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#Post#: 4867--------------------------------------------------
Matthew Perry
By: Raven Tepes Date: May 30, 2020, 10:31 am
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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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