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#Post#: 11058--------------------------------------------------
Doctor Nathaniel Essex
By: Raven Tepes Date: November 14, 2021, 2:51 pm
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”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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