Typical Frankologists

Base Cost: 15 points (assuming mid-range power rank values)

Melee
RV 10
Coordination
RV 6
Brawn
RV 6
Fortitude
RV 6
Intellect
RV 10
Awareness
RV 6
Willpower
RV 10
Lifestyle
RV 10
Repute
RV +2

Health:
Fortune:
28
26

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.

Known Powers:

Believer Psionics (Theonic Powers):

Theonic Invisibility (s): most Frankologists possess this power - though not all. Wielding this power in the rank value 30 to 50 range, Frankologists can perform missions against the agents of deific beings without readily being detected by their ascendant senses.

Limitations / Enhancements:

(none)

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.

Quirks:

Enemy: 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.

Skills:

Martial Arts style A: constantly subject to attacks from fanatic religiosos, Frankologists are often trained in this style of martial art. This allows them to achieve Pound or Concuss results against their opponents, regardless of their comparative Brawn or Fortitude scores.

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.

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: 33 points (assuming mid-range power rank values)

Melee
RV 20
Coordination
RV 10
Brawn
RV 6
Fortitude
RV 10
Intellect
RV 10
Awareness
RV 20
Willpower
RV 20
Lifestyle
RV 20
Repute
RV +2

Health:
Fortune:
46
50

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.

Known Powers:

Believer Psionics (Theonic Powers):

Theonic Invisibility (s): senior Frankologists always possess this power, and usually at a higher level than most of their fellows. Wielding this power in the rank value 40 to 75 range, they can move about with relative impunity in the territory of most deities.

Theonic Sense (s): Frankologist leaders can also sense the presence of immortal beings and their minions with skill varying between rank value 20 and 40, 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): this power provides senior Frankologists anywhere from rank value 20 to 40 resistance to any power wielded by a deific being, the clerical spells or holy powers granted to their followers, or anything which inflicts Deionic damage.

Limitations / Enhancements:

(none)

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.

Quirks:

Enemy: 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.

Skills:

Martial Arts style A: constantly subject to attacks from fanatic religiosos, Frankologists are often trained in this style of martial art. This allows them to achieve Pound or Concuss results against their opponents, regardless of their comparative Brawn or Fortitude scores.

Philosophy: 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.

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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I offer my Edition 13 work under the Creative Commons Attribution license.

What this means is that if you wish, you may use this Edition 13 material in any way you see fit, whether copying, distributing, or displaying all or part of this text, as long as you credit my work, in either your own derivative texts or products.

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Extra Goodies:

Typical Frankologists 4C System: Edition 13 Text File Download

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