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       #Post#: 11058--------------------------------------------------
       Doctor Nathaniel Essex
       By: Raven Tepes Date: November 14, 2021, 2:51 pm
       ---------------------------------------------------------
       ”It takes more than bullets -- or a harlot's kiss -- to kill
       Nathaniel Essex.”[/I]
       [I]~ Mister Sinister/Dr. Nathaniel Essex[/I]
       [i]”How unfortunate for you... that Apocalypse is nowhere
       remotely in the vicinity. What a sinister turn of events this
       is, eh?”[/I]
       [I]~ Mister Sinister/Dr. Nathaniel Essex[/I]
       [i]”I would, if I could only free myself from this blasted
       so-called conscience that still pollutes me. ... if that is what
       is required for science to progress... then let me be a monster!
       Let me be a monster!”[/I]
       [I]~ Mister Sinister/Dr. Nathaniel Essex[/I]
       [i]Name: Doctor Nathaniel Essex
       Current Alias: Mister Sinister
       Aliases: Nathan Milbury, White Devil, Pale Man, Nathan Essex,
       Nosferatu, Mr. Pearson, Nate, Lefty, Edmond Atkinson, Senator
       Steven Shaffran, Mr. S, Apocalypse, Michael Milbury, Arnold
       Bocklin, Dr. Robert Windsor, Homo sinister, Kate Kildare
       Age: 210 years
       Species: Homo Superior mutant
       Gender: Male
       Height: 6'5"
       Weight: 285 lbs
       [I]Organization:[/I] US DoD Special Weapons Project Division
       [I]Rank:[/I] Lead Scientist/ Lead Agent
       Code Name: Mister Sinister
       [I]Abilities:[/I]
       Genetic Enhancements Using Mutant DNA: Following genetic
       alteration by Apocalypse, Nathaniel Essex was transformed from
       human into superhuman. He has continually improved upon his
       original transformation over the years, incorporating the
       genetic material of certain mutants into his DNA to gain their
       abilities, or performed other self-experiments to alter his
       genetic capabilities.
       Endopathy: Mister Sinister possesses the ability to control
       every molecule of his body, enabled via the implanted X-gene
       taken from the bio-molecular meta-morph Courier. This allows him
       to deviate his own genetic structure in a slew of incredible
       ways in a similar (albeit weaker) manner to his former master
       Apocalypse.
       Cellular Shape-Shifting: Mister Sinister is a powerful
       metamorph, being able to assume the form of most anyone or near
       anything he wishes and to reduce himself into a semi-liquid
       state, or harden his body like living armor.
       Regenerative Healing Factor: Mister Sinister is able to rapidly
       regenerate damaged or destroyed tissue with much greater speed
       and efficiency than an ordinary human. Sinister can fully heal
       from injuries that result in massive tissue damage or loss such
       as multiple gunshot wounds, slashes, puncture wounds, broken
       bones, and severe burns within a matter of moments. Apparently,
       an extension of the cellular control he derived from Courier,
       Sinister's healing factor is such that he no longer requires the
       functionality of his brain or other internal organs to survive.
       In the past, he has been blasted in half or had holes blown
       through the center of his head without consequence.
       Superhuman Physical Condition: Mister Sinister has incorporated
       into his own genome the mutant gene of Thunderbird.
       Thunderbird's powers comprised a set of physical attributes
       significantly greater than those of an ordinary human being.
       ~ Superhuman Strength:[/I] Mister Sinister possesses superhuman
       strength ranked at superhuman levels. In one occasion, he
       displayed his immense strength by detaining Sabretooth using
       only hand, easily choking him. Sinister had been categorized as
       able to press lift within 2 to 10 ton range. Later
       classifications have identified him as having a possible upper
       limit of 25 tons.
       [i]~ Superhuman Durability:[/I] Mister Sinister's muscles and
       tissues are far more durable than those of an ordinary man,
       allowing him to resist gunshots, physical damage, shocks, and
       energy blasts. His durability can be enhanced by his
       regeneration ability, telekinesis, and force fields.
       [i]~ Superhuman Reflexes:[/I] Sinister's reflexes and agility
       are enhanced to levels that are beyond the human body's natural
       limits.
       [i]~ Superhuman Stamina:[/I] Mister Sinister's muscles produce
       considerably fewer fatigue toxins than the muscles of ordinary
       humans. He can exert himself at peak capacity for several days
       before fatigue begins to affect him.
       [i]~ Superhuman Speed:[/I] Mister Sinister is capable of running
       at speeds far greater than those of the finest human athlete.
       Telepathy: Mister Sinister is one of the most powerful telepaths
       on Earth.[190] He can read minds and project his own thoughts
       into the minds of others with ease, being also able to resist to
       others' telepathic powers.
       [i]~ Telepathic Cloak:[/I] Can mask his presence from being
       detected by other telepaths, being also able of extending these
       defenses to others around him as well.
       [i]~ Mind Link:[/I] Ability to develop a mental link with any
       person, which remains as a connection to that individual. He can
       use this ability to take another person's mind from their body
       and effectively trapping that mind within his own.
       [i]~ Telepathic Illusion:[/I] Ability to create realistic
       telepathic illusions and cause people to experience events which
       are not actually occurring.
       [i]~ Telepathic Blasts:[/I] Can project psionic force bolts
       which have no physical effects but which can affect a victim's
       mind, so as to cause the victim pain or unconsciousness and can
       even kill an adversary. These blasts might even induce temporary
       mental or physical paralysis.
       [i]~ Telepathic Detection:[/I] Can sense the presence of another
       superhuman mutant within an as yet undefined radius of himself,
       by perceiving the distinctive mental radiations emitted by such
       a being. This ability is highly enhanced by using amplifying
       mechanisms such as Cerebro.
       [i]~ Telepathic Shield:[/I] Ability to erect a psychic shield
       for protection of himself and of others minds. Stryfe has proven
       very difficult to psychically assail, as he is very well skilled
       in shielding his own mind from mental-attacks (such as attempts
       to read, control or harm his own mind), and has been sufficient
       to protect himself from other psychics.
       [i]~ Mind Control:[/I] Ability to control the minds and even
       voluntary and involuntary bodily functions of sentient beings
       (such as other humans).
       [i]~ Mind Possession:[/I] Ability to possess the mind of
       another, and use that being's body as his own.
       [i]~ Mind Alteration:[/I] Ability to alter the minds of others
       by force of will.
       [i]~ Mental Amnesia:[/I] Ability to cause loss of particular
       memories and amnesia in another person or even in a group of
       people.
       [i]~ Astral Projection:[/I] Ability to astral travel and
       communicate with others astrally through his own will or through
       contact with the thoughts and memories of others. In the Astral
       Plane, he can use his powers to create "ectoplasmic" objects.
       [i]~ Dilate Power:[/I] He has the ability to mentally paralyze a
       foe he's touching and the ability to psionically "turn off" the
       superpowers of any mutant, creating a mental block. He can also
       create mental links with others and even to objects and
       locations like the bases he has used over the years.
       Telekinesis: He possesses telekinetic abilities enabling him to
       levitate and psionically manipulate living beings, inanimate
       objects, and to some extent energy.[44][135] He can “lift” as
       much as 100 tons of weight and possibly even more and can
       achieve other effects. Capable of very fine control over
       objects, including himself.
       [i]~ Concussive Blasts:[/I] Mister Sinister can fire blasts of
       concussive force from his hands. These blasts are powerful
       enough to match Cyclops's energy blasts at their full power for
       a considerable period of time and have a great destructive
       power.
       [i]~ Force Fields:[/I] Mister Sinister can erect multiple force
       barriers to repel, reflect, and defend against incoming
       onslaughts. They are potent enough to stand against Cyclops's
       optic blasts with ease.
       [i]~ Telekinetic Flight:[/I] By levitating himself, he can “fly”
       for indefinite amounts of time and at varying speeds.
       Technology Interface: Mister Sinister is able to directly
       interface with various technologies he has at his disposal,
       mentally activating or summoning them.
       Teleportation: Mister Sinister has exhibited the ability to
       teleport across large distances. Beast believes this might be a
       function of his headquarters, a fact that remains to be cleared.
       Immortality: Mister Sinister is functionally immortal in the
       sense that he is immune to aging and disease and he can rapidly
       regenerate almost any damaged bodily tissue.[65] However, it was
       possible for him to be killed. This ability originated from his
       exposure to Celestial technology from Apocalypse.
       Genius Intelligence: Mister Sinister is a genius with expertise
       in various fields of science, mainly genetics with years of his
       research at his command, mutations and their powers, human and
       alien biology, cloning, all levels of physics, engineering
       (including mechanical, genetic and electrical engineering) and
       more. His intellect has been said to match Reed Richards and
       Doctor Doom and he is one of the smartest people on Earth.
       Sinister, having lived for over 150 years has acquired vast
       knowledge over many known fields, being a formidable scientist
       and a talented inventor. Considered the most brilliant mind of
       his time, Dr. Essex was already a genius with a PhD and an M.D
       and other honors in biology and genetics and was a member of the
       British Royal Society. His intellect later grew to new levels
       after his time with Apocalypse and the advanced Celestial
       technology he had access to, mastering not only this and all
       technology from Earth (allowing him considerable expertise in
       cybernetics, robotics and computers) but also new sciences to
       aid him in his goals to create the perfect mutant.
       (
  HTML https://marvel.fandom.com/wiki/Nathaniel_Essex_(Earth-616)#Powers_and_Abilities)
       [I]Skills:[/I]
       Genius-Level Geneticist: Mister Sinister is a genius and a
       geneticist of the highest order, able to predict genetic
       mutations and splice DNA. It is quite probable his powers are
       the result of self-experimentation - his shape-shifting power is
       due to a procedure he performed on himself with help from a
       time-traveling Gambit. He can also produce large amounts of
       clones; he has done so with all his Marauders, and with Jean
       Grey and he is an expert on the art of cloning and also on
       mutants, with vast knowledge of powers, genes and more due to
       the hundreds of samples of mutant DNA he has access to. He is
       normally described as the world's greatest geneticist and along
       with Professor X, is one of the leading authorities on mutants
       of the entire world.
       Master Surgeon: He is a master surgeon, having excised a portion
       of Gambit's brain, only to later restore it (although from
       Sinister's point of view, he restored a portion of Gambit's
       brain and later excised it, as Gambit was traveling back in time
       when the restoration was completed; possibly a predestination
       paradox). Besides this area he is also a skilled doctor, one of
       the best from his time in England with honors in medicine and
       later in biology.
       Skilled Mechanical Engineer: having created devices that seem to
       have been taken from the tales of Jules Verne, his inventions
       include advance ships, devices that negate all mutant powers
       except for his own or transfer them, perform healing and almost
       resurrection, teleportation, genetics, project energy blasts and
       other attacks using mutant powers from many of the X-Men,
       aircraft and many more. Although his inventions are not as
       spectacular as those of Iron Man, he is a very talented inventor
       and engineer with a skill rivaling that of Iron Man among many
       others.[189]
       Master Manipulator: He possesses a good deal of knowledge in
       psychology, and is a skilled manipulator, being able to conceive
       others with simple words and facial expressions. Mister Sinister
       is also a capable leader and a master strategist, capable of
       creating plans with ease and even outmatch brains like those of
       Professor X, Cyclops, Apocalypse, Storm and Magneto, being
       several steps ahead of his opponent.
       Trained Combatant: Mister Sinister trained himself in martial
       arts and unharmed combat, capable of defending himself from
       stronger opponents and even other trained combatants.
       Knowledge: [I]Language and Literacy:[/I] The ability to speak
       and read one or more languages.
       [i]Language & Literacy known by Nikki:[/I]
       [i]English/American: 100% chance of understanding
       English/British: 100% chance of understanding
       French: 95% chance of understanding
       Hand to Hand Combat: [I]Basic:[/I] This skill provides
       elementary fighting techniques and methods of attack and
       self-defense as taught in military basic training or in
       self-defense classes.
       Social Intuition [I]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.
       Research: Training in the use of methods, techniques, and means
       of finding information, including public records, libraries,
       interviews, surveys, demographics, trade journals, the computer
       network, and legal searches. This skill is helpful in locating
       information about people, places, and things. The G.M. should
       ultimately the availability of accessible, known information
       regarding a particular subject. Any character can do research
       and ask questions, but the research skill will reduce the amount
       of time by half and the character is trained to notice relevant
       information that an untrained character is liable to overlook.
       Thus, for truly secret or difficult information, you must have
       the character with the research skill try to uncover it.
       Radio: [I]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.
       Mathematics: [I]Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       Mathematics: [I]Advance:[/I] Knowledge of all basic and advance
       mathematics including algebra, geometry, trigonometry, calculus,
       and techniques for using advance mathematical formulas.
       Handgun Weapon Proficiency: 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.
       Energy Pistol Weapon Proficiency: A familiarity with all types
       of energy firing handguns including lasers, ion blasters, and
       all types of energy firing handguns.
       General Repair & Maintenance: 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.
       Computer Operation: 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.
       Computer Programming: 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.
       Computer Hacking: 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.
       Basic Electronics: 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.
       Computer Repair: 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.
       Electrical Engineer: Knowledge of electricity. The character can
       diagnose and locate electrical problems, repair complex
       electrical devices, wire entire buildings or vehicles, and build
       electrical equipment. The character can also attempt to bypass
       security systems, alarms, and surveillance systems but at a -20%
       for simple systems and -50% for complex systems (reduce these
       penalties by half if the character has a Surveillance type
       skill). The character can hot-wire any vehicle but takes 2
       rounds to do so. [I]Requirements:[/I] Advanced Mathematics and
       Literacy skills. Note: There is a -30% when working with alien
       or extremely unfamiliar electronics including Techno-Wizard and
       Bio-Wizard devices. The electrician may be able to puzzle out
       some of the basic aspects of such a device and may be able to
       figure out how to operate the device, but is unable to
       completely fathom how it works or how to repair it.
       Electricity Generation: Electricity is generated in a variety of
       ways from sunlight, wind, and hydro systems to batteries,
       combustion engines, and generators. This skill gives the
       character the understanding of how and why these generation
       systems work and is able to use, link, and repair such motors,
       turbines, and generator systems, but not to build them from
       scratch. [I]Requirements:[/I] Requires Basic Math skill and at
       least Basic Electronics or Basic Mechanics
       Robotic Electronics: A specialization in the area of
       micro-circuitry, military engineering, robotics, advanced
       computers, artificial intelligence, power armors, and bionic
       systems. [I]Requirements:[/I] Electrical Engineering and
       Computer Programming skills
       Basic Mechanics: 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.
       Aircraft Mechanics: The understanding of aerodynamics and the
       training to repair, rebuild, modify and redesign conventional
       aircraft including propeller types, jets, helicopters,
       hovercycles, rocket bikes, and hovercrafts. Work on military
       aircraft is limited to body work unless the character also has
       the Weapon Systems skill. Experimental aircraft and spacecraft
       are not included in this skill. Working on the wings and flight
       systems of powersuits and robots is very different from true
       aircraft and suffers a -40% skill penalty. However, the
       character can assist an engineer or robotics specialist by
       following his instructions with only a -15% skill penalty.
       Bioware Mechanics: “Bioware” is cybernetics. A character with
       this skill can identify, service, and repair cybernetics and
       bionic systems, from the simplest data plug to the most
       sophisticated of artificial eyes. However, this is limited to
       the actual machine and electronics of cybernetics, not designing
       or building bionic components (unless part of a kit that needs
       to be assembled). Nor does the skill apply to living Bio-Systems
       like artificial skin, organic eyes, and internal organs.
       A Bioware Mechanic can fix a cybernetic or bionic machine part
       (hand, arm, leg, mechanical implant, weapon) but cannot install
       it or attach it to a living body unless he also has the
       Cyber-Doc skill. [I]Note:[/I] -20% when working with a
       sophisticated bionic systems including bionic weaponry and alien
       cybernetic units. [I]Requirements:[/I] Mechanical Engineering
       skill and Basic Math skill
       Mechanical Engineer: Training, understanding, and knowledge of
       how machinery is designed, built, operated, and maintained.
       Characters can attempt to redesign, modify, repair, construct,
       or sabotage mechanical devices (includes fusion driven turbines
       and advanced power supplies). [I]Requirements:[/I] Literacy,
       Basic or Advanced Mathematics, and Basic Electronics
       [I]Note:[/I] There is a -30% when working with alien or
       extremely unfamiliar machines including Techno-Wizard and
       Bio-Wizard devices. The mechanic may be able to puzzle out some
       of the basic aspects of such a device and may be able to figure
       out how to operate the device, but is unable to completely
       fathom how it works or how to repair it.
       Robotic Mechanics: This is the specific study of advanced
       mechanics as it applies to robotics. Those trained in this
       discipline can repair, design, modify, build and sabotage robots
       including industrial robotic machines, power armor, military
       drones and robotic vehicles. There is a -30% penalty when
       working alien, advanced, experimental, and military robots and
       bots with magical components. [I]Requirements:[/I] Electrical
       Engineering, Mechanical Engineering, and at least Basic Math
       skills
       Vehicle Armorer: A specialized skill in which the character can
       do more than just tinker with the mechanics of a vehicle. The
       character can design, repair, build, and modify the body of the
       vehicle in order to add, repair, replace, or remove armor or
       normal body pieces.
       Weapons Engineer: The complete understanding of military class
       weapon systems, cannons, recoilless rifles, launch systems,
       missiles, rockets, heavy energy systems, and their incorporation
       into military vehicles. The character can handle, maintain,
       repair, unjam, clean, modify, mount, and figure out most weapon
       systems and power supplies and recharge batteries and E-clips.
       He can repair a rifle, handle heavy weapons, and install a
       missile system into a vehicle or suitcase launcher. The engineer
       can also add and repair vehicle armor and is an expert welder.
       [I]Requirements:[/I] Mechanical Engineer skill [I]Note:[/I] -30%
       penalty when working on alien or experimental weapon systems or
       vehicle. This skill is usually reserved for Operators, military
       engineers, and military contractors.
       [I]Weaknesses:[/I] Ways to negate regeneration varanium and
       carbonadium, as well as death scythes and collector scythes
       (that can kill almost any being save beings like Toranoraos,
       Death, Xeles, and Phantom). There are even powers that can
       prevent regeneration by corrupting wounds with energy (For
       example, one of Kindron's dark arts involves using darkness
       energy to corrupt a wound so it can't regenerate till the
       darkness energy is purified out of the wound).
       [I]Equipment:[/I]
       He possesses tissue samples of thousands of people, dating
       possibly as far back as the 1860s, including several American
       Presidents.
       Many of his hidden bases have some quasi-biological properties,
       able to "grow" tentacles from a surface to hold a prisoner at
       Sinister's mental commands.
       Sinister augments much of his technology with clones of mutants,
       primarily from the X-Men and Marauders, such as a device
       harnessing Dazzler's ability to turn sound into light in order
       to render people mute, or a gun firing the cloned eyeballs of
       Cyclops as explosives.
       Genetic Collection Drones: Insect-like drones used by Mister
       Sinister to collect the DNA of mutants more easily.
       [I]Personality:[/I] Calculating, master manipulator, Sinister is
       ruthless when it comes to his work, and attaining his goals.
       After Apocalypse's alterations to him, Sinister lacks normal
       human empathy which he found to impede him in his pursuit of
       knowledge. Amoral, Sinister only cares about himself and his
       work, but will align himself with others if it suits his agenda,
       or if they can be exploited for his own ends. His current
       demeanor is likely a front to hide his true intentions, and mask
       the monster he truly is.
       [I]Background:[/I]
       Dr. Nathaniel Essex was a brilliant Victorian era scientist who
       was obsessed with deterministic interpretations of natural
       evolution, predicting the emergence of mutants in the near
       future. Essex's intellect caught the attention of Apocalypse, a
       powerful mutant, the very embodiment of Essex's predictions.
       Apocalypse genetically mutated Essex, transforming him into his
       first prelate, known as Mister Sinister. Through the years,
       Mister Sinister became one of the greatest geneticists to have
       ever lived, skilled cloning, creating new life, and even in the
       manipulation of mutant DNA for enhancing powers, incorporating
       mutant DNA to his own.
       Mister Sinister spent most of his life scheming ways to break
       free from his designer, Apocalypse. For that purpose, he
       secretly manipulated the lives of major representatives of the
       mutant race, such as Cyclops, Jean Grey, Gambit, Havok, and even
       Professor X. The main results of his machinations were the
       creation of Madelyne Pryor and the birth of Nathan Summers, whom
       he believed to be the bringer of Apocalypse's end. Mister
       Sinister's actions directly crossed the lives of the X-Men after
       he ordered his Marauders to massacre the Morlocks.
       Images:
  HTML https://imgur.com/a/2pN0UZR
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