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#Post#: 4864--------------------------------------------------
Paul Jones
By: Raven Tepes Date: May 30, 2020, 10:22 am
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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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