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#Post#: 4863--------------------------------------------------
Bradly Aaron Jefferson Jr
By: Raven Tepes Date: May 30, 2020, 10:17 am
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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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