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       #Post#: 4864--------------------------------------------------
       Paul Jones
       By: Raven Tepes Date: May 30, 2020, 10:22 am
       ---------------------------------------------------------
       Name: Paul Jones
       Age: 28 years old
       Species: Altered Human [I]Cybernetic Enhancements - Partial
       Cyborg[/I]
       Height: 5’8”
       Weight: 415 lbs [I]Some weight is from cybernetic/cyborg
       parts[/I]
       Basic Background Information:
       Place of Birth: Wichita, KS
       Former Occupation: United States Army Airborne Ranger
       Former Rank: Sargent
       Discharge Status: Medically Discharged
       Current Occupation: Bodyguard
       Current Employer: Bradly A. Jefferson Jr.
       Length of Contract to Jefferson: 15 years [I]with two years
       served[/I]
       Family:[/I]
       Father: Joseph Jones [I]Alive and owns a fish bait & tackle
       store in Naples, FL[/I]
       Mother: Darlene Jones [I]Alive and a real estate agent in
       Naples, FL[/I]
       Older Brother: Peter Jones [I]Alive and works for Bradly
       Jefferson Jr[/I]
       Wife: Crystal Lynn Jones [I]Alive and works as a nurse at a
       local children’s hospital[/I]
       Son: Ronald “Little Ronny” Jones [I]Alive and just started
       kindergarten[/I]
       Abilities:
       [I]Partial Cyborg:[/I] Partial bionic reconstruction means that
       the trunk of the body, neck, and head remain human, perhaps even
       one of the arms. The two legs, feet, and one or both hands and
       arms are completely removed and replaced with mechanical limbs.
       The pelvis/hip area, shoulders, collarbone, and spine are all
       reinforced with metal rods or M.D.C. bones. Weak or sickly
       looking internal organs, especially the heart and lungs, are
       likely candidates for replacement with guaranteed bionic or
       cybernetic constructs (1-70% likelihood). If the lungs are
       replaced, they will have all the available cybernetic options or
       be a bionic lung with air filters and other options. In
       addition, most partial cyborgs also get several weapon features
       for their bionic limbs and numerous cybernetic implants,
       sensors, optics, hidden compartments, and other forms of
       mechanical improvements.
       Remember, the goal is to be more than human, so the character is
       looking for a variety of ways to make him or herself stronger,
       better, deadlier. That means an array of bionic and/or
       cybernetic implants and systems, not all of which are plainly
       seen. Many are implanted inside the body or otherwise concealed
       within the bionic limbs. The only thing separating a partial
       cyborg from a full conversion 'Borg is they value their humanity
       enough to usually keep their own face and refrain from becoming
       more machine than human. Thus, a typical partial 'Borg sees only
       40-55% of his body replaced by synthetic parts, the rest remains
       human. Ironically, these human parts often become spectacularly
       important to the partial 'Borg, sometimes to the point that one
       may wonder why the character sacrificed any part of himself to
       begin with. The part of a Partial Cyborg that is still flesh and
       blood is at Peak Human Condition and maintained through proper
       cybernetic life support systems.
       [i]Applications:[/I]
       Skeletal Structure: Much of the skeletal structure, especially
       spine and ribcage, is reinforced by either metal rods or
       mega-damage capacity metal bones (called cyberbones). Depending
       on character, his/her finances, and possible sponsors, many
       partial cyborgs end up with metal rod reinforcement and/or a few
       metal/cyberbone replacements due to cost and complexity of
       reinforcement types.
       Paul’s bones in 80% of what was left of his body have been
       successfully replace with AT-M590 Cyberbones. These bones are
       made of adasteel (adamantium/steel alloy) and can takes a lot of
       damage before needing repair/replacement. Only Paul’s left arm
       still has it’s original bones.
       Bionic Armor: Two forms of appearance for cybernetic/bionic
       limbs and parts: Skeletal and Encased. Bionic armor plating made
       of mega-damage capacity metal or metal alloy such as adamantium,
       vibranium, or adasteel encase the skeletal structure of bionic
       limbs and parts including head, arms, and torso.
       All of Paul’s bionic limbs and partial bionic torso are plated
       in adasteel bionic armor.
       Bionic Enhanced Physical Conditions: Both Partial Cyborgs and
       Full Conversion Cyborgs have enhanced physical conditions due to
       the cybernetics/bionics implanted and attached to the body.
       These enhanced conditions vary not only by the type of
       cybernetic/bionic parts and limbs, but also on the type of
       cyborg as well due to strain on flesh and blood body parts.
       Partial Cyborgs can only achieve Superhuman Strength, Endurance,
       Speed, and Stamina due to the strain placed on living flesh and
       bones. Full Conversion Cyborgs can achieve Supernatural
       Strength, Endurance, Speed, and Stamina with no exterior living
       flesh nor normal bones being left in the body and only having
       most internal organs especially the brain. [I]Note:[/I] This
       only covers the basic physical conditions of strength,
       endurance, stamina, and speed. Other enhancements to the
       physical condition are describe in the implant description such
       as optic cybernetics, sensors, or filtration systems.
       Paul is at Superhuman Strength, Endurance, Stamina, and Speed in
       his legs and right arm as a Partial Cyborg. His left arm is at
       Peak Human Strength, Endurance, Stamina, and Speed as it is
       still flesh and blood along with the left side of his upper
       torso.
       Hardened Circuits: Any piece of bioware can have its circuits
       hardened against the effects of electromagnetic scramblers and
       EMPs for an extra 20% of its listed cost.
       This is standard on all Partial Cyborgs and Full Cyborgs in the
       employment of Bradly Jefferson. All employed Partial Cyborgs and
       Full Cyborgs are under 10 to 20 year employment service contract
       and must work for that long in order to pay off enhancements
       (still paid a decent salary even with costs being removed).
       Cyber-Nano-Robot Repair Systems (CNRRS): These nano-bots can be
       released when needed most to make minor repairs. They use
       available spare materials to effect mechanical and armor
       repairs, but can also reroute, patch, and secure internal
       circuits and repair internal organs - at least to some degree.
       As much as 40% of the structural integrity can be restored to
       armor or any one single limb, the head or main body - or any one
       optic system (eye), sensor, implant, weapon or internal organ
       can be repaired completely (or close to it) in one repair job.
       Time required varies with the task. Something small and simple:
       3D6 minutes. Something medium-sized: 1D6x10+30 minutes, and
       large or complicated, like an entire hand and arm, leg, major
       organ, major weapon, main body, etc.: 2D6xl0+90 minutes.
       This is a standard feature of all Partial and Full Cyborgs
       (except Cyber-Humanoid) within the employment of Bradly
       Jefferson. Each cyborg has no less than two compartments which
       gives them a minimum of four repair jobs with some cyborgs
       having up to six compartments across their body.
       [i]Payload:[/I] Good for two repair jobs before used up.
       [i]Locations of Storage on Paul:[/I] Upper right arm, right
       torso, and one compartment on each leg
       Micro-Repair Robots (MiRR): This system allows a cyborg to begin
       repairing itself almost immediately after being damaged.
       However, repairs are limited to body armor, external casing
       (skin, hard coverings) and support structures (bionic bones and
       struts), nothing mechanical or technical (see the CNRRS for
       that). A unit filled with miniature repair robots is housed in
       each extremity as well as the torso. When the cyborg takes
       damage, the repair system sends out the little robots and they
       begin to fix the damaged armor and outer shell of the 'Borg.
       Each unit of robots can only fix 20% M.D.C. (or 80% structural
       damage capacity; aluminum alloy or high density plastic) of
       damage, but multiple systems can be purchased to provide enough
       MiRR units to completely repair the cyborg's body armor or basic
       framework. Once the unit uses it 20% M.D.C. worth of repairs,
       the micro-machines become dormant and will not function until
       they can be recharged and replenished at a cost of $1,000 per
       set of MiRR. They can also be released onto other M.D.C.
       structures to effect repairs. In either case, once spent, the
       MiRR return to their concealed housing to await replenishment
       and their next job.
       This is a standard feature of all Partial and Full Cyborgs
       (except Cyber-Humanoids) within the employment of Bradly
       Jefferson. Each cyborg has no less than two compartments which
       gives them a minimum of four repair jobs with some cyborgs
       having up to six compartments across their body.
       [i]Limitations:[/I] As many as 12 MiRR units (240 M.D.C.) can be
       built into a typical human to 8 foot (2.4 m) cyborg. 20 for
       larger 'Borgs.
       [i]Locations of Storage on Paul:[/I] Upper right arm, four on
       right torso, and three compartments on each leg
       Cybernetics/Bionics By Location:
       [I]Right Arm:[/I] Paul has a bionic right arm attached to a
       bionic partial torso. The arm’s main support structure of the
       arm is adasteel cyberbones and plated in adasteel bionic armor.
       The arm has the following cybernetic/bionic features in addition
       to M.D.C. durability and bionic enhanced physical condition:
       Universal Fingerjack: This is a special connector or jack built
       into one of the fingers, allowing the character to plug directly
       into most sophisticated computers, audio and sensory equipment,
       radios, video systems, microphones and even conventional items
       such as CD players. A tiny receiver is inserted into the ear and
       linked to the Finger Jack to receive audio transmissions from
       the jack.
       Paul has one in his pointer finger.
       Finger Camera: A tiny still camera fits inside the tip of one
       finger. The camera can shoot 200 photos on to a micro SD card
       and is designed to automatically adjust for low light and bright
       light exposures. The camera shoots a picture each time a
       concealed stud in the finger is pressed.
       Paul has one in his ring finger.
       Laser Finger Blaster: A tiny Mega-Damage weapon contained in a
       finger. Note that only two fingers per hand can contain a
       weapon.
       Located in Paul’s middle finger and tied directly to his
       micro-nuclear battery pack.
       [i]Effective Range:[/I] 300 feet (9 1 m).
       [i]Rate of Fire:[/I] Each blast counts as one melee attack.
       [i]Payload:[/I] 6 blasts before needing recharging. Requires six
       hours to recharge. Or a micro-E-Clip can be inserted into the
       side of the hand for 12 additional energy blasts. Unlimited if
       tied to the cyborg's nuclear power supply.
       Metal Detector: Usually built into a prosthetic hand or forearm.
       By waving the arm over an area or a person's body, it will
       detect metal fragments, coins, concealed weapons, and bionics.
       This device does have a limited range of two feet (0.6 m) and
       items covered in synthetic or real flesh only have a 10% chance
       of detection.
       Paul has this sensor in the palm of his right hand.
       Climb Cord: Similar to the cybernetic garrote wire, this is a 20
       foot (6. 1 m) length of 1,500 Ib (675 kg) test cord, no thicker
       than string, that can be pulled out of an artificial wrist or
       arm. The cord is primarily used for espionage. A weight can be
       attached and used as a chain-type weapon or a small grappling
       hook can be attached for climbing. In Paul’s right wrist.
       Computer & Calculator built into the Arm: A miniature computer,
       similar to the tiny hand-held model, built into the forearm,
       upper arm or even inner side of the thigh. The cyborg needs the
       Computer Operation skill and literacy to utilize it. In Paul’s
       forearm on the underside.
       Retractable Vibro-Blade: A standard Vibro-Blade (typically a
       short sword) is concealed in a housing in one or both of the
       forearms. The blade is used as both a defensive and offensive
       weapon. Concealed, retractable Vibro-Blades are commonly
       installed in cyborgs, robots and, to a lesser degree, power
       armor.
       [i]Mega-Damage:[/I] Standard saber: intermediate mega-damage
       [I]Torso:[/I] Due to the massive amounts of injury and bodily
       trauma that Paul sustained in Afghanistan, the right side of
       Paul’s upper torso and the whole of his lower torso. Including
       groin area, have been completely replaced with cybernetics,
       bio-systems, and bionics. This includes bio-system filtration
       artificial lungs and digestive system.
       MT-890 Artificial Lungs: These advanced bio-system artificial
       lungs were originally designed and developed by Mitsubishi
       Technologies as cybernetic replacements for lungs that are
       damaged or weakened beyond medical repair. These lungs perform
       all the same functions as traditional flesh and blood lungs but
       at twice the efficiency and with an air filtration system. The
       lungs are able to extract twice the amount of oxygen which means
       that one breath of air goes farther. The lungs’ filtration
       system purifies out all airborne toxins, poisons, and diseases
       thus making the user impervious to them.
       AT-765 Anti-Toxin and Super Digestive System: The character can
       eat any organic substance without harm and can squeeze every
       ounce of nutrition out of it to boot.
       [i]Bonuses:[/I] +40% to saves vs ingested poison and only needs
       to eat about half as much food, and food for this cyborg can
       include grass, leaves, tree bark, roots, rotting garbage,
       spoiled meat, etc.
       MT-75 Blood Cleansing and Purification Bio-System: Another
       superior cybernetic organ replacement bio-system that was
       designed and developed by Mitsubishi Technologies. This system
       replaces both the liver and kidneys in one simple bio-system.
       All impurities, cellular waste, toxins, and poisons are filtered
       and removed from the blood and stored in a cybernetic
       bladder-like storage unit until ejection/urination of waste can
       be performed without harm to the living body.
       [i]Bonuses:[/I] +30% to saves vs ingested/injected poisons and
       toxins
       Hidden Compartments: Hidden compartments are common among both
       Partial and Full Cyborgs. Hidden compartments are usually
       located on the torso and both legs of cyborgs and can hold a
       variety of items or weapons depending on size.
       Paul has three hidden compartments in his bionic portions of his
       torso after some internal organs were replaced. They holding the
       following (one in each compartment):
       [i]Wilderness Survival Kit:[/I] This is a survival kit that is
       packed into a cyborg's or robot's secret compartment(s). This
       survival kit is said to have everything one could possibly need
       to survive, although its contents vary widely from manufacturer
       to manufacturer.
       [i]Pocket Survival Kit:[/I] Hidden in a small compartment is all
       the loose change sort of stuff adventurers always forget to
       bring with them but invariably realize they need. Includes: 20
       feet (6.1 m) of wire, 12 rubber bands, 6 safety pins, 6 sewing
       needles and a spool of thread, fishing line and hooks, pocket
       mirror, 6 hand flares, pocket knife, laser scalpel, cigarette
       lighter, small flashlight, small silver cross, bottle of aspirin
       (50 tablets),
       IRMSS kit, IRMK kit, compass, and one week's dried food rations.
       [i]Basic Emergency Tool Kit:[/I] This is a kit filled with just
       the basic tools needed to make minor repairs and adjusts to
       items and machines including cybernetics and bionics. Includes:
       4 screwdrivers with duel end heads, 2 adjustable wrenches,
       adjustable pliers, needle-nose pliers, small spool of 14 gauge
       wire, roll of electrical tape, small roll of duct tape, socket
       wrench with 8 socket heads, saudering iron and three saudering
       wires, one small hammer, and an assortment of nuts and bolts.
       [I]Legs:[/I] Paul had lost his legs completely as part of his
       major injuries after an ambush on his and his brother’s military
       unit in Afghanistan. He now sports a pair bionic legs that have
       a few additions to them other than just Bionic Enhanced Physical
       Condition and the ability to run at speeds of 90 mph.
       [i]Both Legs:[/I]
       Bionic Booster Jets: Usually built into the feet and legs to
       help rocket the cyborg to greater heights and distances when he
       leaps. Can leap 20 feet (6.1 m) high and 30 feet (9.1 m) across.
       Quick Draw Holsters: These are basically compartments built into
       the legs of the cyborg that serve as holsters and holders of
       handguns (normal or energy), knives or sawed-off shotguns. Upon
       mental command, they literally spring into the waiting hands of
       the cyborg. This gives the character an initiative bonus of +
       10% with these weapons.
       [i]Right Leg:[/I]
       Hidden Compartments: Hidden compartments are common among both
       Partial and Full Cyborgs. Hidden compartments are usually
       located on the torso and both legs of cyborgs and can hold a
       variety of items or weapons depending on size.
       Paul has one medium storage compartment that is open to hold
       extra items or for smuggling items out in his right leg.
       [i]Left Leg:[/I]
       Hidden Compartments: Hidden compartments are common among both
       Partial and Full Cyborgs. Hidden compartments are usually
       located on the torso and both legs of cyborgs and can hold a
       variety of items or weapons depending on size.
       Paul has one medium storage compartment that is open to hold
       extra items or for smuggling items out in left right leg.
       [I]Head:[/I] Though not nearly as damaged as the rest of his
       body, Paul’s head is 100% his own with real bone and a few
       cybernetic enhancements.
       [i]Paul’s Head Cybernetics:[/I]
       Amplified Hearing: A system of tiny sound amplifiers,
       microphones and receivers are built into the ear canal, enabling
       the character to hear almost inaudible sounds at up to 360 feet
       (110 m) away.
       At 75 feet (22.9 m), sounds as quiet as one decibel, softer than
       a whisper, can be heard.
       At 1 50 feet (45.8 m), sounds as quiet as 10 decibels, a
       whisper, can be heard clearly.
       At 360 feet (1 10 m), sounds in the normal conversation range
       can be heard as if the character was standing only a few feet
       (one meter) away. This is the maximum range for eavesdropping on
       conversations. Only sounds of 70 decibels (e.g., the sound of
       heavy traffic) or louder can be accurately heard and the
       location pinpointed from 500 to 1,000 feet away (152.4 m to 305
       m).
       The Amplified Hearing also enables the character to accurately
       estimate the distance and location of the sound source, and
       recognize specific sounds and voices at a base skill of 35% plus
       5% per level of experience. Background noise, such as other
       conversations, traffic, machine noise, etc., as well as barriers
       like closed doors and walls, will decrease the range and clarity
       of what can be heard. G.M.s should use their discretion and
       common sense.
       [i]Bonuses:[/I] +10% to parry, +20% to dodge, and +30% on
       initiative.
       Ultra-Ear: Similar to amplified hearing, except that it
       increases hearing perception into the ultrasonic range of high
       frequency sound, like the hearing of a bat. The character
       endowed with this additional range of hearing can perceive the
       high-pitched whine of a television capacitor or dog whistle
       (inaudible to normal humans) and similar sounds up to 300 feet
       (91 .5 m), and the flapping of a bird's wings up to 150 feet
       away (45.7 m). The Ultra-Ear also enables the individual to hear
       the whine of low frequency transmissions, so-called "silent
       alarms," footsteps, the ruffle of fabric rubbing against other
       fabric, and the scurry of a mouse at 150 feet (45.7 m). However,
       whenever the Ultra-Ear is engaged, sounds in the normal decibel
       range are unintelligible - they sound like a recording slowed
       down to the point that a normal conversation sounds like a deep
       rumbling noise and not words at all. For this reason, the
       Ultra-Ear can be turned on and off as needed.
       Universal Headjack & Ear Implant: This is a special connector or
       "jack" that is built into the skull, usually at the base of the
       head or behind the ear. A tiny receiver is then inserted into
       the ear and linked to the Headjack. The combination enables
       characters to plug into audio, sensory, robot, and computer
       equipment, including most communications equipment, radios,
       video systems, radar, detection/warning devices, microphones,
       surveillance systems, and more conventional items like CD
       players, television, disc recorders, and so on. The Headjack
       receives transmissions from the device that is plugged into it
       and transmits them to the tiny receiver inside the ear. The
       audio sounds are clear and distinct to the listener, but being
       implanted in the inner ear, they are so quiet that only the
       character can hear the message. Even creatures and devices with
       enhanced hearing are unable to hear the sounds inside the ear.
       The Headjack is easily concealed by hair or by folds of skin.
       The receiver is so tiny that it is attached on or near the
       eardrum and can only be seen by carefully looking into the ear
       with a light.
       Paul has upgraded to include a built-in radio receiver and
       transmitter which will allow the character to receive and send
       radio transmissions. A fully operational radio is built inside
       the head. Channels are switched by working the jaw and
       transmissions are received directly in the ear identical to the
       cybernetic Headjack. The cyborg can send transmissions by a
       mental command and quietly talking out loud. A microphone is
       built into the jaw. Range: 20 miles (32 km).
       Bio-System Eyes: [I]Polarized Eyes:[/I] Bio-system cybernetics
       are a blend of real tissue that is synthesized in a lab and
       machines (cybernetic or nanite) to create an unrejectable organ
       or a bio-cybernetic/bionic part to replace multiple organs of a
       single bodily tract such as digestive. Bio-System Eyes look and
       function like natural eyes made of synthesized tissue and
       nanites to allow perfect vision and vision functions along with
       nanites to prevent bodily rejection. Polarized Eyes look
       completely natural, but have light adjusting polarized filters
       to reduce glare. The glare of bright light and sunlight is
       filtered as if the individual were wearing the best polarized
       sunglasses available. Can look directly into the sun without
       being blinded. Engages automatically as needed. Perfect 20/20
       vision. Paul’s left eye is a polarized bio-system eye.
       Multi-Optic Eye: A mechanical optic system that includes the
       following impressive optic systems built into a single
       cyber-eye:
       [i]Telescopic: 4-8x30 magnification, range: 6000 feet (1 829 m).
       [i]Macro Lens:[/I] 2x to 8x magnification, range: 3 feet (0.9
       m).
       [i]Passive Nightvision:[/I] 2000 foot (6 10 m) range.
       [i]Thermo-Imaging:[/I] 2000 foot (6 10 m) range.
       [i]Light Filters:[/I] Reduces glare.
       [i]Targeting Display:[/I] Imposes cross-hairs on a target,
       adding a bonus of +10% to strike with any ranged weapon. Same
       bonus whether one or two Multi-Optic eyes.
       Paul has had his right eye replaced with a cybernetic
       multi-optic eye.
       [i]Note:[/I] All mechanical cybernetic/bionic eyes come with a
       HUD display built-in.
       Language Translator: A miniaturized language translator placed
       right inside the body to facilitate easy communication with the
       multitude of nonhuman life forms on Earth. Characters who
       already have a Headjack or some other type of audio ear implant
       can have the cyber-translator implant installed at half cost
       because it is integrated into that pre-existing system. Starts
       with 10 different languages to begin with, and eight additional
       languages can be added. Level of accuracy is 98.7% when
       listening to only one or two speakers and languages at a time.
       Drops to 70% with a six second delay when trying to translate
       3-6 speakers simultaneously, 22% if more than that.
       [i]Paul’s Translator Programmed Languages:[/I]
       French
       Dragonese/Elven
       Faerie
       Spanish
       Greek
       Egyptian
       Kittani (Humanoid Dimensional Alien Species)
       Gobblely (Goblin Language)
       Chinese
       Japanese
       Dutch
       Scandinavian
       Russian
       Mongolian
       Aramaic
       Sound Filtration System: This is an ear accessory that can be
       combined with a Headjack, Amplified or Ultra-Ear, or most bionic
       and cybernetic ear implants. The filter automatically reacts to
       diminish potentially damaging sounds with filters and/or
       earplugs. Sounds are muffled to protect the character from
       deafening or disorienting levels of sound such as gunfire,
       explosions, heavy machinery, and painful sound waves.
       Sound & Voice Analyzer: This audio system can listen to,
       temporarily record, and match voices and sounds to over 9,000 in
       memory for comparative analysis. Takes up to five hours to run a
       particular voice or sound through the entire program, but most
       sounds can be isolated to a particular category, such as voices,
       animal sounds, machine sounds, etc. and scanned and identified
       in up to 28 minutes with reasonable accuracy.
       Paul has an upgraded system with the capability of filing into
       memory the voices and speech patterns of as many as 500 specific
       individuals. This can be used to tell if a transmitted message
       is from the genuine individual or whether it may be someone or a
       synthetic voice trying to impersonate the genuine person.
       Psionic Electro-Magnetic Dampers: Brain implants that distort
       and fog telepathic and other psionic probes. Psychic opponents
       find it difficult to read the thoughts and emotions of
       characters with the psionic dampers. [I]Bonuses:[/I] +10% to
       save vs all psionic attacks, +20% to save vs possession, and
       +10% to save vs magic illusions and mind control.
       Combat/Passive Skills:
       [I]Combat Specialist:[/I] The ability to be a hand-to-hand
       combat genius. The user has an encyclopedic knowledge in
       hand-to-hand fighting styles; therefore understanding and
       analyzing opponents style of combat and flaws in the opponent's
       attack and defense. He can also use attacks that can
       automatically knock down the opponent or use the strength of the
       opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       [I]Weapon Proficiency:[/I] The ability to understand and use any
       and all weapons with the proficiency of a master. User with this
       ability need only to pick up a weapon before they instantly
       become proficient in it. The first time they pick up a sword,
       they can spar with masters, the first time they use a bow, they
       can hit bulls-eyes. Even alien, magical, or other weaponry that
       they should not understand comes naturally to them.
       [I]Enhanced Athleticism:[/I] The power to perform acrobatic and
       gymnastic feats beyond training. The user possesses athletic
       abilities beyond even most dedicated training.
       [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]Stealth Tactics:[/I] The ability to possess extraordinarily
       expertise in stealth. The user possesses incredibly extensive
       knowledge and skill in many types and ways of stealth tactics,
       enabling them to easily slip in and out of areas undetected.
       Their abilities in all manners of stealth are so refined they
       appear as mere illusions to those who have been lucky to spot
       the user. The users of this ability can move throughout even the
       most guarded of areas and act in true discretion.
       [I]Stealth Combat:[/I] The ability to use advanced stealth in
       direct combat. User can use extraordinary fighting skills in
       combination with superior stealth abilities for particularly
       lethal effects. It allows them to land flurries of critical
       blows while easily escaping their targets' clueless
       counterattacks, devastating opposing forces they couldn't hope
       to face in normal combat.
       [I]Enhanced Marksmanship:[/I] The ability to achieve complete
       and utter accuracy on distant targets. User can achieve complete
       and utter accuracy on distant targets, with the activity in
       their brain center for aim, accuracy and precision is
       drastically improved. They need only to aim for an instant
       before they can precisely hit a target with a projectile.
       User can judge extremely long distances amazingly accurately,
       gauging the strength needed to launch a projectile, in order to
       hit a target accurately. If a target is moving the user can
       calculate the best method to hit the target. Visual obstructions
       like smoke and vegetation do not hinder their ability to get an
       accurate bead on their target, and their intense focus on
       whatever they're shooting at allows them to shut out outside
       distractions. They can compensate for environmental factors that
       would normally throw off their aim like wind, air resistance,
       gravity, and radiant heat (which distorts the image of the
       target).
       [I]Dual wield:[/I] The ability to use two weapons
       simultaneously. The user is capable of wielding two different
       weapons with ease in combat. The weapons in question are
       normally bladed weaponry and/or firearms, but it can be
       virtually any melee and/or ranged weapon. Because of this, the
       user is able to deal twice the damage to their opponent quickly,
       swiftly, and effectively. They're also able to hold their own
       against multiple enemies at multiple angles, allowing them to
       fight and take advantage of wide openings.
       However, due to possessing two weapons at the same time, the
       user often bears poor defense skills, so this ability requires
       speed, power, accuracy, and fast reaction time in order to
       maneuver through and counter their enemies' attacks in order to
       make up for the lack of defense.
       [I]Enhanced Assassination:[/I] The power to possess the skills
       to locate and slay targets like an assassin. User can perform
       the art of assassination better than the average killer, they
       are able to dispatch their victims without as so much as a
       struggle. The ways to do this range from something complex and
       high-finesse like mastery in stealth, strategically planned
       scenarios and highly disciplined martial arts to something
       simple-yet-effective like brute strength and raw speed to
       overwhelm the targets.
       [I]Special Ops Mastery:[/I] The ability to innately or through
       inhuman and advanced training have special operations skills and
       maintain them without the need of further training. User is
       almost super-humanly skilled in all forms of special operations
       including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc.
       The ability may be from advanced training, mental programming or
       even supernatural/superhuman powers. Combined with high
       intellect and a high level of physical ability, they can create
       completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       [I]Interrogation Intuition:[/I] The ability to extract
       information from an opponent through extraordinarily effective
       forms of interrogation. The user is able to extract information
       from their opponents through various means, the use of the Bad
       Cop Technique involves the means of Intimidation, scaring them,
       inflicting pain, or psychically extracting the information.
       The user can even use a more sutle way of getting information
       from opponents called the Good Cop Techniques where it includes
       making them feel comfortable, being friendly with them,
       honeypotting them or using reverse psychology to get
       information.
       [I]One-Man Army:[/I] The ability to be as deadly as a vastly
       superior force. The user is able to fight against seemingly,
       overwhelming odds with ease. They are a capable warrior on the
       battlefield, decimating the enemy single-handedly and with near
       supernatural finesse that pars with the skill of more
       experienced fighters. This ability can manifest into various
       ways but is usually the result of extreme martial skill. Users
       of this ability are as deadly at long-range combat as they are
       in close quarter.
       [I]Training Regimen:[/I] The circumstance in which one develops
       incredible abilities through extensive training. The user has
       developed abilities near to or actually superhuman simply
       by/through an extensive/excessive training regimen.
       [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]Energy Rifle/Small Cannon Weapon Proficiency:[/I] A
       familiarity with all types of energy firing rifles and small
       hand held cannons including lasers, ion blasters, and all types
       of energy firing rifles and small hand held cannons.
       [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]Knowledge: Language and Literacy:[/I] The ability to speak
       and read one or more languages.
       [i]Language & Literacy known by Paul:[/I]
       American English: 100% chance of successful understanding
       Cherokee: 95% chance of successful 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]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [I]Detect Ambush:[/I] Training that develops an eye for spotting
       locations and terrain suitable for ambushes and being ambushed.
       It also provides a rudimentary knowledge of guerrilla tactics
       used by the enemy. The Detect Ambush skill gives its user the
       ability to spot potential ambush sites based on terrain and
       possible mode of attack. It is not specific enough to detect
       individuals prowling.
       [I]Detect Concealment:[/I] This skill enables the individual to
       spot and recognize camouflage, hunting blinds, trip wires,
       concealed structures/buildings and vehicles, secret doors and
       compartments, as well as confers the ability to construct
       unobtrusive shelters, use camouflage, and blend into the
       environment. The Detect Concealment skill is specifically
       designed to help a character to spot things that are hidden.
       [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]Piloting: Automobile:[/I] The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       [i]Piloting: Motorcycle and ATV:[/I] The skill and knowledge to
       operate “on-road” and “off-road” vehicles including motorcycles,
       dirt bikes, and 4wheel all terrain vehicles (aka Four Wheelers).
       [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]Computer Hacking:[/I] This is a computer skill similar to
       Computer Programming skill, however, the emphasis of this skill
       is breaking computer access codes to gain illegal access to
       other computer systems and steal or corrupt the data. The
       character is an expert in tracing computer data, bypassing
       defense systems, and breaking (hacking) codes; +5% bonus to
       Cryptography, Surveillance, and Locksmith (electronic and
       computer controlled locks only) skills if the character is a
       hacker. [I]Requirements:[/I] Literacy, Computer Operation,
       Computer Programming, and at least Basic Math skills.
       [I]First Aid:[/I] Rudimentary medical treatment which includes
       how to bandage wounds, stop bleeding, splint broken limbs,
       administer artificial respiration (CPR), and use of antiseptics
       and common anti-inflammatory drugs and painkillers.
       [I]Fishing:[/I] The fundamental methods and enjoyment of the
       relaxing sport of fishing. Areas of knowledge include the use of
       lures, bait, poles, hooks, line, and cleaning and preparation of
       fish for eating. Also includes a basic knowledge of freshwater
       fish, their habits, behavior, and what they taste like prepared
       for eating.
       [I]Land Navigation:[/I] This skill enables the character to stay
       on course while traveling over land by means of observation and
       memorization. It includes mentally marking/recognizing
       geographic landmarks, estimating distance and movement,
       recognizing sounds, night traveling, marking a trail, and other
       navigation tricks.
       [I]Wilderness Survival:[/I] Techniques for living off the land
       including getting water, finding food, shelter, and help when
       stranded in wild forests, deserts, or mountains. Characters
       without this skill will not be able to stay healthy for more
       than a few days in the wilderness once their supplies run out.
       [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]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.
       Weaknesses: Paul still has his original beating heart which can
       be stopped with a well placed fatal shot/attack. Though his body
       is reinforced for his bionic enhanced strength of his replaced
       limbs to help against strain on his organic body, Paul can still
       strain his flesh from overexertion over time. The adasteel alloy
       metal that makes up Paul’s bionic parts may be lightweight for
       metal but still adds quite a bit of weight and prevents Paul
       from activities such as swimming. That fact makes him vulnerable
       to drowning if dropped in the middle of a large body of water.
       Much of Paul’s skull is still normal human bone thus a
       successful attack can damage and even kill his brain thus
       killing him.
       Weapons:
       [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).
       Paul has two of these that he keeps in his Quick Draw Holster
       compartments in his legs and six long E-clips.
       [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: Paul is your typical American Boy Scout and
       hometown hero personality. Paul is always willing to help others
       in need and is actually a really nice, down to earth guy who is
       loved by everyone in his town. Unlike his more serious older
       brother, Paul enjoys the simple little things in life such as a
       quiet date night with his wife or playing with his son
       especially after the ambush in Afghanistan. The ambush and
       subsequent cybernetic surgeries that saved his life has had a
       bit of an effect on his outlook on life in terms that he now
       lives every free moment like it was his last. He is a steady
       solider in combat and will rarely retreat unless the situation
       requires it. Paul is basically not the typical type of
       personality that Bradly Jefferson would normally hire or sponsor
       for any ArmaTech advancements.
       Bio: [I]”Coming Soon”[/I]
       Paul’s Picture:
  HTML https://imgur.com/a/AAziISt
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