physical attributes whilst wearing the symbiotic suit. The longer the Ebon wears the DeathSuit, the more attached they will become to it, growing weary to remove it from their body. All Ebons regard it as a tragedy if a DeathSuit is destroyed in combat and many Ebons have been known to become suicidal over the loss of a loved DeathSuit.
Essentially, an Ebon should buy a DeathSuit as a starting operative and wear it until death and beyond. An Ebon or Brain Waster can easily find themself disgraced by the whole Ebon race for foolishly losing their DeathSuit in a fire-fight. Over years of working for SLA Industries, Ebon operatives build up a friendship or bond with their DeathSuit, especially when the suit becomes sentient through the Ebon's experience. When the wearer is suitable trained, they can interdermalise the suit inside the body and still retain all of its attributes. This is when the Ebon and DeathSuit really become one. An Ebon may never need to remove the suit for any reason, they merely draw the suit inside themselves. The appearance of some of these talented individuals can be somewhat bizarre, especially when someone, for instance, hits them with a baseball bat and the feeble weapon shatters on
contact with the Ebon's 'skin'. Stranger still is if the Ebon retains the DeathSuit's symbiotic colour pattern on their skin: It is not uncommon to see a high ranking Ebon walking around with marble or tie-dye skin that seems as potentially tough as armour. To a
non-Ebon operative, these suits, and whatever powers they possess, are unuseable to a foreigner. It is highly doubtable that a human, alien or otherwise would even know how to put a DeathSuit on.

Formulae:

An Ebon's formulae is their understanding and comprehension of the powers of the Ebb. The higher an Ebon's formulae, the greater their knowledge and potential to achieve more powerful abilities. Ebons and Brain Wasters with high formulae are better at recognising and reading the ancient glyphs on the pillars of Head Office, in the halls of Dark Lament, the archways to the Department of Ebon and on the illegal cards that circulate throughout Downtown.

Getting Close:

This common term used to describe Ebons and Brain Wasters who are going through changes as a result of particularly high formulae. Such experienced individuals are on the verge of the next evolutionary step, they are about to turn Necanthrope.
When an Ebon or Brain Waster reaches Formulae Rank 8, they will start to experience nightmares of a horrific manner. Such cruel dreams are a twisted mixture of the victim's worst fears and memories -more than the poor sleeper could imagine in waking hours, no matter how sick or deranged they really are. The' Dream Demons' can invoke fear into the hardest of Ebons and Brain Wasters. This is the beginning of a long and painful journey -a small price to pay for such great knowledge for the Ebon is 'getting close' to
changing. Regrets appear for the first time in their life, the understanding that they now have is like a curse of their mere existence. The terrible nightmare they are living is for the rest of their life if they do not continue learning formulae or take the daily injection of 'White Noise': A drug specially designed to banish the Dream Demons. Ebons and Brain Wasters who fear the change to Necanthrope are almost White Noise addicts. If they miss so much as one injection, the Dream Demons will haunt their dreams worse than ever before. If the Ebon reaches Formulae Rank 9, the Dream Demons also plague the subject's waking hours. The presently unstable and neurotic Ebon is subject to flashbacks, short conversations with non-present friends, dead relatives and imaginary people advising them to enter 'The White'. There is no rest for the Formulae Rank 9 Ebon and even now, the White Noise is failing to suffice for the Ebon's every hour. By the time they reach Formulae Rank 10, the watching begins. Everywhere the Ebon goes, they will feel the presence of other Necanthropes watching them -day and night. Upon occasion, they may see one standing on a street corner watching them drink in an adjacent bar. Such observers are usually dressed like corporates, wearing black coats and suits with starched white collars. It is hard to visualise their faces and they will always stand motionless, then a car or person will pass in front of them and by the time the field of vision is restored, they are gone. This is a period when no matter how much company the 'turning Ebon' has, they always feel alone and deeply paranoid. Whenever they try to point out the 'watcher', their friends cannot see them and tell them they are either mad or just 'seeing things'. This makes the Ebon feel worse, much worse and then they realise: They are getting close.

The White:

Now there are only two options left open to the Ebon. They can either take on the daunting prospect of staying on White Noise for the rest their life or they can give up the endless struggle and turn Necanthrope. The Necanthropes, themselves, will know
instantly when the Ebon submits to their trust, they pull back the Dream Demons and Observers and simply take them away. Instinctively, the Ebon will know they are coming, the Ebon will leave whatever they are doing and wait for them. Wherever they
wait, they will be approached by a large Dark Lament APC and from this monstrous black vehicle shall exit eight renowned Necanthropes. From here they take the Ebon to Necanthrope Society where the Ebon will be transformed as one of their own, one of the divine race. The experience the Ebon feels when they enter the APC is one of a black void and the sensation of falling and never landing, an urge to be violently sick and the long prayer for rest that never seems to come. When their prayers are finally answered, they dream of a period of change and hibernation. They feel that they are wrapped in cobwebs and then realise that it
is a chrysalis that enshrouds them. When the weary Ebon awakens, they are lying in an enormous Dark Lament cathedral, the circular aisles that surround them are filled with every Necanthrope the Ebon has ever seen, or heard of, including the Preceptor-they are deeply scared yet honoured by his presence. A strange and beautiful woman walks forward in a flowing black gown, in many respects the 7ft tall woman resembles a witch of Necanthrope origin, she has the presence of sensuous power. With a voice as sweet as honey, she asks the Ebon, politely "Steel or Lead". If the Ebon asks for "Steel", the Necanthrope Witch will draw a sword and impale them through the heart and in the event of accepting "Lead", the reward is the same except with a BLA 046 M "Blitzer". Either way, the Ebon is dead and ready to enter 'the White'. With their DeathSuit and nothing else, the dead Ebon is thrown into the gleaming ethereal light. From here they must choose again, whether to continue on the great journey into the afterlife beyond 'The White', or battle to become worthy of Necanthrope status. What ensues is a challenge against all odds, faceable only by the dead Ebon, they have the necessary knowledge and understanding of the formulae and the Ebb to solve the puzzle of transformation. The Ebon must prove their loyalty and determination, they must come to terms with their past, their horrors and meet the correct conclusions in order to pass the test -alone. For any Ebon or Brain Waster entering the White, they must face obstacles and experiences they have lived and will relive again to prove worthiness to the Preceptor Teeth and Necanthrope Society itself. If the Ebon follows the wrong path, they are lost in the White, forever. If they follows the right path, they will shed their old self and its past and swear blind loyalty to the Preceptor Teeth and no other. This is the only true path for return. As the blinding light dims and darkness returns, the new Necanthrope awakes from their slumber. Both mentally and  physically, they have changed. They feel proud of what they have become and have little apprehension of the departing Necanthropes, exiting from the aisles, one by one. All they feel now is love and admiration for the Preceptor Teeth and the Necanthrope Society they now belong to. The Necanthrope is full of new thoughts, ready to face a new existence with brave Necanthrope views and eyes to guide their lessers to the path they have chosen. They are a fully fledged Necanthrope and are permitted to return to this place whenever they feel the need. They have the option to live as one and return to their friends or squad or they may join an 'Eight as One' and enter a group of newly born Necanthropes and act as one body, made up of eight Necanthrope minds. As long as the Necanthrope is not killed in combat or some other fatal circumstance, they are effectively immortal and, like their brothers, sisters and the Preceptor, will live forever.

Power of the Ebb 2jIX5Zy

Necanthrope:

The Necanthrope is the final stage of Ebon being, a formulated Ebon or Brain Waster was has entered the spectral white light that lies somewhere in Cannibal Sector One: Only certain Necanthropes know where it is. The divine globe that the 'pre-Necanthrope'
must be bathed in before they are reborn in the form of a true Necanthrope- It is a desperate battle of the mind in which the Ebon or Brain Waster must struggle to hold onto life by proving and swearing their loyalty to the Preceptor and the Necanthrope Society. Only those strong and worthy turn Necanthrope. It is a great honour given only to those of great faith and devotion.
All Necanthropes have sworn allegiance to Preceptor Teeth, Necanthrope Society and SLA Industries. The Preceptor's word is final and all Necanthropes, young and old respect this. Within the Necanthrope Society, there are rules that all Necanthropes must
obey:

You must not abuse your power.

Respect your elder Necanthropes.

Respect the Preceptor's wishes.

Do not force any Ebon or Brain Waster to enter the white.

Do not debase the Necanthrope Union.


The first rule -you must not abuse your power- is an important decree to Necanthrope Society's reputation. Is is sometimes known for fresh Necanthropes who have just turned to freely exhibit their newfound power for ulterior motives (such as bullying and controlling Ebons by the use of White Reverence). Elder Necanthropes despise this form of misconduct and will punish the
'upstart' severely. The Necanthrope is meant to respect the authority and power they are granted, they are expected to act
accordingly and to act as an example to their lessers: The Ebons and the Brain Wasters. The Necanthropes have a reputation to hold up to their inferiors, a dark and grim stature that all Ebons and Brain Wasters must obey.

The 'Elders' of the Necanthrope Society are elder indeed, Preceptor Teeth and his infamous Union all range from 800 to 900 years old, Teeth being 921 years old himself. Even the Necanthropes that are in the region of 300 are regarded by the Elders as being
'young and immature'. The power and understanding of the Ebb, acquired by the elders is phenomenal -they have had nine centuries to hoard this wealth of Ebb knowledge and energy.The Preceptor Teeth has wishes and desires for his entire race, the Ebons and Brain Wasters must learn and advance and they must strive for this power. The Preceptor Teeth wishes of his Necanthropes that they guide their eager lessers, especially those who wish 'to turn', they must be taught the subtle ways and
preparations required to conceive a powerful and fitting Necanthrope. One of Necanthrope Society's most important rules is that no Ebon or Brain Waster must be physically forced to enter 'the White', although Necanthrope Society will, however, torture and torment its needed apprentices to do so with 'Observants' and 'Dream Demons'.

When Ebons and Brain Wasters turn Necanthrope, they have a choice to make before leaving Necanthrope Society. They may remain independent and solo, or they may become part of a Necanthrope Union, or 'eight in one' as it is known. A Necanthrope Union is a group of eight Necanthropes who act as one. When a Necanthrope Union begins, all its members are usually of the same stage of being and stature. Within the eight, they may or may not choose a leader, one who maintains control and order. Sometimes, this is necessary since Necanthropes can be impulsive and erratic, by nature. The Necanthropes must remain in the eight at all costs and they must protect and guard each other through thick and thin. If a member of the Union is killed (Necanthropes do not die of old age), the others must find another Necanthrope of the same stature and power or of the same family (this may be a Bloodline -Ebon or Brain Waster relative). The day that this happens is a tragedy that should never have occurred. Whatever the Ebon race feels for their DeathSuits, the Necanthropes feel more for each other. Necanthrope Unions are like families, they look after each other: They are as one. In appearance, the Necanthropes maintain a similar vein or style.  However, in the same respect, no two Necanthropes are alike. They are separated by their change, transformation, attitude and outlook, which all disturbingly roll into one to make the overall appearance. A Necanthrope's visual impact amplifies with power and age. The Preceptor Teeth has the aura and presence of a demi-god. His White Reverence and Incarnation are unmatched. Some Necanthropes retain their Ebon features and their transformations are subtle, delicate and profound, implied only by their outlook. There are others whose appearances improve in the White. Its ethereal and spectral idiosyncrasy transmutes them into angelic forms with a certain grace and elegance. Their look is beautiful and the embodiment of innocence, but even the most pure 'angel' from the White, is laced with the dark undertones of a brooding Necanthrope. These characters are as terrible as they are beautiful and commonly used by Necanthrope Society as passionate assassins and lady-killers. Then there are those whose metamorphosis in the White is monstrous and horrifying that bear no natural resemblance to the Ebons and Brain Wasters who entered the light. They are creatures of dark origin and their incarnation is nightmarish and nauseating.

The new Necanthrope shrugs off their Ebon past and philosophies. The White is a gate between life and death and they have left the Ebon they once were behind them. All things change in the light, even outlook and attitude. The Necanthrope mind is serious and sedate, far removed from any Ebon understanding. Its pensive nature is born of a certain emotion, mentally and physically/ naming themselves after what they embody and a presence of Incarnation that indicates what they are and feel. When Ebons and Brain Wasters enter the White, they enter wearing their DeathSuit. Within the light and duration of the test, the Ebon and their DeathSuit truly become as one, so essentially it turns and transforms as a Necanthrope DeathSuit. Its shape and style will change to the speculations and will of its owner.

Gore Cannon:

Once the fresh Necanthrope exits the White, they are given the option of learning the creation and use of the Gore Cannon, a skill and weapon which can only be taken by Necanthropes who have the sinister aspects and outlooks to control such a malignant
weapon. The Gore Cannon is an Ebb weapon like no other. While the Dark Lament Flintlock fires the Ebon Blast abilities, the harrowing Gore Cannon projects the foulest, disturbing and nightmarish thoughts the Necanthrope can express through the material presence of psycho-reactive Ebb matter. The Gore Cannon begins as an ugly swelling, a rounded, white cyst filled with the grim nature of the Necanthrope. When flux charges the disgusting boil, the poisonous energies travelled the length of the Necanthrope's shoulder and arm until it reaches the tentacle, fingerlike barrels that spit the foul ooze. Like the DeathSuit, a Gore Cannon will become sentient and attached to the wearer after time.

Vassal:


All Necanthropes have a Vassal Ebon, who acts as their herald, servant and messenger. The Vassal Ebon must obey the commands of their Necanthrope as long as the wishes do not violate the rules decreed by the Preceptor Teeth. Vassals can be either Ebons or Brain Wasters (usually the same as the Necanthrope was). They are completely loyal and faithful, some would even lay down their life for their masters, but most are quiet and reserved characters who only speak when spoken to. The Necanthrope may never use the Vassal to engage in combat or complete a BPN. The Vassal is there to deal with mundane tasks, such as feeding the Necanthrope flux if they are low and duties involving 'spear-carrying'. The Vassal may progress as far as a position as one of the chosen 'Observers' who watch the formulated Ebons and Brain Wasters who are 'getting close'. The Vassal should never purposefully become a Necanthrope as they are meant to serve the Necanthrope's wishes and little else. The Necanthrope owner  is expected to handle their Vassal in the proper manner and only use them for simple tasks. The Vassal is an honourary gift from the Preceptor Teeth that must not be abused without due reason.
The Vassal Ebon is trained to serve and assist, they are not operative or even combat trained except for several defensive skills. However, Necanthrope Union Vassals can grow tougher learning high Cure and Blast abilities from their masters.

SLA Industries and the majority of its staff and operatives respect the Necanthropes for their power and wisdom, making them not as expendable as the standard operative. They work exclusively on SLA and the Preceptor's behalf: Their challenge in the White conveys their trust and loyalty.

Admin
Admin

Posts : 31
Join date : 2021-10-14

https://bunny.forumotion.eu

Back to top Go down

Power of the Ebb Empty The Flow of the Ebb

Post by Admin Sat Nov 20, 2021 6:01 am

The Flow of the Ebb:

"Each of you here today has one thing in common with the person standing next to you. You are all endowed with the gift of the Ebb. You have all experienced what it is capable of. What you do not see is the evil within you. I see all your evils. I look upon you and I see no-one with more than twenty years of life on their face. I have lived nine hundred and twenty years -look at me, and you will know what will become of you. Observe in me the knowledge which you all seek. This will be revealed in the course of
time. But be warned. If anyone deviates, even slightly, from the path I have laid down I shall scar their bodies and blister their minds. I have in my mind a maze, which holds secrets and symbols that could destroy cities, and keep souls in bondage. If you follow the path, you may never have the misfortune to gaze upon these symbols. With this warning, go now, have my blessing. Always face towards the white, and we shall meet again on the other side. You may leave."

Preceptor Teeth. Giving an induction speech to Ebons beginning their training at Meny.
©899, Third Eye News (With the permission of the Preceptor).

Power of the Mind:

"Everything is numbers these days. People, places, even the Ebb. 400 years ago, you had to feel for your abilities, reach out and touch them with your mind. Now it's all 'I just string a few equations together and POW!. The art has gone, crushed once more by
science."

Frost, Necanthrope, Mort 784 SD.

It was found, some time ago, that it was possible to manipulate the power of the Ebb through the use of complicated hyperbolic equations. These equations take a very short time to calculate (0.6 seconds upon average) with the use of a DeathSuit as a catalyst (equation accelerator). In effect if an Ebon Operative wishes to use an Ebon Ability, they must announce it in their initiative order and the ability itself will activate (and thus consume the required Flux) once their turn comes. If an Ebon is distracted between the announcing and activating the ability, they must make a Willpower-check to see if they can maintain the complex equations required to trigger their ability. If the test is failed, so will the ability, and the Ebon's turn is wasted as they attempt to gather their now scattered thoughts. Distractions can vary from a fellow squadmate screaming at them to getting shot. The difficulty of the test is set by the Storyteller.

Ebon Abilities:

Blast - Force Ebb Kinetics:
Power of the Ebb Vo8mytx

"You want to know what my favourite sight is?
Well, imagine some Carriens mindin' their own business and WHAMMO! They explode! HA! I love blast!"

'Zap', Brain Waster (deceased).

This is one of the most frequently used and destructive of all the Ebon abilities. Through the use of the Ebon's powers, a force is created from the raw energies of the Ebon and moulded into a physical form. Anger is always a good trigger for such abilities but
for the most part, the strongest feelings from the Ebon are always used to fuel the attack. Force Ebb Kinetics is also the most consistent of the Ebon abilities unlike others where the energies required vary greatly. Force Ebb Kinetics is a constant and gradual increase. This makes it quite easy for most to control, learn and use.

Science Friction: Ebb Flintlock: The Ebb Flintlock, as its name suggests, is an arcane looking flintlock-style pistol, formed from Science Friction materials and engraved with glyphs designed to enhance the user’s channeling of Flux when using the Blast discipline; Add +10m to the range  and +1 Damage of any Blast ability. 500c.
Free Ability: Crack ice and glass.

0
Blast 1:
Range: 25m; Damage: 4L; PEN: 2; Flux: 1
Bomb 1: Range: 10m; Damage: 3L; PEN: -; AOE: 3m; Flux: 2

00
Blast 2
: Range: 30m; Damage: 6L; PEN: 4; Flux: 2
Bomb 2: Range: 15m; Damage: 5L; PEN: 2; AOE: 4m; Flux: 3

000
Blast 3:
Range 40m; Damage: 8L; PEN: 6; Flux: 3
Bomb 3: Range: 20m; Damage: 6L; PEN: 4; Flux: 5

0000
Blast 4:
Range: 60m; Damage: 10L; PEN: 8; Flux: 4
Bomb 4: Range: 30m; Damage: 8L; PEN: 6; Flux: 8

00000
Blast 5:
Range: 100m; Damage: 16L; PEN: 12; Flux: 6
Bomb 5: Range: 50m; Damage: 14L; PEN: 8; Flux: 10

Blue Thermal - Glacial Ebb:

Power of the Ebb 6wb1yRd

"So you want me to go into that burning building and rescue the dying kid? Hey, you're the friggin' fire brigade! It don't cost you anything but a little heat on your face. It costs me flux, man!"
Brock (Brain Waster) talking to David Griffiths, Fire Shiver Officer at the scene of a house fire, Mort 897 SD.

The use of the Ebb has led to a few interesting discoveries. Most of the Ebon abilities have opposites, for example, the Art of Healing could be conceived to be the opposite of Force Ebb Kinetics. With Glacial Ebb, these skills are, to all intents and purposes, the exact opposites of the Inferno Ebb. Although the use of Inferno Ebb is straightforward and understood as it was created as a means of surviving harsh climates, the creation of Glacial Ebb was not necessarily brought about by the need to survive in warm climates. This then brings us to the conclusion that Glacial Ebb's creation was entirely down to the requirement of the Ebon to have an opposite in existence for the Inferno Ebb abilities. The use of Glacial Ebb over the centuries has been refined to such a degree that it is possible to create objects such as strong blades of ice which, through the manipulation of FLUX energy, are almost as strong as some metals. These abilities also allow the user to be able to reduce temperatures of both areas and objects
to, with some of the higher abilities, dangerous levels. Direct conflict between Ebons, one skilled in Inferno Ebb, the other in Glacial Ebb can be a long and drawn out affair as they are able to throw the exact opposites of their Ebb energies against each other.

Science Friction: Ebb Sword: The Ebb Sword is a one-handed antique blade encrusted with glyphs. The handle molds itself to the grip of the first Ebonite that holds it, making it unique to the user. The blade of the sword glows in line with the current state of mind of the user - normally blue, green, pink or red when the Ebonite is in combat.; Can be used to implement Ice Blade-Ability, adding +1 Damage and making the blade indestructable. May also be used as a normal single handed sword. 500c
Free Ability: Make ice cubes, keep drink cool, ice cream does not run etc.

0
Shroud In Cold 1:
Lower ambient temperature -5C within a few meters, Object by -10C, user can resist heat up to 50C. Flux: 1
Freezing Blast 1: Range: 6m; Damage: 6B; PEN: Normal armour gives no Soak, fully enclosed armour gives full Soak. Flux: 1
Ice Blade 1: Melee Weapon; Difficulty: 4 Damage: Strength+1L; Flux: 2

00
Shroud In Cold 2:
Lower ambient temperature -15C within 5m, Object by -30C, user can resist heat up to 75C. Flux: 3
Freezing Blast 2: Range: 10m; Damage 8B; PEN: Normal armour gives no Soak, fully enclosed armour gives full Soak. Flux: 2
Ice Sword 2: Melee Weapon; Difficulty: 6 Damage: Strength+2L; Flux: 4

000
Shroud in Cold 3:
Lower ambient temperature -30C within 20m radius, Object by -60C, user can resist heat up to 100C. Aura: 1m; Damage: 6B Flux: 6
Freezing Blast 3: Range: 13m; Damage: 10B; PEN: Normal armour gives no Soak, fully enclosed armour gives full Soak. Armour begins to take significant structural damage. Flux: 5
Ice Bastard Sword 3: Melee Weapon; Difficulty: 7; Damage: Strength+4L; Flux: 6

0000
Shroud in Cold 4:
Lower ambient temperature -60C within 50m radius, Object by -254C, user can resist heat up to 240C. Aura: 5m; Damage: 10B Flux: 12
Freezing Blast 4: Range: 15m; Damage: 15B; PEN: Normal armour gives no Soak, fully enclosed armour gives full Soak. Armour begins to take major structural damage and may shatter. Flux: 8
Ice Claymore 4: Melee Weapon; Difficulty: 7; Damage: Strength+6; Flux: 8

00000
Freeze Solid:
Flash freeze a living being into solid ice. Flux: 20

Communication - Voice of the Ebb:

'The ability to converse using your will rather than your mouth is as important to we Ebons as breathing is to other races. For them 'telepathy', if I may use that rather clumsy term, is as much as they understand of our ways, but for us... for us it is more. We can see what is beneath these little voices. We know that.." -at this point in the lecture, Dr. Hannon stopped speaking- "so to sum up, my friends, we have everything that they want. Shall we give it to them? Do they know what they are getting? Love, hate, lust, envy. The sale is on. We sell emotions. We buy lives."
William Hannon (Soul), SLA Medical Division, (Private lecture to Ebon Students), Meny, 024 SD.

The art of thought planting and its associated abilities can, if used correctly, be more powerful than the strongest Force Ebb Kinetic Blast. The power of thought projection is a long established form of Ebon communication whether it be fellow Ebons having a conversation or an Ebon talking 'at' someone of another race. The actual working parameters of communication are far greater than just 'talking to someone in their head'. At the higher levels of learning, it is possible to read the private thoughts of individuals and even memories. The other side of communication is to deal with the manipulation and alteration of peoples' emotions towards yourself and others. The darker side of communication is, or can be, deadlier than any weapon created. This is the deletion of a person's actual memories or even rewriting those memories, but the most powerful of all is the complete control of someone's mind and with this, their body and is the height of communication/control -possession.

Note: All Communication abilities can be resisted by a successful Willpower-test.

Science Friction: Distractor: The Distracter fits round the left hand portion of the Ebon's helmet from the left ear round the side of the head and covering the left eye. There is a membrane over the left eye monocle that allows the Ebon to see as usual. The Distractor makes all resistance attempts against Communication harder by one level. 400c
Free Ability: "Notice me..." They look round and notice you.

0
Thought Plant 1:
Short message, no more than 30 words; Range: Sight; Flux: 1
Whisper 1: Speak for thirty seconds to a known Ebon within 100km. Flux: 1
Converse 1: Send and receive message, no more than 12 words. Range: Sight; Flux: 2

00
Thought Plant 2:
Send message, no word limit; Range: 100km; Flux: 2
Converse 2: Send and receive message, no word limit; Range: 50km; Flux: 3
Mind Read 1: Basic name, date of birth, address etc.; Range: Touch; Flux: 4

000
Thought Plant 3:
Aura of Power, anyone inferior to you will obey and follow. Charm, target an individual already positively inclined, the target will admire and adore the user. Flux: 5
Converse 3: Planet-wide communication with anyone known; Flux: 4
Mind Read 2: Surface thoughts, family members, friends, days activities; Range: Touch; Flux: 5

0000
Infect:
Transmit emotions, love, hate, fear, Depression; Range: Touch; Flux: 7
Charm: Permanent affection; Range: Touch; Flux: 10
Compulsion: Deepest secrets of the target are exposed, fears, desires, all laid bare, target must speak the truth to any question; Range: Touch; Flux: 7

00000
Warp Past:
Memories of the target can be rewritten; Range: Touch; Flux: 13
Puppetmaster: Completely control the actions of the target; Range: 5m; Flux: 10
Possession: Pour the Ebon's entire personality and skills into the victim's mind, the Ebon's body goes catatonic. Duration: Until the Ebon is either exorcised or leaves; Range: Touch; Flux: 20

Detect - Ebb Awareness:

"You can smell them, Brain Wasters that is. They have that sort of 'blunt' odour. Well, maybe that's not the best way to describe it. 'Thick'... 'brutal', that's a better way. Everybody has their own; Brain Wasters, Ebons, Necanthropes. God, Necanthropes, you can never really get used to their scent. The sweetest thing that I ever come across was 'Shean'. She was a fifteen year old feral Ebon. She was beautiful, pure. I brought her in from Uptown and she went away to do her training, passed with honours. She worked with me for five weeks. I was with her when she died on the Medi-vac 'copter. What a waste of such a sweet girl"
Blake (Ebon), Private Interview: Third Eye, Not for publication, Mort Central 898 SD.

The formulation of the awareness of other Ebons and Ebb is one of the most important abilities possessed by an Ebon. To be able to know where your enemies are is always an advantage. In today's society, these talents have been refined to such a degree
that it is possible for an Ebon to seek out another from their 'scent' even though they may be days away. The initial levels of Ebb awareness deal mainly with actual physical tracking of the sources of Ebb and/or FLUX. The higher levels are much more specific in their purpose. They deal with specific imparting of information about actual people and events that can be used to operate very precise investigations. All of the Awareness abilities are centred around the Ebon. Any detection that they might perform moves with them so a quick 'track' skill has a very short range but the user can move around. The track goes with them scanning wherever the Ebon goes.

Science Friction: Pathfinder:
The Pathfinder covers the top of either hand and lower arm from the first knuckle of the hand and continues up the arm to just below the elbow. There is a hand grip but it is much more comfortable on the arm. Along the length of the Pathfinder, there appears to be a membrane like monitor with a wet looking black finish. This is the pick-up sensor for the Pathfinder if another Ebon comes within 50m. The sensor is not very accurate and cannot give specific directions unless the Ebon is using abilities in conjunction with the Pathfinder. 400c
Free Ability: Sense Ebon

0
Detect 1:
Detect Flux-used within 8 hours within a radius of 4 meters for (Willpower) minutes; Flux: 1
Track: Trail an Ebon-aura no older than 6 hours; Flux: 1
Precognition 1: Receive +1 to any Initiative test. Passive.

00
Detect 2:
Detect Flux-use within 24 hours within a radius of 10 meters, recognize individual Ebon, able to tell if the target is an Ebon/Brain Waster/Necanthrope; Flux: 2
Blood-hound 1: Need personal item of person being traced. The more personal the better, for (Willpower) in hours, scent must be no more than 12 hours old. Flux: 2
Precognition 2: Receive +2 to any Initiative test. Passive.

000
Formulation 1:
Detect Flux-use within 48 hours within a radius of 25m, able to tell what the tracked Ebon looks like and what Ebb abilities the target may have. Flux: 4
Bloodhound 2: If target is an Ebon, find target within 500km. If target is not Flux-capable, track for 48 hours; Flux: 4
Precognition 3: Receive +3 to any Initiative test. Passive.

0000
Formulation 2:
Detect Flux-use within a week within a radius of an entire city sector, able to tell likes and dislikes of target Ebon, habits, usual locations. Flux: 6
Impression 1: Able to tell what happened in the scene from the past 12 hours with vague details, bits of conversation; Flux: 6
Precognition 4: Receive +4 to any Initiative test and +1 to all Dodge-attempts. Does not need to succeed in a Willpower-test to Dodge.

00000
Impression 2:
Absolute understanding of a scene from the past 24 hours. Flux: 8
Deathseek: Able to relive a deceased individuals final 48 hours. Range: Touch; Flux: 10
Sixth Sense: Receive +5 to any Initiative test and +2 to all Dodge-attempts. Can always attempt to Dodge.

Enhancement - Augmentation of Ebb Energies:

Power of the Ebb 4IvDyLo
"The knowledge of Enhancement has always been seen as a loss of control, on the part of the Ebon, by other races. They are blind. Enhancement, the ability to force Ebb energies through every fibre of your being takes a great deal of control and power. The Beast and Demon are not mindless rage machines, they are poetic violence."
William Hannon (Soul)/ SLA Medical Division, Mort 023 SD

Enhancement abilities deal with the physical manipulation of the Ebon's own body to induce strength, dexterity and stamina. The Ebon may also use their skills to toughen the body to such a degree that the skin becomes as hard as stone. It is possible to use the natural growing process of the body at a greatly accelerated rate to heal injuries or even grow an extra limb. The Ebon is only able to perform these abilities upon themselves.

Science Friction: Pineal Stim: The Dark Lament research laboratories developed this strange fluorescent green liquid for use within the Ebon races. This particular drug seems to work best when used with personal enhancement abilities through the manipulation of the body, causing it to perform well beyond its' natural means. This has or can have a painful effect on the subject Ebon, as without proper medical checks and through misuse of Pineal Stim, the Ebon can become subject to a decrease in abilities and Flux, things that Ebons hold dearer than anything. Physically, Pineal Stim has little side effects although in extreme cases it has been known to cause brain haemorrhaging. Doubles the duration of any Enhance-ability. 20c/dose
Free Ability: Clean skin, strong nails, white teeth, thick hair.

0
Teeth:
Grow sabre-teeth, impractical, but terrifying; Receive a Bite-attack; Flux: 1
Claws: Extend, thicken and strengthen natural nails into claws; Receive a Claw-attack; Flux: 2
Attribute Boost 1: Able to increase Strength, Dexterity or Stamina up to +1 for (Willpower) minutes;  Flux 1/point.

00
Resist Fatigue 1:
10 additional hours of activity without rest, maximum 60 hours after which a full day of rest is required; 2 Flux/10 hours
Attribute Boost 2: Able to increase Strength, Dexterity or Stamina up to +2 for (Willpower) minutes or apply a permanent DNA-hallmark on yourself;  Flux: 1/point/tattoo.
Physical Boost: Able to soak Lethal damage with difficulty 6. Passive.

000
Attribute Boost 3:
Able to increase Strength, Dexterity or Stamina up to +4 for (Willpower) minutes; Flux: 1/point
Ebb Razor Claws: Grow 20cm-long claws crackling with Flux-energy for a duration of (Willpower) rounds. Claw-attack with Damage: Strength+6L; Flux: 6
Ebb Beast: Full physical transformation into a hulking monster with Claw- and Bite-attacks. All Physical Attributes gain +4 for (Willpower) in minutes, the Ebon is unable to wield conventional weapons for the duration of the transformation; Flux: 10

0000
Attribute Boost 4:
Able to increase Strength, Dexterity or Stamina up to +5 for (Willpower) minutes; Flux 1/point
Physical Manipulation 1:  Able to Soak all damage with a difficulty 5. Passive. Able to alter appearance, increase or decrease height by 50%, more attractive, permanent Claws and Teeth as 0 Ability permanently; Flux: 15 per permanent change.
Resist Fatigue 2: Up to 8 additional days of activity. Must rest for 1 day for each 2 days active afterwards; Flux: 2/day.

00000
Physical Manipulation 2:
Able to grow new organs and limbs. For each new organ/limb, it takes up to 30 days to grow; Flux: 15/organ/limb
Ebb Demon: The 'Ebb Demon' is one of the most powerful creatures ever seen in the World of Progress . This massive beast can rip and tear flesh from bones in seconds. These creatures are, for all intents and purposes, unstoppable. The Ebon has complete control of this creature they have created from their innermost feelings, which is just as well because to behold such a creature you could think it completely insane. When this ability is used, the DeathSuit cannot accommodate the bulk of muscle and flesh that has been created - It will expand to allow for this, but does not give any protection to the Demon. Pineal Stim does not work on Ebb Demons as the energies involved will burn out the Stim from the system. Receive +5 to all Physical Attributes, Bite- and Ebb Razor Claw-attacks for one hour; Flux: 20

Healing - The Art of Healing and Purification:

Power of the Ebb 1afgMkm

"The healing arts have always been of great importance to the Ebon Race. If, one day, these secrets were to be lost, it would be the end of us all. We must do everything in our power to ensure that the knowledge stays with us forever."
William Hannon (Soul), SLA Medical Division, Mort, 023 SD.

The ability to stop bleeding and repair damaged tissue is usually the first of the Ebon's abilities to be learned and used. To some degree, healing involves a very subtle form of telekinesis, with the knitting together of bones, flesh, etc. but it has become much
more than that. The lower ranks of healing deal with the basic cessation of bleeding and physical damage to the body. At higher ranks when the Ebon's power has increased, the abilities far outdo the earlier skills with such knowledge as being able to regrow limbs, purifying the body of toxins and alcohol and the withdrawal of mental illnesses, not only healing the body but the mind also.

Science Friction: Ebb Medikit: The Ebon Medikit is totally unlike the standard medikit, and is inherently Dark Lament in design and
feel. The actual carry case is covered in muscle like fibre and carved grooves of shiny black Science Friction material with small glyphs that pepper the outside of the Medikit. The interior, which is accessed by a pressure pad on the top of the kit, looks like the inside of a heart. The instruments inside do not match any standard surgical implements. They are of Dark Lament design and are specifically constructed to channel and amplify the Ebon's powers of healing. The instruments are all manufactured to be placed directly on the wounds for healing. These tools are similar to the kit itself in materials and structure. Using the kit while treating an injury using Healing, grants an additional rank in Healing. It can also store 10 points of Flux. 1000c
Free Talent: Heal scratches, bruises, etc.

0
Stabilize:
Stop bleeding, maintain breathing; Flux: 1/round
Heal 1: Heal 1 Health Level; Flux: 1

00
Heal 2:
Heal multiple Health Levels; Flux: 2/level
Regenerate 1: Regrow small parts, fingers, toes; Flux: 3

000
Regenerate 2:
Regrow limbs; Flux: 5
Body System Purification: Purify the body of drugs and poisons in a lengthy, concentrated task; Flux: 7 / 14 if cleansing combat drugs.

0000
Physical Manipulation:
The user may prepare their body for injury, creating a whole new Health level, permanently. Max. 3 new levels; Flux: 8 per point.
Soothe the Soul: Enables the easing of psychosis and extreme mental distress in a lengthy process; Flux: 5

00000
Resurrection:
Defeat death by forcing the body back to life if only dead for up to four minutes; Flux: 20 / 15 With Ebb Medkit
Soul Caging: The Ebon enters the target's mind, visualizing a surreal array of corridors and rooms, enabling the Ebon to target specific harmful memories or traumas and heal them. The task is incredibly dangerous as if the Ebon spends longer than 20 minutes inside the other mind, they will get lost within the maze of the now waking mind.

Illumination - Ebb Illumination:

Operator Number - 047659 A 160C - Start file.
"We went in over the west wall. The Wraith took point. Gave us the all clear. We took up positions 500m from the lab fence, we picked up motion from just behind us but visual came up blank. We headed for the main gate then all hell broke loose. The Wraith
Raider started screaming 'I'm blind, shit, I'm blind'. Hoover was next, he went down covered in a ball of static. He didn't get a chance to scream, his head was fried. The Wraith came back on line. He got some brief I.R. reading 10m to the right of our position. McAwl opened fire against my direct orders and hit something. I could just make out these bleeding bullet holes suspended in mid air as McAwl died the same way as Hoover did. I called for a tactical withdrawal of the strike team. Two more, Washington and Dean, got fried during the retreat. Myself, Bantaso the Wraith and the medic, Fairchild, made it back to the
L.Z. (Landing Zone). We withdrew off world and returned to operations where I filed my report."

End File
SGT. P. Collins, DarkNight Covert Operations,
Mission File No. 160C, Incomplete 894 D.
"The DarkNight strike team arrived on time as our intelligence reports had informed us. I cloaked myself in Ebb and walked around behind them to steal their Wraith Raider's sight. I ran a charge into one of them and took three hits in the torso. The attacker fell
to another Ebb charge. They ran. I followed ending two more lives before they got to their ship. I healed my wounds and returned to the lab and continued with my perimeter inspection."

Deception (Ebon), Department of Investigation,
Mission File No. 172B, Complete 894 SD.

Ebb Illumination deals almost entirely, as the name suggests, with light and the ability to project it. This ability has no actual offensive skills although through the last hundred years or so of Ebon development certain 'damaging' aspects of Illumination instigated by Brain Wasters have dropped into the formulation equations giving rise to what can only be described as 'offensive skills'. At the start of Ebb Illumination, there are no exceptional skills, they nearly all deal with the simple fundamental principle of the creation of light. At higher levels, Illumination becomes immensely powerful and a force that is to be reckoned with. As far as the destructive side of the abilities goes, anybody using it will find that it will use up a vast amount of their FLUX.

Science Friction: Illumination Gem:
The Illumination Gem looks like a small, round, flat crystal about 10cm in diameter. It fits on the palm and wrist of the DeathSuit. The Gem increases the areas of the Illumination abilities two-fold. 350c
Free Ability: Dim lights slightly, make lights flicker. Give small static shocks. Range: touch.

0
Blind:
Create a blinding flash with a radius of 10 meters; Flux: 1
Light 1: Hand can project a light similar to a flashlight for the duration of (Willpower) in minutes; Flux: 2

00
Charge 1:
A touch that can stun the target with electrocution, target must succeed in a Stamina-check against difficulty 6 or be stunned for four rounds; Flux: 3
Light 2: Create a free floating orb of light that will illuminate a 15m radius or have light like flashlight to emanate from the Ebon's eyes; Flux: 3

000
Ebon Eyes:
The Ebon's eyes and skin begin to glow, making the Ebon immune to electrical shock up to 10,000 volts; Passive.
Charge 2: A touch that can electrocute the target for five rounds unless the target defends with a Stamina-check against difficulty 8. Botched defense causes cardiac arrest; Flux: 4

0000
Light 3:
Create a free floating orb that follows the Ebon and can be maneuvered around at will or create an star-like orb high above that creates daylight within a km-radius.
Charge 3: Shoot lightning from the Ebon's hands; Range: 40m; Damage: 10L+stun for duration of turns unsoaked; PEN: 7; Flux: 9

00000
Chameleon:
Refract light through the Deathsuit, true chameleon skin, invisibility for (Willpower) in minutes; Flux: 10
Glyph Creation: Enables the Ebon that knows either Force or Protect onto a surface, using Force to create boobytraps or devastating weapons and Protect to safeguard surfaces or doors. The process takes (15 hours-Willpower) and costs increasing amounts of Flux; Flux: 10/20/30

Protect - Ebon Guard:

"The principles behind the 'DeathSuit' are as follows... Be quiet! That's better. You Feral's don't have the first clue about your potential. And what I'm about to tell you just might save your little necks one day so listen up. The DeathSuit is a matrix used by
Ebons to channel their energies, Ebb. Now before the creation of this suit we had to use Glyph cards to give a focus for our powers. Now the DeathSuit does this for us. It also stops bullets. Yes, I thought that would interest you all. The suit acts as our protection, Ebb store and Glyph deck all in one. Without it you lot would be fumbling about with a deck of cards, like some sad fortune teller, looking for your enhancement Glyphs praying that you have enough time to read it before the big, nasty DarkNight man bashes your head all over the side-walk. Now, any questions?"

Shanna, SLA Tutorial Department, Mort: Meny 873 SD.

Protect: Ebon Guard deals with the abilities that are enhanced by the 'DeathSuit' armour class. Before the actual creation of the DeathSuit, the Ebon guard abilities were all but dormant within the Ebon. Dark Lament brought these abilities from the edge of
extinction and gave them one of the strongest outlets that could possibly be created; the DeathSuit. The protection abilities deal completely with the enhancement of the DeathSuit. These enhancements are not considered great leaps of Ebon power, rather more a utilisation of the DeathSuit. As armour, the DeathSuit, coupled with the mysterious manufacturing techniques of the Dark Lament facilities and the usual powers of the wearer, is perhaps indestructible and most definitely invaluable.

Science Friction: DeathSuit: 750c

Free Ability: Keep DeathSuit clean, no dust or rain etc.

0
Charge DeathSuit:
The first of the Ebon Guard abilities deals with the physical manipulation of the outer skin of the DeathSuit making it more resistant to kinetic forces i.e. bullets, knife blows and some of the Ebon powers. The outer layer thickens and hardens to make a very dense, rubber like substance; Flux: 1 a day/Additional point of armour, up to 3. More importantly, the Ebon is able to heal their DeathSuit.
Channel 1: May store up to 5 Flux in the DeathSuit.

00
Light to Medium:
The Suit is now Medium DeathSuit. At this level of performance, the DeathSuit undergoes the first of its physical changes, grows in strength and, to a slight degree, size. This 'new' DeathSuit has improved protection and damage absorption to protect its wearer. This costs no FLUX. At this point the suit also bleeds insignificant amounts of Flux for the wearer. The DeathSuitand can generate 1 Flux/day.
First Graft: +1 Stamina. Passive

000
Soothing Touch:
Now that the Ebon has reached the higher levels of Ebon Guard, the DeathSuit continues to change both itself and its wearer. The 'Soothing Touch' of a DeathSuit imparts a feeling of calm onto its user. +1 Composure. Passive. Suit now can withstand heat up to 200C, cold of down to -40C and electricity up to 5000v.
Medium to Heavy: The Suit is now Heavy DeathSuit, +1 Strength. The DeathSuit now further undergoes physical changes and becomes tougher and more durable making its next step up to a Heavy DeathSuit. Usually when this happens, it again gains a little more in size but if the Ebon wills it, it can stay the same size and look the same Passive.
Channel 2: May store up to 10 Flux in the DeathSuit.

0000
Interdermalization:
Interdermalisation is perhaps the most physically demanding and mentally damaging ability that an Ebon can use with their DeathSuit. This allows the Ebon to, in effect, hide the DeathSuit under their skin. The actual working parameters of this skill are directly linked to the construction of the DeathSuit. Dark Lament production techniques have created the suit of armour in such a way that the materials used mimic the human body in many ways so as to lessen the detrimental effects of the armour passing through and into parts of the body Flux: 1 to interdermalize, free to extend again.
Heavy to Super: The Suit is now a Super DeathSuit.

00000
Living Suit:
This is the greatest change that any DeathSuit can undergo. Through the Ebon's experiences, use of Flux and Ebon abilities, the suit begins to form its own life matrix and bodily functions. The armour itself becomes a living entity, an extension of the Ebon's mind. Although the DeathSuit can never be a free thinking creature and has no real capacity to learn, it can use the Ebon's own abilities and characteristics. The DeathSuit will not act on behalf of its owner unless they are unconscious. At this point, the DeathSuit may stand and walk as its owner would. When a DeathSuit is using its owner's abilities, its first concern is the well being of the Ebon who wear it and before undertaking any actions will heal the wounded owner. A sentient DeathSuit cannot harm others by any means, instead it concerns itself completely with the preservation of the Ebon host, for example, if an Ebon is wounded in a fire fight, the suit will heal them and drag, crawl and walk to safety or a safe piece of cover till the danger has passed or the Ebon is conscious. If a DeathSuit has no FLUX stored inside, then it may make no actions at all.
Soul Store: Through the use of this ability the Ebon creates a Soul Store matrix in their DeathSuit (Ebon classification: Heartfall matrix) which will, on the event of their death, store their life essence for a 24 hour period plus another 24 hours per 5 points of Flux in the DeathSuit. It is possible for another Ebon to place additional Flux into the DeathSuit to continue the existence of the soul. The matrix is created by the Ebon as it forms a link with the DeathSuit when it becomes sentient. The DeathSuit can then use the Ebon's abilities to, for example, contact another Ebon to inform them of its owner's death or to transport the body back to SLA Industries as an Ebon (even a dead one) and their equipment could be very dangerous in the wrong hands. Once the DeathSuit runs out of Flux, the soul dies and the DeathSuit can no longer use the Ebon's abilities.
Super to Angel: The final step in the DeathSuit's evolution. It may store 20 additional Flux.

Reality Folding - Ebb Manipulation:
Power of the Ebb StKeUNz

"The dog gets a bit spooked when I 'fold' into the living room. The cat - well, she doesn't care about anything and the goldfish can't remember me long enough to notice. Anyway, folding is easy, just think about where you want to go and 'whoosh', you're
there. Well, that's the way I see it. My sister says its got to do with ceasing to exist in one part of the universe and starting in another. My sister's too tightly bound for this world anyway."

Black, Foldship Navigator, Mort 899 SD.

"The art of folding takes a great deal of time to learn. I spent 6 months doing nothing else in Meny. Folding the Ebb is truly amazing, it's like... like being in five car crashes and walking out alive, to feel your body actually change states from being nothing then back to being again is, to say the least, exhilarating. Folding space around the ship is the closest I have ever come to sheer ecstasy. My sister thinks it's 'fun', she's more than a few cards short of a full deck."
White, Foldship Navigator, Mort 899 SD.

This is perhaps the least understood of all the Ebon abilities. Even the greatest Ebon scholars have failed to unravel the innermost secrets of the long and complicated equations that are used. Another mystery of Ebb Manipulation is that the energies involved
are quite small amounts considering that the actual principle of such powers should call for the burning of immense amounts of flux. However, nobody doubts that without such a form of transportation like this, the universe would be a much smaller place. The foldships, massive ships of strange construction, that can travel tens of light years in an instant. These Dark Lament leviathans are the life lines to and from Mort and its dependents.

Science Friction: Vector Box: The Vector Box is a small, kidney shaped object that fits onto the neck and shoulder of the DeathSuit. It is smooth and has an active sensor membrane on its side. The Vector Box allows the Ebon to double the ranges of their Reality Folding. 600c
Free Ability: True sleight of hand.

Note: Ebb Manipulation only works if the Ebon is familiar with the place being ported into. an object or person cannot port into another.

0
Jump 1:
The Ebon may instantaneously port up to 20m within line of sight; Flux: 1
Port 1: A free standing, inanimate object weighing up to 1kg can be ported from up to 5m away to the Ebon's hand or by them; Flux: 2

00
Jump 2:
Allows the Ebon to port up to 100m within line of sight; Flux: 4
Port 2: A free standing, inanimate object weighing up to 10kg can be ported from up to 20m away; Flux: 3

000
Wall-Walk:
This is a very complex ability that involves the Ebon making a series of very small manipulation equations in rapid succesion. This gives the Ebon the appearance of a flickering figure as they fold space millions of times a second. This allows an Ebon to literally walk through solid objects like walls as they do not exist long enough in the physical universe for the object
to take effect. An Ebon cannot walk through a living object. No other abilities of any kind can be used when the Ebon wall-walks; Flux: 5/round
Jump 3: This is a very risky way of manipulating Ebb flow. The Ebon has to picture the place they wish to port to in their mind then fold themselves. This can only be done if the Ebon knows the place they wish to fold to really well i.e their home or a similar place. Maximum range for a "blind" port like this is 5km; Flux: 5

0000
Jump Port:
This is the first step on the way to actually Jump Porting a foldship. It may seem as if the two skills are unrelated but they are almost identical. Where a navigator folds space around a ship, a normal Ebon folds space around another person or similar object. This means that at this level, an Ebon can port themselves and another person or object, as long as the object  weighs under 80kg up to 5km blind if the Ebon has deep familiarity with the target location or up to 50m within line of sight; Flux: 7 + 2 for every kg over 80kg of an object.
Mass Port: This is a general area mass port skill. It is used to reality fold everything including the user in a 2.5m radius to a desired location within 200m which the Ebon must know really well i.e. home or can see clearly. There is no weight limit to the fold but objects which are fixed down would not fold. Everything else would fold i.e. dirt and water as well as other objects; Flux: 15

00000
Jump:
With a deep understanding of the flow of Ebb, the Ebon can now port anywhere within 12,000km as long as the location is known or described well enough; Flux: 14
Fold: This ability allows the Ebon to fold space around one of the great foldships constructed by Dark Lament. This also requires deep knowledge of astral navigation.

Red Thermal - Inferno Ebb

"The next time that you' re sitting at home and some big fire comes on TV, have a thought for the poor saps, like me, that put them out. It's the Ebons, you know. The friggin' Ebons! They wander about like lost sheep, end up in Downtown and more often than not get into a shit load of trouble. Now, you and I both know that, ok, it rains all the time but if s like a tinderbox down there, one spark and' vawoosh'! You lose five blocks. So, they run about blasting anything that moves and most of the things that don't, make a mess of everything and go home. Then! Then, they call us. 'Oh, by the way, there's a fire down in... what was the name of that street again? Oh, you'll know which one it is, big building with flames licking up the outside. Thanks, bye.' God, they make me sick."
Conversation recorded at the 'Level 10' bar between (ex)Fire Officer A.Cord Fire Unit 216A and member of bar staff, R. Jordan, Mort Central 900 SD

The creation of fire has been one of the most important discoveries of nearly every race and civilization. The Ebon race, of course, did it just a little different. Their manipulation of the Ebb brought forth the abilities to resist the coldest of temperatures
but as the saying goes, 'there's no smoke without fire' and the Ebons found that fire; 'Inferno Ebb'. The devastating force of some of these skills is, as with most of the damaging abilities, attributed to the mixture of Ebon culture with the Brain Waster class
but the ability to create fire or heat in general lies firmly in the lap of the Ebon race. The Brain Waster class only manipulated what was already there. The advancement of Ebons using Inferno Ebb has changed little in 200 years, the most powerful ability,
'Cinder', was, up until 300 years ago, a very powerful Body Blaze that could engulf entire areas or rooms with the creation of a strong intervention equation, this ability was turned into a literal 'death touch'. These abilities are often used extensively by the Brain Waster cast more than Force Ebb Kinetics as the Inferno is much more visually pleasing. All of these abilities by their nature are easy to learn and cost the user very little in Flux. Ebons will find that they are immune to the effects of their own Inferno Ebb abilities.

Science Friction: Thermal Gauge: The Thermal Gauge is a small device that can link to the Ebon's lower arm of the DeathSuit. The Gauge comes in the form of a thick arm piece that looks similar to the arm section of the DeathSuit that connects to the wrist. The Gauge has a deep groove running length-wise up the case. This groove is activated by the Ebon when using either of Thermal abilities and glows when in use. The outer shell of the gauge is, as with the DeathSuit, organic in appearance- with apparent muscle tissue that expands and contracts when abilities are used. The gauge fits on either arm. Adds another 5m to the ranges of Burn. 500c
Free Ability: Finger/hand lighter.

0
Resist Cold:
Able to resist freezing temperatures down to -30C.
Heat 1: Increase the temperature of an object up to 40C; Flux 1
Burn 1: Project fire from hands; Range: 25m; Damage: 6L; PEN: -; Flux: 1

00
Body Blaze 1:
The very air around the Ebon's body sets on fire, wreathing the Ebon in flames and heat; Flux: 3
Heat 2: Increase the temperature of an object up to 100C; Flux: 2
Burn 2: Range: 25m; Damage: 9L; PEN: -; Flux: 2

000
Body Blaze 2:
The Ebon wreathed in flames now projects heat like a house fire; Flux: 5
Heat 2: Increase the temperature of an object up to 150C; Flux: 3
Burn 2: Range: 30m; Damage: 12L; PEN: -; Flux: 3

0000
Body Blaze 3:
The aura of fire around the Ebon is now like a chemical fire, destroying lesser materials like paper and most fabrics immediately and boiling most liquids; Flux: 8
Heat 2: Increase the temperature of an object up to 2000C, past the melting point of steel; Flux: 5
Burn 2: Range: 45m; Damage: 15L; PEN: -; Flux: 4

00000
Cinder:
Immolate a target living being to ash in seconds; Reach: Touch; Flux: 25

Senses - Sense Perception:

"I had the misfortune to be present at an Ebon brawl once. These two huge Ebb Beasts burning FLUX like there was no tomorrow. I think one of them tried to 'Cinder' the other but it was ready it and retaliated with a 'Backlash', I think it's called. The
first one then did the same back. What followed in the next few seconds could only be described as 'a game of catch with a hand grenade'. Eventually, the first one weakened and was reduced to ash in an instant. I have never seen Ebon Senses used like that before and I never want to see it again."

Kevin Walker, Shiver Unit 77A, Mort: Downtown
896 SD.

The art of removing and replacing the senses has been the focus for a great deal of debate over the centuries, Most Ebons can understand that the returning of lost senses such as sight has great benefits. In addition to this, as the power increases, the damage that can be inflicted on the senses grows in severity. Perhaps this is a trait of the Brain Waster breed or the natural reaction of a race that depend so much on perception to survive. It seems that no answer shall ever be reached to lay these questions to rest but at the same time the other abilities seem to have been buried under the above arguments. Some of which are quite remarkable, for instance, the power to transfer audio and visual information by thought to a standard recording disc (slug).

Science Friction: Jade Probe: The Jade Probe fits like a skull cap on top of the DeathSuit helmet. The Probe is a long Y shape, the bottom of which rests on the forehead of the helmet, the other two branches fit just behind the ears. The front stalk has a crystalline tip which, when activated i.e. using abilities, emits an almost invisible pulse of light. The probe is constructed of the same strangely fleshy material as all other pieces of equipment. Any attempts to resist applications of Senses are one level harder. 400c
Free Ability: Exceptional Vision or Hearing as a free perk.

0
Blatant Theft:
At this level, the Ebon can only effect the easiest senses; taste, hearing, sight, smell and touch.
Shock Sense 1: Remove a sense for 5 rounds, each success of the target's Willpower-check lowers the time by one round; Range: Touch; Flux: 1
Restore 1: Heal a sense lost temporarily; Range: Touch; Flux: 2

00
Subtle Theft:
At this level, the Ebon can also effect senses for heat, pain, balance and body awareness.
Shock Sense 2: Insert a terrifying sensory experience into the target's mind. Range: 5m; Flux: 2
Restore 2: Clear senses, sober up (Only from standard alcohol), halt shock; Range: 5m; Flux 3

000
Tenuous Theft:
At this level, the Ebon can also effect more esoteric senses; Hunger, thirst, need for air, sense of self, friendship.
Mind Block 1: The Ebon can block the trace of Flux her abilities leave, except for the Flux needed to trigger the Mind Block; Flux: 1/hour
Shock Sense 3: Destroy a sense permanently; Flux: 5
Restore 3: Heal permanent sensory loss; Flux: 10
Super Senses: The Ebon can see in infrared- and ultra violet-frequencies. Passive.

0000
Time Theft:
Able to destroy up to the last five minutes of memory from the target; Flux:
Blind Sight: No matter what happens to the Ebon's natural senses, they can still use all of their normal and supernatural senses perfectly. Passive:

00000
Absolute Recollection:
The Ebon can remember everything.
Mind Block 2: The Ebon leaves no trace of Flux when they use their powers. Passive.
Ebon Backlash: The Ebon can divert any Ebb-ability back against it's sender by paying the same amount of Flux.

Telekinesis - Force Focus:

Power of the Ebb SBjIYGp


"Mr. Slayer! Mr. Slayer! Channel 8, Mr. Slayer! A few words about inner city slums... Mr. Slayer! Quick, Paul, he's heading for his limo... Mr. Slayer! It's drawing away, come on Paul... ah, shit, lost him. Sorry control. No interview with old skull features... aargh, hack, cough.."
"Eh, control? This is Paul, Mike seems to be having a slight respiratory problem. I think... aargh, hack, cough, aargh, hack, cough..."
"Mike? Paul? Hey... you ok? Someone talk to me
please. Hello, hello... This is control Hello..."

Channel 8 interview, 'Slayer Slum File', not for broadcast. Mort Central 900 SD.

The forces that the mind contain can take many physical forms among the Ebon race. The most common of these physical manifestations comes in the form of Force Focus abilities, the moving of objects by force and will. These abilities deal not only with the manipulation of inanimate objects but also the power of flight and the rending of living tissue although the Ebon cannot comprehend the scale of the equations used, these skills work at a molecular level alternating and moving single molecules in objects and the air around them so that the Ebon is able to maneuver, very precisely, objects around themselves.

Science Friction: Focus: The Focus gem sits in the centre of the DeathSuit's chest plate. The gem is a long slender opaque  crystal which pulses when used. It allows the Ebon to manipulate and double the weights and speeds they may work with and also doubles the duration of their abilities. 600c.
Free Ability: Move small objects weighing up to l0g. Maximum distance 1m, slowly.

0
Lift & Throw 1:
The Ebon can manipulate objects at a distance to a variety of ways.
Push: A shove of telekinetic power, forcing the target to test Strength against Difficulty 6 or fall over.; Range: 5m; Flux: 2

00
Shield 1:
Forcing air molecules to group before them, the Ebon can create a shield of power; Rating: 5; Durability: Willpower; Flux: 3
Levitate: The Ebon lifts off of their feet and can slowly levitate themselves in absolute silence; Flux: 2/round

000
Manipulation:
This skill allows an Ebon to throttle and choke a target from a range of 4m as long as they can see the target; Flux: 3/round
Lift & Throw 2: Ebon has grown more powerful with their ability to move objects, including maintaining their hold as they increase the velocity of the projectile by spinning it around them until they are ready to release the now lethal object.

0000
Fly:
The Ebon may simply lift off and fly at great speeds for (Willpower) minutes; Flux: 10
Shield 2: The barrier the Ebon is capable of creating now is much more potent.

00000
Force Intrusion:
The most devastatingly potent application of force capable of literally reaching inside the target and ripping them apart from within from range.
Lift & Throw: Throw an APC with their mind.

Admin
Admin

Posts : 31
Join date : 2021-10-14

https://bunny.forumotion.eu

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum