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       #Post#: 4863--------------------------------------------------
       Bradly Aaron Jefferson Jr
       By: Raven Tepes Date: May 30, 2020, 10:17 am
       ---------------------------------------------------------
       Name: Bradly Aaron Jefferson Jr.
       Age: 41 years old
       Species: Human [I]Homo Sapein[/I]
       Gender: Male
       Height: 5’7”
       Weight: 165 lbs
       Basic Background:
       Birthplace: Chicago, Illinois
       Birth Date: March 21, 1979
       Education Specialties: Weapons Engineering Master’s Degree,
       Mechanical Engineering Master’s Degree, Robotic Engineering
       Bachelor’s Degree, Computer Programming Bachelor’s Degree,
       Business Management and Development Bachelor’s Degree
       Graduating Colleges: MTI, Yale, and New York Institute of
       Business
       Companies Created/Owned: ArmaTech Industries (created/owned;
       just officially announced existence of Antarctica research
       facility), Sigma Robotics (buyout own), Suzuki Automotive
       (buyout owned), Mitsubishi Technologies (agreed merger), and
       Dimensions Financial Investments (started by father under the
       name Jefferson’s Financial Investments and inherited)
       Secret Societies: Skull and Cross Bones (college) and Illuminati
       (current member)
       Dimensional Associations/Allegiances: Splugorth Empire
       Rank: High Lord Level Minion for Lord Lunix [I]Rare for a human
       but because Bradly’s morals align more with the Splugorth than
       most Minions of the Splugorth and because Bradly reminds Lunix
       of a younger, human version of himself[/I]
       [i]Family:[/I]
       Father: Bradly Aaron Jefferson Sr. [I]Deceased; Died when Bradly
       was 18 years old and in college[/I]
       Mother: Grace Eloise Jefferson [I]Alive and retired[/I]
       Brother: Johnathan Walter Jefferson [I]Alive and an officer in
       the US Army[/I]
       [i]Most Trusted Employees:[/I]
       Matthew Perry: Bodyguard
       Mark McClure: Bodyguard
       Paul Jones: Bodyguard
       Peter Jones: Bodyguard
       Natural Abilities:
       [I]Peak Human Condition:[/I] The ability to have bodily
       functions at the maximum limit of human condition; meaning that
       the natural capabilities are near-enhanced.
       [i]Applications:[/I]
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Combat
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Peak Human Parkour
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Senses
       Peak Human Speed
       Peak Human Stamina
       Peak Human Stealth
       Peak Human Strength
       Peak Human Survivability
       Peak Human Wisdom
       Strong Heart
       [I]Natural Born Genius:[/I] The ability to be a genius among
       those of a character’s race. The user is twice to three times
       more intelligent of normal Peak Human Intelligence person while
       not being considered Superhuman Intelligence. Bradly is three
       times more intelligent than other Peak Human Intelligence human
       with his genius geared towards engineering, building,
       programming, and business.
       Splugorth Abilities:
       Possessed: The condition of being possessed by an inhuman entity
       such as a spirit, demon, or deity or by the “life essence” of an
       alien intelligence or by a powerful psychic. There are
       technically two types of possession: unwilling/forced possession
       and willing/invited possession.
       Unwilling/Forced possession is a typical method of malevolent
       forces such as demons and alien intelligences used to either
       gain entry to the Living/Mortal Realm or to learn more about a
       race or planet in order to conquer it. This can also be done by
       some psychics such as Mind Bleeders and Mind Melters. The victim
       of an unwilling/forced possession has no idea what the
       controlling force is doing with their body and daily life and is
       in a dreamlike state (astral stasis). An exorcism is typically
       the most effective, though sometimes dangerous, method of
       ridding the victim of the possessing force.
       Willing/invited possession is another method used by demons and
       alien intelligences more than psychics and rarely used by
       benevolent forces though it is done. This is more of a symbiotic
       relationship between the possessing force and the possessed that
       is created through a deal or mutual agreement after summoning.
       The possessed is fully aware and remembers most everything that
       is done while the possessing force is in control of their shared
       body. The possessing force can also share/imbue powers and/or
       knowledge with the possessed person which allows the possessed
       to display supernatural, psychic, and/or mystic abilities. This
       is most commonly achieved when the possessing force is summoned
       and creates a special pact/deal with the summoner that allows
       possession to happen, mostly for the beneficial gain of the
       possessing force but sometimes both parties.
       Believe it or not, Bradly is a Willing Possessed person. He has
       allowed a symbiotic possession of Lunix’s “life essence” to
       happen on the agreement that Bradley will be a loyal important
       figure on a Splugorth conquered Earth (among a few deals) in
       exchange for aiding the Splugorth Empire in gaining a foothold
       on his Earth. This agreement allows Bradley to also use Lunix’s
       magic and psionic abilities at will and given him the knowledge
       of Bio-Wizardry (Lunix sees Bradly’s genius in engineering as a
       possible boon to Bio-Wizardry) and rune weapon/item creation.
       Bradly cannot create magic tattoos. This symbiotic relationship
       is now bringing ArmaTech Industries up in the ranks of
       technological weapons and bio-systems development. His pledge to
       the Splugorth Empire as part of the deal also gives Bradly
       access to alien microbes, parasites, and symbiotic organisms for
       experiments on humans of New Olympus Universe. The possession is
       only temporary and used when Lunix can not be on Earth.
       [i]Willing/Invited Additional Bonus:[/I] On top of a willing
       host, the possession can mostly go unnoticed as the possession
       can not be detected as such and the willing possessed will
       radiate as a normal magic user when in control. Only when the
       symbiotic possessing force is in control can the entity be
       detected when scanned for by sensitives and magic users.
       Exorcism is EXTREMELY difficult because the possessed wants the
       possessing force to be within them and has an 80% chance of
       failure in which success can be extremely harmful and even
       deadly in some cases of unwilling/invited possession.
       Penalty: The other side of the deal. As mentioned, Splugorth
       enjoy experimenting on “lesser” beings. Bradly is unwittingly
       one of Lunix’s new experiments through this deal. Lunix is
       keeping up his verbal agreement that is known to Bradly and
       helping him to gain more wealth and power along with granting
       Bradly the ability to use Lunix’s magic and psychic powers by
       leeching symbiotically off of Lunix’s energy through the “life
       essence.” Lunix’s secret experiment though is to see if humans
       can become like the symbiotic race called the High Lords who
       derive all of their power from the Splugorth alien intelligence
       to the point of unwavering devotion and loyalty. A race that
       would suffer greatly, possibly die off completely, if the
       godlike Splugorth were to be suddenly eradicated. So far, Bradly
       is proving a positive result of the experiment. The more Bradly
       uses the powers and energy imbued into through the “life
       essence” of Lunix the stronger the bonding link between “master”
       and “servant” become and the closer to a full bond where the
       “life essence” will no longer be needed. The bond, by Lunix’s
       calculations, is approximately 50% complete. Once at 75%,
       exorcism will be impossible and guarantee death for Bradly if
       successful. Lunix also hopes that Bradly will perfect
       Bio-Wizardry to combine Splugorth parts on loyal human subjects
       to cement Splugorth hold on New Olympus Universe Earth.
       Bradly’s Bio-Wizard Enhancements:
       [i]Right Hand: Chemical Spray:[/I] Bradly has had a couple of
       bio-wizard enhancements since joining in a symbiotic partnership
       with Lunix and starting the ArmaTech Bio-Systems and Technology
       Division. One of those bio-wizard enhancements is the
       implantation of a small chemical spray gland into his right hand
       with an opening that looks like nothing more than a scar. With
       five effects to choose from, Bradly’s chemical gland produces a
       sleep chemical. Sleep chemical causes its victim to fall asleep
       within 1d4 melees and remain asleep for 1d6 minutes.
       [i]Mouth: Chemical Spray:[/I] Bradley has had a second chemical
       spray gland implanted in his mouth just below the tongue next to
       the natural saliva glands. This allows him to spit a blinding
       chemical similar to a spitting cobra by lifting his tongue to
       the roof of his mouth and pushing. Blinding chemical, much like
       mace, temporarily blinds its victim for 3D4 melees. The victim
       is -40% to strike, -50% to parry and dodge. Protective
       goggles/visor or gas mask block this spray attack.
       [i]Left Wrist/Hand: Stinger:[/I] While Bradly has a chemical
       spray gland in his right hand, he has an implanted wasp-like
       stinger with a poison gland in his left wrist/forearm area that
       strikes out once the left hand is flexed just right. The poison
       that the stringer injects is a paralytic poison. Paralysis: The
       victim's motor system is temporarily short-circuited preventing
       movement. The character collapses to the ground and cannot move
       for 1d4 minutes.
       [i]Bio-Wizard Eyes: Polarized Eyes:[/I] These are actual, living
       eyes that have been removed from some other creature and
       implanted in place of the natural eyes. Unlike cybernetic eyes,
       only one type of eye can be implanted and the eye's power cannot
       be turned off and on, it is permanent. Bradly has polarized eyes
       that he got lucky came in his natural eye color.
       [i]Polarized Eye:[/I] Looks completely natural, but has the
       capability of polarized vision. The glare of bright light and
       sunlight is filtered as if the individual were wearing the best
       polarized sun glasses available. Can look directly into the sun
       without being blinded. Engages automatically as needed. Perfect
       20/20 vision.
       [i]Bonus:[/I] + 10% to sense of direction.
       Combat/Passive Skills:
       [i]Knowledge: Language and Literacy:[/I] The ability to speak
       and read one or more languages.
       [i]Language & Literacy known by Bradly:[/I]
       English/American: 100% chance of understanding
       English/British: 100% chance of understanding
       French: 98% chance of understanding
       Spanish 95% chance of understanding
       Japanese: 95% chance of understanding
       Russian: 90% chance of understanding
       [I]Techno-Wizard Weapon Proficiency:[/I] The ability to
       understand, use, and operate techno-wizard weapons.
       Techno-wizard weapons are weapons that are a blend of technology
       and magic that can be used only by those who can use and wield
       magic/mana, chi, or psychic energy. These weapons require a bit
       of the user’s own energy to activate the special spell effects
       built into the weapon.
       [I]Techno-Wizard Device Proficiency:[/I] The ability to
       understand, use, and operate techno-wizard devices and vehicles.
       Techno-wizard devices and vehicles are items that are a blend of
       technology and magic that can be used only by those who can use
       and wield magic/mana. chi, or psychic energy. These items
       requires a bit of the user’s own energy to activate the special
       spell effects built into the items. This also includes TW ley
       line devices and vehicles as well which do not require a bit of
       the users energy because the item derives its magic energy from
       the ley lines and dimensional pyramids.
       [i]Hand to Hand Combat: Basic:[/I] This skill provides
       elementary fighting techniques and methods of attack and
       self-defense as taught in military basic training or in
       self-defense classes.
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [I]Research:[/I] Training in the use of methods, techniques, and
       means of finding information, including public records,
       libraries, interviews, surveys, demographics, trade journals,
       the computer network, and legal searches. This skill is helpful
       in locating information about people, places, and things. The
       G.M. should ultimately the availability of accessible, known
       information regarding a particular subject. Any character can do
       research and ask questions, but the research skill will reduce
       the amount of time by half and the character is trained to
       notice relevant information that an untrained character is
       liable to overlook. Thus, for truly secret or difficult
       information, you must have the character with the research skill
       try to uncover it.
       [i]Radio: Basic:[/I] The rudimentary knowledge of the operation
       and maintenance of all sorts of radio equipment, including
       military radio systems, field radios and walkie-talkies, audio
       recording devices, wire laying, installation, radio procedure,
       communication security, and Morse code. It does not include the
       ability to make repairs nor operate video equipment.
       [i]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [i]Mathematics: Advance:[/I] Knowledge of all basic and advance
       mathematics including algebra, geometry, trigonometry, calculus,
       and techniques for using advance mathematical formulas.
       [I]Handgun Weapon Proficiency:[/I] A familiarity with all types
       of projectile firing handguns including revolvers and pistols.
       Revolvers are the classic cylinder-based “six shooter”. Pistols
       are “automatic” weapons which means gun the keeps firing while
       the trigger is depressed and doesn’t stop until the trigger is
       released or the ammunition is spent.
       [I]Energy Pistol Weapon Proficiency:[/I] A familiarity with all
       types of energy firing handguns including lasers, ion blasters,
       and all types of energy firing handguns.
       [I]General Repair & Maintenance:[/I] Not everyone can be a
       mechanic, blacksmith, or carpenter, but many are good with their
       hands and capable of doing satisfactory repairs on simple
       mechanisms, gears, pulleys, wheels, and so on. The General
       Repair/Maintenance skill includes: sharpening blades, minor
       repairs on weapons, packing their own bullets, sewing tears in
       cloth (may not look pretty but does the job), changing a tire,
       shoeing a horse, repairing furniture, painting, varnishing,
       nailing and assisting in basic woodworking, and even doing minor
       patch work on armor.
       [I]Computer Operation:[/I] A knowledge of how computers work
       along with the skills to operate peripherals like keyboards,
       printers, modems. The character can follow computer directions,
       enter and retrieve information, install programs, games and
       software, use the web/internet, and similar basic computer
       operations. Does not include Repair, Programming, or Hacking.
       [I]Computer Programming:[/I] Advanced computer knowledge that
       includes designing, programming, debugging, and testing computer
       programs and software. Hacking is possible but at a -40% penalty
       unless the character also has the Computer Hacking skill.
       [I]Basic Electronics:[/I] This is a rudimentary understanding of
       the principles of electricity, simple circuits, wiring, and so
       on. This character can do basic wiring, repair appliances, and
       read schematics as well as assist electrical engineers. The
       character can attempt to hot-wire a commercial vehicle (not
       military) using Basic Electronics but with a -20% skill penalty
       and it takes 3 rounds to do so.
       [I]Computer Repair:[/I] Knowledge of the internal electronics of
       computers and related devices. The character can attempt to
       repair or sabotage computers. No Computer Operation or
       Programming skills are required to fix computers.
       [I]Electrical Engineer:[/I] Knowledge of electricity. The
       character can diagnose and locate electrical problems, repair
       complex electrical devices, wire entire buildings or vehicles,
       and build electrical equipment. The character can also attempt
       to bypass security systems, alarms, and surveillance systems but
       at a -20% for simple systems and -50% for complex systems
       (reduce these penalties by half if the character has a
       Surveillance type skill). The character can hot-wire any vehicle
       but takes 2 rounds to do so. [I]Requirements:[/I] Advanced
       Mathematics and Literacy skills. Note: There is a -30% when
       working with alien or extremely unfamiliar electronics including
       Techno-Wizard and Bio-Wizard devices. The electrician may be
       able to puzzle out some of the basic aspects of such a device
       and may be able to figure out how to operate the device, but is
       unable to completely fathom how it works or how to repair it.
       [I]Electricity Generation:[/I] Electricity is generated in a
       variety of ways from sunlight, wind, and hydro systems to
       batteries, combustion engines, and generators. This skill gives
       the character the understanding of how and why these generation
       systems work and is able to use, link, and repair such motors,
       turbines, and generator systems, but not to build them from
       scratch. [I]Requirements:[/I] Requires Basic Math skill and at
       least Basic Electronics or Basic Mechanics
       [I]Robotic Electronics:[/I] A specialization in the area of
       micro-circuitry, military engineering, robotics, advanced
       computers, artificial intelligence, power armors, and bionic
       systems. [I]Requirements:[/I] Electrical Engineering and
       Computer Programming skills
       [I]Basic Mechanics:[/I] A general familiarity and understanding
       of basic mechanics. This character can fix a toaster, repair a
       bicycle, replace a belt on a motor, repair or replace a switch,
       knob or handle, replace spark plugs, change oil, assist in
       automobile repairs, maintain machinery, read a schematic, and
       similar fundamental tasks.
       [I]Aircraft Mechanics:[/I] The understanding of aerodynamics and
       the training to repair, rebuild, modify and redesign
       conventional aircraft including propeller types, jets,
       helicopters, hovercycles, rocket bikes, and hovercrafts. Work on
       military aircraft is limited to body work unless the character
       also has the Weapon Systems skill. Experimental aircraft and
       spacecraft are not included in this skill. Working on the wings
       and flight systems of powersuits and robots is very different
       from true aircraft and suffers a -40% skill penalty. However,
       the character can assist an engineer or robotics specialist by
       following his instructions with only a -15% skill penalty.
       [I]Bioware Mechanics:[/I] “Bioware” is cybernetics. A character
       with this skill can identify, service, and repair cybernetics
       and bionic systems, from the simplest data plug to the most
       sophisticated of artificial eyes. However, this is limited to
       the actual machine and electronics of cybernetics, not designing
       or building bionic components (unless part of a kit that needs
       to be assembled). Nor does the skill apply to living Bio-Systems
       like artificial skin, organic eyes, and internal organs.
       A Bioware Mechanic can fix a cybernetic or bionic machine part
       (hand, arm, leg, mechanical implant, weapon) but cannot install
       it or attach it to a living body unless he also has the
       Cyber-Doc skill. [I]Note:[/I] -20% when working with a
       sophisticated bionic systems including bionic weaponry and alien
       cybernetic units. [I]Requirements:[/I] Mechanical Engineering
       skill and Basic Math skill
       [I]Mechanical Engineer:[/I] Training, understanding, and
       knowledge of how machinery is designed, built, operated, and
       maintained. Characters can attempt to redesign, modify, repair,
       construct, or sabotage mechanical devices (includes fusion
       driven turbines and advanced power supplies).
       [I]Requirements:[/I] Literacy, Basic or Advanced Mathematics,
       and Basic Electronics [I]Note:[/I] There is a -30% when working
       with alien or extremely unfamiliar machines including
       Techno-Wizard and Bio-Wizard devices. The mechanic may be able
       to puzzle out some of the basic aspects of such a device and may
       be able to figure out how to operate the device, but is unable
       to completely fathom how it works or how to repair it.
       [I]Robotic Mechanics:[/I] This is the specific study of advanced
       mechanics as it applies to robotics. Those trained in this
       discipline can repair, design, modify, build and sabotage robots
       including industrial robotic machines, power armor, military
       drones and robotic vehicles. There is a -30% penalty when
       working alien, advanced, experimental, and military robots and
       bots with magical components. [I]Requirements:[/I] Electrical
       Engineering, Mechanical Engineering, and at least Basic Math
       skills
       [I]Vehicle Armorer:[/I] A specialized skill in which the
       character can do more than just tinker with the mechanics of a
       vehicle. The character can design, repair, build, and modify the
       body of the vehicle in order to add, repair, replace, or remove
       armor or normal body pieces.
       [I]Weapons Engineer:[/I] The complete understanding of military
       class weapon systems, cannons, recoilless rifles, launch
       systems, missiles, rockets, heavy energy systems, and their
       incorporation into military vehicles. The character can handle,
       maintain, repair, unjam, clean, modify, mount, and figure out
       most weapon systems and power supplies and recharge batteries
       and E-clips. He can repair a rifle, handle heavy weapons, and
       install a missile system into a vehicle or suitcase launcher.
       The engineer can also add and repair vehicle armor and is an
       expert welder. [I]Requirements:[/I] Mechanical Engineer skill
       [I]Note:[/I] -30% penalty when working on alien or experimental
       weapon systems or vehicle. This skill is usually reserved for
       Operators, military engineers, and military contractors.
       [i]Piloting: Hovercraft (Ground):[/I] The knowledge needed to
       pilot types of hover vehicles used for ground transport
       including basic hovercycles and hover trucks. These vehicles can
       be tricky because they utilize several air jets and directional
       thrusters that push the craft on a cushion of air around 1 to 3
       feet off the ground. The vehicles can usually attain great
       speeds (100 to 160 mph max speeds), are capable of driving over
       incredibly rugged terrain, and making jumps over small craters,
       ravines, boulders, and fallen trees.
       [I]Tactical Analysis:[/I] The ability to be an extremely skilled
       strategic genius and apply this skill for several objectives.
       The user can create strategies and plans several steps ahead of
       the opponent, seeming like the user can see into the future. The
       user is able to elaborate complex plans and strategies and apply
       them in, not just battle, but any other activity that involves
       cunning intellect, e.g. strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies' moves.
       [I]Astrophysics:[/I] Knowledge of stellar astronomy and how it
       relates to nuclear physics, quantum mechanics, relativity, and
       other explanations for the creation of deep space phenomena,
       like quasars and black holes.
       [i]Piloting: Automobile:[/I] The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       [I]Business Intuition:[/I] The ability to possess extensive and
       innate understanding, knowledge and skills in running businesses
       and companies. The user possesses incredible skill in
       successfully running businesses and companies, as well as
       intuitive comprehension of economics and finances. Using this
       ability, the user can perform such feats as always making the
       right choice when it comes to advancing said business and
       predicting sources of money crises.
       [I]Culinary Intuition:[/I] The ability to master all culinary
       skills and techniques, as well as manipulate and temper with all
       kinds of edible (or sometimes not) food. Users of this ability
       are able to become master chefs of the highest caliber, they are
       able possess a natural instinct for culinary cuisine in both
       taste and smell. Their intuition allows them to create
       astonishing foods from the finest ingredients or the most
       repugnant of ingredients. They can also make material that was
       previously thought to be inedible into rations for a group.
       [I]Housekeeping Aptitude:[/I] The ability to possess intuitive
       knowledge of housekeeping. User possesses intuitive
       knowledge/mastery in all the skills and tasks which housekeeping
       requires; cleaning, cooking, home repair/maintenance, outdoor
       chores, shopping, laundry, accounting, etc. Through this ability
       they are able to become masters at all the techniques and skills
       involved.
       [I]Trading Intuition:[/I] The power to possess extensive innate
       skill in selling/trading. User possesses extensive innate
       understanding, knowledge and skills in negotiations, selling and
       trading. They can perform such feats as locating any/all items
       for sale or trade regardless of how difficult (or impossible) it
       might be to find or sell and always be able to best or lowest
       prices for said items and convince others to buy them regardless
       of their level of value.
       [I]Fashion/Style Intuition:[/I] The power to possess extensive
       innate skill and sense of fashion and style. User possesses
       extensive innate understanding, knowledge, sense, and skills in
       fashion and style in everything from personal care to home and
       garden. They can literally make anyone, anything, or anywhere
       look perfect depending on the area, what they have to work with,
       and/or what is most popular at the time for style.
       [I]Bio-Wizardry:[/I] Bio-wizardry or bio-technology is an area
       of mystic knowledge perfected by the Splugorth eons ago. Its
       secrets are jealously guarded and its true powers are shared
       only with their minions. Rune magic is actually an offshoot of
       bio-wizardry, developed at a later time. Many believe that rune
       magic originated with the Splugorth.
       All forms of bio-wizardry, including rune magic, utilizes the
       energy and/or life essence of living beings (or portions of
       beings). The use of living beings and/or their body components
       and the enslavement of the living might make some consider
       bio-wizard magic to be a form of necromancy. However,
       bio-wizardry is unique as it combines living organisms with
       other "living" creatures and/or with machines and magic to
       empower the living, not to control the dead. Parasites and
       symbionts are attached or implanted as a means of physical,
       mental or magical augmentation. Other forms of the magic enables
       the user of bio-wizard devices to conjure magic spells and/or to
       utilize super-powers.
       Bio-wizardry is the magic (a science?) of enslavement (the
       Splugorth's specialty) and genetic manipulation. It is
       frequently used to augment, transform, deform, mutilate, and
       enslave. Although the power and powers of bio-wizardry may seem
       unparalleled, most who augment themselves with it will
       eventually become crippled, suffer from chronic pain or illness,
       fall victim to insanity, or see years of life whittled away.
       Some forms of bio-wizard augmentation slowly destroys those who
       dare to use the dangerous magic. The Splugorth and the High
       Lords don't really care, because the most dangerous bio-magic is
       performed on expendable slaves, captives , fools , and the
       lowliest minions.
       Bio-Wizardry has three core methods: transmutation, bio-wizard
       reconstruction (bio-borg), and parasitic/symbiotic implantation.
       Transmutation is a process that magically transforms the
       character. It can be used to transform and increase physical
       attributes, physical structure, size and natural adaptability.
       Each category counts as a separate transmutation. Theoretically,
       there is no limit to the number of transmutation categories one
       can endure. However, roll on the random mutation table that
       follows for every transmutation after six. There is also a 1-50%
       chance of death if more than six transmutations are tried. All
       powers and mutations are cumulative and irreversible.
       The reconstruction process is similar to the human's
       cybernetics, only the Splugorth use magic and living components.
       By means of bio-wizardry they can attach and combine normally
       incompatible body parts, like tentacles or spider legs with a
       human being. Again, the Splugorth Slaver is an excellent example
       of this, with his combination of humanoid torso and limbs, but
       with tentacles and snake-like lower body. Likewise, the mythical
       chimera and dragon beast may be the results of ancient
       bio-wizard experimentation.
       There are limits to bio-wizard reconstruction. Much like
       bionics, the body must be able to support the new additions,
       whether it be wings, tentacles, or extra arms. This means
       reconstruction is usually limited to the addition and alteration
       of the body's extremities. Legs, feet, hands, arms, tails and
       similar items can be completely removed and replaced with new
       magic or monstrous limbs. Likewise, new appendages such as
       wings, a tail, horns, and additional limbs can be added.
       Furthermore, the effects of reconstruction can be combined with
       transmutation and/or parasites and symbiotes to create super
       beings.
       Microbes are tiny organisms that instill useful or debilitating
       effects on those subject to them. The average life span is the
       duration of the effects . The effects cannot be neutralized once
       they have been released - last till the end of the microbe's
       life.
       Bio-Wizardry Skill: 90%. This skill also includes surgical
       knowledge (85%), medical treatment knowledge (80%), humanoid
       anatomical knowledge (80%), creature/animal anatomical and
       biological knowledge (80%), and mechanical, weapon design,
       cybernetic knowledge (80%).
       [i]Note:[/I] For a full list of Bio-Wizardry bio-borges
       (transmutations), enhancements, and bio-weapons see Rifts World
       Book 2: Atlantis starting at page 107 and can find more in other
       Rifts sourcebooks.
       Weaknesses: Bradly is still human and can be killed easily with
       a well placed fatal shot regardless of the benefits given to him
       by his symbiotic possession relationship with Lunix. Any long
       time enemies of the Splugorth, including Atlanteans and the
       Interdimensional Order of the Dragon/Sabbat, have a 35% chance
       to recognize a Minion of the Splugorth regardless of race (even
       though human minions are more rare outside of Tattoo Men); a
       normal human as a high rank minion (High Lord, Overlord, and
       Powerlord especially) is rare and reduces the success rate by
       10% if normal human minion markings (Tattoo Men magic tattoos
       for example) are not visible or obvious. Due to the symbiotic
       possession, an exorcism could kill Bradly if attempted and
       successful (40% chance of death).
       Weapons:
       [I]Psionic Scepter:[/I] Once again, the Zembahk is the prime
       component for this weapon. This time the device is a three foot
       long (0.9 m) scepter and draws on the creature's psionic power
       rather than the mystical. The majority of the Zembahk's body is
       encased in silver or gold metal and the head is enclosed in what
       looks like a glass bubble filled with fluid. The characteristic
       large white eye is glossy black and has a dead look to it. A
       telepathic link is established between the scepter and its user,
       enabling the character to draw on the psionic powers of the rod
       with a simple mental command. The psionic scepter is typically
       used by Splugorth High Lords, Powerlords and the occasional
       other minion, usually high ranking officers and officials.
       With human fashion on Earth a traditional scepter or rod would
       like a bit out of place in the hands of someone who is not
       royalty. Bradly’s scepter is designed as a gentleman’s walking
       cane instead but still maintains the flare design of the typical
       Splugorth psionic scepter.
       [i]Weight:[/I] 7 Ibs (3 .2 kg)
       [i]Mega-Damage:[/I] As a blunt weapon, damage is the same as a
       magic club/flail (mega-damage) plus the character's P.S. Also
       see psionic powers.
       [i]Psionic Powers:[/I]
       1. Psi-Sword: The sword blade appears from the head of the
       scepter. Same as the super psionic power, equal to a 6th level
       psionic .
       2. Telekinetic Force Field: Same as the super psionic power,
       equal to a 6th level psionic .
       3. Mind Bolt: Same as the super psionic power, equal to a 6th
       level psionic .
       4. Telepathy: Same as the psionic power only twice the usual
       range. Equal to a 6th level psionic.
       5. Minor Sensitive Power: Mind block, sense evil, sense magic,
       and sixth sense. All are equal to a 6th level psionic .
       6. Minor Physical Powers: Alter aura, ectoplasm, impervious to
       cold, and impervious to fire. All are equal to a 6th level
       psionic.
       [i]Rate of Fire:[/I] Four per melee. Different powers can be
       activated in the same melee, all effects are cumulative.
       [i]Effective Range:[/I] Varies with the particular psi-power.
       [i]Payload:[/I] Up to 40% psychic energy when used and
       regenerates 5% used energy per hour or can be completely
       recharged at a ley line nexus or stone pyramid. This Zembahk
       will live for 100 years. When it dies a new Zembahk can be
       installed.
       [i]Note:[/I] Considered a magic weapon and is nearly
       indestructible.
       [I]Psi-Interrogator:[/I] A terrible psionic device that combines
       a psionic monster with bio-technology. It is designed to extract
       information from the minds of unwilling subjects and for
       torture. The device resembles a thorny pod with a short handle.
       The pod opens up to release four tentacles that encircle the
       head/face and pulls it into the pod. The psionic interrogation
       or torture begins the instant even one tentacle touches the
       skin. The device can perform psychic probes , cause fear, pain,
       and nightmares, among other things.
       [i]Weight:[/I] 6 Ibs (2.7 kg)
       [i]Mega-Damage:[/I] Psionic damage only.
       [i]Psionic Powers:[/I] All are equal to a sixth level master
       psionic.
       1. Bio-Manipulation (super psionic power).
       2. Empathic Transmission (super psionic power).
       3. Mind Bond (identical to the super psionic power, only the
       data is telepathically relayed to the operator of the
       psi-interrogator).
       4. Mind Wipe (super psionic power).
       5. Induce Sleep: (healer power).
       6. Psychic Diagnosis: (healer power)
       7. Psychic Surgery: (healer power used for torture). The
       tentacled thing can operate much like a hand and perform psychic
       surgery, usually to hurt not heal.
       8. Telepathy: Same as the psionic power only half the usual
       range.
       [i]Rate of Fire:[/I] Four psi-attacks per melee. Different
       powers can be activated in the same melee, all effects are
       cumulative.
       Effective Range: By touch except for telepathy .
       [i]Payload:[/I] Up to 40% psychic energy when used and
       regenerates 5% used energy per hour or can be completely
       recharged at a ley line nexus or stone pyramid. The device has a
       life of 70 years before it needs a replacement organism.
       [i]Note:[/I] Considered a magic weapon and is nearly
       indestructible.
       [I]AT Defender L-2 Pistol:[/I] This is ArmaTech Industries
       newest weapon design currently supplied to Saudi Arabia. The AT
       Defender is being hailed for its superior lightweight design
       compared to standard (bullet-use) pistol and praised for its
       easy to use duel fire power settings by Saudi law enforcement.
       This laser pistol can be set to one of two power settings:
       Incapacitate and Kill.
       The Incapacitate setting fires a laser of electrical energy
       which temporarily disables a target’s motor functions and the
       part of the brain that controls violent thoughts and actions.
       The first affect of the stun setting instantly stops all
       voluntary motor functions for one full melee round after
       successful strike. On the second round, motor functions begin to
       slowly return but are extremely sluggish: melee actions are two
       actions for the round and all skills are performed with a -75%
       penalty. Each subsequent melee round will see the penalty
       reduced by 25% until full motor functions are returned (a total
       of 5 melee round affect). The second affect causes a temporary
       shut down on the portion of the brain that controls violent
       thought and actions which means that the target cannot think of
       a single violent maneuver in retaliation after motor functions
       begin to return. The second affect last for 6 rounds.
       The Kill setting fires a laser burst as hot as plasma which
       allows it the burn through many M.D.C. armors like a hot knife
       through butter. The burst can also set combustibles on fire (50%
       chance).
       [i]Weight:[/I] 1.75 lbs
       [i]Damage:[/I] Minor electrical damage on Incapacitate;
       Plasma/laser damage (mega-damage) per shot
       [i]Rate of Fire:[/I] Automatic
       [i]Maximum Effective Range:[/I] 1000 feet (305 m)
       [i]Payload:[/I] 15 shots short E-Clip or 30 shots long E-Clip.
       Special Items:
       [I]AT Nano-Cyberarmor NC-150:[/I] The newest product from
       ArmaTech Industries being offered as protection for law
       enforcement and military special forces (SWAT, Bomb Squads, Navy
       Seals, etc). These nanites are made of adasteel alloy which
       provides superior protection against most weapons including some
       mega-damage weapons. Though adasteel is not a strong as pure
       adamantium, it is strong enough to resist laser and ion based
       weapons but are still weak to plasma based weapons.
       Once activated, the nanites spread across the body (including
       clothing) and even cover the head, providing a controlled
       environment for the user. The nanites create a HUD system that
       allows for visuals of the user’s surroundings and data about
       objects, creatures, and beings. The HUD system also provides a
       targeting system that adds a 50% to strike and adds 40% to parry
       and dodge. The nanites also filter out all toxins and impurities
       from the air taken in for breathing making the user impervious
       to airborne poisons, toxins, and diseases and filters oxygen
       from water to allow for breathing underwater. Unlike power suits
       and battle armor which are bulky and reduce agility and speed,
       the NC-150 allows for maximum speed and agility of the user as
       the nanites are feather-light and move with the user’s movements
       without breaking protection (no movement penalties).
       [i]Weight:[/I] 3 grams
       [i]Physical Strength:[/I] Equal to user; Does not increase user
       strength.
       [i]Cargo:[/I] None
       [i]Activation Method:[/I] Nanites are telepathically bonded to a
       specific user and must be reprogrammed for a new user
       [i]Power System:[/I] Magic Energy; Can be operated for 48 hours
       continuously before nanites need recharging. Recharging can be
       done by a techno-wizard, special made AT TW-100 charging base
       (size of a car lighter), or can be completely recharged at a ley
       line nexus or stone pyramid.
       Personality: Bradly acts like your typical corrupt, greedy,
       power hungry person of the top 400 wealthiest families. He’s a
       pompous, arrogant, womanizing man who is not afraid to bribe,
       blackmail, or even resort to violence in his path to wealth and
       power with dreams of being president of the United States or the
       world itself. He can come off as charming and very charismatic
       which explains why and how he has developed such a loyal
       following from all who have joined forces with him, are employed
       by him, or have encountered to where there is a small public
       following calling for Bradly to be in the next US presidential
       race.
       Bio: [I]”Coming Soon”[/I]
       Bradly’s Picture(s):
  HTML https://imgur.com/a/40APwJ9
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