Typical Frankologists
Base Cost: 11 points (assuming mid-range power intensities)
Strength 5x |
Agility 3d |
Intellect 4x |
Willpower 4x |
Hand Size: Edge: |
2 (10) 0 |
Origin:
Some Frankologists lack ascendant abilities of any stripe. However, many Frankologists are ardent enough supporters of the philosophy that they actually manifest belief-based psionics of a theonic nature, powers which reflect their world-view.
Powers:
Believer Psionics (Theonic Powers):
Theonic Invisibility (s) (i): most Frankologists possess this power - though not all. Wielding this power in the intensity 11 to 15 range, Frankologists can perform missions against the agents of deific beings without readily being detected by their ascendant senses.
Hindrances / Augmentations:
Nemesis: as a member of the Scientific College of Frankology, any Frankologist can claim most religious entities and agencies as an enemy in general, if not specifically. However, some Frankologists work to change this very hard, quickly making life-long enemies out of religious folk.
Equipment:
If on a special mission, a Frankologist might carry a firearm, a personal melee weapon, or some other type of offensive device. There is no standard-issue Frankologist gear, per se, so nothing specific really belongs here. Not as of yet, at any rate.
Skills:
Martial Arts (a): constantly subject to attacks from fanatic religiosos, Frankologists are often trained in the martial arts. This allows them to use Strength or Agility to resolve unarmed melee attacks, and bonus actions to catch thrown weapons or reduce falling damage.
Contacts:
All Frankologists can naturally rely upon the Scientific College of Frankology for aid in any sort of struggle with a religious organization, though this really need not be said. There are limits to this however, especially if this involves implicating the S.C.F. in serious crimes.
Calling:
Idealist: some folks join the College just because it's currently an 'en vogue' philosophy, but these types come and go. The true devotees to Frankology, the ones who eventually manifest antideionic powers, truly work hard to support the tenets of this strange philosophy.
Costume:
As is the case with equipment, there is no standard Frankologist uniform; they're mainly a group of like-minded atheists. Some Frankologists, however, have taken to mimicking their leader's attire while in action, thus they wear finely cut crimson suits a lot.
Frankologist Leaders
Base Cost: 32 points (assuming mid-range power intensities)
Strength 6x |
Agility 4d |
Intellect 4d |
Willpower 5x |
Hand Size: Edge: |
3 (17) 1 |
Origin:
Ardent disciples of the Professor, Frankologist leaders are believers, a form of psi that holds their philosophy so dear to their heart that they've manifested multiple theonic powers that reflect the nature of their world-view.
Powers:
Believer Psi Powers (Theonic Powers)
Theonic Invisibility (s) (i): senior Frankologists always possess this power, and usually at a higher level than most of their fellows. Wielding this power in the intensity 12 to 18 range, they can move about with relative impunity in the territory of most deities.
Theonic Sense (s) (w): Frankologist leaders can also sense the presence of immortal beings and their minions with skill varying between intensity 8 and 12, making it rather unlikely that such entities can approach within Near distance without their knowing about it.
Believer Psi Powers (Metapsionic Powers)
Greater Resistance / Deionic Attacks (t) (s): this power provides senior Frankologists anywhere from intensity 4 to 12 resistance to powers wielded by a deific being, the clerical spells or holy powers granted to their followers, or anything which inflicts direct deionic damage.
Hindrances / Augmentations:
Nemesis: as a member of the Scientific College of Frankology, any Frankologist can claim most religious entities and agencies as an enemy in general, if not specifically. However, some Frankologists work to change this very hard, quickly making life-long enemies out of religious folk.
In fact, by the time a Frankologist has developed this level of philosophical power, he has definitely made at least one life-time enemy of the religious type, in the form of either one specific priestly follower of the gods, or a unique church that he's managed to seriously tick off.
Equipment:
If on a special mission, a Frankologist might carry a firearm, a personal melee weapon, or some other type of offensive device. There is no standard-issue Frankologist gear, per se, so nothing specific really belongs here. Not as of yet, at any rate.
Skills:
Martial Arts (a): constantly subject to attacks from fanatic religiosos, Frankologists are often trained in the martial arts. This allows them to use Strength or Agility to resolve unarmed melee attacks, and bonus actions to catch thrown weapons or reduce falling damage.
Philosophy (i): a Frankologist can't really achieve this level of power without having learned all there is to know about earthen philosophy, via either the college route or from Professor F himself. His training is, of course, more potent, as far as determining Frankologist power levels.
Contacts:
All Frankologists can naturally rely upon the Scientific College of Frankology for aid in any sort of struggle with a religious organization, though this really need not be said. There are limits to this however, especially if this involves implicating the S.C.F. in serious crimes.
Furthermore, seriously powerful Frankologists like these can always claim Professor Frankowitz himself as a contact, as they've likely spent lots of time together, either on missions against various churches, or simply in deep discussion of philosophical matters.
Calling:
Idealist: while the 'common' Frankologists may be mere trendy bystanders, the leaders of this movement are anything but. Truly devoted to their line of thought, leaders of the College are startlingly devoted to their crusade, and can prove devastating to local religious agencies.
Costume:
There is no standard Frankologist uniform. While newer Frankologists may idolize their ultimate leader to the point of wearing red suits (and hoods, on missions) like he does, Frankologist leaders rarely stoop to that level of mindless hero worship.
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