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#Post#: 4865--------------------------------------------------
Peter Jones
By: Raven Tepes Date: May 30, 2020, 10:25 am
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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
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