URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       The United Roleplayer's Guild
  HTML https://unitedroleplayers.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Mortal/Human/Hybrid Profiles
       *****************************************************
       #Post#: 4865--------------------------------------------------
       Peter Jones
       By: Raven Tepes Date: May 30, 2020, 10:25 am
       ---------------------------------------------------------
       Name: Peter Jones
       Age: 30 years old
       Species: Cyber-Humanoid [I]Light Full Conversion Cyborg[/I]
       Height: 6’2”
       Weight: 300 lbs
       Basic Background Information:
       Place of Birth: Wichita, KS
       Former Occupation: United States Army Airborne Ranger
       Former Rank: Lieutenant
       Discharge Status: Medically Discharged
       Current Occupation: Bodyguard and Head of Security
       Current Employer: Bradly A. Jefferson Jr.
       Length of Contract to Jefferson: 25 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]
       Younger Brother: Paul Jones [I]Alive and works for Bradly
       Jefferson Jr[/I]
       Wife: Teresa “Terri” Jones [I]Alive and works as a nurse at a
       local children’s hospital[/I]
       Daughter: Sandra Jones [I]Alive and just started 2nd Grade[/I]
       Son: Robert “Robby” Jones [I]Alive and just started 5th
       Grade[/I]
       Abilities:
       [I]Cyber-Humanoid Cyborg:[/I] Cyber-Humanoids, also known as
       Hidden 'Borgs, are full conversion cyborgs built on a
       comparatively light frame and usually made to look completely
       human (or whatever humanoid D-Bee the character may be). These
       are not hulking full conversion 'Borgs made famous by the likes
       of the ArmaTech Infantry Cyborgs or heavy machine-look of the
       Mining 'Borg. No, the Cyber-Humanoid is an individual who either
       cherishes his humanity to such a degree that he or she tries to
       keep the illusion alive, or sees the (false) human appearance as
       a means to trick people into believing he or she is an ordinary
       person. Of course such a disguise is only good to a point. Most
       high-tech communities have sensors, metal detectors and x-ray
       machines that can easily identify a cyborg no matter how human
       it looks on the outside. However, unless the life-like epidermal
       layer of synthetic or Bio-System skin is peeled away, the
       Cyber-Humanoid looks perfectly life-like and human, at least to
       the naked eye.
       Since the illusion is to look human, a Cyber-Humanoid cannot get
       forearm or shoulder weapons or any feature that ruins the
       illusion of its ordinariness. Thus, these 'Borgs tend to use
       concealed and light weapons, with a focus on maxing out physical
       attributes and emphasis on sensors, communications, surveillance
       systems and other sublime features. Note: The racial identity
       that the Cyber-Humanoid assumes, while usually human, does not
       have to be human and, in fact, may be a race that is completely
       different than its actual species. In other words, a dimensional
       being could elect to look human and a human could make his
       Cyber-Humanoid body look like any type of D-Bee. Some even
       design their faces to resemble famous people (past and present),
       which can be rather unnerving.
       [i]Applications:[/I]
       Cyborg Skeletal Frame: Whether covered in cybernetic/bionic
       armor or bio-system/synthesized flesh and skin or no covering at
       all, all Full Conversion Cyborgs start off with a base skeletal
       frame made designed similarly to a humanoid (think Terminator
       without the skin covering). Cyborg base frames can come in
       multiple sizes and weight from light cyborg to heavy cyborg and
       a variety of head types. These frames can be made from
       steel-aluminum alloy (lightest weight cyborg frame and only for
       light duty cyborgs) to adamantium (for heavy combat and labor
       cyborgs).
       Cyber-humanoid cyborgs skeletal frames are made from lighter
       metals and alloys from steel-aluminum to adasteel giving them a
       lighter weight that is closer to normal humanoid weight
       depending on the species mimicked. Steel skeletal frames are
       common among civilian cyber-humanoids especially in dangerous
       sports like gladiatorial competitions and high speed rally
       racing. Steel-aluminum alloy skeletal frames are more common in
       racing due to its lightweight while common in everyday life duty
       cyber-humanoids like your average police officer or medical
       doctor due to low cost price and decent durability. Adasteel
       skeletal frames are typically used in government and military
       cyber-humanoids such as espionage agents (spies) because of high
       durability (strongest of the metals used from frames) and light
       weight (though slightly heavier than steel) though the cost is
       very expensive usually leading to length service contracts
       between government sponsor and cyber-humanoid agent.
       Peter has an adasteel cyborg skeletal frame.
       Bio-System Artificial Skin and Flesh: Bio-system artificial skin
       and flesh is a combination of synthesizing or cloning humanoid
       skin and muscles and using nanite technology. Nanites have
       different uses for this type of bio-system artificial skin and
       flesh that depends on its use. When used for surgical
       replacement and plastic surgery, the nanites aid in preventing
       bodily rejection by the natural immune system, even though
       cloning already greatly reduces this chance, and to aid in
       scar-free healing. When the system is used on a full cyborg like
       a cyber-humanoid, the nanites act like the body’s normal healing
       cells and immune system (and even nutrient feed) for the
       artificial skin and flesh to help maintain a humanoid appearance
       when injured and reduce chances of the discovery of the
       artificial nature of the cyborg.
       Bio-System Eyes: [I]AT-CE90 Multi-Optic Bio-System Eyes:[/I]
       AT-CE90 Multi-Optic Bio-System Eyes go outside of the normal
       limits of other bio-system eyes currently on the black market or
       offered by lesser known competition of ArmaTech. ArmaTech
       scientists and mechanical engineers developed a cybernetic
       mult-optic eyes that has a natural flesh covering for
       cyber-humanoid cyborgs. The eye moves, reacts, and looks (on the
       outside) like a normal humanoid eye but they have all the back
       half of a full cybernetic mechanical eye. Even if the flesh part
       of this bio-system eye is destroyed, the mechanical cybernetic
       portions will continue to function as normal. Other than looking
       like a normal flesh eyes, these eyes having the following
       abilities:
       [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] These bio-system eyes come with a HUD display
       built-in like their full bionic counterparts.
       Touch Sensors: [I]AT Bio-System Touch Sensors:[/I] Despite being
       covered in artificial skin, cyber-humanoid full cyborgs do not
       have a proper sense of touch like normal humanoids. This
       artificial sensory system is created between specialized nanites
       throughout the artificial skin and flesh and sensor wires and
       pads connected to the cyborg’s living brain. This system creates
       an artificial nervous system that not only allows for natural
       muscle movements of living flesh but also relays information
       from the artificial skin and flesh to the brain in the same
       manor as a natural nervous system. The system is 90% as
       sensitive as normal humanoid system thus giving the
       cyber-humanoid only a -5% on all skill actions that rely on the
       sense of touch. This system can “feel” pain, hot, cold, etc
       similar to normal skin and flesh.
       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.
       All Cyber-Humanoid Cyborgs are at Superhuman Strength,
       Endurance, Stamina, and Speed due to the strain that stronger
       could have on the artificial skin and flesh.
       [i]Maximum Speed Attribute:[/I] Starts with a speed of 40 mph
       (64 km), but the maximum is 90 mph (144 km). Can leap 6 feet
       (1.8 m) high and 12 feet (3 .6 m) across; increase by 20% with a
       running start. Peter is at maximum speed.
       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 30 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).
       ATLS-350 Cyborg Life Support System: A complete cybernetic and
       bio-system life support system for any full cyborg to maintain
       what living organs and tissue they may have left especially the
       brain. This system includes full health monitoring system which
       displays vital health information of all original organs and
       bio-system synthesized tissue and organs. Data is available upon
       mental command or when hazardous vitals are present and
       displayed in cybernetic HUD or attached/jacked monitor screen.
       The life support system also provides the following:
       [I]MT-890 Artificial Lungs:[/I] 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. Standard in
       all ArmaTech Full Cyborgs.
       [I]AT-765 Anti-Toxin and Super Digestive System:[/I] The
       character can eat any organic substance without harm and can
       squeeze every ounce of nutrition out of it to boot. Standard in
       all ArmaTech Full Cyborgs.
       [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.
       [I]MT-75 Blood Cleansing and Purification Bio-System:[/I]
       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. Standard
       in all ArmaTech Full Cyborgs.
       [i]Bonuses:[/I] +30% to saves vs ingested/injected poisons and
       toxins
       [I]Internal IV Feed:[/I] A device implanted in the torso of the
       character that supplies liquid nutrients directly into the
       bloodstream. The individual has complete control over the flow
       of nutrients. Most recipients of the IV feed implant will be
       full conversion cyborgs or special forces troopers. These
       characters will use the liquids for survival, when they are
       unable to stop to hunt for food. While the system holds only
       enough nutrients for 3 days, the trained soldier can stretch
       that amount to last for a week to ten days, twice that time for
       'Borgs. Note that the individual will be able to function but
       they will be uncomfortable from lingering hunger pains. After
       the 7-10 days are over, the character will start suffering from
       the effects of starvation.
       [I]Rebreather Lung:[/I] A new and revolutionary oxygen storage
       cell that does more than store oxygen. Its special chemical
       process allows the lung implant to recycle breathable air. When
       it is not in use, the rebreather lung stores oxygen from the
       character's regular breathing. When oxygen is low, the storage
       cell releases oxygen back into the lungs. Using the stored
       oxygen, the character has the ability to go without breathing
       for 2 hours. Once the stored oxygen is used up, the chemical
       process starts to recycle the air, allowing it to be
       "rebreathed." Through this process, the character can go for 12
       hours without breathing. If the character has two rebreather
       lung implants, the individual will be able to go without
       breathing fresh air for an amazing 24 hours.
       All ArmaTech Full Cyborgs come with a single lung standard as an
       integrated part of the air filtration system.
       Nuclear Power Cell: All full conversion 'Borgs and about one
       third of partial cyborgs have a nuclear power supply in the form
       of a nuclear micro-battery. This conventional (to Earth) power
       supply is similar to the cells used in man-sized robots, power
       armor and vehicles. [I]Note:[/I] There is no such thing as a
       gasoline or steam powered cyborg (unless a Techno-Wizard cooks
       one up some day). Nuclear is the high-tech power supply of Earth
       from North America to Germany to Japan, and beyond.
       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 for
       partial cyborgs. 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.
       All Full Cyborgs in the employment of Jefferson’s companies have
       been 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).
       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.
       Peter’s Additional Cybernetics:
       [I]Universal Fingerjack:[/I] 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.
       Peter has one concealed in his left middle finger.
       [I]Finger Camera:[/I] 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.
       Peter has one concealed under a false fingernail in his right
       middle finger.
       [I]Laser Finger Blaster:[/I] A tiny Mega-Damage weapon contained
       in a finger. Note that only two fingers per hand can contain a
       weapon.
       Peter has one concealed under a false fingernail in his pointer
       fingers on both hands 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.
       [I]Computer Virus Carrier (Illegal):[/I] A computer program tied
       to any cybernetic computer jack that, when engaged, releases one
       from as many as six available computer viruses. All are
       variations on known viruses and will have limited effectiveness,
       especially against professional systems. Popular among hackers,
       spies and ninja. Success Ratio: 71% civilian, 20% corporate, 5%
       police or corporations with state of the art security, and
       ineffective against military computers. Reduces hacking time by
       33%.
       [I]Computer Hacker Encoder (Illegal):[/I] A computer program
       tied to any type of computer jack that, when engaged, runs a
       special series of code breaking programs. Popular among hackers,
       spies and ninja. Success Ratio: 93% civilian, 50% corporate, 15%
       police or corporations with state of the art security, and 5%
       military. Reduces hacking time by 33%.
       [I]Hacking Computer:[/I] Similar to the common mini-computer in
       appearance, this is a top grade computer system and program
       package designed for hacking and other heavy computer
       operations. It comes with an Advanced Bionic Headjack.
       Instead of the standard concealed forearm weapon in his left
       arm, Peter has the mini-computer discretely concealed in his
       left forearm and is virtually undetectable.
       [i]Bonus:[/I] Adds +20% bonus to the Hacking skill and +10% to
       the Computer Programming and Artificial Intelligence skills, and
       +10% to the Research skill.
       [I]Language Translator:[/I] A miniaturized language translator
       placed right inside the body to facilitate easy communication
       with the multitude of nonhuman and human 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]Peter’s Translator Programmed Languages:[/I]
       French
       Dragonese/Elven
       Faerie
       Swahili
       Greek
       Egyptian
       Kittani (Humanoid Dimensional Alien Species)
       Gobblely (Goblin Language)
       Chinese
       Japanese
       Dutch
       Scandinavian
       Russian
       Mongolian
       Aramaic
       [I]Sound & Voice Analyzer:[/I] 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.
       Peter 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.
       [I]Combat Computer:[/I] This is a marvel of computer
       miniaturization and human/machine integration. The combat
       computer, using whatever sensors and sensory abilities of the
       'Borg, gathers and analyzes data and sends it to the brain of
       the cyborg where it is translated to enhance the character's
       reflexes and response time.
       [i]Bonuses:[/I] +10% on initiative, +10% to dodge, +10% to
       disarm, +20% to pull punch, and +20% to roll with punch, fall or
       impact.
       [I]Molecular Analyzer:[/I] This microchip based sensor is used
       for testing and analyzing impurities in the air. It can
       specifically identify any chemical, or strange and dangerous
       molecules, like the presence of gas, oil, pollution, or other
       chemicals in the air. Data can be transmitted as an audio report
       through one of the ear or computer implants. It does not enable
       one to track.
       [I]Psionic Electro-Magnetic Dampers:[/I] 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.
       [I]Clock Calendar:[/I] A device that can be implanted almost
       anywhere on the body. It continuously keeps track of the exact
       time, down to a 100th of a second, as well as the calendar date.
       Data can be transmitted as an audio report through an ear
       implant or to a wristwatch-like receiver, cybernetic eye, and/or
       computer screen, but the latter requires a FingeIjack or
       Headjack.
       [I] CHEU-160 Cyber-Disguise:[/I] A complete cybernetic disguise
       system built into the face and body of cyber-humanoid espionage
       agents/units by ArmaTech for military and government contracts.
       Bladders placed under the skin and even bionic bones and light
       superstructures (like the cartilage of the nose) that can move,
       expand, contract, or change shape enable the recipient of this
       enhancement to change the shape and look of his face. The cheeks
       and lips can be puffed up to look fatter or more pronounced or
       smaller/thinner, the chin can be made to become rounder or more
       pointed, the nose wide and flat or bulbous or pointed, or even
       smaller or larger (most noses have four distinctive looks).
       Likewise, the ridges of the eyebrows can adjust to protrude or
       retract, the lines of the forehead made to look more pronounced
       or diminished, while micro-gears and bladders around the eyes
       can add or reduce eye wrinkles or make them appear rounded,
       narrow or slanted. Those with "Mood Eyes" can also change their
       eye color in an instant, otherwise chemical units placed in the
       eye socket inject a non-toxic dye that will change the color of
       the iris. Similar chemical implants induce a 20% change in the
       color tone of the skin (placed throughout the body for even skin
       tone). Artificial hair, that can change into five different
       colors and 15 different shades. The hairline is also changeable
       with a little manipulation.
       An advanced voice synthesizer device is also added to the
       cyber-humanoid. The character can even imitate the voices of
       others with a base skill of 40% plus 2% per level of experience.
       A memory chip implanted in the skull allows the character to
       program six distinctly different faces into the disguise unit.
       The transformation of these computer stored faces requires
       approximately 1D4 minutes to complete. Skin pigmentation changes
       require one hour. If the person has the Disguise skill, he or
       she can attempt to alter his features manually, with an infinite
       number of possible guises while the Cyber-Disguise helps make
       his artistry seem all the more convincing (it provides a + 15%
       bonus to the Disguise and Special Ops Mastery skills).
       [I]DNA Analyzer:[/I] Using an artificial fingernail covering
       with micro-grooves, the user can scratch his opponent, or touch
       a blood sample or any other bodily fluid (sweat and blood are
       common ingredients in combat). A network of nano-tubes connected
       to a computer analyzer located in the wrist or knuckle analyzes
       the sample. The results are displayed on a wristwatch monitor,
       hand-held monitor or HUD style display on bionic eyes or
       computer the cybernetic character may be jacked into. A DNA
       Analyzer may be built into a sensor or medical hand, or any
       bionic hand.
       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, Espionage, 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 subtle way of getting information
       from opponents called the Good Cop Techniques where it includes
       making them feel comfortable, being friendly with them, honey
       potting 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 Peter:[/I]
       American English: 100% chance of successful understanding
       Spanish: 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]Basic Electronics:[/I] This is a rudimentary understanding of
       the principles of electricity, simple circuits, wiring, and so
       on. This character can do basic wiring, repair appliances, and
       read schematics as well as assist electrical engineers. The
       character can attempt to hot-wire a commercial vehicle (not
       military) using Basic Electronics but with a -20% skill penalty
       and it takes 3 rounds to do so.
       [I]Computer Repair:[/I] Knowledge of the internal electronics of
       computers and related devices. The character can attempt to
       repair or sabotage computers. No Computer Operation or
       Programming skills are required to fix computers.
       [I]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.
       [I]Disguise:[/I] The character knows how to apply make-up, wigs,
       skin putty, dyes, and other special effects in order to alter
       his appearance or that of someone else.
       [I]Forgery:[/I] The techniques of making false copies of
       official documents, signatures, passports, identification cards,
       and other printed material. The forger must have an original or
       photocopy to work from in order to make an accurate copy.
       Skilled forgers can recognize other counterfeits but with a
       skill penalty of -10%.
       [I]Impersonation:[/I] This skill enables the character to
       impersonate another person or a general type of person (soldier,
       worker, etc). This means that he must have a rudimentary (if not
       comprehensive) knowledge of the person or general type of
       personnel that he plans to impersonate. This includes a
       knowledge of that person or type of person, job, work procedure
       or protocol, local laws and customs, individual habits,
       dress/uniform/lifestyle, hierarchy of command/leadership, rank,
       and speaking the proper language(s).
       Weaknesses: Regardless of how durable Peter’s cyborg frame is
       beneath his artificial skin and flesh, it can still take damage
       over time and parts can be disabled. Peter like all full
       conversion cyborgs has a micro-nuclear power supply that will
       exploded with intense enough damage which can destroy him and
       everything in a 500 yard radius, power supply explodes with the
       force of 200 lbs of dynamite. Metal detectors and X-ray scanners
       will reveal Peter’s true cyborg nature.
       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).
       Peter has two of these that he keeps in holsters on his hips 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: Where his younger brother, Paul, is the All
       American Boy Scout type of personality, Peter is more of the
       black sheep in the family. Peter is more deceptive and willing
       to break laws than Paul and quickly developed a love for all
       things computer including hacking. He’s also more of a risk
       taker than Paul which eventually landed Peter in jail and even
       into the military which lead to special forces and CIA espionage
       training. Peter isn’t afraid to fight dirty either. Basically
       Paul has a criminal personality that certain military and
       governmental officials took advantage of and that Bradly now
       uses to his own advantage. Peter is also highly loyal to Bradly
       Jefferson and considered his most loyal bodyguard.
       Bio: [I]”Coming Soon”[/I]
       Peter’s Picture:
  HTML https://imgur.com/a/ce64SWR
       *****************************************************