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       #Post#: 4867--------------------------------------------------
       Matthew Perry
       By: Raven Tepes Date: May 30, 2020, 10:31 am
       ---------------------------------------------------------
       Name: Matthew Perry
       Age: 32 years old
       Species: Altered Human [I]Bio-Wizard
       Transmutated/Bio-Reconstructed Human[/I]
       Gender: Male
       Height: 11’2” [I]Was originally 5’6”[/I]
       Weight: 320 lbs
       Basic Background Information:
       Place of Birth: Dayton, Ohio
       Former Occupation: United States Marine Corp Green Beret Special
       Forces
       Former Rank: Sargent
       Discharge Status: Dishonorably Discharged
       Current Occupation: Bodyguard
       Current Employer: Bradly A. Jefferson Jr.
       [i]Family:[/I]
       Father: David “Duke” Perry [I]Deceased[/I]
       Mother: Lucy Perry [I]Deceased[/I]
       Human Abilities:
       [I]Peak Human Condition:[/I] The ability to have bodily
       functions at the maximum limit of human condition; meaning that
       the natural capabilities are near-enhanced.
       [i]Applications:[/I]
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Peak Human Accuracy
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Combat
       Peak Human Dexterity
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Peak Human Parkour
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Senses
       Peak Human Stamina
       Peak Human Stealth
       Peak Human Survivability
       Peak Human Wisdom
       Strong Heart
       Bio-Wizard Enhancement:
       [I]Transmutation:[/I] Transmutation is a process that magically
       transforms the character. It can be used to transform and
       increase physical attributes, physical structure, size and
       natural adaptability. Each category counts as a separate
       transmutation. Theoretically, there is no limit to the number of
       transmutation categories one can endure. There is a 1-50% chance
       of death if more than six transmutations are tried.
       All powers and mutations are cumulative and irreversible. The
       enhancement process for each category, physical strength,
       agility, speed, increased size, etc. , must be performed
       separately; one at a time. Each enhancement requires being
       placed in a trance and completely immersed in a tank filled with
       a thick, green, magic fluid for 72 hours. While
       immersed in the fluid, the character is completely helpless and
       unaware of the goings on around him.
       [i]Matthew’s Transmutation Enhancements:[/I]
       Mega-Damage Transformation: The character is magically
       transformed into a mega-damage creature with the damage capacity
       of a hatchling dragon.
       Increased Size and Durability: The size and durability of a
       creature can be increased by as much as double. Matthew is
       double the size and durability (increases his mega-damage
       durability to that of an adult dragon).
       Increased Strength: [I]Supernatural Strength:[/I] Strength is
       increased to the supernatural level of an adult dragon.
       Increased Agility: Agility is increased to superhuman level.
       Increased Endurance: Endurance is increased to superhuman level.
       [I]Bio-Wizard Reconstruction:[/I] This process is similar to the
       human's cybernetics, only the Splugorth use magic and living
       components. By means of bio-wizardry they can attach and combine
       normally incompatible body parts, like tentacles or spider legs
       with a human being. Again, the Splugorth Slaver is an excellent
       example of this, with his combination of humanoid torso and
       limbs, but with tentacles and snake-like lower body. Likewise,
       the mythical chimera and dragon beast may be the results of
       ancient bio-wizard experimentation.
       There are limits to bio-wizard reconstruction. Much like
       bionics, the body must be able to support the new additions,
       whether it be wings, tentacles, or extra arms. This means
       reconstruction is usually limited to the addition and alteration
       of the body's extremities. Legs, feet, hands , arms, tails and
       similar items can be completely removed and replaced with new
       magic or monstrous limbs . Likewise, new appendages such as
       wings, a tail, horns, and additional limbs can be added.
       Furthermore, the effects of reconstruction can be combined with
       transmutation and/or parasites and symbiotes to create super
       beings.
       [i]Matthew’s Bio-Wizard Reconstruction:[/I]
       Additional pair of Human Hands and Arms: A pair of additional
       hands and arms can be attached to the reinforced rib cage just
       below the usual pair. The second set of limbs can be slightly
       smaller or the same size as the normal pair and possess the same
       strength and prowess as the originals.
       Matthew’s additional arms and hands are the same size as his
       original set as they were gotten before the Increased Size and
       Durability Transmutation.
       [i]Damage:[/I] Depends on character’s strength.
       [i]Bonuses:[/I] A pair of arms and hands adds one attack per
       melee and a bonus of +10% to strike and parry.
       Wings & Flight: Wings are grafted to a body that is not normally
       designed for flight, yet the power of flight is magically
       provided.
       Matthew has white pegasus wings grafted to his back in the same
       location as an angel.
       [i]Damage:[/I] Depends on character’s physical strength, equal
       to arms. Wings are double the normal size as they were added
       before the Increased Size and Durability Transmutation.
       [i]Bonuses:[/I] Fly at a speed of 100 mph and is +10% to strike,
       parry and dodge when in flight.
       Dragon's Breath: Lungs, throat and mouth modified to project a
       blast of magic fire, like a dragon. Can be performed once per
       melee and counts as one additional melee attack.
       [i]Damage:[/I] magic fire damage (same as an adult fire dragon)
       [i]Range:[/I] 30 feet (9 m)
       Eyes of Eylor: This is one of the magic eyes from the legendary
       living planet. It is about the size of a tennis ball and can
       replace existing eyes or be added as a third eye ! A third eye
       is typically placed in the forehead or chest.
       Matthew has one Eye of Eylor implanted as a third eye in the
       middle of his forehead.
       [i]Bonuses:[/I] The eye of Eylor provides all of the following
       abilities: Perfect 20/20 vision, nightvision 600 feet (183 m),
       telescopic vision (6000ft), and magnification to the 300th
       power. It also provides the following psionic and magic forms of
       vision without requiring psychic or magic energy: see aura, see
       the invisible, sense magic, and see magic energy. Adds 20% magic
       energy to natural level.
       Molecular Analyzer: Built into the mouth or antennae providing
       an extraordinary sense of taste and smell. It can specifically
       identify specific scents , smells, poison, known chemicals, or
       strange and dangerous impurities on a molecular level just by
       concentrating and "tasting" molecules in the air. Matthew’s
       mouth has been enhanced with this.
       [i]Effective Range:[/I] 20 feet (6. 1 m).
       [i]Bonuses:[/I] Recognize a specific, known scent, smell, or
       chemical 70%, track by smell 70%, recognize poison 88%, detect
       changes in temperature 80%.
       [i]Symbiotic Implant: Talo Mind Worms:[/I] The psionic worm
       feeds on insignificant amounts of magic energy of living
       creatures.
       [i]Host type:[/I] Humanoids and intelligent beings of all kind .
       [i]Host Environment:[/I] Burrows under the skin of the scalp and
       feeds on insignificant amounts of P.P.E. They cause no pain,
       discomfort, injury or negative side effects. At worst, they look
       like thick veins on the head, usually around the temples, only
       these veins occasionally pulsate or move.
       [i]Reproduction:[/I] The creatures mate once every three years.
       During mating season, the creature sends out empathic signals
       that only other Talo Mind Worms can feel. This will attract
       worms of the opposite sex who also burrow under the scalp, mate,
       and bear one or two offspring (who may stay or leave). Talo mate
       for life. As many as twenty Talo can live on the same person (no
       additional powers other than additional psychic energy).
       [i]Average Life Span:[/I] 12 years
       [i]Alignment:[/I] Effectively good.
       [i]Attributes:[/I] None to speak of; low I.Q., operates more on
       instincts and emotions than anything else (empathic by nature).
       Prefers its symbiotic partner to be happy and cheerful, whether
       he be good or evil. Negative vibes may cause them to leave. Each
       worm possesses the same psi-powers as listed below.
       [i]Powers:[/I] Instills the following psionic abilities to its
       symbiotic partner:
       Bio-regenerate self, psychic purification, resist fatigue,
       empathy, sixth sense, mind block auto-defense, and summon inner
       strength. Plus each Talo worm provides 5% more psychic energy.
       The creature does what it can to keep its symbiotic partner
       happy and healthy.
       [i]Bonuses:[/I] +10% to save vs psionic attacks , +20% to save
       vs poison, and +20% to save vs coma/death. Bonuses and powers
       are not increased even if a score of worms live in the person's
       head.
       Side Effects: None other than an occasional crawling sensation
       at the temples.
       Size: Three to six inches long, 1/18th of an inch in diameter (3
       mm).
       [i]Means of Elimination:[/I] Surgery, but that may leave minor
       scarring. An alternative is to concentrate on depressing, sad,
       and negative thoughts, which may drive them away. Empathic
       communication by the host partner or another psionic may also
       convince them to leave if their symbiotic partner doesn't want
       them.
       [i]Note:[/I] Talo Mind Worms will allow other parasitic or
       symbiotic organisms to share its host body as long as the
       organisms do not hurt or sadden their partner.
       Combat/Passive Skills:
       [I]Combat Specialist:[/I] The ability to be a hand-to-hand
       combat genius. The user has an encyclopedic knowledge in
       hand-to-hand fighting styles; therefore understanding and
       analyzing opponents style of combat and flaws in the opponent's
       attack and defense. He can also use attacks that can
       automatically knock down the opponent or use the strength of the
       opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       [I]Weapon Proficiency:[/I] The ability to understand and use any
       and all weapons with the proficiency of a master. User with this
       ability need only to pick up a weapon before they instantly
       become proficient in it. The first time they pick up a sword,
       they can spar with masters, the first time they use a bow, they
       can hit bulls-eyes. Even alien, magical, or other weaponry that
       they should not understand comes naturally to them.
       [I]Enhanced Athleticism:[/I] The power to perform acrobatic and
       gymnastic feats beyond training. The user possesses athletic
       abilities beyond even most dedicated training.
       [I]Tactical Analysis:[/I] The ability to be an extremely skilled
       strategic genius and apply this skill for several objectives.
       The user can create strategies and plans several steps ahead of
       the opponent, seeming like the user can see into the future. The
       user is able to elaborate complex plans and strategies and apply
       them in, not just battle, but any other activity that involves
       cunning intellect, e.g. strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies' moves.
       [I]Stealth Tactics:[/I] The ability to possess extraordinarily
       expertise in stealth. The user possesses incredibly extensive
       knowledge and skill in many types and ways of stealth tactics,
       enabling them to easily slip in and out of areas undetected.
       Their abilities in all manners of stealth are so refined they
       appear as mere illusions to those who have been lucky to spot
       the user. The users of this ability can move throughout even the
       most guarded of areas and act in true discretion.
       [I]Stealth Combat:[/I] The ability to use advanced stealth in
       direct combat. User can use extraordinary fighting skills in
       combination with superior stealth abilities for particularly
       lethal effects. It allows them to land flurries of critical
       blows while easily escaping their targets' clueless
       counterattacks, devastating opposing forces they couldn't hope
       to face in normal combat.
       [I]Enhanced Marksmanship:[/I] The ability to achieve complete
       and utter accuracy on distant targets. User can achieve complete
       and utter accuracy on distant targets, with the activity in
       their brain center for aim, accuracy and precision is
       drastically improved. They need only to aim for an instant
       before they can precisely hit a target with a projectile.
       User can judge extremely long distances amazingly accurately,
       gauging the strength needed to launch a projectile, in order to
       hit a target accurately. If a target is moving the user can
       calculate the best method to hit the target. Visual obstructions
       like smoke and vegetation do not hinder their ability to get an
       accurate bead on their target, and their intense focus on
       whatever they're shooting at allows them to shut out outside
       distractions. They can compensate for environmental factors that
       would normally throw off their aim like wind, air resistance,
       gravity, and radiant heat (which distorts the image of the
       target).
       [I]Dual wield:[/I] The ability to use two weapons
       simultaneously. The user is capable of wielding two different
       weapons with ease in combat. The weapons in question are
       normally bladed weaponry and/or firearms, but it can be
       virtually any melee and/or ranged weapon. Because of this, the
       user is able to deal twice the damage to their opponent quickly,
       swiftly, and effectively. They're also able to hold their own
       against multiple enemies at multiple angles, allowing them to
       fight and take advantage of wide openings.
       However, due to possessing two weapons at the same time, the
       user often bears poor defense skills, so this ability requires
       speed, power, accuracy, and fast reaction time in order to
       maneuver through and counter their enemies' attacks in order to
       make up for the lack of defense.
       [I]Enhanced Assassination:[/I] The power to possess the skills
       to locate and slay targets like an assassin. User can perform
       the art of assassination better than the average killer, they
       are able to dispatch their victims without as so much as a
       struggle. The ways to do this range from something complex and
       high-finesse like mastery in stealth, strategically planned
       scenarios and highly disciplined martial arts to something
       simple-yet-effective like brute strength and raw speed to
       overwhelm the targets.
       [I]Special Ops Mastery:[/I] The ability to innately or through
       inhuman and advanced training have special operations skills and
       maintain them without the need of further training. User is
       almost super-humanly skilled in all forms of special operations
       including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc.
       The ability may be from advanced training, mental programming or
       even supernatural/superhuman powers. Combined with high
       intellect and a high level of physical ability, they can create
       completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       [I]Interrogation Intuition:[/I] The ability to extract
       information from an opponent through extraordinarily effective
       forms of interrogation. The user is able to extract information
       from their opponents through various means, the use of the Bad
       Cop Technique involves the means of Intimidation, scaring them,
       inflicting pain, or psychically extracting the information.
       The user can even use a more sutle way of getting information
       from opponents called the Good Cop Techniques where it includes
       making them feel comfortable, being friendly with them,
       honeypotting them or using reverse psychology to get
       information.
       [I]One-Man Army:[/I] The ability to be as deadly as a vastly
       superior force. The user is able to fight against seemingly,
       overwhelming odds with ease. They are a capable warrior on the
       battlefield, decimating the enemy single-handedly and with near
       supernatural finesse that pars with the skill of more
       experienced fighters. This ability can manifest into various
       ways but is usually the result of extreme martial skill. Users
       of this ability are as deadly at long-range combat as they are
       in close quarter.
       [I]Training Regimen:[/I] The circumstance in which one develops
       incredible abilities through extensive training. The user has
       developed abilities near to or actually superhuman simply
       by/through an extensive/excessive training regimen.
       [I]Handgun Weapon Proficiency:[/I] A familiarity with all types
       of projectile firing handguns including revolvers and pistols.
       Revolvers are the classic cylinder-based “six shooter”. Pistols
       are “automatic” weapons which means gun the keeps firing while
       the trigger is depressed and doesn’t stop until the trigger is
       released or the ammunition is spent.
       [I]Energy Pistol Weapon Proficiency:[/I] A familiarity with all
       types of energy firing handguns including lasers, ion blasters,
       and all types of energy firing handguns.
       [I]Energy Rifle/Small Cannon Weapon Proficiency:[/I] A
       familiarity with all types of energy firing rifles and small
       hand held cannons including lasers, ion blasters, and all types
       of energy firing rifles and small hand held cannons.
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [i]Knowledge: Language and Literacy:[/I] The ability to speak
       and read one or more languages.
       [i]Language & Literacy known by Enoch:[/I]
       American English: 100% chance of successful understanding
       Spanish: 98% 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]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]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.
       Weaknesses: Matthew’s enhancements has given him the size and
       appearance of a supernatural creature which also makes him stand
       out among other humans: -80% to disguise appearance or
       concealment using non-magical or non-psionic methods. Despite
       the enhancements to size, durability, and the gaining of the
       psionic ability to bio-regenerate, Matthew is still a mortal
       human in the long run and can be killed with a well placed fatal
       shot.
       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).
       Matthew has four, one for each hand and a specialized holster
       for them.
       [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.
       [I]AT-1 Sniper Laser Rifle and Launcher:[/I] A light laser rifle
       designed for single shots and maximum accuracy. Comes standard
       with an infrared telescopic sight and a mini-missile style
       grenade launcher (self-propelled heat-seeker, + 1 to strike).
       This is a highly popular weapon with Saudi special forces.
       [i]Weight:[/I] 6 lbs (2.7 kg)
       [i]Mega-Damage:[/I] high power laser or explosive from grenade.
       [i]Rate of Fire:[/I] Equal to the number of hand to hand attacks
       of its operator; aimed and wild shots only. Can not fire bursts.
       Grenade launcher can be fired in place of the laser with the
       press of a button.
       [i]Maximum Effective Range:[/I] 2000 feet (6 10 m) - half range
       for grenade launcher.
       [i]Payload:[/I] Laser: 20 shots standard clip or 30 shots long
       E-clip. Grenade launcher holds two grenades and takes one full
       melee round to reload.
       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] 8 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: Matthew is not a nice man to begin with before
       coming into the employment of Bradly Jefferson. He takes joy and
       pleasure in torturing people and stealing which is part of the
       reason for his discharge from the military. He rarely smiles but
       does seem to have developed a happier (though evil) disposition
       since gaining his mated Talo Mind Worms from his original surly
       and all around negative vibe personality.
       Bio: [I]”Coming Soon”[/I]
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