TankerAce Characters

Posted by TankerAce 
TankerAce Characters
April 13, 2008 10:03PM
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Lazerith



Lazerith

F: VI:55            | R: EC:15            | Race: Demi-Human   | Nationality: USA        |
A: IM:25            | I: AM:50            | Gender: Male       | Residence: Mobile       |
S: TR:85            | P: FR:70            | Apparent Age: ???? | True Age: over 200      |
E: AW:90            | L: AM:50            | Eye Color: Brown   | Alliance: No Team       |
                    |                     | Hair Color: Brown  | Calling: Guardian       |
Health: 255 / 255   | Karma: 185 / 2000   | Blood Type: AB+    | Achievement: Leader     |
                    |                     | Height: 6'9"       | Life Expectancy: 5000   |
Initiative: AM:50   | Experience: GL:125  | Weight: 485 lbs    | Species: Mutant Human   |
Popularity: RM:30   | Appearance: RM:30   | Mass: 0 X 7 = 0    | Class: Shaman/Warrior   |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : GD:10   | Conviction: AS:80   | ATTACK: AM:50      | DEFENSE: FR:70          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SP:45 [+1CS]        | AM:50 [+0CS]        | VI:55 [+0CS]       | AM:50 [+0CS]            |
                    |                     |                    |                         |


Distinguishing Physical Features:

The most obvious feature about Lazerith is he is not Human, although he has a general humanoid body structure. His entire head is that of Bull’s head. He even has horns and a gold ring pierced into his nose, or Snout. He also has Cloven Hoofed Feet such as a Bovine creature.... Just look at the picture.... He’s a Minotaur....

Origin:

Haven’t written it out yet.... But he was genetically engineered some time around 2780 AD by some crazy super scientist.... He was abused and tormented and finally released into the wild and has he got older he picked up a bunch of Mystical and Technological Powers.

Life Style: Lazerith prefers the quite tranquility of the wilderness, however, during his time frame mankind has ravaged almost every square mile of the Earth with industrial developments and urban living complexes. When time permits, Lazerith will seek out wilderness areas in hopes to live out a calm and hassle free life. But these opportunities are such a rarity for him that he is convinced Humanity has totally destroyed all Wilderness. For the most part, Lazerith often finds himself in the slums of a festering City. Due to the time frame and all of mankind’s odd experiments; Lazerith is sort of a ‘Normal’ creature.

Personality: Lazerith is basically a really mean S.O.B. and doesn’t really like humans at all. He has befriended a very few Human Mutants. But otherwise he would rather spit on a human. However, he values all life and has a strong sense of honor. He’s a good guy, but he’s gruff and rude. He also uses enough ‘Profuse’ Profanity to make a Sailor blush...



Known Physical Abilities:

PASSIVE ARMOR: Flesh Armor and His general Attire.....

+ Skeleton: Phenomenal 95 Organic Bone Material.... Regular ol’ bones just tough as hell.
+ Muscle Mass: Impressive 25 Provides Armor verse most Physical and Energy based attacks.
+ Skin Mass: Remarkable 30 it’s tough hide to Physical and Temperature extremes.
+ Soft Tissues: Exceptional 15 to almost all known injuries and attacks.
+ Attire: Excellent 20 conventional leather, kevlar, and composite plastics and some metals.


FEAT ENHANCED ARMOR: Relax or Flex techniques to improve Armor Resistance.... Used with Endurance FEATs during Critical Survival efforts. He can still FEAT Roll this even if rendered ‘Stunned’.

+ BLUE: Total Failure, Armor Resistance does not increase.
+ WHITE: Total Failure, Armor Resistance does not increase.
+ GREEN: Adds 5 Points to All flesh Armor.
+ YELLOW: Adds 10 Points to All flesh Armor.
+ RED: Adds 15 Points to All flesh Armor.


Body Enhancements | Natural Enhancements:


+ Horns: Used as Melee weapons to inflict AM:50 Blunt or Edged Damage. He can pierce his horns into TR:85 materials, and has even been able to knock out Energy and Force based barriers. Used on his FIGHTING or STRENGTH Rank he can use the Horns as effectively as throwing a punch or kick. Used in a Charge fashion with his ENDURANCE Rank he can inflict a maximum impact of SV:65... Look to ‘Mobility’ to get Charge Ranges...

+ Cloven Hoofed Feet: Used as Melee weapons to inflict damages similar to his horns. He can evoke small Earth Quakes on hard surfaces of EX:20 intensity which spread out over the surface for 20 to 30 feet from the epicenter... Evoking an Earth Quake is a Power Stunt he is well versed in... He can channel the Earth Quake into a guided direction [-1SCS or -10 points off the Dice] from a FIGHTING FEAT.

+ General Melee Combat: (This is mainly a player’s note) This guy is a ‘Savage’ fighter so he bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like an unorthodox ‘Beast’...... However, he is well versed in tactical and orthodox fighting.



Regeneration: AM:50: Under normal conditions Lazerith will recover 5 to 9 HP per game round after suffering an injury. He can boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and lost organs and re-set his own broken bones. That’s why he still has both his eyes, all his fingers, teeth, and even his nuts. It is also suggested that he could reattach a severed limb, such as an arm or leg with in a few hours.

+ BLUE: Total Failure, recover 9 HP for that Round.
+ WHITE: Total Failure, recover 10 to 15 HP for that Round.
+ GREEN: Recover 57 HP for that Round.
+ YELLOW: Recover 112 HP for that Round.
+ RED: Recover 169 HP for that Round.

Life Support | Self Substance: EX:20 This is a by-product of his Regeneration. Lazerith can survive in the vacuum of space for approximately 2 Minutes (200 Game Rounds) without Endurance FEATs to stay alive. He can hold his breath for nearly 20 Minutes. He can go for 2 months totally deprived of Water. And he can endure food starvation for approximately 2 years. Lazerith normally sleeps about 1 to 3 hours per day without ill effects but it is suggested that he can endure no sleep for about 2 weeks... This also allows him to have AW:90 Resistance to illness, disease, drugs, psychological stress and other long term physical effects.



Mobility Enhancements: Most of his Mobility FEATs are handled on his IM:25 Agility Rank for short spurts of speed. Yes, this Big Guy is fairly fast. However, he does have a few Enhancements he can use with Endurance and Strength.

+ Walk: 2 Areas per Round. Can ignore barriers of FN:35 grades or less.
+ Run: 3 Areas per Round. Can ignore barriers of IN:40 grades or less.
+ Sprint: 5 Areas per Round. Can ignore barriers of SP:45 grades or less. Can sprint for 9 Game Rounds.
+ Charge: 5 Areas per Round. Can ignore barriers of SV:65grades or less. Can charge for 3 Game Rounds.
+ Swim: 2 Areas per Round.
+ Climb or Crawl: 1 Area per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: 1 to 2 Area per Round.

Equipment:

THE AX: His Ax is primarily a tool, rather than a weapon. But it suffices as a weapon as well. The Ax is also endowed with both ‘Magic’ and Technology. Any use of a Magic Spell with the Ax will use 1 Karma point to execute and is used on his Psyche Rank.

To intensify any Magic Spell he will need to use his Karma on a point for power basis; example, 50 Points of Karma will render an AM:50 intensity Spell. Although the Ax appears to made of low grade materials his Magic and Technology allow it to have a construction durability of SX:150. The Ax also has a form of self-repair at UN:100 Rank.

Basic Melee Weapon: TR:85 Edged Damage. Under most conditions Lazerith can swing his Ax with TR:85 force based on his Fighting, Strength, and Attack Ranks. However, destruction to the Target is usually about RM:30 Since it’s energy is focused into the Blade’s edge. Used as a blunt instrument the Ax has lower effectiveness and Lazerith loses [-2CS] to damage and impact. Lazerith can Charge the Ax Blade with various energies to render various effects. These effects are based upon Technology, thus Lazerith does not ‘Burn’ any Karma during its use.

+ Heat Blade: TR:85 Heat Damage. Heat is not emitted from the Blade until it makes contact with a Target.
+ Fire Blade: TR:85 Heat Damage. Basically it’s a Torch with the Ax head engulfed in fire.
+ Ice Blade: TR:85 Cold Damage. Cold is not emitted from the Blade until it makes contact with a Target.
+ Electric Blade: TR:85 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
+ High Frequency Blade: RM:30 Edged Damage, but slice through SX:150 Barriers, even Energy / Force.
+ Hammer Time: Converts Ax head into a Hammer Head with Blunt properties.
+ Water Blade: Allows Ax to generate Pure Water in an Oxygen Atmosphere. 1 Gallon per Minute.
+ Force Shield: GL:125 This allows Lazerith to use the Ax as a Plate Shield of transparent energy. The Shield’s material strength is GL:125. The Shield becomes less effective has Damage is taken and the Shield will eventually collapse, but it still remains able to resist GL:125 intensity attacks until it is fully depleted.

Spells:

The Ax does have some ‘Magic’ properties, which allow Lazerith to cast spells while using the Ax as a tool. Lazerith actually has the Magic within himself, but he needs the Ax to summon spells properly. Eventually, he may not need the Ax at all. Spells can be complex since they rely heavily upon the player’s imagination. But to simplify FEATs and Usage of the Spells can be done as follows;

FEAT Rolls are Made on his FR:70 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Lazerith can increase the intensity of any Spell by ‘burning’ Karma on a straight point for power output. Thus, 41 Karma used would render an IN:40 intensity spell.

The Ax can be used by other Characters, but due to it’s Magic properties the Ax will be difficult to wield. Other Charters need at least IM:25 Strength to even use the Ax effectively since it weighs about 150 pounds. But the Ax will reduce that Character’s FEAT efforts by [-3CS]. To use it’s Magic the Character needs at least 3 Associated Talents in the fields of Magic, Demonology, and a Mastery of Energy Manipulation.

Spells can be nullified by equal or greater ‘Magic’ and often Lazerith will provide a form of Magic Protection to his comrades. Normally, this protection is a piece of elaborate jewelry, such as a ring or necklace. Often the jewelry will also grant the wearer power to increases 3 of the FASERIPS by [+1] Rank, OR allows 1 Power to increase by [+1] Rank.... Lazerith cannot use the Jewelry for himself, and the once the wearer of the jewelry removes it the Character will slowly go back to normal status in about 1 hour.

Lazerith has 2 formations to cast Spells; Globe and Direct Beam....

Globe Spells pulse outward in all directions at once in a ‘Globe’ formation. Thus, Lazerith does not require an ‘Aim’ FEAT to hit a given Target if it is within Range, which is approximately 100 to 120 feet from him as the epicenter. The full diameter of his Spells is 200 to 240 Feet in Diameter (20 to 24 Areas).

Direct Beam Spells are ‘Shot’ from the Ax head in a trajectory or ballistic beam. While a Beam Spell is ‘SHOT’ Lazerith still ‘Aims’ with his FR:70 ‘Psyche’ Rank. The main difference is his Range is greatly improved to twice the distance of the Globe Formation, at nearly 450 to 480 Feet (45 to 48 Areas). He can also Shoot multiple Targets in the same Game Round if the Targets are in his line of sight. This does not take a penalty on his ‘HIT’ FEAT, but damage, intensity, and potency of the Spell is reduced by 1 Rank per additional Target.

Some Basic Spells, just to get the player thinking... (Player’s Imagination)

+ Cast bolts of Fire, Ice, Lighting, Gravity, Earth, Sand, Time, Poison, Glue, Teleportation, Psyche.


Additional Equipment:

+ Nose Ring: Allows MN:75 Tracking by sense of odor. This is a Magic trinket and if he gets an Enemy’s body fluid or Scent on his Nose Ring he can Track and Hunt that Character anywhere on the Earth, or even equivalent planet.

+ Ear Rings: Allows UN:100 Hearing and Protection from intense sound or Sonic vibrations. These Ear Rings also allow him to understand almost ANY spoken languages by means of Hearing. He will not be able to Read, Write, or Speak the foreign language. But he can understand it and translate.

+ Nipple Rings: Ha, Ha, Ha...... He just wears Gold Nipple Rings.

+ Belt and Curass: This Acts as a Karma / Magic reserve battery cell of 2000 additional Karma Points. However, these 2000 Karma points are not used like his Real Karma. It simply generates Magic Fuel to be used for spells. Recharging the Belt is rather difficult. He must be within the presents of Good, Heroic, or Angelic Morality Characters. Once he is around these Moral Characters the Belt will mimic their Karma levels to recharge upon touch contact. Example, Lazerith shakes hands with Cap’n’America and the Belt will automatically receive 110 Karma Points to be used strictly as Magic Fuel. This will not effect the other Character’s Karma level.

+ Wrist Gauntlets: These allow Lazerith to Magically heal other Characters with touch Contact. They give the injured Character UN:100 Regeneration and even mechanical repair for Robots and Cyborgs, allowing the Character to regain HP based upon their current Endurance Rank. Example; A fallen Comrade has taken a severe injury and their Endurance has been reduced to EX:20. When Lazerith touches that Character he will begin to regenerate 2 HP per Round. As Endurance improves from EX:20 to RM:30 the injured Character will recover 3 HP per Round, and so on.

+ A 100 foot long rope of AM:50 Grade Material with a 3 Prong Grapnel hook.
+ Various Knives, Daggers, Short Swords and Cutting Tools. Normally he carries 7 to 10 knives.
+ A Zippo lighter and a pack of cigarettes. Also Chewing tobacco.
+ A 16 ounce flask of 190 Proof Whiskey.

Talents:

Magic | Satanic Lore | Cult Lore | Religions | Advanced Science | Mathematics | Animal Handling | Physicics | Navigation | Arctic Survival | Desert Survival | Ocean Survival | Jungle Survival | Automobile Repair | Tank Combat | Bo Staff Handling | Resist Domination | Crisis Management | Knife Handling | Art (Painting) | Climbing | Tumbling | Hunting | Tracking | Martial Arts CDE | Stealth

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Edited 5 time(s). Last edit at 05/21/2008 07:31PM by TankerAce.
Viper
April 14, 2008 10:17AM
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Viper





Distinguishing Physical Features:

The Viper Clan Ninja (Or just ‘Viper’ for his short name) does not really have any outstanding physical features, aside from his ninja uniform. He looks like a Normal, Healthy Human Man who is in very good athletic condition.

However, Viper has mastered a number of Stealth based disguise abilities; Mainly his ability to change his appearance in ethnic race. He can appear to be Caucasian, Hispanic, Negro, Asian, or any other ‘Human’ ethnicity. This is covered more in depth with his ‘Powers’.

It is not confirmed what his true ethnicity really is. And all too often his uniform conceals his entire body. On very rare and non-tactical occasions he has removed his mask to revel his face. He was a handsome African American with a clean shave and military cropped hair-cut.

He almost always wears a traditional black or olive green ninja uniform. He even custom tailored several ninja uniforms resembling various famous ninjas, such as Snake-Eyes, Dead-Pool, Slade, Shinobi, Scorpion, Panther, and other Ninjas.

Origin:

Haven’t written it out yet.... Most of his background is a mystery. His given time line and environment setting is based in the future, around 27th or 28th Century Earth. During this alternate time line one huge global government rules most of Earth’s humanity from a political standpoint.

Many rebel factions pose threats to this New Earth Government, known as the N.E.G. This form of Global Domination came about through the Sanctioned Combat Tournaments. Long story short... Almost every nation was at War with another nation. And to prevent Global destruction, the many Governments agreed to unite and support ‘No Holds Barred’ Infantry Combat which was designed into a form of Entertainment “Tournament” Show. Thus, Characters such as ‘Viper’ are very common people in his time line.

In Viper’s Time Line most human children have bionic implants and engineered DNA to render nearly ‘PEAK’ human abilities by age 15 to 20. Soldier skills, Fighting abilities, and Assassination talents are ‘Normal’ education. Academics, Arts, and Science education are primarily taught as a means of battle or combat.

Life Style: Viper’s life style is quite complicated compared to current human society. He basically lives aboard an extremely high tech spacecraft or he may find himself in a rat-infested city apartment. At other times he will find himself ‘camping’ at various industrial complexes. Property ownership in his time line is nearly non-existent. Most people of his time line cannot afford major property, and the landscape is simply over run with industrial developments or urban decay. Some areas of Earth are still undeveloped wilderness and rural forests, but only because some massive and powerful organizations protect these areas with lethal force.

Personality: For the most part Viper is verbally silent and emotionally distant. He may speak on occasions, but often he prefers to use sign language or writing. This is mainly a by-product of his constant combat ridden life style.

The few things he is good at are assassinations and self-preservation. He won’t think twice about using lethal force. He has even assassinated his own comrades if there was any conflict of interests. This has made him many enemies over the years. He trusts no one and prefers to conduct solo missions. But he knows the strength of teamwork and will tolerate teammates. He has even been known to follow orders. But usually he’ll opt to kill the commanding officer as soon as he gets the opportunity.



Known Physical Abilities:

Armor: Flesh Armor and His Ninja Attire. Viper’s powers derive from a mix of technology and induced genetic mutations. Often it is difficult to pin point the exact source of his powers.

Tough Flesh: GD:10. Viper’s skin, muscles, guts and skeleton are highly conditioned to render GD:10 Armor verse almost all known attacks, even magic. More resilient parts of his flesh, such as his Skeleton are considered as EC:15 Durability; While soft tissues provide AA:08 Flesh Armor.

The Ninja Uniform: This provides EX:20 Armor to most attacks as traditional ‘Armor’. However, he does have a Form Fitting Force Shield, which is about 1/4 of an inch thick from his uniform and skin. This Force Shield provides a maximum Armor level of MN:75 durability. However, this Force Shield becomes less effective as damages are sustained. The Force Shield will retain MN:75 durability until it is fully depleted, at which the Force Shield will collapse and his traditional Ninja Armor is exposed. Viper can reactivate his Force Shield on a MN:75 FEAT roll. The Force Shield also allows other functions listed below.

+ Blue: System Failure, Force Shield is inactive for 1 to 10 Rounds.
+ White: System Operational. SP:45 Force Shield Armor.
+ Green: System Operational. VI:55 Force Shield Armor.
+ Yellow: System Operational. SV:65 Force Shield Armor.
+ RED: System Operational. MN:75 Force Shield Armor.



Regeneration: AM:50. Under normal conditions Viper will recover 3 to 5 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and lost organs and re-set his own broken bones. It is also suggested that he could reattach a severed limb or even re-grow a limb.

+ BLUE: Total Failure, recover 9 HP for that Round.
+ WHITE: Minor Failure, recover 10 to 12 HP for that Round.
+ GREEN: Recover 41 HP for that Round.
+ YELLOW: Recover 82 HP for that Round.
+ RED: Recover 124 HP for that Round.

Medical technology is quite advanced in his time line and on his space ship. Viper has hyper cloned various organs based off his DNA and simply replaced the damaged part. However, he hired an underground doctor to do the surgical procedure.



Athletic Enhancement: Viper can Concentrate his FASE Attributes into a single ‘Strong’ ability by reducing the other three Attributes. This power works on a point for point basis; as an example he can increase his Fighting Rank by 15 points by taking 5 points from each of Agility, Strength, and Endurance. This will raise his Fighting Rank from SN:60 to MN:75. Viper can Concentrate any of his FASE Attributes in this manner. To engage this power he needs to roll a Psyche FEAT of Green or better.

+ BLUE: Total Failure. He can not Concentrate a FASE Attribute.
+ WHITE: Minor Success. FASE Concentration is raised by 3 points, 1 point from the other three.
+ GREEN: FASE Concentration is raised by 15 points, 5 points are reduced from the other three.
+ YELLOW: FASE Concentration is raised by 30 points, 10 points are reduced from the other three.
+ RED: FASE Concentration is raised by 45 points, 15 points are reduced from the other three.

Viper can maintain his Concentrated single FASE Attribute for about 2 Minutes (200 Game Rounds) before returning to his Normal FASE levels. He will not suffer a penalty afterward, but to continue his Concentrated FASE ability he will need to Roll another Green Psyche FEAT.



Mobility Enhancements: Most of Viper’s Mobility FEATs are handled on his FASE Ranks to move about the map.

+ Walk: 3 Areas per Round.
+ Run: 4 Areas per Round. With his Endurance he can Run for 3 to 5 hours without exhaustion.
+ Sprint: 5 Areas per Round. He can maintain a full bore sprint for 3 to 5 minutes (300 to 500 Game Rounds)
+ Swim: 2 Areas per Round. He can hold his breath for 3 to 5 minutes. He does have a mini oxygen tank.
+ Climb or Crawl: 2 Areas per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: 1 to 2 Area per Round.



Chameleon Camouflage / Disguise: AM:50 This power is part of his uniform as well as his skin. While this does not provide Invisibility it allows him to conceal himself with AM:50 Camouflage. To detect him an assailant Character will have to make an Intuition FEAT against AM:50 Camouflage. His uniform and skin can mimic any texture or color for the means of concealment and hiding. It even works to conceal his signature from heat, sound, odor, or just about any other form of sensory detection.

This power allows Viper nearly a shape shifting ability. But it does have limitations. He can only alter his height and weight by 4 or 5 inches and pounds. He can raise his Appearance Rank to a Maximum of EX:20. He cannot really Disguise himself as a Female, He looks like a beefed up Guy in a dress. However, he can groom his hair and attire nearly instantly. He can maintain a certain appearance for unknown periods. He has even slept in full Disguise without losing his ‘Look’. He can also mimic voices. But he usually does very little talking.



Weapon Summoning: MN:75. Viper uses a vast array of conventional and fictional weapons, from various Swords to hand held Firearms and Explosives. He can basically Summon virtually any hand held weapon he desires at Will. The Summoning process takes time to materialize a Weapon on command.

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are teleported to him via a central computer system on his Space Ship. The Ship does not house these weapons. The Weapon Summoning emitters are actually built as both organic implants in his body as well as in his uniform. These Weapon emitters are about the size and shape of a U.S. dime. Viper probably has a few hundred Weapon emitters all over him. Once a Weapon emitter is removed from him, that emitter becomes useless until Viper can repair it, which is normally just getting his blood on it.

+ BLUE: Total Failure. He will not Summon a Weapon.... He needs to FEAT Roll in the next Round.
+ WHITE: Minor Success. The Weapon is coming in 1 to 10 Game Rounds.
+ GREEN: Success. The Weapon is coming in 1 to 5 Game Rounds.
+ YELLOW: Success. The Weapon is coming in the Next Game Round.
+ RED: Success. The Weapon instantly appears in his hand and is ready to use.



Equipment: Viper does not go anywhere unprepared at any time. Even when he is in a fully non-combat situation he will have at least 5 different kinds of weapons on his person. If he passes through a security checkpoint he will conceal his weapons with his Camouflage / Disguise Power. If his weapons are taken from him, he will re-arm himself as soon the opportunity is available. His Weapons which were stored away will vanish in about 1 hour.

His Swords and Melee Weapons: Basically Viper carries a Japanese Katana Sword employed by most Ninja type Characters. The only difference is he can transform this Sword into nearly any type of hand held Melee Weapon he desires, from a Knife, a Sword, an Ax, a Hatchet, a Hammer, a Mace, a Whip, Club, to even various kinds of Spears and Javelins. This transformation is an Automatic action without a FEAT Roll. His Melee Weapons are often designed of UN:100 metal alloys, but he has been able to Summon high strength Polymer Weapons as well. Damaging these weapons is irrelevant. He can Summon replacements and he usually carries 2 or 3 Melee Weapons anyway.

Basic Melee Weapons: SN:60 Blunt or Edged Damage. Under most conditions Viper can swing his Melee Weapons to inflict SN:60 Damage. However, he can dial and adjust the impact to render greater Damage or Piercing Levels.

Basically he has 60 Points of Damage OR 60 Points of Armor Piercing, which he can transfer back and forth in increments of 10 Points, to a maximum of 50 points total.

At his extreme limits the dilation is as follows:

UN:110 Health Damage with GD:10 Armor Piercing.
GD:10 Health Damage with UN:110 Armor Piercing.

Normally, SN:60 Edged Damage suffices for most combat situations. Viper can only inflict about RM:30 destruction with his Melee Weapons to any given target. He can also use Two Weapons without penalty, but he prefers to use One.

(Player note: The player can basically have Viper carry ANY conceivable Melee Weapon, even fictional light sabers and high frequency Swords. Hell, get creative and Summon a Fuggen Chain-Saw.)


Guns and Firearms: Like his Melee Weapons and other Equipment, Viper can Summon virtually any Hand Held Firearms he may need and ammunition is rarely a concern. During a reload sequence all he has to do is think about the Ammo needed for the Gun, and the ammo materializes in the Gun’s magazine.

Viper uses all sorts of firearms, and normally he will carry 3 to 7 different types of Guns in his possession. Instead of listing a huge amount of Guns just use the ‘Uber Gun Thread’ and summon various Guns.

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(Player note: The player can basically have Viper carry ANY conceivable Firearm based Weapon, even fictional Rail Guns and Plasma based Energy Guns. Hell, get creative and Summon a Fuggen hand held Vulcan Cannon.)



Explosives: Viper can also Summon various Explosives with different types of trigger mechanisms and even launching devices. Explosive triggers such as time fuses, trip wires, lasers, and pressure sensors can be employed to stage a booby trap. Deploying an Explosive Booby Trap can take 1 to 10 Rounds. Don’t forget adhesive ‘Sticky’ Bombs.

Viper’s Explosive devises can reach a maximum explosive output of TR:85 impact. Normally, destruction is contained within a 5 X 5 X 5 Area Block. But the Explosives can be arranged differently within a 15 Area grid.

(Player note: The player can basically have Viper carry ANY conceivable Explosive Weapon, even fictional EMP bombs and Specialized Energy Explosives. Hell, get creative and Summon a Fuggen Heat displacement Explosive which Freezes Shit.)




Viper’s Space Ship: This Space Vehicle is actually quite small, only about the size of a Large Tour Bus. It suffices as a Home and Base of Operations for Viper. And can be linked into nearly any docking station for repairs or digital uplink. A complex form of Artificial Intelligence governs this ship during Viper’s absence. This A.I. nearly allows the Ship to have it’s own Standard FASERIP stats. The ship also has a vast array of technical ‘Powers’ which nearly mirror Viper’s own ‘Powers’.

F: PH:85 | The Ship will avoid ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: AS:80 | This suffices for Speed and Coordination of the Ship.
S: SN:60 | This suffices as engine power to Tow, Pull, or Push with physical contact or tractor beams.
E: UN:100 | Fuel reserves and vital systems. The Ship lives in Space and needs various Fuel Sources.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The ship does have it’s own ‘Will’ but is completely Loyal to Viper.

Health: 325 | 405 with Viper at the Control Helm.
Karma: 430... Compiled Karma for both Viper and the Ship.

Armor: Hull is MN:75 physical materials with Deployable Force Shields rendering SX:150 Armor.

While Viper is at the control helm the Ship operates at Plus Two Ranks higher on it’s entire FASERIP stats. The Ship’s Health is also increased to 405. While Viper is away from the ship he maintains Psychological contact with the Vessel’s Robotic A.I. This can usually give Viper a vast advantage for Mental and Psychological FEAT rolls.

Weapon Systems: UN:100 Energy and Force based trajectory beams and spherical attacks.. The Ship’s Weapon systems can be used similar to Viper’s Melee Weapons Power.

Probes: The Ship has 6 hovering probes, which can be used as Hands, Weapons, or Tools. The Probes have limited range for a ‘Space’ Ship, at 100 Feet (10 Areas) away from the ship. The Probes are self guided to return to the Ship if they go out of range. If a Probed is destroyed or damaged it can be repaired. The ship does have a form of Regeneration, which is very similar to Viper’s.

The Ship will normally stay in obit far above a Planet’s surface while Viper deploys for surface based missions. The ship must come out of Space orbit to pick up or drop off Viper on a Planet’s surface. However, the ship’s tractor beams and sensor systems can collect or drop off Viper from about 30,000 Miles.

Talents:

Firearms and Shooting Weapons | Advanced Science | Mathematics | Physicics | Total Navigation | Arctic Survival | Desert Survival | Ocean Survival | Jungle Survival | Space Survival | High Tech Repair | Ariel Combat | Resist Domination | Crisis Management | Knife Handling | Art (Drafting) | Climbing | Tumbling | Hunting | Tracking | Martial Arts All | Stealth


Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons Viper can contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader who has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is very Similar to Viper, but much, much stronger and has access to 50 Clones of himself.
Nali: This Guy is an Extra Terrestrial Creature. This guy is possibly the VIPER Clan’s strongest singular member.
Ivan Guard Necro: This Guy is a Human, like Viper, but has far greater experience than Viper himself.
Seven: This Guy is another Human, like Viper. His powers are focused on Speed.
Brock: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated.
Krome: This Guy is a Human Mutant, but he Rivals Nali as the VIPER Clan’s strongest individual member.
M: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Cobra: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Python: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Rattler: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Snake: This Guy is another Human, like Viper. And has nearly identical powers and abilities.

HOLY SHIX.... A Five Page Book.

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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD



Edited 2 time(s). Last edit at 05/03/2008 06:37PM by TankerAce.
"M"
April 14, 2008 11:04AM
avatar
"M"




Distinguishing Physical Features:

“M” does not really have any outstanding physical features, aside from his bio-mechanical uniform. Other than his uniform he looks like a Normal, Healthy Human Man who is in very good athletic condition. However, upon very close inspection it is visible that his uniform is actually a permanent apparatus of his body.

The only part of his natural organic skin that is exposed is his face, and often he wears a full-face helmet.

Origin:

Haven’t written it out yet, but “M” is nearly immortal, at over 300 years old, but he still looks relatively young. This is not due to his Uniform or Cybernetic implants. He was genetically engineered around the year 2700 AD with a revolutionary medical procedure which allowed him Cellular Regeneration rendering him nearly immortal.

The medical procedure was an extremely risky Government experiment and “M” was the only survivor out of 10 Thousand exposed to the experiment.

As he became older and older, but didn’t age, many of his official records were lost. Since about 2780 AD He retired from his Government and Military consignments and took up a ‘Normal’ civilian life as an Inventor. But secretly, and far less involved, He still worked as a Government agent.

But around the turn of the 28th Century, National Wars, Feuds, and Skirmishes nearly engulfed every corner of the planet Earth. And to prevent Global destruction, the many Governments agreed to unite and support ‘No Holds Barred’ Infantry Combat which was designed into a form of Entertainment Show.

“M” was actually one of the Leading Officials for the controversial political direction and “M” knew if he were to survive yet another War, He’d have to re-unite his allegiance with some form of fighting Military.

However, he discovered that the U.S. Military he supported for so long had become corrupt during his absence. Thus, he basically started his own Militia and outfitted his close friends with the technology to fight.

Over a period of about 5 years “M” began to re-gain many of his former strengths, but now those strengths are coupled with a vast life long experience and education in over 400 technological fields.

“M” has his unusual name due to his involvement as a Government Spy for nearly 150 years. He does not remember his real name, and his official records are destroyed, but he remembers all of his secret alias names and call signs; which always started with the letter “M”.

Life Style: “M”s life style is quite complicated compared to current human society. He basically lives aboard a very large and extremely high tech spacecraft. He is also quite wealthy and is one of the few people who still ‘Owns’ mass property and industrial complexes. Any product or property “M” owns is outfitted with his inventions.

Personality: “M” is relatively humorous and quick witted with jokes and comedy. And he has very little fear of offending other people. He is wealthy, so he is actually Happy with most things he may encounter. However, he can be very serious and stubborn during critical situations. And very Willful. Backing down or avoiding hostile situations is not part of his vocabulary. On many occasions he has placed his very life on the line. He has even been known to express ‘Honor’...


Known Physical Powers:

Armor: Flesh Armor and His Uniform. “M”s powers derive from a mix of technology and induced genetic mutations. “M”s body is about 30% Organic Android. This allows his flesh to be very resilient to damage, injury, and even pain. Often it is difficult to pin point the exact source of his powers.

Tough Flesh: EC:15. “M”s skin, muscles, guts and skeleton are highly conditioned to render EC:15 Armor verse almost all known attacks, even magic. More resilient parts of his flesh, such as his Skeleton are considered at EX:20 Durability; while soft tissues provide GD:10 Flesh Armor.

Resistance to Physical Pain: PH:95. “M” can still feel pain, but he can ‘tune’ it out as Psyche FEAT of PH:95. This power allows him to keep his ‘cool’ under excoriating torture and even fear tactics. This also gives him [+3CS] on Endurance FEATS for Physical Pain Toleration.

The Uniform: This provides RM:30 Armor to most attacks as traditional ‘Armor’. However, he does have a Form Fitting Force Shield, which is about 1/4 of an inch thick from his uniform and skin. This Force Shield provides a maximum Armor level of TR:85 durability. However, this Force Shield becomes less effective as damages are sustained. The Force Shield will retain TR:85 durability until it is fully depleted, at which the Force Shield will collapse and his traditional Armor is exposed. “M” can reactivate his Force Shield on a TR:85 FEAT roll. The Force Shield also allows other functions listed below.

+ Blue: System Failure, Force Shield is inactive for 1 to 10 Rounds.
+ White: System Operational. VI:55 Force Shield Armor.
+ Green: System Operational. SV:65 Force Shield Armor.
+ Yellow: System Operational. MN:75 Force Shield Armor.
+ RED: System Operational. TR:85 Force Shield Armor.



Regeneration: UN:100. Under most conditions “M” will recover 6 to 10 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and lost organs and re-set his own broken bones with little effort. He can also reattach a severed limb or even re-grow a limb. Organic cellular Regeneration and Nano Technology augments his Regeneration, which pretty much fully ‘Repairs’ his body without medical attention.

+ BLUE: Total Failure, recover 10 HP for that Round.
+ WHITE: Minor Failure, recover 16 to 20 HP for that Round.
+ GREEN: Recover 31 HP for that Round.
+ YELLOW: Recover 63 HP for that Round.
+ RED: Recover 94 HP for that Round.



Mobility Enhancements: Most of “M”s Mobility FEATs are handled on his RM:30 Agility Rank for short spurts of speed.

+ Walk: 3 Areas per Round.
+ Run: 4 Areas per Round. With his Endurance he can Run for 3 to 5 hours without exhaustion.
+ Sprint: 5 Areas per Round. He can maintain a full bore sprint for 3 to 5 minutes (300 to 500 Game Rounds)
+ Swim: 2 Areas per Round. He can hold his breath for 3 to 5 minutes. He does have a mini oxygen tank.
+ Climb or Crawl: 2 Areas per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: 1 to 2 Area per Round.



Hyper-Invention: AM:50. “M” can use this power to basically build, devise, improve and repair virtually any form of existing or theoretical technology, if he has the tools and materials available to him. This power is augmented via his vast experience in engineering coupled with his neural computer memory. For repairing existing technology his FEAT roll is made on the UN:100 Power Rank.



Neural Computer Memory: AM:50. This works as a secondary memory system allowing him total memory and total recall. While this power is ingrained with his mind, he can have it record through all 5 senses with out interfering with his Thoughts. It works as a background system and has very little attachment to his Psyche or motor functions.



Sensory Enhancements: UN:100. All 5 of “M”s senses have telescopic abilities allowing him to focus into nearly the microscopic level. As well, he can ‘pan’ out his senses to perceive a very wide spectrum. He can also shift his 5 senses to detect energies and chemicals that are normally undetectable by human perception. This will also allow “M” to use most hand held shooting weapons at SV:65 Agility. He can also protect his senses on the UN:100 Power Rank.



Weapon Summoning: MN:75. “M” uses a vast array of conventional and fictional weapons and tools. He can basically Summon virtually any hand held weapon or tool he desires at Will. The Summoning process takes time to materialize a Weapon or Tool on command.

+ BLUE: Total Failure. He will not Summon a Weapon or Tool. He has to FEAT Roll in the next Round.
+ WHITE: Minor Success. The Weapon or Tool is coming in 1 to 10 Game Rounds.
+ GREEN: Success. The Weapon or Tool is coming in 1 to 5 Game Rounds.
+ YELLOW: Success. The Weapon or Tool is coming in the Next Game Round.
+ RED: Success. The Weapon or Tool instantly appears in his hand and is ready to use.

This system of Summoning Tools and Weapons is not fully understood. But for MSH players, the Weapons and Tools are teleported to him via a central computer system in his Space Ship. The Ship does not house these Tools and Weapons. The Summoning emitters are actually built as both organic implants in his body as well as in his uniform. These Summoning emitters are about the size and shape of a U.S. dime. “M” has a few hundred Summoning emitters all over his body. Once a Summoning emitter is removed from him, that emitter becomes useless until “M” can repair it, which is normally just getting his blood on it.

Guns and Firearms: “M” can basically Summon or Create ANY hand held weapon or tool he may need for a particular situation. But he does use two ‘Unique’ firearms. The ‘Gatlon Gun’ and ‘Pistol’ illustrated above.

(Player note: The player can basically have “M” carry ANY conceivable Firearm or hand held tool, even fictional Rail Guns and Plasma based Energy Guns.)



Gatlon Gun: “M” uses this weapon with MN:75 Shooting Agility due to his enhanced senses and the weapon’s augmented machinery. This weapon is basically Many Weapons combined into one nifty little package. It fires Energy based Plasma beams and traditional Bullets in many distinct patterns. This weapon’s material construction is of SN:60 materials. This particular weapon can be Summoned instantly with a Green FEAT on his Weapon Summoning Power. Ammunition reserves are usually not a concern.

Full Auto ‘Chain-Gun’: This fires 50 Bullets per FEAT Roll and can be used as a crude cutting tool. Each bullet is IM:25 Damage and Armor piercing. However, the gun can collapse and break down physical and energy based Armor and Barriers.

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
+ WHITE: He fires 5 to 10 Bullets from the weapon but misses the intended target by a few feet.
+ GREEN: 10 to 20 Bullets hit the target. (IM:25 X 10 to 20 = 250 to 500 Damage | IM:25 Armor Piercing)
+ YELLOW: 20 to 30 Bullets hit the target. (IM:25 X 20 to 30 = 500 to 750 Damage | IN:40 Armor Piercing)
+ RED: Only 30 to 40 Bullets hit the target. (IM:25 X 30 to 40 = 750 to 1000 Damage | VI:55 Armor Piercing)
+ 100 RED: 40 to 50 Bullets hit the target. (IM:25 X 40 to 50 = 1000 to 1250 Damage | MN:75 Armor Piercing)

Sniper-Gun: This allows “M” to fire a single powerful, piercing bullet from the center barrel of his Gatlon-Gun per Game Round or FEAT. Effective Combat range is 700 to 1000 feet. (70 to 100 Areas). Ammunition reserves are usually not a concern. The fired Bullet inflicts RM:30 Energy or Kinetic Bullet Damage, but is able to pierce SX:150 Armor and Barriers. “M” uses this shot pattern with MN:75 Gunnery Agility.

+ Standing: MN:75 Gunnery Agility
+ Kneeling: MN:75 Gunnery Agility [+1 CS]
+ Prone or Supported on a stationary object: MN:75 Gunnery Agility [+2 CS]
+ Off the Hip while Running, Jumping, or Strafing: MN:75 Gunnery Agility [-2 CS]

Scatter-Shot: This allows “M” to fire a single powerful, scattering bullet from the center barrel of his Gatlon-Gun per Game Round or FEAT, Shot-Gun Style. The fired Bullet can blanket a 1 Area wide space. Effective Combat range is 50 to 100 feet. (5 to 10 Areas). Ammunition reserves are usually not a concern. The fired Bullet inflicts MN:75 Energy or Kinetic Bullet Damage, but is only able to pierce AM:50 Armor and Barriers. “M” uses this shot pattern with MN:75 Gunnery Agility, but this shot pattern is more designed for close range combat and inflicts UN:100 Damage with MN:75 Armor Piercing while within a 20 foot (2 Area) Range.

Rocket Propelled Explosives: The Final function of his larger Gatlon Gun is it’s ability to launch self propelled Explosive Rockets. The Rockets are possibly his most sophisticated and destructive ‘Bullets’ from the Weapon. The Rocket’s Explosive charge render UN:100 Damage to a 2 X 2 X 2 Area Grid. Every area beyond this Grid and the intensity will be reduced by one Column Shift.

These Rockets can be used as hand tossed Impact Explosives (Which ignite when they hit something) or Time delayed Bombs with either a remote triggered fuse or time fuse of 20 Minutes (200 Game Rounds). “M” can throw up to 3 of these Explosives per round on his RM:30 Agility for about 30 feet (3 Areas). For each Explosive he removes from the throwing FEAT he can add 10 feet (1 Area) of range, between ‘Toss’ and ‘Base-Ball Pitch’

The Rocket Engine allows the Impact Explosives to be self propelled and guided by a miniature seeker system of MN:75 capability. The effective Combat Range is about 1000 to 1500 feet (100 to 150 Areas) The rockets can chase a given target for 10 seconds, (2 Game Rounds) before depleting its fuel and exploding.

“M” can launch these Rockets 2 at once without penalty to his FEAT roll or the guidance system. For each additional Rocket launched he will get [-1 CS] to his FEAT roll, but the guidance system will gain [+1 CS]. “M” can launch a maximum of 6 Rockets simultaneously.



The Pistol: “M” also uses this weapon with MN:75 Shooting Agility due to his enhanced senses and the weapon’s augmented machinery. This weapon is nearly identical to the Gaton Gun, but miniaturized to the size of a hand held pistol. The pistol has all the same functions, but operates at [-3 CS] for Damage as compared to his full size Gatlon Gun. Range and Amount of Ammo fired is unchanged.



“M”s Miniature Combat Tank: This Surface Combat Vehicle which “M” invented and marketed is basically a motorized suit of Armor with Tracked Wheels. It stands at roughly 8 to 9 feet tall and weighs roughly 20,000 pounds (10 Tons). It is augmented with a complex form of Artificial Intelligence. For the most part it is a ‘Robot’ in the traditional sense. But it can be manned as a small Combat Tank. The Tank’s A.I. allows it to have it’s own Standard FASERIP stats.

While unmanned the Tank is fully self-sufficient and will normally avoid direct confrontation unless it is cornered and requires combat to survive. The Tank is also quite easy to pilot and operate, allowing a Character of TY:06 Reasoning to use it’s functional abilities at minimum capacity (It’s current FASERIP).

“M”s particular Tank is outfitted with an identity recognition system used on its Reasoning Rank.

F: TR:85 | The Tank will avoid most ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: SP:45 | This suffices for Speed and Coordination of the Tank. The Tank can jump and upright itself.
S: AM:50 | This suffices as engine power to Tow, Pull, or Push with physical contact.
E: UN:100 | Fuel reserves and vital systems. The Tank needs Fuel, but can travel in Water, Air, Land, and Space.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The Tank does have it’s own ‘Will’ but is completely Loyal to “M”.

Health: 280 | 360 with “M” at the Control Helm.
Karma: 245 | 470 Compiled Karma for both “M” and the Tank.

The Tank can be linked into nearly any docking station for repairs or digital uplink. The A.I. governs this Tank during “M”s absence. The Tank also has a vast array of technical ‘Powers’ which nearly mirror “M”s own ‘Powers’.

While “M” is at the control helm the Tank operates at Plus Two Ranks higher on it’s entire FASERIP stats. The Tank’s Health is also increased to 360. While “M” is away from the Tank he maintains Psychological contact with the Vessel’s Robotic A.I. This can usually give “M” a vast advantage for Mental and Psychological FEAT rolls.

Talented pilots who have at least 3 associated talents can operate this Tank Model at Plus One Rank higher on it’s current FASERIP.

Limitations: The Tank can NOT be summoned by “M”s Powers. The Tank has to be deployed for missions by more conventional means, such as an Air Drop or ‘Touch N Go’ deployment. The Tank can not ‘Swim’ or ‘Climb’ in the traditional sense, but is fully airtight and can operate under water. It is capable of ‘Climbing’ a steep hill or stairs. With a Human passenger the Tank can filter oxygen from water.

Armor: Hull is AW:90 physical materials with Deployable Force Shields rendering SX:150 Armor.

Weapon Systems: The Tank is Armed with 5 distinct weapons.

300mm ‘Carnage’ Cannon on the Left Arm:

+ Targeting System is used on its Fighting Rank with full spherical perception.
+ Damage: UN:100 Energy, Heat, Chemical, or Kinetic ‘Bullet’ Damage.
+ Armor Piercing: SY:200
+ Destruction: AM:50. Normally can level a 5 X 5 X 5 Area Grid.
+ Combat Range: 3000 feet (300 Areas)

Triple mounted Chain Guns on the Right Arm:

+ Targeting System is used on its Fighting Rank with full spherical perception.
+ Damage: Almost identical to “M”s hand carried Gaton Gun, but Plus 3 Ranks on Damage.
+ Armor Piercing: SX:150
+ Destruction: MN: Normally can level a 10 X 10 X 10 Area Grid.
+ Combat Range: 1000 feet (100 Areas)

The Bull-Dozer Plow: Push or Pull with UN:100 Strength. The Plow can also be Charged with Electricity, Heat, Cold, Neural Stun Energy, and an Electromagnetic Pulse which can ‘Stun’ electronic equipment at UN:100.

Bladed Spikes on the Tracks: Melee Combat, MN:75 Damage used as a charge attack.

And the Guy inside who can jump out if the Tank is incapacitated.



“M”s Space Ship: This Space Vehicle is actually quite large, at nearly 400 feet long, 300 feet wide, and about 200 feet tall from belly to top. On most missions “M” is normally left on board this ship while the other members conduct surface missions.

This Ship suffices as a Home and Base of Operations for the VIPER Clan. And can be linked into nearly any docking station for repairs or digital uplink. A complex form of Artificial Intelligence governs this ship during “M”s absence. This A.I. allows the Ship to have it’s own Standard FASERIP stats. The ship also has a vast array of technical ‘Powers’ which nearly mirror “M”s own ‘Powers’.

Most of “M”s weaponry powers derive from this Ship.

F: SY:200 | The Ship will avoid ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: SZ:350 | This suffices for Speed and Coordination of the Ship.
S: UN:100 | This suffices as engine power to Tow, Pull, or Push with physical contact or tractor beams.
E: SZ:500 | Fuel reserves and vital systems. The Ship lives in Space and needs various Fuel Sources.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The ship does have it’s own ‘Will’ but is completely Loyal to the VIPER Members.

Health: 1150
Karma: 245

Armor: Hull is GL:125 physical materials with Deployable Force Shields rendering SZ:500 Armor.

Weapon Systems: SY:200 Energy and Force based trajectory beams and spherical attacks.

Probes: The Ship has 10 hovering probes, which can be used as Hands, Weapons, or Tools. The Probes have limited range for a ‘Space’ Ship, at 500 Feet (50 Areas) away from the ship. The Probes are self-guided to return to the Ship if they go out of range. If a Probed is destroyed or damaged it can be repaired. The ship does have a form of Regeneration and self-repair.

The Ship will normally stay in obit far above a Planet’s surface while VIPER members deploy for surface based missions. The ship must come out of Space orbit to pick up or drop off mass cargo and equipment on a Planet’s surface. (Roughly about 40,000 Pounds or 20 Tons) However, the ship’s tractor beams and sensor systems can collect or drop off from about 3,000 Miles away.


”M”s Talents:

Clairvoyance, “M” can learn ANY talent and be masterful at the talent with a Yellow Psyche FEAT. He can continue to use a single Talent until he needs to learn a ‘New’ Talent. This normally allows “M” to utilize virtually ANY abilities at [+1 CS]

His ‘Common’ Talents are already permanently mastered, rendering [+2 CS]

Mechanical and Electronic Engineer | Cybernetics | Computers | Finance | Business | Total Navigation | Leadership | Military | Infiltration | Fire Arms and Shooting Weapons | General Science


Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons “M” can contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship as well.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human, like “M” and has similar abilities to “M”.
Seven: This Guy is another Human, like “M”. His powers are focused on Speed.
Brock: This Guy is another Human, like “M” and has ‘Warrior’ based powers and abilities.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated. Vastly strong and a talented Fighter.
Krome: This Guy is a Human Mutant, but he Rivals Kommander as the VIPER Clan’s strongest individual member.
Viper: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is another Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Seven Page Book.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 05/03/2008 06:38PM by TankerAce.
Krome
April 14, 2008 04:03PM
avatar
Krome




Distinguishing Physical Features:

Just by looking at the picture above, Krome is a far pitch from Human. He has 4 Arms and a 6 to 7 foot long prehensile Tail. Krome’s skin is also very different from normal human skin. He can alter the pigmentation allowing him to change skin colors, tones, and textures; giving him a Chameleon like camouflage ability. These powers are covered more in depth with his power descriptions.

Krome still has many Human features intact, such as his face and most of his humanoid body structure.

Origin:

Krome is indeed a ‘Human’ but drastically mutated by the genetic scientists who engineered him. Unknown as to what end the science labs wanted of his atrocious creation, Krome ended up escaping his captivity. Upon his introduction into the world of human society he was banished and ridiculed as a disturbing circus freak. Even by similar Mutants who were less afflicted than him.

However, he found some shelter from main steam society in a small town of self-sufficient Human Mutants who accepted him. As Krome grew into adulthood he took up physical exercise as his main emotional outlet. And he became very strong, athletic, and most of all extremely well versed in contact sports. He also has a vivid fascination for Surface bound Automobiles of the 19th and 20th Century.

He enrolled into collage at his hometown and studied general business, sports, industrial history and printed arts while he earned money as an Automobile Salesman. But around the turn of the 28th Century his adopted little town he called home was invaded and destroyed.

Human Society was at War on a Global scale and his little town was caught in the cross-fire. Krome reacted in vengeance and took up arms in a fighting effort. But after three to four months of simply surviving a chaotic combat zone single handedly, he found himself nearly dead in an abandoned warehouse.

Fortunately, a militarized combat unit called ‘VIPER’ nursed Krome back to health, and during the process he was educated on current events of the world. Krome knew his peaceful hometown was totally destroyed and he had no where else to go. So he joined ‘VIPER’ as an honorary Soldier.

Krome is possibly one of VIPER’s bravest and strongest individual members. Around the year 2750 AD Krome took up armed combat in the Sanctioned Combat ‘Tournaments’. He is revered as an elite among his peers and foes.

Life Style: Krome’s life style is quite complicated compared to current human society. He basically lives aboard an extremely high tech spacecraft or he may find himself in a rat-infested city apartment. At other times he will find himself ‘camping’ at various industrial complexes. Property ownership in his time line is nearly non-existent. Most people of his time line cannot afford major property, and the landscape is simply over run with industrial developments and urban decay. Some areas of Earth are still undeveloped wilderness and rural forests, but only because some massive and powerful organization protects these areas with lethal force.

Personality: Krome is a peaceful man who was hurtled and forced into modern barbaric battle. During non-tactical operations Krome seeks out Zen, Peace, and Calmness through meditation and far less competitive activities. He relies on traditional Chinese methods and culture to find his Calm. If he cannot meditate or exercise, he enjoys frantic and competitive Automobile Racing. During Combat Krome is extremely clear headed, focused, and calculating, possibly due his meditations and academic education. However, he can be quite barbaric and ruthless. Krome is also very consoling to his peers, almost to the point of teacher or councilor.



Known Physical Powers:

Body Augmentation | Natural Enhancements: Given that Krome has 4 arms and hands he is extremely dexterous. He can operate all 4 arms without penalty or confusion to his instinctive motor skills. For hand to hand battle he is usually more than adequate against normal body structured humans. But Krome prefers not to engage in hand to hand battle since modern weaponry is much more efficient.

Prehensile Tail: Krome’s prehensile tail is almost as dexterous has a hand. The only limitation is that his Tail does not have fingers to grasp small objects. He can use his tail in a constriction fashion to hold and grasp moderate sized objects.

Dexterous Feet: He can use his feet nearly as effective as hands. Basically he can fold his either foot to such a degree that his toes will touch the hill of his foot. He can grasp and hold objects, but is not able operate devices, which require ‘Fingers’. Below is a short list of Power Stunts he may use, but he is not limited to just that list.

+ Hyper-Fighting: Execute 10 Hand to Hand combat actions per game round without penalty to Damage or FEAT.
+ Weapon Handling: Use up to 4 Hand held Weapons simultaneously without penalty; Melee or Ranged Weapons.
+ Operate Machinery or Devises with [+3CS]
+ Gain [+1CS] to Strength FEATS. He cannot apply IN:40 Strength, only use his FN:35 Strength more efficiently.
+ His tail can elongate to reach 10 feet. He can use it as a ‘Whip’ or in a Constriction fashion to grip or hold.
+ Inflicting Damage: Krome can usually deliver IN:40 Blunt impact with his body as a weapon, or use a Melee weapon with IN:40 force based on his Agility, Strength, and Fighting Skills. He can upgrade this to AM:50 with his full exerted leverage for any Color Result.



Autonomy: Krome’s entire body structure is considerably different than a Normal Human’s body. His bones are almost totally cartilage tissues, allowing him a great advantage in flexibility and even ‘Armor’ against most attacks. He can stretch and elongate his body and extremities to nearly twice their normal proportions. For Offensive ‘Combat’ tactics this ability is not sufficient to warrant any plus shifts. But it does render many defensive ‘Armor’ properties.

Skeleton: SP:45 Organic Bone and Cartilage Material. [+3CS] to resist most Physical Attacks. His bones will bend rather than break. But, his bones and joints can be bent to such extremes that he may become ‘Stunned’ or Crippled for a short period.

Tough Flesh: Krome’s malleable body can reduce most Blunt and Bladed Physical Injuries by [-3CS]

His Uniform: This provides RM:30 Armor to most energy, temperature and chemical based attacks as traditional ‘Armor’. It only has GD:10 resistance to Physical Attacks.


Chameleon Camouflage / Disguise: MN:75 This power is part of his uniform as well as his skin. While this does not provide Invisibility it allows Krome to conceal himself with MN:75 Camouflage. To detect him an assailant Character will have to make an Intuition FEAT against MN:75 Concealment or Stealth. His uniform and skin can mimic any texture or color for the means of concealment and hiding. It even works to conceal his signature from heat, sound, odor, or just about any other form of sensory detection.

This power allows Krome a very mild shape shifting ability. But it does have limitations. He cannot really Disguise himself as a Female or Normal Human. He will still have 4 Arms and a Tail.


Mobility Enhancements: Most of Krome’s Mobility FEATs are handled on his SP:45 Agility Rank for short spurts of speed.

+ Walk: 3 Areas per Round.
+ Run: 5 Areas per Round. With his Endurance he can Run for 3 to 5 hours without exhaustion.
+ Sprint: 6 Areas per Round. He can maintain a full bore sprint for 3 to 5 minutes (300 to 500 Game Rounds)
+ Swim: 4 Areas per Round. He can hold his breath for 5 to 6 minutes.
+ Climb or Crawl: 3 Areas per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: 2 to 3 Area per Round.



Regeneration: RM:30. Under most conditions Krome will recover 3 to 5 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and small internal organs; and on very rare events he has re-set his own injured bones with little effort. His regeneration is suggested to even allow him to re-grow or re-attached an amputated limb under medical attention and supervision.

+ BLUE: Total Failure, recover 5 HP for that Round.
+ WHITE: Minor Failure, recover 6 to 10 HP for that Round.
+ GREEN: Recover 57 HP for that Round.
+ YELLOW: Recover 115 HP for that Round.
+ RED: Recover 172 HP for that Round.



Energy based Projection Beams: AS:80. This is a unique combat power Krome learned at a very young age and as he grew he mastered the ability to throw powerful missals of Kinetic Force or Photon Energy from his hands. How he does this feat of energy manipulation is a total mystery, but the bracelets around his four wrists enable him to refine and control the energy blasts. These bracelets are made of UN:100 Armor Material. He also uses 4 distinct shooting weapons, which manipulate this energy into various types of ‘Bullet’ styled projectiles, using the energy as ammunition.

Krome can launch, shot, cast or throw an EX:20 intensity energy missal with each separate hand. He can combine each hand to fire off greater intensity blasts with each hand adding EX:20 intensity up to a maximum of AS:80 impact. (EX:20 X 4 = AS:80). His effective combat range is about 100 feet (10 Areas). Every Area afterward and the blast intensity will fade 1 Column Shift per Area. If a given target is with in 30 feet (3 Areas) Krome may use this power on his unaided ‘Fighting’ rank. Otherwise he must ‘shoot’ or ‘throw’ on his ‘Agility’ rank. He will get Plus Shifts on his ‘Agility’ for various talents.

He can fire his blasts at 4 adjacent targets simultaneously within 90 degrees of his line of sight. But his damage is reduced since he will not combine all 4 hands together at a single target.

Krome has also mastered two very useful Power Stunts with this ability, such as using the Blast in the form of a large sphere around himself to create an energy based Body Force Shield, or a stronger and more compact frontal combat Shield used as a Melee Weapon. The Shield is temporary and will only last for a single game round or Power FEAT.

As a full body Shield the Energy can resist AS:80 impact from virtually all known attacks. The Globe or Sphere will pulse outward in all directions at once for about 5 feet away from him, basically allowing him to clear a 1 Area Grid. He can protect Comrades and Teammates with in his Force Bubble, [-1CS] per additional person inside the bubble.

As a smaller frontal Shield the sphere of energy has the equivalent Shield Strength of SZ:350 Material. He can use this Shield to Block or Evade attacks of SZ:350 impact.

Thrown | Cast | Shot Attacks

+ BLUE: Total Failure. He will not even summon the energy for a blast.
+ WHITE: He’ll Shoot an Energy based Blast, but will miss the intended target.
+ GREEN: He will ‘Hit’ the target with an Energy Blast. He may ‘Hit’ 2 separate targets at once.
+ YELLOW: Bull’s Eye with a single Energy Blast OR He may ‘Hit’ 3 separate targets at once.
+ RED: KILL or K.O. with a single Energy Blast OR He may ‘Hit’ 4 separate targets at once.
+ 100 RED: KILL or K.O. with a single Energy Blast OR He may ‘Bulls Eye’ 4 separate targets at once.

Shield or Defensive Blast

+ BLUE: Total Failure. He will not even summon the energy for a blast. Auto Hit to him.
+ WHITE: He’ll be able to Block or Force Evade up to AM:50 impact attacks, but may suffer a Slam or Stun.
+ GREEN: He’ll be able to Block or Force Evade up to AS:80 impact attacks, but may suffer a Slam or Stun.
+ YELLOW: He’ll be able to Block or Force Evade up to UN:100 impact attacks, and will not suffer a Slam or Stun.
+ RED: He’ll be able to Block or Force Evade up to SZ:350 impact attacks, and will not suffer a Slam or Stun.



Weapons used with the Energy Beams: Krome has 4 specific shooting weapons, which manipulate his projection blasts into various types of ‘Bullet’ styled projectiles, using his energy as ammunition. He can only use one of these four weapons at a given time; unlike other conventional hand held weapons where he may use 4 simultaneously. Like many of the other VIPER members, Krome can ‘Summon’ weapons. But Krome does not have to FEAT roll to Summon his 4 specific weapons. The molecular code to each weapon is built into his wrist bracelets. These bracelets are made of UN:100 Armor Material.



Shock Rifle Blast: This gun allows Krome to shoot his blast with a more precise and lethal Plasma Photon Energy at a much greater combat range of 500 feet (50 Areas). The Blast can be fired as a ‘Ball’ or a trajectory ‘Beam’. The weapon will inflict AS:80 Energy Based Damage, but it can be used with a Power Stunt to explode upon target contact with a confined 1 Area Grid SX:150 impact. This weapon can also be used as a Melee energy sword or ‘Light Saber’ which will inflict SX:150 Damage and Armor piercing. But only does RM:30 Destruction.

+ BLUE: Total Failure. He will not even fire the gun.
+ WHITE: He’ll shoot, but miss his intended target. Also, his explosive bullet can not ignite.
+ GREEN: He’ll Hit either 2 separate targets in the same area at AS:80 Damage OR land 1 explosive bullet.
+ YELLOW: He’ll Bull’s Eye 2 separate targets with AS:80 Damage OR land 1 explosive bullet.
+ RED: He’ll land 2 explosive bullets, each at SX:150.



Bio / Glue Gun: This gun allows Krome to shoot his blast in a sticky adhesive gel form. This Gel can be used as ‘Glue’ or can be charged with various compounds to render explosives, corrosives, or toxic poisons. He can use this weapon in 2 basic shot patterns; A sticky steam of Gel launched fire hose style rendering AM:50 intensity Glue, with either explosives, corrosives, or toxic effects to ignite in the following Game Round. He can coat a 1 Area Grid in one Game Round with this Gel. The other shot pattern is to ball-up a large beach ball sized glob of Gel and fire it at a single target with SX:150 intensity Glue, with optional explosives, corrosives, or toxic effects to ignite in the following Game Round. Range of this weapon is about 100 feet (10 Areas) with a 1 Area Grid destruction capacity.



Sniper Rifle Blast: This gun allows Krome to compress his energy blast into a fine point armor piercing ‘Bullet’ or Energized ‘Beam’. Damage of this weapon is only EX:20, but it is capable of piercing SX:150 Armor at ranges in excess of 2000 feet (200 Areas). The beam or bullet can also be charged with various energy types to render heat, cold, electricity, explosives, corrosives, or toxic effects. This gun can be fired twice per Game Round, but only at targets within 45 degrees of his line of sight. Krome will get other Plus Shifts for using various methods of marksmanship, such as the optical scope or sniper tactics.

+ Shooting at Multiple Targets must be done within 45 degrees of his line of sight.
+ Shooting while Standing: [+1CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Kneeling: [+2CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Prone or Supported: [+3CS] to FEAT Roll.
+ Strafing, Running, or Jumping, while simultaneously shooting: [-2SCS] to FEAT Roll.



Full Auto Rapid Fire Chain Gun: This gun allows Krome to shoot his blast with a fully automatic ‘Chain-Gun’ effect. This is possibly his most devastating Gun over all since he will shoot about 50 bullets per FEAT roll. Each separate bullet will inflict EX:20 Damage and Armor Piercing. Range of this gun is about 500 feet (50 Areas).

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
+ WHITE: He fires 5 to 10 Bullets from the weapon but misses the intended target by a few feet.
+ GREEN: 10 to 20 Bullets hit the target. (EX:20 X 10 to 20 = 200 to 400 Damage | IM:25 Armor Piercing)
+ YELLOW: 20 to 30 Bullets hit the target. (EX:20 X 20 to 30 = 400 to 600 Damage | IN:40 Armor Piercing)
+ RED: Only 30 to 40 Bullets hit the target. (EX:20 X 30 to 40 = 600 to 800 Damage | VI:55 Armor Piercing)
+ 100 RED: 40 to 50 Bullets hit the target. (EX:20 X 40 to 50 = 800 to 1000 Damage | MN:75 Armor Piercing)



Krome’s Lamborghini: Krome’s most prized possession is his classic 2010 Lamborghini Embolado. (His time setting is the 28th Century, so this Automobile is considered ‘Classic’ for his time frame). During Krome’s younger years he was employed as an Automobile Salesman. But the retail products of his time line were quite advanced compared to this Lamborghini. None the less, petroleum powered vehicles such as this one are considered as valuable comedies, which combine Art and Function. And the car is still quite capable of keeping pace with most modern 28th Century ground vehicles.

Krome acquired this vehicle a few weeks after his quiet little hometown was invaded. Basically during the invasion, he broke into an Exotic Automobile Dealership and stole the car. Then he used the car to flee from the hostile takeover. Krome is emotionally attached this Car because it saved his life on several occasions. And even though it got beat to hell, the Car was a very reliable asset. When Krome was rescued by the VIPER team he went back to his old stomping grounds and refurbished the Lamborghini with “M”s help.

“M” added many features to the car, except weapons. Krome is very adamant about NOT having his Lamborghini fortified with weapons. Krome’s idealistic mindset is; one day the people of Earth will stop fighting, and our Cars will no longer need weapons. As a showing of respect, no other VIPER members Drive this Car and it stands as symbol of peace to the VIPER team.

“M” augmented Krome’s Lamborghini with a complex form of Artificial Intelligence. For the most part it is a ‘Robot’ in the traditional sense. The Car is capable of self-driving on virtually any paved surface, and to a limited degree, mild off road terrain.

While unmanned the Lamborghini is fully self-sufficient and will avoid direct confrontation unless it is cornered and requires combat to survive. Since it has no weapons the car will use evasive and avoidance tactics to escape.

The Lamborghini is also quite easy to drive and operate, allowing a Character of PR:04 Reasoning to use it’s functional abilities at minimum capacity (It’s current FASERIP). But the onboard A.I. will not allow other people to Drive it unless Krome is with that person.

Talented drivers who have at least 1 associated talent can operate this Lamborghini at Plus One Rank higher on it’s current FASERIP. Krome can Drive this Car with Plus Two Ranks on it’s FASERIP.

F: AA:08 | The Lamborghini has no weapons, so a ‘Fighting’ ability is irrelevant. It can ‘Evade’ hostile situations.
A: AW:90 | This suffices for Speed and Control. The Lamborghini can achieve 290 MPH in about 25 seconds.
S: RM:30 | This suffices as engine power to Tow, Pull, or Push with physical contact. It has over 800 Horse Power.
E: IN:40 | Fuel and vital systems. The Car needs Diesel and maintenance. A full fuel cell will last about 500 miles.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The Lamborghini does have it’s own ‘Will’ but is completely Loyal to Krome.

Health: 168
Karma: 245

The Lamborghini can be linked into nearly any docking station for repairs or digital uplink. The A.I. governs this Lamborghini during Krome’s absence. The Lamborghini also has a few technical ‘Powers’.

Armor and Body Construction: Hull is EX:20 to RM:30 physical materials with Deployable Force Shields rendering AW:90 Armor. This Lamborghini is nearly fully immune to E.M.P. (Electro Magnetic Pulse) based attacks up to UN:100 intensity. Even when its electrical circuits are disabled the 800 Horse Power V-12 diesel engine will continue to run with only a mild ‘hiccup’.

Self Repair: EX:20. This is augmented via nano technology. Basically the Lamborghini is infested with trillions of microscopic robots, which repair mechanical and electronic damage. This functions similar to Robotic Regeneration. The car can actually rebuild permanently damaged parts if supplied with raw materials placed in the trunk...... So, don’t place travel luggage in the trunk. The Car will literally eat the luggage. The Lamborghini gains 2 to 4 HP per round after its been damaged or disabled. The Car is fully functional at 126 HP. At 84 to 43 HP the Car can operate on its FASE stats at [-2CS] for any activity. The Car needs to be parked and allowed to ‘Heal’ at 42 HP.

Any items or raw materials placed into the trunk will be used for repairs. If no items are placed in the trunk the nano technology will consume raw materials around the Car, or the car will drive itself to an area with iron, rubber, plastic, fabrics and glass.... Preferably an automobile salvage yard. If the Car is exposed to higher-grade materials, such as carbide steel, carbon fiber, titanium, diamonds, or similar materials its Health can be increased to a maximum of 250 HP. But its FASE stats actually get reduced by [-1CS] since the car will get heavy by applying more conventional ‘Armor’.

Color Cloak: RM:30. The Lamborghini can alter its paint color and gloss finish giving it a form of tactical camouflage.



Talents:

Mechanical and Electronic Tinkering | Surface Driving | Land Navigation | Computer Tinkering | Finance | Retail Business | Resist Domination | Infiltration | Fire Arms and Shooting Weapons | Martial Arts ABCDE | Emotion Control | Urban Survival | Automotive Trivia | Power Weight Lifting


Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons “M” can contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship as well.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human, like “M” and has similar abilities to “M”.
Seven: This Guy is another Human, like “M”. His powers are focused on Speed.
Brock: This Guy is another Human, like “M” and has ‘Warrior’ based powers and abilities.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated. Vastly strong and a talented Fighter.
“M” : This Guy is a Human Cyborg.
Viper: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is another Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is another Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Six Page Book.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 05/03/2008 06:39PM by TankerAce.
Dawg
April 14, 2008 04:13PM
avatar
Dawg




Distinguishing Physical Features:

Just by looking at the picture above, Dawg is a far pitch from a Normal Human. First off, Dawg is a behemoth; standing nearly 10 feet tall and weighing close to 1000 pounds. Once most people get past his impressive size they take note of his other features, such as his beast-like body structure.

Dawg’s head and face somewhat resembles a Dragon’s head, while his body retains some resemblance of a human. His skin is covered with trillions of tiny ‘Snake’ like scales. These scales are only noticeable upon close inspection. His skin color is mostly a medium, dull gray with a slight touch of green, allowing him natural camouflage in a rural environment. His skin will change colors and patterns during seasonal changes from summer into winter.

He also has eccentric taste for clothing and attire. And he’s not too heavily concerned about going completely naked. Often his attire may appear like something from 1200 BC, but his attire is designed from modern materials.

He walks upright, allowing his hands to be freed up for other tasks, but often he will run on all four limbs.

Origin:

Dawg is simply some strange monstrosity of a creature. His creation has not been confirmed but it is speculated that his birth is a result of an unethical combining of human DNA with Extra Terrestrial DNA; creating a hybrid life form.

Dawg was raised in laboratory captivity until he was simply too strong to be contained. While he was an adolescence most of the laboratory staff reported Dawg as having minimal human intelligence and learning capacity. He could basically read and write children’s books and operate simple mechanical devices. Any other intelligent task beyond this was normally out of his cognitive grasp.

The laboratory tests conducted on Dawg triggered rage and frustration, thus he discovered how to use his size and strength to cope with his dilemma. And naturally, he managed to escape into the wilderness. He was tracked and hunted, but not much could stop him.

But, during the 26th Century humanity had pretty much dabbled in every fascination of genetic engineering, thus, creatures like Dawg were sort of common. The efforts to hunt him down were not greatly heated, and the ones responsible for his existence buried the truth in denial. And within a few years his existence became a myth to main steam human society.

However, he found a home living among a tribal clan of people in the far northern Canadian Tundra. Here, he learned how to control his brute strength and partly cope with his learning disorders. Which was not really a learning disorder at all. He simply lacked the ability to comprehend most forms of modern technology.

Dawg learned the basics he needed to understand life in a tribal human community. He learned several languages and how to survive the brutally cold winters of the tundra. And he became quiet creative with painted arts and sculptures.

But as Dawg matured into adulthood his tribe was consumed by the great Wars of the 27th Century. He was captured and forced into a life of slavery as a ‘Beast’ in the Sanctioned Combat Tournaments. In these Tournaments spectators marveled at his size and strength, while gladiator combatants attempted to subdue him. Dawg became a very marketable enterprise for the slave merchants and he was sold and bought countless times. Each slave merchant taught Dawg more about Humanity, which disguised him to a degree. Thus, he took pleasure in defeating Tournament combatants.

Around the year 2730 AD Dawg was ‘Bought’ by Viper-Xan, an extra terrestrial creature, and he was given Freedom. But Dawg enjoyed the barbaric combat and thrill of victory. So he decided to become a Lieutenant for Viper-Xan.

The name ‘Dawg’ was given to him by the Tribesmen he once lived with. It is pronounced as ‘Doo-Aug’ meaning Cursed One in the native tongue.

Life Style: Dawg’s life style is quite complicated compared to current human society. He lives in any one of Viper-Xan’s seven Temples. Normally, Dawg travels from Temple to Temple as a means of touring; such as Musicians would tour to promote a newly released album. But Dawg’s tour is all about promoting the Sanctioned Combat Tournaments. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous ‘Stars’ and Celebrities.

Dawg is one of these Tournament Celebrities. When time permits, Dawg pursues more leisure activities. He enjoys traveling great distances by foot. Possibly due to his animal instincts to migrate. Sometimes these journeys will take him the better part of a month, in which he will only stop walking or running to sleep, or use the ‘Can’.

Personality: Dawg is quite barbaric and savage; and crude. While his general intelligence is decent for human standards, he is often perceived as uneducated, primitive and stupid; But very dangerous none the less. However, he is also extremely competitive and driven. And despite his animalistic nature he still adheres to a loose moral code of conduct. He will actually abide by most rules and regulations set by the medium of debate or conflict. On occasion he will even Paint or Sculpt a work of art and auction it off; simply to prove that he can indeed be an aristocrat as well as be a brutish beast. Dawg also has zero tolerance for what he perceives as injustice.

In Combat, most will underestimate him as a brainless brute. But he is quite cunning and quick-witted. Most of his Combat capacity does rely heavily on his brute physic, but he has demonstrated guile, courage, decisiveness, and strategic intelligence in battle.


Known Physical Powers:

Autonomy: Dawg’s entire body structure is somewhat similar to a fabled reptilian Dragon-like creature. His skin has very tiny armor-like scales and his skeleton and muscle structures are more flexible than most species of mammals. He is a warm-blooded life form, allowing him to endure some of Earth’s most inhospitable environments. His body acts as ‘Armor’ to many forms of injury and attack.

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: Astonishing 80. Organic Bone Material. His bones are flexible, but can be broken under extreme forces. This allows him to reduce most bone injuring attacks by [-1CS] on top of his AS:80 bone durability.

Muscle Mass: Remarkable 30. Provides Armor verse most Physical and Energy based attacks.

Skin Mass: Fantastic 35. He has tough, scaly hide to Physical and Temperature extremes.

Soft Tissues: Exceptional 15 to almost all known injuries and attacks.

Uniform: Remarkable 30. Dawg wears unusual attire consisting of thick leather and very durable kevlar mesh fabrics and some lightweight metals. His uniform provides only TY:06 Armor to ‘Blunt’ attacks, but has Remarkable 30 resistance to most other forms of injury and damage. He also has a cape, which is quite large, measuring 12 to 15 feet long which he can pretty much use as a blanket. Normally he rolls up his cape to use it as a backpack for carrying various items and equipment.



Body Augmentation | Natural Enhancements: Aside from Dawg’s immense size and strength he does have some nasty natural weaponry. Most of his unique powers derive from these Natural Enhancements.

Melee Weaponry: Teeth, Claws, and Brute Force. Under most conditions Dawg can inflict AS:80 blunt or edged impact via punches, kicks, biting, or almost any other hand to hand combat maneuvers. He can reach a maximum of PH:95 for delivering damage. While Dawg is not formally trained in any form of Martial Arts he has pulled off countless maneuvers reflecting Martial Arts A, B, C, D, and E.

+ Blue: Failed or Missed.
+ White: AS:80 blunt or edged impact
+ Green: AS:80 blunt or edged impact
+ Yellow: TR:85 blunt or edged impact
+ RED: AW:90 blunt or edged impact
+ 100 RED: PH:95 blunt or edged impact

Venom: Dawg’s Teeth and Claws are also augmented with an organic ‘Venom’ which can act as toxic acid to most materials. His venom has EX:20 potency and can stay chemically acidic for about 3 hours (1500 to 1800 Rounds). A victim of the venom will suffer EX:20 Toxic or Acid damage per Game Round until the venom is purged or nullified, or Dead. While this is a fairly nasty utility of his venom, this is not the venom’s primary function.

Ranged Weaponry: Dawg can spit or shoot his venom, but the venom is more utilized to create a chemical combustion with his breath, allowing him to cast Fire Blasts such as a ‘Dragon’. He can also convert his Fire Breathing to launch and sticky Acidic pressurized spray. Either attack can reach a maximum intensity of FR:70 damage and is capable of destroying a 2 X 2 X 2 Area Grid in a single game round. Dawg can project his Flame or Acid about 30 to 40 feet (3 to 4 Areas). His Flame and Acid Blasts are chemically generated and can ‘burn’ under water for about 30 seconds (5 Game Rounds). A FEAT roll with this ability is executed on his ‘Fighting’ for most attacks, and he can use it for defensive actions as well, such as a Shield or Booby Traps.



Regeneration: EX:20. Under most conditions Dawg will recover 2 to 5 HP per game round after suffering an injury regardless of his activity. He does not have voluntary control over his Regeneration, but at rest or ‘Stun’ his Regeneration will increase allowing him to recover 8 to 10 HP per round. Dawg can re-grow many of his organs and tissues. It is unknown if he could Re-grow a severed limb.



Mobility Enhancements: Most of Dawg’s Mobility FEATs are handled on his IM:25 Agility Rank. While Dawg is a massive creature he is not slow or lethargic, and his massive size allows him to cover more ground than most human sized Characters. He does get a negative modifier included to his ‘Defense’ Rank for being a big giant target. But, even with the negative modifier he still retains a very strong ‘Defense’ Rank.

+ Walk: 4 Areas per Round.
+ Run: 6 Areas per Round. With his Endurance he can Run for 6 to 9 hours without exhaustion.
+ Sprint: 8 Areas per Round. He can maintain a full-bore sprint for 6 to 9 minutes (600 to 900 Game Rounds)
+ Swim: 4 Areas per Round. He can hold his breath for 6 to 9 minutes.
+ Climb or Crawl: 3 Areas per Round. Most structures cannot support his mass, but he can Climb.
+ Jump: 2 to 3 Area per Round.
+ Hyper Jump: With a Sprint approach Dawg can jump to clear 100 to 150 feet (10 to 15 Areas)



Dawg’s Equipment: Dawg does have some minor weapons and equipment, in the ‘Demon’ skull adorned on his chest. This skull is a bladed weapon he can use as a sword or throwing weapon. The Demon Skull is designed of SZ:500 materials and is nearly indestructible. “M” often makes repairs and modifications to the weapon. Dawg does not rely on this weapon too heavily, but he will pull it when the opportunity is needed.

The Demon Skull Used as a Melee Weapon it allows him to attack or defend himself at [+3CS] over his normal Melee based capacity, for both FEAT and Damage. It can also deliver his venom through the blades, basically extending his Claws while he wears the Demon Skull like a glove. The Demon Skull also has an extendable 30-foot long chain attached to it. The Chain can be used like a normal chain or rope. But “M” specially designed this Chain so that it can be stiffened and become a 10-foot long handle, which allows Dawg to use the weapon as a Spear, Hammer, or Axe. If the Chain’s ridged form is over powered it will revert to it’s normal Chain and Rope like properties.

+ FEATS are Rolled with FASE at [+3CS]
+ Blue: Failed or Missed.
+ White: AS:95 blunt or edged impact
+ Green: AS:95 blunt or edged impact
+ Yellow: UN:100 blunt or edged impact
+ RED: GL:125 blunt or edged impact
+ 100 RED: SX:150 blunt or edged impact

The Demon Skull Used as a Throwing Weapon the Demon Skull can be hurled like a Boomerang or Spear. Thrown in the Boomerang fashion Dawg will automatically retrieve the Demon Skull in the following round. He can hit up 2 multiple targets in a single Game Round while both targets are with-in 90 degrees of his line of sight. Damage is normally divided among the 2 targets.

Thrown as Spear the weapon’s chain will become prehensile to ensnare and entangle the target. In either thrown manner Dawg can reach a target from about 100 to 150 feet away (10 to 15 Areas). He does get bonus shifts while using the Demon Skull as a thrown weapon; allowing him to throw it with a SP:45 FEAT roll.

+ Blue: Missed. Dawg has to run over and get the Weapon.
+ White: AS:80 edged impact. As a boomerang the Weapon returns automatically.
+ Green: AS:80 edged impact. As a spear the chain will attempt to ensure the target.
+ Yellow: TR:85 edged impact. As a spear the chain will attempt to ensure the target.
+ RED: AW:90 edged impact. As a spear the chain will attempt to ensure the target.
+ 100 RED: PH:95 edged impact. As a boomerang he can hit 2 targets at full impact.



Talents:

Land Navigation | Unorthodox Melee Combat | Stealth | Tumbling | Resist Domination | Throwing Weapons | Animal Empathy | Animal Handling | Arctic and Jungle Survival | Wilderness Hunting | Tracking | Berserk Rage | Tribal Cult Lore | Art: Painting and Sculpture | Bilingual: English, French, and an ancient Language used by the Inuit Tribes people of the far Northern Tundra

Limitations: Dawg has expressed very little cognitive mental abilities for mechanical, electronic, or technically complex devices. He will suffer [-2CS] while making Reasoning FEATS involving any technology, aside from simple weapons and tools. Other than this limitation he is generally intelligent and educated.



Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of people Dawg can contact... (These Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader who has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human and has vast intelligence.
Seven: This Guy is another Human, His powers are focused on Speed.
Brock: This Guy is another Human and has ‘Warrior’ based powers and abilities.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Krome: This Guy is Human Mutant, Vastly strong and a talented Fighter.
“M” : This Guy is a Human Cyborg with technological based powers.
Viper: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is a Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Four Page Book.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 2 time(s). Last edit at 05/03/2008 06:39PM by TankerAce.
Kreiger
April 14, 2008 04:19PM
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Kreiger




Distinguishing Physical Features:

Kreiger is not human at all. He is an Extra Terrestrial Alien. He does have some similar body structures as a human, such as a head, torso, two arms, and two legs. But other than these similarities he is far from ‘Human’.

Kreiger has two large, exposed upward pointing fangs on his lower jaw. These Fangs can be quite lethal in a wrestling match; but for the most part these fangs are a distant throw back to his species evolutionary development.

His neck, shoulders, and back are also heavily over developed with muscles and bones giving him a great deal of upper body strength as compared to a human of equal stature. Not to mention, his hands are armed with both finger tipped Claws and a retractable ‘Blade’ at the hill of each hand. These Claws on his hands are another ancient evolutionary development of his species.

Kreiger also has a short tail extending from his tailbone. Human scientists theorize that his species probably had longer tails years and years ago, but since then the tail has evolved into a stub since it serves no purpose any more.

He walks upright like a human, but can perform many athletic feats far beyond human abilities.

Origin:

Kreiger is a ‘Skaarj’ Extra Terrestrial Alien raised from birth into adulthood under human supervision and scientific research. Unlike humans, which are born and simply grow, the Skaarj have multiple metamorphic life form phases, which is comparable to many species of insects.

This means Kreiger was hatched from an egg as a larva. Then after a brief life term he cocooned himself for a week or so and became an adolescence; then he lived for several more years then reached another stage of life by cocoon to become an adult.

Kreiger has only reached his third life phase; from Larva, Adolescence, to his current form. However, many of his Skaarj species progress much further as they age. Kreiger’s next metamorphic phase may come around during his 100 to 120 birthday. He is currently around 60 years old. He can delay his metamorphic growth to a certain extent, but eventually he will need to cocoon himself and let his body progress into its next stage.

According to the science labs that raised him, Kreiger’s next life phase may be one of two very different directions. He will either continue as a Male Skaarj Warrior. Or there is a very slim chance he could become a fertilized female at which he would become the Queen of a Hive. In either direction, as a Warrior or a Queen, Kreiger will be endowed with more power and abilities than he currently has.

It is unknown yet, but most likely Kreiger’s next life phase will grant him with a pair of large bat like wings and the ability to manipulate certain forms of raw energy without the aid of technology. Many other Skaarj Males often gain a third arm that is frail compared to the other two normal arms. But this third arm is comparable to a Wizard’s magic staff, allowing the Skaarj to cast powerful energy attacks. As a Skaarj becomes more experienced with his third arm he’ll often adopt a certain form of Weaponry, such as an organic rocket launcher or a flame-thrower or some other form of “Death-Ray-Lazer”. Most Skaarj have been witnessed with a vast assortment of organic shooting and range based energy weapons.

Since humans raised Kreiger he has some general respect toward humans, but his true bloodline, the Skaaj, is a bloodthirsty society. The Skaarj civilization lives off carnage and chaos. And while the Skaarj is quiet developed as an intelligent and technologically advanced Alien race, they live to conquer, enslave, and consume the resources of other societies, then move on to the next.

As well, the Skaarj civilization lives in a Collective ‘Hive’ format for their social hierarchy. A Shaarj hive may consist of 500 thousand to One-Million individuals, but each individual is completely loyal to the collective goals of the hive. And if that hive joins forces with another hive it is often a very smooth transition.

A Skaarj hive will normally consist of one or two; maybe even 3 Queens, and a single King Drone. Normally, a Skaarj Hive King will have phenomenally outstanding powers, nearly rivaling most Cosmic Entities. While Skaarj Queens are not quite as ferocious in sheer power as a Skaarj King, the Queens are not without their share of fearsome abilities. Skaarj Queens command legions of loyal troops on a psychic level.

According to many reports a Skaarj King and Queen take actions that benefit the hive as a whole. Legions of Soldier Skaarj are often ordered into suicide missions, sacrificing themselves so the collective hive may prosper. Even a Skaarj King will sacrifice himself to have his Queens and Children prosper at the throne of fearsome power. And with the Death of one King, another Skaarj Male will take his place soon after.

Kreiger has had a great deal of this hive mentality conditioned out his psyche, but non-the-less his instinct remains. One of the main reasons why Kreiger has not joined a Skaarj Hive Collective is because his home world is about 800 Billion Light Years away from Earth. However, the Skaarj Civilization conducted an experiment to strengthen their barbaric grasp on the galaxy. They literally launch select groups of their eggs into the Cosmos; in hopes that the eggs will survive and land on various planets. Once the eggs land into a hospitable environment it will hatch, awaiting reinforcements.

Kreiger’s egg landed on Earth. Unknown for the time being, but Kreiger’s Skaarj Civilization may send regiments to Earth. However, such a migration would take the Skaarj several Billion years. As well, a few humans of the Space Exploration Industry have witnessed the Skaarj Civilization in action. Humanity has chosen not to dispose of Kreiger as he may become a vital key to establishing a co-existence with the Skaarj. But the few humans who have experienced the Skaarj, and survived, tell a story of the Skaarj being a savage and brutal Civilization with nearly unraveled power.


Life Style: Kreiger lives in any one of Viper-Xan’s seven Earth bound Temples. Viper-Xan has personally witnessed the Skaarj Society, and he was astonished by the Skaarj’s ability to overthrow other Civilizations; both as individuals and as a Hive Collective. When Viper-Xan discovered Human Scientists had possession of a Skaarj egg, he let humans raise Kreiger into adolescence. Then Viper-Xan did every thing he could to secure Kreiger as a loyal soldier. Viper-Xan was successful in his 20-year mission. Kreiger now serves Viper-Xan as a Tournament combatant.

Normally, Kreiger travels from Temple to Temple as a means of touring; such as Musicians would tour to promote a newly released album. But Kreiger’s tour is all about promoting the Sanctioned Combat Tournaments. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous Celebrities.

Kreiger is one of these Tournament Celebrities. Kreiger does not pursue ‘Leisure’ activities. For Kreiger the pursuit of happiness is defeating his enemy in battle, and reaching his next level of ascension. If Kreiger is defeated in battle he will flee so that he may be better prepared for his next engagement with his enemy.

“Be a Coward so to say; Live to Fight another Day.”


Personality: Kreiger is extremely savage, brutal and ruthless. While he fights for Viper-Xan and generally the positive aspects of humanity as a whole, he will not even blink an eye about murdering a human, or hordes of humans, or any other living creatures. About the only thing Kreiger will not go ‘Cut-Throat’ on is Children or Women baring a child. He knows Children are the future, thus he will let a human Child run free; in hopes he may recruit that Child at a later date.

Kreiger has been captured and locked up, but every time he has either escaped or been bailed out due to judicial circumstances. Tournament Fighters of the 27th Century are often set apart from normal jurisdiction. They are kept alive and allowed to train as fighters since the prison system gains massive profits from the Sanctioned Tournaments. The entire prison industry churns out some really nasty Tournament Fighters.

For Kreiger, Prison sentencing means he gets a welcomed opportunity to Play Rough. However, Kreiger will also work very well within an organized team, or Crew, as he calls it. But trust and loyalty has to be established for Kreiger. And his standard for trust and loyalty is highly elevated. For Kreiger to trust a person he will often utilize a form of psychic Hazing.

Kreiger also talks a lot of ‘Trash’ and ‘Smack’ to antagonize other Characters, both Friend and Foe. If another Character becomes overly offended by his Rude talk he will ‘Test the Bluff’ by challenging that Character in battle.


Known Physical Powers:

Autonomy: Kreiger’s entire body structure is vastly different from a Human Being, even though he has a generally similar body build as a human. Kreiger’s body and mind has evolved for combat. His flesh is heavily armed with many forms of weapons. As he gets older and ascends into his next Life Phase he will most likely be re-born with energy based projection weaponry.

Extended Life Span: Kreiger’s life span is expected to reach nearly 500 years old. So for now, he’s basically a baby at only 60 years old. Also, his Skaarj biology allows him to grow stronger as he ages; unlike humans who generally become weaker. Most Skaarj males meet their demise around 200 to 300 years old. At this age a Skaarj Male goes though an intense Life transformation from Common Warrior into a ‘War-Lord’. If this transformation does not kill the individual Skaarj, intense combat will.

Cocoon and Transformation: Kreiger has only reached his 3rd Phase of Life. Around 100 to 120 years old Kreiger will instinctively search to find a peaceful nesting area. If he cannot find a suitable nesting area he can postpone his biology for about 5 years before the urges rise again. This is not under his voluntary control. If Kreiger is under intense combat stress his body will postpone his biology. In a Skaarj Civilization the Hive King and Queen will normally build a hardened bunker to serve as a nursery. Normally the Queen, or Queens, will protect the nursery in a direct fashion. Where as the Skaarj King and his Soldiers look for ground to expand their Hive and livelihood.

During a cocoon phase Kreiger will wrap his body in a thick slime which hardens into a tough and jagged shell. Fragments of the organic shell can be refined into very strong and permanent materials, such as raw resources for Armor, Weapons, and other building materials. A good deal of the Skaarj Civilization’s technology is constructed from this cocoon material which can reach a maximum durability of SZ:500. This cocoon material in its raw form becomes more resilient to damage and injury as it gets attacked, up to SZ:500. The cocoon shell material will soften up over a period of 4 to 6 months if it is not in a hostile and damaging environment.

Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is SY:200 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.

Specific Stats for each Skaarj Life will be presented with other Character Write-ups, but onward to Kreiger’s personal powers and such.

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: Tremendous 85 Organic Bone Material. His bones are flexible, but can be broken under extreme forces. This allows him to reduce most bone injuring attacks by [-1CS] on top of his TR:85 bone durability.

Muscle Mass: Remarkable 30. Provides Armor verses most Physical and Energy based injuries.

Skin Mass: Fantastic 35. He has tough, scaly hide to Physical and Temperature extremes.

Soft Tissues: Exceptional 15 to almost all known injuries and attacks.

Uniform: GD:10. Kreiger wears traditional Skaarj attire based from various surveillance footage of his Race. Clothing and attire has very little relevance to most Skaarj individuals. Most Skaarj only wear a loincloth, boots, and maybe a skimpy torso curass with shoulder pads. Often the attire is only a means of expressing Social Rank or the Hive the individual was born into. Many Skaarj fledglings are totally nude until they conquer in battle, and are awarded a social position of rank and authority.

Kreiger fashioned his attire from domestic earth bound leather and very durable kevlar fabrics. His uniform provides only GD:10 Armor since it only covers a small percentage of his body. Kreiger’s next uniform will be fashioned from his Cocoon Shell, in which he will construct a light suit of armor. Most of his Cocoon Shell will be utilized to fashion various weapons.


Regeneration: AM:50. Under most conditions Kreiger will recover 5 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and small internal organs; and on very rare events he has re-set his own injured bones with little effort. His regeneration is suggested to even allow him to re-grow or re-attach an amputated limb without medical attention.

+ BLUE: Total Failure, recover 5 HP for that Round.
+ WHITE: Minor Failure, recover 6 to 8 HP for that Round.
+ GREEN: Recover 55 HP for that Round.
+ YELLOW: Recover 110 HP for that Round.
+ RED: Recover 165 HP for that Round.


Body Augmentation | Natural Enhancements: Keiger was born with a number of natural body weapons, such as claws and teeth. While these weapons do serve a function, they pretty much pail in comparison to some of his other powers.

Melee Weaponry: Teeth, Claws, and Brute Force. Under most conditions Kreiger can inflict IN:40 blunt or edged impact via punches, kicks, biting, or almost any other hand to hand combat maneuvers. He can reach a maximum of AS:80 for delivering damage. Kreiger is formally trained in Martial Arts A, B, C, D and E. But this training is just simple redundancy. While engaged with opponents of lesser FASE Attributes Keiger is not allowed Bonus Shifts in hand to hand battle. If Keiger locks horns with a more formidable opponent this training kicks in.

+ Blue: Failed or Missed.
+ White: IN:40 blunt or edged impact
+ Green: IN:40 blunt or edged impact
+ Yellow: AM:50 blunt or edged impact
+ RED: FR:70 blunt or edged impact
+ 100 RED: AS:80 blunt or edged impact

Venom: Kreiger’s Fangs and Claws are also augmented with an organic ‘Venom’ which can act as toxic acid to most materials. His venom has GD:10 potency and can stay chemically acidic for about 1 hour (600 Rounds). A victim of the venom will suffer GD:10 Toxic or Acid damage per Game Round until the venom is purged or nullified. This Venom is rarely used for direct combat. Most Skaarj use this Venom as a means to mold and shape other tools and weapons. After the Venom’s acidic properties nullify it can be used as a form of Glue or molding Polymer Plastic. During Kreiger’s metamorphic life phases this venom becomes his Cocoon Shell approaching SZ:500 material durability.


Mobility Enhancements: Most of Kreiger’s Mobility FEATs are handled on his SN:60 Agility Rank. While Kreiger is a pretty big guy, he is extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for him.

+ Walk: 4 Areas per Round. He rarely walks, he prefers to run or jog just about any where.
+ Run: 6 Areas per Round. With his Endurance he can Run for 5 to 8 hours without exhaustion.
+ Sprint: 10 Areas per Round. He can maintain a full-bore sprint for 5 to 8 minutes. (50 to 80 Rounds)
+ Swim: 5 Areas per Round. He can hold his breath for 5 to 8 minutes.
+ Climb or Crawl: 4 Areas per Round.
+ Jump: 3 to 4 Area per Round.
+ Hyper Jump: With a Sprint approach Kreiger can jump to clear 100 to 150 feet (10 to 15 Areas)


Reversed Karma: Kreiger earns Karma if he ‘KILLS’ a sentient creature he perceives as his enemy. To him, and the Skaarj Race, the death of an enemy is perceived as ‘Victory’ and serving the ‘Honor’ of the Skaarj Hive or his current ‘Clan’. Destruction of non-Skaarj built property is also a form of Honor to the Skaarj. Even though Kreiger was raised with human moral standards and education, his instincts prevail during combat and his Skaarj brutality surfaces. He gains emotional and psychological strength during combat. And if victory shines upon him; Kreiger will gain Karma.

However, this Reversed Karma is a double-edged sword for him. Kreiger will lose double the normal amount of Karma if his teammates are Killed within his presents. Due to his Skaarj instincts, defeat without Death is merely a minor delay in his goals. If a teammate or Kreiger is defeated, but not killed in combat it is a ‘Learning’ experience and often a small amount of Karma is earned.

+ Death of Teammate: Kreiger loses the teammate’s Karma Level times 2.
+ Defeat of a Teammate: Kreiger gains 10 to 20 Karma.
+ Losing a Teammate to disloyalty or defection: Kreiger loses the teammate’s Karma Level.
+ Recruiting a new Trusted Teammate: Kreiger gains their Karma Level.
+ Destroying property: Kreiger gains 20 to 30 Karma.
+ Defeating or Forcing an Enemy to retreat: Kreiger earns the enemy’s Karma Level.
+ Killing an Enemy: Kreiger earns the enemy’s Karma Level times 2.
+ Converting an Enemy into a Skaarj or Viper Asset: Kreiger earns the enemy’s Karma Level times 3.

Most other Karma based aspects of MSH will effect Kreiger’s Karma normally.



Psychics: Vicious 55. Kreiger does have some Psychic abilities with touch contact. He mainly utilizes this ability to sense a person’s true motives via telepathy. With touch contact and a RED Psyche FEAT he and the person he is in contact with can enter a Psychic realm. This Psychic ream is so acute in detail it can suffice as a virtual reality to most other creatures during a Psychic Bond.

He can also use telekinesis to a short degree to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, and Kinetic Force. He is unable to project these energies, but as he grows into his next life stages he will be able to utilize this a shooting or spherical type attack. He can use this ability to upgrade his athletic FASE attributes by [+3CS]. And to a limited degree he can raise his RIP by using another person as a conduit. His Health will not reflect the boost of his FASE. He may activate this power with a Psyche FEAT.

+ Blue: Failed
+ White: Failed
+ Green: FASE operates at [+1CS] for 1 to 10 Game Rounds.
+ Yellow: FASE operates at [+2CS] for 10 to 20 Game Rounds.
+ RED: FASE operates at [+3CS] for 20 to 30 Game Rounds.

After effects of using this ability are nominal. With the Green Psyche FEAT he can Roll again in following rounds to achieve better FASE. With a Yellow or RED he cannot boost his FASE until his Energized effects wear off. Kreiger will not suffer other penalties.



Kreiger’s Weapons: Kreiger uses a 6 distinct hand held shooting weapons. These weapons will most likely become obsolete when Kreiger cocoons himself to take on his next life phase. His weapons will most likely become organic extensions of his hands. However, for the time being Kreiger has to use technology based weapons. These Weapons use Kreiger’s Psychic powers as raw fuel and ammunition, which manipulate his Psychic powers into various types of ‘Bullet’ styled projectiles.

Like many of the other VIPER members, Kreiger can ‘Summon’ weapons. But Kreiger does not have to FEAT roll to Summon his 6 specific weapons. The molecular code to each weapon is built into his wrist bracelets. These bracelets are made of UN:100 Armor Material.

Kreiger may use his ‘GUNS’ on SV:65 Skill Rank for either ‘Fighting’ or ‘Agility’ [+1CS].



Rocket Launcher: This weapon launches self propelled Explosive Rockets. These Rockets are possibly his most sophisticated and destructive ‘Bullets’. The Rocket’s Explosive charge render UN:100 Damage to a 2 X 2 X 2 Area Grid. Every area beyond this Grid and the intensity will be reduced by one Column Shift.

These Rockets can be used as hand tossed Impact Explosives (Which ignite when they hit something) or Time delayed Bombs with either a remote triggered fuse or time fuse of 20 Minutes (200 Game Rounds). Kreiger can throw up to 3 of these Explosives per round on his SN:60 Agility for about 40 feet (4 Areas). For each Explosive he removes from the throwing FEAT he can add 10 feet (1 Area) of range, between ‘Toss’ and ‘Base-Ball Pitch’

The Rocket Engine allows the Impact Explosives to be self propelled and guided by a miniature seeker system of MN:75 capability. The effective Combat Range is about 1000 to 1500 feet (100 to 150 Areas) The rockets can chase a given target for 10 seconds, (2 Game Rounds) before depleting its fuel and exploding.

Kreiger can launch these Rockets 2 at once without penalty to his FEAT roll or the guidance system. For each additional Rocket launched he will get [-1 CS] to his FEAT roll, but the guidance system will gain [+1 CS]. Kreiger can launch a maximum of 6 Rockets simultaneously.



Shock Rifle: This gun allows Kreiger to shoot a blast of lethal Plasma Photon Energy at a combat range of 500 feet (50 Areas). The Blast can be fired as a ‘Ball’ or a trajectory ‘Beam’. The weapon will inflict AS:80 Energy Based Damage, but it can be used with a Power Stunt to explode upon target contact with a confined 1 Area Grid with SX:150 impact. This weapon can also be used as a Melee energy sword or ‘Light Saber’ which will inflict SX:150 Damage and Armor piercing. But only does RM:30 Destruction.

+ BLUE: Total Failure. He will not even fire the gun.
+ WHITE: He’ll shoot, but miss his intended target. Also, his explosive bullet can not ignite.
+ GREEN: He’ll Hit either 2 separate targets in the same area at AS:80 Damage OR land 1 explosive bullet.
+ YELLOW: He’ll Bull’s Eye 2 separate targets with AS:80 Damage OR land 1 explosive bullet.
+ RED: He’ll land 2 explosive bullets, each at SX:150.



Sniper Rifle: This gun allows Kreiger to compress his Psychic energy into a fine point armor piercing ‘Bullet’ or Energized ‘Beam’. Damage of this weapon is only EX:20, but it is capable of piercing SX:150 Armor at ranges in excess of 2000 feet (200 Areas). The beam or bullet can also be charged with various energy types to render heat, cold, electricity, explosives, corrosives, or toxic effects. This gun can be fired twice per Game Round, but only at targets within 45 degrees of his line of sight. Kreiger will get other Plus Shifts for using various methods of marksmanship, such as the optical scope or sniper tactics.

+ Shooting at Multiple Targets must be done within 45 degrees of his line of sight.
+ Shooting while Standing: [+1CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Kneeling: [+2CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Prone or Supported: [+3CS] to FEAT Roll.
+ Strafing, Running, or Jumping, while simultaneously shooting: [-2SCS] to FEAT Roll.



Bio / Glue Gun: This gun allows Kreiger to shoot a glob of sticky adhesive gel. This Gel can be used as ‘Glue’ or can be charged with various compounds to render explosives, corrosives, or toxic poisons. He can use this weapon in 2 basic shot patterns; A sticky steam of Gel launched fire hose style rendering AM:50 intensity Glue, with either explosives, corrosives, or toxic effects to ignite in the following Game Round. He can coat a 1 Area Grid in one Game Round with this Gel. The other shot pattern is to ball-up a large beach ball sized glob of Gel and fire it at a single target with SX:150 intensity Glue, with optional explosives, corrosives, or toxic effects to ignite in the following Game Round. Range of this weapon is about 100 feet (10 Areas) with a 1 Area Grid destruction capacity.



Fully Automatic Plasma Gun: This gun allows Kreiger to shoot a blast with a fully automatic ‘Chain-Gun’ effect. This is possibly his most devastating Gun overall since he will shoot about 50 bullets per FEAT roll. Each separate bullet will inflict RM:30 Damage and Armor Piercing. Range of this gun is about 100 feet (10 Areas).

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
+ WHITE: He fires 5 to 10 Bullets from the weapon but misses the intended target by a few feet.
+ GREEN: 10 to 20 Bullets hit the target. (RM:30 X 10 to 20 = 300 to 600 Damage | RM:30 Armor Piercing)
+ YELLOW: 20 to 30 Bullets hit the target. (RM:30 X 20 to 30 = 600 to 900 Damage | IN:40 Armor Piercing)
+ RED: Only 30 to 40 Bullets hit the target. (RM:30 X 30 to 40 = 900 to 1200 Damage | AM:50 Armor Piercing)
+ 100 RED: 40 to 50 Bullets hit the target. (RM:30 X 40 to 50 = 1200 to 1500 Damage | SN:60 Armor Piercing)[/list]



Molecular Disintegration Gun: Pound for pound this gun is Kreiger’s most lethal weapon. It disintegrates physical mass and matter on the molecular level. Due to its sheer destructive potential it will score KILL results to any target with a simple hit of a White, Green, Yellow, or RED FEAT because a general body shot will remove layers of the victim's mass on a molecular level. The weapon has a slow rate of rapid fire, but the projected beam travels at near light speed velocity once out of the muzzle.

Damage for a single Hit is calculated by a secondary Damage FEAT Roll: Standard Damage is considered as CL:1000 - Class 1000 because it simply disintegrates 1000 points of mass or matter on a single target hit. However, the Blast Zone or Area of Destruction is only about RM:30 - Remarkable since it only leaves a hole about 1 foot in diameter. Accurate Combat Range is about 200 to 400 feet (10 to 20 Areas)

Rate of Fire per Game Round is 1 shot per Game Round. Due to a split second laser lag Kreiger will have a penalty of [-2SCS] upon shooting at a target which is aware of him. If the target has a reasonable means of evasion or escape from the beam.

The Disintegration beam can be reduced to half its power with an Energy or 'Magic' based shield, barrier, or equivalent weapon; such as a Star Wars light saber. However, that Energy or Magic based tool will collapse and have to be restarted.

(Special Notes to Players and Game Judges) This weapon is frequently used in Standard and Sanctioned Tournament Bouts since combatants can Re-Spawn with out true DEATH. But in a normal Game environment the Game Judge holds a 3 to 1 vote priority to even allow usage of this weapon.

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent
+ WHITE: He fires the weapon but misses the intended target by a few feet.
+ GREEN: Disintegrate 400 Points of Mass (SZ:350 - Shift Z Damage)
+ YELLOW: Disintegrate 600 Points of Mass (SZ:500 - Shift Z Damage)
+ RED: Disintegrate 800 Points of Mass (SZ:500 - Shift Z Damage)
+ 100 RED: Disintegrate 1000 Points of Mass (CL:1000 Damage)


Kreiger’s Talents:

Total Navigation | Martial Arts ABCDE | Stealth | Tumbling | Acrobatics | Weapons Master | Hazardous Environment Survival | Confinement Escape | Tracking | Reversed Karma | Tribal Cult Lore | Art: Armor Invention | Aircraft Pilot | Aerial Combat | Infiltration | Collective Social Science | General Science | Energy Physics



Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of people Kreiger can contact... (These Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader who has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human and has vast intelligence.
Seven: This Guy is another Human, His powers are focused on Speed.
Brock: This Guy is another Human and has ‘Warrior’ based powers and abilities.
Dawg: This Guy is an Mutant Creature. Vastly strong and a talented fighter.
Krome: This Guy is Human Mutant, Vastly strong and a talented Fighter.
“M” : This Guy is a Human Cyborg with technological based powers.
Viper: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is a Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Seven Page Book, but this guy is an Alien.

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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD



Edited 2 time(s). Last edit at 05/03/2008 06:41PM by TankerAce.
Brock
April 14, 2008 04:24PM
avatar
Brock




Distinguishing Physical Features:

Aside from his Uniform, which is often associated with the Communist Axis Powers of the ancient World Wars, Brock does not have any outstanding physical features. Without his Uniform, he is very muscular and physically conditioned for both strength and speed. He is not a huge man; standing just under six feet tall, but his muscular build appears to be more refined than normal. Plain and simple, he’s yoked like a Freight Train.

While Brock is handsome, he has a somewhat ‘Brutish’ appearance. He grooms with a simple clean-shaven face and tightly cropped crew cut. But his hair is balding, like many middle age men. Brock’s uniform normally appears professionally cleaned and tailored. But he will get ‘Dirty’ at moment’s notice.

Origin:

Brock was born in the 27th Century, when the World was a chaotic War Zone. During this bleak time frame of Humanity’s History, Brock entered his childhood as a renegade Soldier. However, he witnessed the demise of his entire family at the hands of Enemy Soldiers. He fled the scene of his burning home in terror. But soon he was captured by a platoon of US Marine Corp Soldiers.

These Marines protected Brock for a short duration, and he was so inspired that he enlisted in the US Marine Corp at a very young age. Due to the death of his biological family, the Marines who found Brock took responsibility as surrogate parents and allowed Brock to enlist. Besides, had the official US Marine Corp not taken Brock as a recruit, the Soldiers he was with would have trained him.

Before Brock was in his adolescence he was Physically and Psychologically conditioned into lean, mean, Infantry Soldier. During this brief stint of his childhood his Mutant Powers began to develop into fruition. He was considerably stronger, faster, smarter, and more driven than most men who were in their prime. Brock was then admitted into a secret section of the US Military. Here, he was medically and psychologically examined, and Brock did have advanced ‘mutated’ human DNA.

Many other exams were conducted to refine and build his mutant gifts. The Military had regiments of young people who all displayed various gifts. And Brock was with these people. He learned to control his powers and use them as weapons. As Brock came into young Adulthood, he was deployed to the front lines as a young commissioned officer.

However, Brock spent too long on the fighting lines. His soul and emotions became cold and bitter. And he became a merciless assassin. While the US Military did not generally support this direction in his growth, the N.E.G. did indeed. Brock was a perfect candidate for the Tournament Bouts, which pitted combatants in an absolutely ‘No Holds Barred’ combat arena. Every conceivable tactic of ‘War’ was litigate and encouraging for these Tournaments of Death. Thus, Brock was transferred from the U.S. Military over to Viper-Xan.

Life Style: Brock’s life style is quite complicated compared to current human society. He lives in any one of Viper-Xan’s seven Temples. Normally, Brock travels from Temple to Temple as a means of touring; such as Musicians would tour to promote a newly released album. But Brock’s tour is all about promoting the Sanctioned Combat Tournaments. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous ‘Stars’ and Celebrities.

When time permits, Brock does pursue leisure activities. Most of his leisure time is spent attempting to ‘hook-up’ with beautiful women and experience sexual intimacy with them. However, he is not often successful since he so direct and to the point. And his standards for a female mate are high.

When Brock is successful in a One-Night Stand his goal is to pleasure her. Then, leave her apartment as soon as possible.

Personality: Brock is emotionally cold and cruel, but most of all, he aspires for efficiency. His comments and tactics are short, quick, and direct. And he has little regard for what most people consider as priorities.

In Combat, Brock has little use for flash and flare. Everything about any battle is about exploiting a weakness and ending the conflict as quickly and efficiently as possible. In many regards, Brock is almost like a Robot.


Known Physical Powers:

Psychics | Telekinesis | Telepathy: Phenomenal 95. Brock has Psychic abilities for both Melee and Range based combat tactics. To a degree, this power can operate similar to ‘Magic’ spells as it allows Brock to manipulate and even generate energies and forces in his general vicinity. He has mastered countless Power Stunts with this ability, and most of his other powers are derived from his Psychic capability.

Brock’s Telekinetic abilities are projected in a wide range of fashions. By default, his Psychic power will pulse outward from his body as a ‘Globe’ or ‘Spherical’ bubble. He can focus his Psychic Telekinesis into a trajectory form, and pretty much, any pattern between Sphere, Scatter, and Focused beams. Below is a list of general physics to his Psychic Telekinesis.

+ Damage | Impact | Intensity: Blue or White = AS:80 | Green = TR:85 | Yellow = AW:90 | RED = PH:95
+ Range as a ‘Sphere’ is 10 Feet (1 Area) away from him as the epicenter, reaching 2 Areas in full diameter.
+ Range as a beam or projectile is up to about 70 to 100 feet (7 to 10 Areas)
+ He can manipulate such energies as electricity, temperature, kinetic, magnetic, gravity, and others.
+ With his Psychic Powers released as a Sphere the ‘TO-HIT’ is considered an automatic Yellow FEAT score.
+ Most other pattern FEAT rolls are made with his Psyche Rank for targeting.

Some Common utilities and Power Stunts with his Telekinesis.

+ Cast beams or missals of energy or force (Fire | Ice | Heat | Cold | Gravity | Electricity | EMP | Light | Kinetic)
+ Teleport (covered more in depth with his powers)
+ Increase FASE (covered more in depth with his powers)
+ Render an Armored sheath (covered more in depth with his powers)
+ Render Flight (covered more in depth with his powers)
+ Render Regeneration (covered more in depth with his powers)
+ Render a verity of Weapons (covered more in depth with his powers)
+ Increase or Decrease a physical weapon’s potential of Damage.
+ Render various ‘Magic’ Spells.

(Player and Judge Note: For complex power stunts, FEAT rolls are made with his ‘Experience’ Rank of SP:45 to determine if he has done the FEAT in the past, or has not used the Power Stunt in a while)

Brock’s Telepathy is not quite as developed as his Telekinesis. It still operates on the PH:95 Rank. But he can’t use as many utility functions or power stunts with his Telepathy. For the most part, his Telepathy allows him a simulated form of Precognition by being able to anticipate probability fields to his advantage; also known as ‘Miraculous Luck’. He is only able to use this power while dealing with sentient and cognitive life forms. This pretty much includes ANY organic creature or robot with Reason, Intuition, Psyche, and Karma attributes.

When the pair of 10 sided-dice are rolled for Brock they read the high dice first, regardless of the Game Judge’s pre-determined Dice order.

If the player Rolls double digits, such as 00, 11, 22, 33, 44, and so forth the Game Judge should secretly roll a single 10 Sided Dice to determine ‘Bad’ | ‘Neutral’ | ‘Good’ Luck for Brock.

+ Bad Luck is a 1, 2, or 3 on the Judge’s secret single dice roll: Thus subtract 10, 20, or 30 from the double digits.
+ Neutral Luck is a 4, 5, or 6 on the Judge’s secret single dice roll: Calculate FEAT as a normal double digit Roll.
+ Good Luck is a 7, 8, 9, or 0 on the Judge’s secret single dice roll: Thus add 7, 8, 9, or 10 to the double digits.


Telekinetic Armored Sheath: Phenomenal 95 for FEAT rolls. Brock has learned to keep a protective Energy Sheath around himself at ALL times, even during Sleep, Rest or ‘Stuns’. His Sheath of energy remains about One Nanometer over the surface of his skin and is completely invisible to the naked eye. Every square inch of his flesh is covered, even his eyes, ears, nose, and other orifices. Basically, this gives him a form of True Invulnerability from virtually all known attacks, damage, magic or injury.

The Sheath is detectable by certain surveillance equipment and extra sensory perception abilities.

The only time he lowers this Sheath is during Rest-Room visits, when he eats, or the VERY, VERY occasional rarity of sexual intimacy. And Female Assassins have foiled him in the past. The Sheath is also covering his internal organs, and to a small degree his clothing and attire.

He can FEAT roll on the PH:95 Rank to increase his sheath’s protective ‘Armor’ which is considered AS:80 by default. If he is ‘Stunned’ or Attacked with a Lethal ‘KILL’ score his Body and Mind will go into a mild form of medical Shock and the Sheath will immediately reach UN:100 Armor and True Invulnerability. Plus, his Sheath transmits a ‘Tazer’ type of Neural Stun at AS:80 Intensity with touch contact.

He will need to roll a Yellow Psyche FEAT to lower it’s strength. Otherwise all his Psychic Effort and Energy is focused on ‘Protection’.

+ Blue: AS:80 Armor or True Invulnerability.
+ White: TR:85 Armor or True Invulnerability.
+ Green: AW:90 Armor or True Invulnerability.
+ Yellow: PH:95 Armor or True Invulnerability.
+ RED: UN:100 Armor or True Invulnerability.
+ Karma RED: GL:125 Armor or True Invulnerability.

Uniform: EC:15. Brock’s uniform also acts as ‘Armor’ to most conventional Attacks and Damage. The Sunglasses provide RM:30 night vision and protection from intense brightness.


Telekinetic Increase of FASE: Phenomenal 95 for FEAT rolls. Brock can boost his FASE stats to a maximum of [+5CS] to his FASE. His Health does not reflect the boost, but he has no after effects while using this Power Stunt. He can maintain the boosted FASE for a duration based on his FEAT roll. While using this Power Stunt, his other Psychic Power Stunts are FEAT rolled on the SP:45 Rank.

+ Blue: Failed, No Boost to FASE.
+ White: Boost FASE by [+1CS]..... (F: SV :65) (A: FN :35) (S: FN :35) (E: VI :55)... Duration = 40 to 50 Rounds.
+ Green: Boost FASE by [+2CS]..... (F: FR :70) (A: IN :40) (S: IN :40) (E: SN :60)... Duration = 30 to 40 Rounds.
+ Yellow: Boost FASE by [+3CS]....(F: MN :75) (A: SP :45) (S: SP :45) (E: SV :65)... Duration = 20 to 30 Rounds.
+ RED: Boost FASE by [+4CS]....... (F: AS :80) (A: AM :50) (S: AM :50) (E: FR :70)... Duration = 10 to 20 Rounds.
+ Karma RED: Boost FASE by [+5CS]..... (F: TR :85) (A: VI :55) (S: VI :55) (E: MN :75)... Duration = 1 to 10 Rounds.


Melee Weaponry: His Psychic Powers allow him to have a great deal of advantages for Melee Combat. With simple skin to skin contact his Sheath transmits a ‘Tazer’ style Neural Stun of AS:80 Intensity. Or he may choose to read the person’s thoughts. His unarmed attacks are based upon his current FASE Attributes, allowing him RM:30 Blunt Striking and Grappling Impact for most melee attacks. He can also transmit the ‘Tazer’ effect through most conventional Melee weapons, such as Swords, Shields, Spears, etc....


Mobility Enhancements: Brock can achieve True Flight and Levitation of PH:95 speed and aerial control. He can fly at roughly 600 MPH at Top Speed, allowing him to clear about 5200 to 5300 Areas per Game Round. He can accelerate to his top speeds in about 3 Game Rounds. Used as a ‘Charge’ Attack Brock may inflict SX:150 Damage to a target. Destruction is about SP:45 since he can punch a hole the size of his body.

While his Flight gives him quite an advantage for game play, the Game Judge is allowed to place limitations on his Flight to balance the game in relation to other Characters. Often the limitation is Levitation rather than full-fledged Flight. Brock may still utilize the ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.

+ Walk: 4 Areas per Round. Levitating just inches from the floor or ground.
+ Run: 6 Areas per Round. He will not get exhausted through exertion.
+ Sprint: 10 Areas per Round. He will not get exhausted through exertion.
+ Full Speed (horizontal) Flight: 5200 to 5300 Areas per Game Round.
+ Swim: Speed is reduced by [-1CS]. He can hold his breath for about 5 hours.
+ Climb or Crawl: 4 Areas per Round. (Yeah, Redundant... But he may need to ‘Sneak’)
+ Jumping is irrelevant, but he can Jump or Leap about 1 to 2 Areas in a single bound.

Teleportation: SP:45. (I know, Why even Fly) But Brock has mastered the ability to Teleport with his Psychic Powers. He can dematerialize his body and re-materialize in another space nearly instantly. He may also ‘Carry’ about 500 Pounds of mass with him. His Teleportation operates a little differently than Marvel’s Night-Crawler.

Brock does not have to ‘look’ or Target where he Teleports. When Brock Teleports a 3 to 4 foot wide bubble will form his landing area, which will dematerialize solid obstacles up to MN:75 Material. Allowing Brock to simply land on his feet, or in a kneeling stance. Brock can Teleport about 100 feet (10 Areas) from one location to another. He must FEAT roll a Yellow or RED to Teleport.

If used as a Weapon Brock can score ‘KILL’ results with a Yellow ‘Grab’ or ‘Grapple’ FEAT. And ‘Stuns’ with a Green. This is also considered as Molecular Disintegration. While his Teleportation gives Brock a considerable advantage for game play, the Game Judge is allowed to place limitations on his Teleportation to balance the game. Often the limitation is simple Area movement.



Regeneration: AM:50. This power is augmented through his Psychic Powers during Teleportation. Brock can recover a maximum of 50 HP during Teleportation. He only needs to FEAT roll a Green as well. Brock has been able to maintain his youth and medical needs with this Power Stunt.



Reversed Karma: Notice Brock’s Morality; He is ‘EVIL’ and he will earn Karma if he ‘KILLS’ a sentient creature he perceives as his mortal enemy. However, getting on his hit list requires an enemy to nearly ‘KILL’ Brock. If another Character uses ‘Lethal’ force against Brock, that Character is on his ‘KILL’ List.

Brock will ‘KILL’ or Assassinate for financial gain, but often He will resort to ‘Recruitment’ of a given ‘Mark’ into his VIPER Clan; If the ‘Marked’ Character has sufficient skills.

Most other Karma based aspects of MSH will effect Brock’s Karma normally.


Brock’s Talents:

Clairvoyance, Brock can learn ANY talent and be masterful at the talent with a Yellow Psyche FEAT. He can continue to use a single Talent until he needs to learn a ‘New’ Talent. This normally allows Brock to utilize virtually ANY abilities at [+1CS]

His ‘Common’ Talents are already permanently mastered, rendering [+2CS]

Total Navigation | Martial Arts ABCDE | Stealth | Tumbling | Power Weight Lifting | Weapons Master | Hazardous Environment Survival | Confinement Escape | Battle Ship Command | Reversed Karma | Aerial Combat | Infiltration | Collective Social Science | Psychology | Physics | Emotion Control | Resist Domination | Leadership | Military | First Aid and General Medical Attention


Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of people Brock can contact... (These Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader who has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human and has vast intelligence.
Seven: This Guy is another Human, His powers are focused on Speed.
Kreiger: This Guy is another Human and has ‘Warrior’ based powers and abilities.
Dawg: This Guy is an Mutant Creature. Vastly strong and a talented fighter.
Krome: This Guy is Human Mutant, Vastly strong and a talented Fighter.
“M” : This Guy is a Human Cyborg with technological based powers.
Viper: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is a Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Five Page Book, but this guy is Psychic.

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Edited 1 time(s). Last edit at 05/03/2008 06:42PM by TankerAce.
Seven
April 14, 2008 04:28PM
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Seven




Distinguishing Physical Features:

Aside from his Uniform, Seven does not really have any outstanding physical features. He’s short, only standing a few inches above five foot tall; but he is very athletically conditioned and considerably strong for his stature. Seven’s uniform is a common designed ‘sports’ uniform of the N.E.G. Sanctioned Combat Tournaments. His uniform number ‘51’ holds relevance to him from his hometown. Roswell, New Mexico. (aka Area 51). Seven rarely dresses in any other attire. He has about 20 different Combat Tournament uniforms, which have slight variances of color and decals.

Origin:

Seven was born in the 27th Century, when the World was a chaotic War Zone. To make matters more complex, his hometown of Roswell, New Mexico was a prime target for many enemies of the U.S. And the rumors, which surround the neighboring Air Force base known as Area 51, and the Alien encounters that supposedly took place during the 1940’s and 50’s.

Seven was literally born in a terrorist commandeered hospital, where about 500 town’s people were being held hostage by a group of Rouge U.S. Soldiers. His mother had such difficulty during childbirth that she died soon after Seven was born. For several weeks the Rouge Soldiers held Seven, his Father, and many others captive. But Seven’s Father managed to escape with his infant son.

As years passed, Seven did not attend traditional ‘School’ since his entire Town; and just about every other part of the U.S. was constantly under siege during the 27th Century. Seven grew up learning to build bombs and weapons and many other nasty tools from his Father and the surviving Town’s Folk of Roswell. Literature, Science, Mathematics, Academics, and Sports were ‘Combat’ oriented.

Seven’s father died when Seven reached his adolescence, and his hometown community raised Seven as their own. As Seven matured into a young adult, a few people noticed Seven was a little ‘Quicker’ than most. But it was not perceived as an outstanding ability since he was raised under such War Mongering conditions. His speed and quickness was simply means of survival.

But Seven did indeed have an extraordinary mutant ability, Superior Speed. And as he used this ability to serve his community and survival needs, his power also grew to exceptional capabilities.

Seven received his unusual nickname for running from Roswell to Miami, from Miami to San Francisco, and from San Francisco to New York and returning to Roswell in seven days. After 15 years of going by ‘Seven’ he sort of forgot his True Birth name.

As Seven became an adult he found himself fighting in the N.E.G. Sanctioned Tournaments; using his Speed as superior battle tactic. After some time in the Tournaments, Seven actually took the Grand Champion Title. But he did not hold it for long as an extra terrestrial creature known as Nali defeated him.

Upon Seven’s defeat, he was emotionally crashed as no other Tournament Fighters had ever matched his combination of speed, agility and tactics. Where Nali had defeated Seven rather easily, and Nali’s meager appearance does not match his capabilities.

Seven was so distraught that he asked Nali to take him under wing and teach him. Nali accepted Seven’s proposal and Seven was admitted into the VIPER Clan.

Life Style: Seven lives in any one of Viper-Xan’s seven Temples. Normally, Seven travels from Temple to Temple as a means of touring; such as Politicians would tour to promote new political propaganda. But Seven is all about promoting the N.E.G. Sanctioned Combat Tournaments. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous ‘Stars’ and Celebrities.

Personality: Seven is fairly young and for the most part he is an adrenaline junky. Risky stunts, wild times, and very little social restraint are normally his emotional standpoints. He’s very outgoing and is not shy about most things. He does lack a little luster from the discipline and conservative angles.

In Combat, Seven is sort of Flashy and to a degree he’s ‘Cocky’ due to his Power over Speed. He knows he’s faster than most, but he has locked horns with many who were able to nullify his speed.


Known Physical Powers:

Hyper-Speed: MN:75. Seven can increase the fundamental Speed of his body and mind at will. This Power allows him a number of various Power Stunts and branch Powers. Seven must make a MN:75 FEAT roll of White or Better to engage his Hyper-Speed Power. Once the Power is engaged Seven can maintain his Hyper-Speed without penalty for approximately 24 hours (About 9000 Game Rounds). When Seven’s Hyper-Speed is not engaged he is still very fast, and should be considered as having RM:30 Hyper-Speed.

For the most part, Seven’s Hyper-Speed will provide him the following Power Stunts, which he may use without penalty.

Athletic and Psychological Enhancements: Seven’s FASERIP operates at roughly [+3CS] to [+5CS] for just about any FEAT of activity he may take due to his Hyper-Speed. Without his Hyper-Speed Power Seven’s FASERIP would be borderline on ‘Peak’ Human levels. His increased Health and Karma are reflected in his FASERIP since he can not shut his Hyper-Speed Power completely ‘OFF’.

This list of FASERIP is what he’d have without his Hyper-Speed Power.

F: RM:30
A: FN:35
S: GD:10
E: IM:25
R: GD:10
I: IN:40
P: IM:25

Health: 100
Karma: 75


Mobility Enhancements: Seven’s general Mobility FEATs are handled on his TR:85 Agility Rank.

+ Running: Seven can reach speeds in excess of 400-MPH while running on foot, allowing him to cover about 350 Areas per Game Round. He can maintain such an exertion of Running for approximately 20 to 40 minutes (200 to 400 Game Rounds) without Endurance FEATs. If Seven did not have his Hyper-Speed Power, this would be equivalent to him Running for a duration of nearly 3 Hours. He can accelerate to such speeds in 1 Game Round.

+ Sprinting: Seven can achieve roughly 600-MPH during a Sprint. He can cover about 500 Areas per Game Round. He can maintain a Sprint Run for approximately 2 to 3 Minutes (20 to 30 Game Rounds). Used as a ‘Charge’ attack he can inflict VI:55 impacts. However, he will not attempt to ‘Charge’ into stronger obstacles than AM:50, as he may injure himself. He can accelerate to such speeds in 1 Game Round.

+ Swim or Water Running: He can run atop of water maintaining roughly 300-MPH speeds. He can also ‘Swim’ in a traditional fashion at nearly equal speeds. Water Mobility will effect his FEAT rolls by [-2CS]. Seven can hold his breath for about 2 Minutes at his normal speeds. With his Hyper-Speed Power ‘ON’ he can only hold his breath for about 2 Game Rounds.

+ Climbing and Falling: Seven can ‘Run’ up a vertical surface for approximately 20 to 30 Areas. Due to his Hyper-Speed Power he can resist terminal velocity falls with little to no effort at all. At maximum terminal velocity (about 600 MPH) he can use his Hyper-Speed Power to reduce his approach angle, allowing him to ‘Curve’ out of a free fall.

+ Jump: 10 to 15 Area per Round.


Armor and Damage Resistance: Seven has two sources of Armor; His Uniform and his Body.

Tough Flesh: GD:10. Seven’s skin, muscles, guts and skeleton are highly conditioned to render GD:10 Armor verse almost all known attacks, even magic. More resilient parts of his flesh, such as his Skeleton are considered as EC:15 Durability; While soft tissues provide AA:08 Flesh Armor. Seven’s body has gained this level of Armor due to his running and speed, thus his skin should also be considered as having RM:30 resistance to heat, cold, friction, and wind based attacks.

Seven’s Uniform: This provides EX:20 Armor to most attacks as traditional ‘Armor’. The uniform is specifically designed to resist friction, wind resistance, heat, and cold to a tolerance of AW:90.


Regeneration: RM:30. Seven has gained Cellular Regeneration due to his speed as well. His entire body metabolism is sped up allowing him heal quickly. However, this is also stabilized his body functions allowing him to age at a ‘Normal’ human rate.

Under most conditions Seven will recover 3 to 4 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He is able to re-grow many soft tissues. But he can not reattach a severed limb or re-grow a limb without medical attention. Fortunately, medical practices of the 27th and 28th century are quite advanced.

+ BLUE: Total Failure, recover 4 HP for that Round.
+ WHITE: Minor Failure, recover 6 to 8 HP for that Round.
+ GREEN: Recover 49 HP for that Round.
+ YELLOW: Recover 98 HP for that Round.
+ RED: Recover 146 HP for that Round.


Pistols: Seven does use a pair of high caliber Pistols, which are specifically designed to match his speed. These pistols operate like tiny Rail Guns to shoot magnetically charged metal darts or photon energy at near light speed velocity. As well, they are designed with a Full Auto Firing function allowing him to use them like miniature machine guns.

A single Bullet from the pistols inflicts EX:20 Damage, but can pierce SX:150 Barriers and Armor. His targeting range is also greatly improved to nearly 1000 feet (100 Areas) due to the sheer muzzle velocity of the Bullet. Seven uses these Pistols on his unaided Agility rank. Due to his trigger speed he can fire off 10 to 15 Bullets per Game Round with out penalty.


+ BLUE: He will not even fire the Guns.
+ WHITE: He fires 3 to 4 Bullets but misses the intended target. (EX:20 X 3 or 4 = 60 to 80 Damage)
+ GREEN: He hits the Target with 3 to 4 Bullets, but fired 5 to 8. (EX:20 X 3 or 4 = 60 to 80 Damage)
+ YELLOW: Bull’s eye with 5 to 8 Bullets. (EX:20 X 5 or 8 = 100 to 160 Damage)
+ RED: Bull’s eye with 8 to 10 Bullets. (EX:20 X 8 or 10 = 160 to 200 Damage)
+ Karma RED: Bull’s eye with 10 to 15 Bullets. (EX:20 X 10 or 15 = 200 to 300 Damage)


Talents:

Firearms and Shooting Weapons | Explosives and Demolitions | Total Navigation | Desert Survival | Ocean Survival | Jungle Survival | Ariel Combat | Resist Domination | Crisis Management | Cult Lore: Combat Tribes | Climbing | Tumbling | Tracking | Martial Arts B,D,E | Stealth |

Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons Viper can contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is very Similar to Viper, but much, much stronger and has 50 Clones of himself.
Nali: This Guy is an Alien Creature and is possibly the VIPER Clan’s strongest individual member.
Ivan Guard Necro: This Guy is a Human, like Viper, but has far greater experience than Viper himself.
Brock: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated.
Krome: This Guy is a Human Mutant, but he Rivals Nali as the VIPER Clan’s strongest individual member.
M: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Cobra: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Python: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Rattler: This Guy is another Human, like Viper. And has nearly identical powers and abilities.
Snake: This Guy is another Human, like Viper. And has nearly identical powers and abilities.

HOLY SHIX.... A Four Page Book.

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Edited 2 time(s). Last edit at 05/03/2008 06:42PM by TankerAce.
IGN
April 14, 2008 04:31PM
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IGN




Distinguishing Physical Features:

The most noticeable feature about Ivan is his muscular build. Ivan is ‘HUGE’ and ‘RIPPED’ but he only stands a little more than six feet tall. Ivan’s muscular build is not just that of a professional body builder. He is naturally built this way, almost as if he were deformed. While Ivan does exercise intensely and his lively hood is quite labor intensive, he would be unable to maintain his mass muscle build due to his life style.

Other noticeable features are his military uniform. Ivan does not wear an authorized military uniform. This suit is more of a custom designed suit of Armor. Also, the iris of his eyes can change colors from brown to virtually any other color. This is often expressed with his emotional status.

Origin:

Ivan was born around 2530 AD. And is now at the ripe old age of nearly 180 to 200 years old. And according to all his recent medical records he may live to be nearly 1000 years old. Ivan was born as a mutant with a rare deformity known as being double muscled. Some 100 years ago medical procedures could not treat this deformity. And often the afflicted person would meet an early death.

During his infancy Ivan was subjected to a form of genetic research, which allowed him to have permanent cellular regeneration. For unexplainable reasons, Ivan’s deformity took advantage of the procedure and he became ‘Triple’ muscled.

The research center was most positive Ivan would parish before he was five years old. But Ivan grew into a child and soon attended normal school. Due to his particular affliction Ivan required quite a bit of medical attention, but often the Doctors simply mentioned he was as fit and healthy as any other child. And the medical visits were simply observations.

As Ivan grew into high school he took up full contact sports, such as football, wrestling, and martial arts. His parents and Doctors were nervous, but his coaches loved him. Ivan performed better than most simply due to his God given strength. As a result, Ivan received a scholarship into college.

As Ivan attended college he studied Business and Sports. But sports is where he truly excelled and he eventually became a Professional Football Player. His first contracted team was the ‘Chicago Bears’ in which he played an offensive and defensive line backer. For some years he played for the ‘Chicago Bears’ then he negotiated a more profitable contract with the ‘Dallas Cowboys’.

As Ivan indulged in the success of his Foot Ball career, he married his college sweet-heart as his bride and decided to settle down and raise a family. And why not? He was wealthy, had business contracts around the world, and he was famous. Life had been good to Ivan.

However, with his success and fame he also became a major target for assassins. Soon after his children were born, bounty hunters murdered his entire family... His Wife, his infant daughter and son, and even his Father and Mother. These criminals showed no mercy as they also burned down his beautiful mansion home. And left Ivan for dead.

But Ivan survived, and while his body healed his soul did not.

After Ivan’s family was murdered he lost his head for a short while and became a Psychotic Vigilante for some 30 or 40 years. He eventually became a Crime Lord and used his business affluence to hunt down the criminals who had destroyed everything important to him. But he didn’t stop there.

Eventually he was captured by the “Law” and was sentenced to Life in Prison, with no chance of parole, and on Death Row. Human Society had awakened the beast inside Ivan and he managed to become a Prison King Pin. His political and social affluence soon perked the interest of a Secret Government Organization.

The FBI, under presidential security bailed Ivan out of prison. All Ivan had to do was become a trained assassin for the Government. Ivan took the assignment and became one of their top caliber assassins.


Life Style: After some 20 years of being an assassin for the Government, Ivan took up allegiance with the VIPER Clan to battle in the NEG Combat Tournaments. He quickly climbed the ranks to become one of their more affluent squad leaders.

He lives in any one of Viper-Xan’s seven Temples. Normally, Ivan travels from Temple to Temple as a means of touring; such as Musicians would tour to promote a newly released album. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous ‘Stars’ and Celebrities.

Personality: While Ivan is still considered ‘Noble’ he is quite the modern Barbarian. Normally, his conversations are brief and direct. IGN also has very little tolerance for B.S. and Smack-Talk. He will often use this as a tactic to buy time to take action against an enemy. Also, even though Ivan is ‘Noble’ or ‘Good’ natured his Karma gains and losses are handled under ‘Vigilante’ Rules; Basically ‘Evil’ Morality with a few exceptions.


Known Powers:


Mutations and Equipment: Ivan, or “IGN” for his short name, gains his super natural powers through his Equipment and Mutations, which keep his physic far above human levels.

Regeneration: PH:95. IGN has gained Cellular Regeneration due his induced mutations. Under most conditions IGN will recover about 7 to 10 HP per Game Round after suffering an injury regardless of his activity. He can boost his healing with Endurance FEATs to recover more HP in a single Game Round. He has even been able to re-grow soft tissues and lost organs and re-set his own broken bones. This is why he still has his eyes, all his fingers, teeth, and even his nuts. He may also reattach severed limbs, such as an arm or leg within a few hours.

During a ‘Stun’ or Fatal Impact IGN goes into a state of medical Shock in which he will recover 14 to 20 HP per Game Round. Pretty much allowing him to fully recover in 10 to 20 Game Rounds (1 to 2 Minutes). The more severe the attack, the faster he will Regenerate.

+ BLUE: Total Failure, recover 10 HP for that Round.
+ WHITE: Total Failure, recover 11 to 16 HP for that Round.
+ GREEN: Recover 57 HP for that Round.
+ YELLOW: Recover 112 HP for that Round.
+ RED: Recover 169 HP for that Round.


Strength Enhancement: IGN can use his Regeneration Power to Grow additional muscle. Under normal circumstances IGN’s “Strength” is Vicious 55, allowing him to heft about 10 to 20 Tons as his ‘Normal’ Strength level. He can increase his Brute Strength by One rank per Game Round up to a maximum of GL:125 Strength. However, he does have a limitation; IGN’s strength is ‘Human’ and normal physics still apply. IGN will most likely rip through massive objects rather than ‘Heft’ or ‘Lift’ those objects.

IGN’s Strength Enhancement also increases his Fighting, Agility, and Endurance. For every 2 Ranks of Strength increase IGN will also gain 1 Rank increase to his Fighting, Agility, and Endurance. IGN’s Health also reflects this increase of FASE. At maximum output IGN can achieve the following FASE and HP.

F: AS:80
A: SN:60
S: GL:125
E: AS:90

Health: 355


IGN can normally retain his enhanced Strength levels for about 2 hours (1200 Game Rounds) before suffering ill effects. Usually the ill effect is merely a ‘Stun’ in which his body will return to his normal levels in 10 to 20 Game Rounds. During a Muscular ‘Surge’ IGN does not get significantly larger. His height will remain at 6’5” while he may add 50 to 70 pounds of muscle. The only real effect this may take is added to his ‘Defensive’ Rank causing it to increase from VI:55 to SV:65.


Melee Combat and Body as a Weapon: IGN has studied a number of Martial Arts reflecting MSH Rules for Martial Arts A, B, and C. However, IGN cannot use these ‘Talents’ for plus shifts on his hand to hand combat FEAT Rolls. He’ll simply utilize Brute Strength or Fighting Force. But Creative Players are allowed to use tactics from Martial Arts A, B, and C. Such tactics may include advanced counter attacking, multiple strikes on a single game round, and submission wrestling.

At normal strength status IGN can inflict SP:45 blunt impact for striking or grappling. As he increases his FASE Ranks his impact will also increase to a maximum of AW:90. This is derived from a combined average of his Agility and Strength. Simple Strength tactics will normally be equal to his current Strength level.


Mobility Enhancements: IGN’s map mobility is handled on his FASE Ranks like most other Characters. But as IGN uses his Strength at increased levels he can attain greater map movements.

+ Walk: 2 Areas per Round. He can ignore barriers of 2 Ranks less than his Current Strength without FEAT Rolls.
+ Run: Areas per Round is determined by his Current Agility (Drop the One’s Digit). At ‘Normal’ it’s 3 Areas.
+ Running Duration is determined in hours based from his Current Endurance (Drop the One’s Digit).
+ Sprint: IGN will increase his ‘Run’ Speed by 3 Areas per Round, but cut his Duration from Hours to Minutes.
+ Charge: This is the same as a Sprint, but his impact will be [+2 Ranks] greater than his Current Strength.
+ Swim: Half Speed of Run. IGN may hold his breath for ‘Minutes’ based on his Endurance (Drop the One’s Digit).
+ Climb or Crawl: 1 Area per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: IGN may clear half the Distance of his Running, but he may add this extra distance to a Sprint or Charge.

Equipment:

Uniform: RM:30. IGN wears a custom tailored uniform designed of pliable kevlar and polymer fabrics, which should be considered as GD:10 to RM:30 Armor to conventional attacks. Normally, IGN’s uniform conceals his entire body aside from his head and arms, but IGN does have a tactical helmet and sleeves for the uniform.

+ RM:30 protection from heat, cold, and Energy based attacks.
+ EC:15 protection from edged and shooting attacks.
+ GD:10 protection to Blunt impact.

Flesh Armor: IGN’s body is also very durable since his muscle and skeletal mass is quite dense.

+ Invulnerability: SP:45 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.
+ Skeleton: MN:75. Organic Bone Material. Normal Human bones, just tough as ‘Iron’ and ‘Steel’
+ Muscle Mass: RM:30. Provides Armor verses most Physical and Energy based attacks.
+ Skin Mass: EX:20. He has tough, skin to Physical and Temperature extremes.
+ Soft Tissues: EC:15 to almost all known injuries and attacks.



M-300 Assault Cannon:

IGN uses this weapon on AM:50 FEAT Rolls from his Agility [+3CS] or he can use the Weapon directly from his Fighting Rank if the target is within 100 feet (10 Areas) of distance.

IGN does have a favorite Military grade hand cannon, known as the M-300 Assault Cannon. It is built and manufactured by 'Ruger' Fire Arms for the sole purpose of outfitting Military Special Ops Soldiers and Sailors with a very powerful, lightweight, rugged and versatile weapon. The M-300 Assault Cannon fires caseless rounds (Bullets) of pure Photon Energy that is focused into a trajectory blast.

At full force the M-300 AC can shoot an energy based 'bullet' of AW:90 intensity. Although the power of an M-300 AC bullet is comparable to the force of small nuclear warhead, it cannot demolish a city block. The blast dimensions of an M-300 AC is about 3 feet wide, while the Photon Energy Sphere gets elongated to about 10 feet long due to muzzle velocity. Normally, an M-300 AC blast will simply cut a 3 foot diameter hole into any target it is fired at. The blast itself is a white hot photon energy blast.

Ballistic range of the weapon is about 6 miles before its Photon Energy is depleted and dispersed. IGN’s normal targeting skills allow him to shoot at targets up to 1000 feet (100 Areas) without penalty while on open terrain.

The particle accelerator engine used in an M-300 AC is a miniature version of the same weapon engines used in modern Tank Cannons and Battle Ship Deck Guns. The M-300 AC is fairly lightweight at 40 pounds; given its brute firepower, and it does have a kick with its recoil. Any person with AA:08 Strength can fire the weapon once every 3 Game Rounds. GD:10 Strength is every other Game Round. EX:20 Strength or better can fire the weapon without penalties.

Almost all M-300 Assault Cannons are made of AM:50 grade materials and it can be used under water as well as outer space.

An M-300 Assault Cannon's versatility is almost unparalleled by other Military Grade Firearms as well. The Photon Bullet it fires can be manipulated and altered into a number of other lethal projectiles to render various results. Ammunition of the weapon is recharged and reloaded with each firing cycle's recoil. The firing bolt assembly and buffer spring collect that recoil energy to produce the next bullet. The M-300 AC does use a fusion generator during the process of making a bullet or 'Charging Up' a very powerful bullet. However, this fusion generator has as a battery life of about 20 to 30 years. Running out of Ammo is not a concern.

+ M-300 Assault Cannon's Full Auto Beam:
This firing pattern allows the gun to shoot a constant beam of steady energy measured at SN:60 intensity for every Game Round the beam is in contact with a given target. This firing pattern is also 'easy' to aim and keep a 'bead' on a moving target. Any Character will get [+2CS] to stay on target after the initial FEAT Roll was made to aim and fire. Some M-300's are augmented with a stun or ensnaring adapter to hold a moving target in place. Often this is called a 'Zero Point' energy adapter, which also allows the target to become weightless under Earth's normal gravity.

+ M-300 Assault Cannon's Full Auto Blasts:
This firing pattern allows the gun to fire multiple blasts in a consecutive rapid-fire fashion. Each Blast is AS:80 in energy intensity, and the weapon can release 2 Bullets per Game Round at targets within a 10 foot (1 Area) wide spread of each other; [-2CS] for shooting. If the Character is firing at a single target there is no penalty. This is often used as suppressive firing to push away debris or clear a path.

+ M-300 Assault Cannon's Standard Blasts:
This allows the gun and Character to fire 1 blast per Game Round at AW:90 intensity energy. For the most part this firing pattern is the most useful for short, medium and long-range assault tactics. Its has enough power to slam or K.O or disable most heavy-duty targets.

+ M-300 Assault Cannon's Flack Blasts:
This firing pattern allows the weapon to fire off a Shrapnel Spread Blast…. "SHOT-GUN" style. The blast hits with AS:80 impact with a 10 foot (1 Area) wide spread. Long Range gunnery is almost out of the question, as this Blast will only reach 150 feet (15 Areas). However, this blast is very useful for Melee and Close Quarters battle. At 10 feet (1 Area) away or closer the Flack blast will deliver AW:90 impact with 'KILL' results even if the Character rolled a ‘White’ on the result grid. This makes the weapon 'Hit' or 'Miss' capable…….. If it simply 'Hits' the given target it will strike a vital spot regardless. IGN’s M-300 AC's is also outfitted with a metal wire ensnaring net that will anchor to solid objects.

+ M-300 Assault Cannon's Flack 'Nades:
This allows the M-300 Assault Cannon to encapsulate its Photon Bullets into an explosive grenade form, which can be adjusted with a timed detonation period. The grenades will explode with AW:90 intensity energy to level a space that is 40 feet (4 Areas) in radius from the epicenter (ground zero) of the 'Nade. (It's a 80-foot wide diameter explosion). The Flack 'Nade looks like a black polished ball and timed detonation can be set for a maximum delay of 3 minutes (30 Game Rounds).

+ M-300 Assault Cannon's Sniper Beam:
This allows the M-300 AC to fire it's Photon Blast with a tightly compressed cutting beam that is specifically designed to pierce through armor and various obstacles. Damage of the beam is only RM:30 to any given target, but it is capable of punching a 3 inch wide hole through SY:200 grade materials. Targeting Range is also greatly improved; able to accurately hit any given target at 4000 feet (400 Areas) away without penalty. Most Characters will need to use a mounted sighting scope at such ranges, unless their Intuition is IN:40 or better.

+ M-300 Assault Cannon's Ultra Blast:
This firing pattern allows the Cannon to 'Charge Up' its Photon Energy intensity up to 2 Power Ranks by building up energy into its firing chamber then releasing it. The M-300 AC charges up fairly fast as well. The operating Character simply holds down the secondary trigger. Power of the gun will be raised by 1 Power Rank within 1 Game Round of 'Charging Up'. It can be amplified to 2 Power Ranks within 2 Game Rounds. As an example the Cannon's Standard Blast can be amplified from AW:90 to UN:100 power with a 1 Round charge time; and from AW:90 to GL:125 with a 2 Round charge time. The real bonus is not just brute firepower but its ability to fire in this manner for all its firing patterns.

+ M-300 Assault Cannon's Self Destruction:
As with almost all Special Forces and Tactical Ops weapons the M-300 Assault Cannon is built with an overload sequence to explode very violently in the event that it captured by enemy forces. Detonation of Cannon's core fusion engine will render a SX:150 explosion that will level a 700 foot (70 Areas) Grid of space with a sphere of devastating energy. The Self Destruction Detonation can be set to a maximum delayed time fuse of 30 minutes (300 Game Rounds). Of course, the M-300 gets obliterated on the atomic level and its Self Destruction sequence is fully silent to make the weapon appear dormant.

After reading all of that…… Now you know why IGN prefers this weapon.




F: TR:85 | The Truck will avoid ‘Melee’ Combat... But all weapons and tools are used on this Rank.
A: RM:30 | This suffices for Speed and Control. The Humvee can achieve 100 MPH in about 10 seconds.
S: AM:50 | This suffices as engine power to Tow, Pull, or Push with physical contact.
E: UN:100 | Fuel reserves and vital systems. The Humvee needs Fuel, but can travel in Water or Land.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The Humvee does have it’s own ‘Will’ but is completely Loyal to IGN.

Health: 265
Karma: 245


IGN’s Humvee: Possibly the world’s most utilitarian ground vehicle is the ‘Humvee’ and IGN acquired this land beast during his years as a Professional Foot Ball player. This vehicle is nearly the only tangible object he has from his former life as a Professional Foot Ball player and Family Man.

As the years passed IGN and “M” augmented the Humvee with a complex form of Artificial Intelligence. For the most part it is a ‘Robot’ in the traditional sense and holds it’s own FASERIP status. The Truck is capable of self-driving on virtually any land terrain. While unmanned the Humvee is fully self-sufficient and will avoid direct confrontation unless it is cornered and requires combat to survive.

The Humvee is also quite easy to drive and operate, allowing a Character of PR:04 Reasoning to use it’s functional abilities at minimum capacity (It’s current FASERIP). But the onboard A.I. will not allow other people to Drive it unless IGN is with that person.

Talented drivers who have at least 1 associated talent can operate this Humvee at Plus One Rank higher on it’s current FASERIP. IGN can Drive this Truck with Plus Two Ranks on it’s FASERIP.

The Humvee can be linked into nearly any docking station for repairs or digital uplink. The A.I. governs this Truck during IGN’s absence. The Humvee also has a few technical ‘Powers’.

Armor and Body Construction: Hull is RM:30 to AM:50 physical materials with Deployable Force Shields rendering UN:100 Armor. This Truck is nearly fully immune to E.M.P. (Electro Magnetic Pulse) based attacks up to SX:150 intensity. Even when its electrical circuits are disabled the 800 Horse Power V-8 diesel engine will continue to run with only a mild ‘hiccup’.

Self Repair: EX:20. This is augmented via nano technology. Basically the Humvee is infested with trillions of microscopic robots, which repair mechanical and electronic damage. This functions similar to Robotic Regeneration. The Truck can actually rebuild permanently damaged parts if supplied with raw materials placed in the trunk...... So, don’t place travel luggage in the trunk. The Humvee will literally eat the luggage. The Humvee gains 2 to 4 HP per round after its been damaged or disabled. The Truck is fully functional at 126 HP. At 84 to 43 HP the Truck can operate on its FASE stats at [-2CS] for any activity. The Truck needs to be parked and allowed to ‘Heal’ at 42 HP.

Any items or raw materials placed into the trunk will be used for repairs. If no items are placed in the trunk the nano technology will consume raw materials around the Humvee, or the truck will drive itself to an area with iron, rubber, plastic, fabrics and glass.... Preferably an automobile salvage yard. If the Truck is exposed to higher-grade materials, such as carbide steel, carbon fiber, titanium, diamonds, or similar materials its Health can be increased to a maximum of 350 HP. But its FASE stats do not increase since the truck will apply more conventional ‘Armor’.

Color Cloak: RM:30. The Humvee can alter its paint color finish giving it a form of tactical camouflage.


Talents:

Weapons Specialist | Martial Arts ABC | Sports: Foot Ball | Leadership | Military | Tumbling | Driving | Total Navigation | Automotive Tinkering | Finance | Retail Business | Resist Domination | Infiltration | Fire Arms and Shooting Weapons | Emotion Control: Self | Urban Survival | Power Weight Lifting | Stealth

Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons IGN may contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy has 50 Clones of himself.
Nali: This Guy is an Alien Creature and is possibly the VIPER Clan’s strongest individual member.
Seven: This Guy is a Human, like IGN, but his powers are ‘Speed’ based.
Brock: This Guy is another Human, like IGN.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated.
Krome: This Guy is a Human Mutant, but he Rivals Nali as the VIPER Clan’s strongest individual member.
M: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Cobra: This is a Foot Soldier of the VIPER Clan.
Python: This is a Foot Soldier of the VIPER Clan..
Rattler: This is a Foot Soldier of the VIPER Clan.
Snake: This is a Foot Soldier of the VIPER Clan.

HOLY SHIX.... An Eight Page Book.

(\__/)
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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD



Edited 2 time(s). Last edit at 05/03/2008 06:43PM by TankerAce.
Nali "TANK"
April 14, 2008 04:39PM
avatar
Nali (AKA:TANK)




Distinguishing Physical Features:

Nali is obviously not a human at all. He is an Extra Terrestrial Alien Life Form from a Solar System called Pa-Nali Prime. His home world and civilization is approximately 40,000 Light-Years away from modern Earth.

The most obvious feature about Nali is that he lacks arms and hands. And has a beast like face with a ‘Snout’. And Cloven Hoofed Feet, such as a Bovine creature would have; And finally, a Tail.

To add more oddities to this strange Alien Creature is Nali also has a great deal of bionic implants; mainly the ‘Gun-Rack’ saddled upon his back. He has other bionic implants, but this is the most obvious implant of all.

Nali is a bipedal creature; holding his balance in an upright position upon 2 sturdy ‘cloven-hoofed’ legs. But his Head and Tail operate in unison to maintain perfect balance. Nali walks upright, and can perform many athletic feats far beyond human abilities.

Origin:

Nali’s arrival to our Planet Earth is somewhat of a mystery. Around the turn of the 26th Century (2500 AD) Deep space mining crews on the outer rings of Planet Saturn discovered his small spacecraft. His ship, and his Alien body was cryogenically frozen solid from the brutal cold of deep space.

Naturally, the Mining Crew who had found him was apprehensive about this odd and somewhat fearsome looking creature. Thus, Nali was taken to a Space Station for further scientific analysis. As a result, many new forms of technology were discovered and harvested to improve humanity. One such technology was genetically ingrained Bionics and Cybernetics. Such as ‘Plugging-In’ the human Psyche into computer controlled machinery and being able to operate the machine on a Psychic level. Sort of like the Movie ‘The Matrix’ but not quite as developed and refined.

While these forms of technology were quite crude and undeveloped, it allowed some hefty jumps in the evolution of Androids, Robotics, and other forms of Cybernetic Technology. However, like most things of value; Humans will fight over it.

For some 20 to 30 years the Mining Crew and Science Space Station kept Nali cryogenically frozen, while they grew profitable designing and creating many new inventions both small and large. Eventually, the Mining Crew came under attack by those who wanted to steal the Alien Life Form for their own profitable gains.

During the attacks on the space station Nali’s containment unit was shut down and he managed to thaw out. Unknown as to how, but Nali was revived back to life during the chaotic attack.

Nali literally awoke from his deep slumber in the midst of a human battlefield, which was totally Alien to him. And he had to fight his way out to survive. Even though Nali was quite weak from being frozen for thousands, maybe tens of thousands of years, his survival instincts remained intact; as well as his cybernetic weapon systems.

From Nali’s cybernetic apparatus mounted upon his back he reviled it’s true function to rapidly generate or ‘Grow’ powerful shooting weapons from seemingly ‘nothing’…… These Gun-Like weapons simply appeared upon his back and he was quite the sharp shooter with these lethal ‘Guns’.

Fighting humans at every corner on his way around the Space Station was quite the task, but Nali managed to find his ship, climb inside, and start it up. Once all systems were ‘GO’ Nali hit he throttle and blasted his way from the Space Station and feuding humans.

When he managed his escape he plotted his direction from Saturn toward Earth, the only life-harboring Planet in our Soar System. Nali’s journey to Earth took 5 to 7 years, but he was still about 2 weeks ahead of his human captors. Nali landed on Earth and managed to nurse himself back to health. But he soon discovered Earth and its civilization was not so peaceful; as the whole planet was a Barbaric War Zone.

Avoiding a violent gang infested city riot, Nali stumbled into an NEG Sanctioned Combat Tournament. The assailants here were hardened warriors; but Nali managed a slim victory in the modern Gladiator Battle.

After that day, Nali was recognized by the general populous of Earth; And dubbed “TANK” for obviously looking like a miniature Combat Tank.

Life Style: Tank’s life style is quite complicated and barbaric compared to current 21st Century human society. He basically lives aboard his high tech spacecraft or he may find himself in the rat-infested city slums. After some years he found allegiance with a Combat Clan called VIPER.

While Tank is welcomed to live in any one of Viper-Xan’s seven Earth bound Temples he spends most of his time preparing for his next ‘Event’ as a gladiator. It is unknown what Tank’s upbringing was; but apparently his Pa-Nali society raised him to be a ‘Fighter’ or ‘Warrior’.

Personality: Well, given that he is an Alien Creature, who ‘Fights’ just about everything in sight; most people choose not to socialize with Tank too much. However, Tank has expressed some human morals and has even saved the lives of some humans. He has even learned to ‘Speak’ many human languages by means of a robotic voice. But for the most part, Tank is fairly quite and does his socializing from the business end of his ‘GUNS’.


Known Powers:

Autonomy: Tank’s entire body structure is vastly different from a Human Being. He is actually a Sub-Species of the Pa-Nali civilization, known as a Nali-War-Cow. These ‘Cows’ are raised in farms as domesticated animals for Fighting Soldiers and Warriors, which safeguard the Pa-Nali cities from various invasions. The Pa-Nali civilization is quite advanced in relation to human civilization.

The Pa-Nali civilization spans over 4 different planets in a solar system similar to Earth’s. But all 4 planets are under constant bombardment from 5 to 7 other hostile civilizations from a neighboring solar system. No doubt, their entire solar area is a chaotic war zone of highly sophisticated weapons, soldiers and cosmonauts.

Tank’s body and DNA is a misunderstood form of Organic and Cybernetic Technology. He is somewhat comparable to a Living Android. This also endows him with a number of super natural ‘Powers’ and even some forms of ‘Magic’.


Relics of Power: Tank has Seven unique ‘Relics’ or Organ Systems inside his body; Aside from a Heart, Liver, Lungs, Muscles…etc. These Relics allow Tank to generate and manipulate matter and energy, pretty much allowing him the ability of scientific ‘Magic’. Each Relic pretty much operates to enhance each attribute of his FASERIP.

To use one of these ‘Relics’ Tank needs to burn 1 Karma Point to activate a ‘Relic’ at minimum power, which is GD:10 intensity. He can use more Karma Points to strengthen the intensity of a Relic on a Point for Power basis. As an example, 51 Karma Points will activate a single Relic power at AM:50 intensity. Tank may also combine multiple Relics to render other Powers with 1 Additional Karma Point.

Once a Relic is active, Tank may use it for about 6 hours (3600 Game Rounds) without ill effects OR until he swaps out Relic functions. Tank may also combine multiple Relics to render other Powers with 1 Additional Karma Point.

Speed | Strength | Armor | Regen | Stealth | Vengeance | Redemption

Relic of Speed: This Relic endows Tank with a form of Hyper-Speed that enhances his Agility. Given that Tank’s base Agility is MN:75 he can reach some fearsome speeds quite easily. As an example, Tank can use 81 Karma Points to increase his Agility from MN:75 to SX:155.

(1 KP to Activate + 80 KP to Amp the Relic to AS:80 + Stack on his Base Agility of MN:75 = SX:155)

However, Tank has some limitations with his Relic of Speed. He may only use the Relic of Speed to enhance his Agility for Defensive actions and Map Mobility. Tank CAN NOT use his Guns on his Agility Rank; Only the Fighting Rank for ‘Shooting’ and ‘Throwing’ or otherwise offensive Agility FEAT Rolls.

But this Power can give him Plus Shifts to his ‘Fighting’ Rank. Like the Relic of Strength, the Relic of Speed will also improve his ‘Fighting’ Rank. For every 2 Ranks of increase to his ‘Agility’ Tank will also gain Plus 1 Rank to his ‘Fighting’ Rank. This is not reflected as a Health Point increase.

Relic of Strength: This Relic endows Tank with an enhanced level of Strength, which he may add on top of his base Strength of RM:30. This relic allows Tank some fairly brutal capabilities, but mainly it increases the intensity and firepower of his ‘Guns’.

As an example Tank can Summon a common 45 Caliber Pistol which delivers ‘GD:10 Lethal Damage’ and Tank will fire the pistol from his Fighting Rank for FEAT Rolls. But with his Relic of Strength he can manipulate the small caliber weapon to deliver much more fearsome damage; such as using 21 Karma Points to increase the 45 Caliber pistol’s GD:10 Damage to RM:30 Damage. (10 + 20 = 30). Tank uses a pre-set inventory of various weapons, which are detailed further down in his status page.

Like the Relic of Speed, the Relic of Strength will also improve his ‘Fighting’ Rank. For every 2 Ranks of increase to his ‘Strength’ Tank will also gain Plus 1 Rank to his ‘Fighting’ Rank. This is not reflected as a Health Point increase.

Relic of Defense: This Relic endows Tank with an enhanced level of Endurance by means of an ‘Armored’ Sheath protecting his body from virtually all known attacks, even magic. Tank’s base Endurance and Defense Rank is SV:65. Thus, he can attain some very heavy duty ‘Armor’ with very little Karma expenditures. This functions as ‘Armor’ or ‘True Invulnerability’ to reduce attack damage to his Health. As an example Tank may use or ‘Burn’ 31 Karma Points to activate this Relic and achieve Phenomenal 95 ‘Armor’.

(1 + 30 + 65 = PH:95 ‘Armored’ Sheath or True Invulnerability)

The Relic of Defense forms an invisible ‘Armored’ Sheath only a few millimeters from his skin, but he can also use this Relic of Defense to create a transparent energy based Frontal Shield at a maximum Shield capacity of CL:1000. This Frontal Shield requires 36 Karma Points to activate.

(1 + 35 + 65 = UN:100 ‘Armor’ then the Armor is focused into a ‘Disc Shield’ which is 10 Times Stronger)

Relic of Regen: This Relic endows Tank with an enhanced level of Endurance by means of ‘Regeneration’. This Regen works like normal Regen for MSH Rules, but is considered 5 Slot Regen; Allowing him to Revive and Regrow from a Single Living Cell. Most players and judges will say this allows Tank to Clone himself after suffering a brutal attack, but this is not possible. Tank has a tiny cluster of Cells deep in his torso which are surrounded with a CL:3000 barrier. This tiny cluster of cells and DNA material is the primary seed Tank may re-grow from in the event that his body is completely obliterated.

For the MSH Game Mechanics this Regen functions to recover HP and Endurance as follows.

1 Karma Point is needed to Activate the Relic at GD:10 Intensity. This will Regen 1 HP per round up to his Maximum ‘245’ Health.

Any additional Karma Points will increase the Regen Relic on a Point for Power basis; As an example 50 Karma Points will Render AM:50 Health Point Regeneration, in which Tank will recover 5 HP per Game Round.

Relic of Stealth: This Relic actually has 2 distinct functions. It allows Tank a form of Invisibility and simultaneously allows him an advanced system for Extra Sensory Perception. This Relic is pretty much based on his Reason and Intuition Ranks.

How it works; This Relic allows Tank’s body to bend light waves and electromagnetic radiation around him. In essence making him ‘Invisible’ to the naked eye and virtually all sensory or perception equipment. Tank can also use this system to alter pigments and skin tones to provide textured ‘camouflage’ on his skin, or do the exact opposite so he may visually stand out with flashy colors or tattooed designs on his body.

This function of the Relic operates on his Reason Rank at IM:25. Normally Tank will need to FEAT roll a Yellow or RED and pretty much cast an illusion over himself. But he may simply forfeit the FEAT roll and use a few Karma Points to achieve a desired sensory effect at a given Power Rank. As an example he can use 31 Karma Points to generate RM:30 illusions over his own silhouette. These illusions can effect all 5 senses of Vision, Hearing, Touch, Taste, and Smell. This system does have limitations though, he cannot appear to be a Human or another creature. His form will remain that of a Nali-Cow.

The second function of the Stealth Relic is his ability to use this sensory illusion system for his own perception enhancements. Such a FEAT maybe shifting his eyesight from normal color vision to infra-red night vision. Or altering his hearing to detect ultra sonic sound waves. This system works directly off his Intuition Rank of SN:60. Used like the other Relics Tank may execute virtually any FEAT of perception with his 5 physical senses. This particular Relic also allows Tank to have a full Spherical Radar or Danger Sense of SN:60 at all times. This Radar can automatically detect emanate threats or dangers from about 6 Areas Away.

Relic of Vengeance: This Relic endows Tank with a form of Psychic Telekinesis used on his Psyche Rank of PH:95. Tank’s Psyche is quite elevated due to his intense use of this particular Relic. ALL Player and Judge Characters have some means of defense from virtually ANY attacks. Thus, Tank has mastered this particular Relic in tandem with his Weapons so that ANY target he shoots at WILL TAKE DAMAGE, even Characters who have ‘True’ invulnerability such as Super-Man or Juggernaut.

By default Tank’s Relic of Vengeance allows him to effectively attack ANY target Character with a PH:95 means of bypassing the target Character’s defenses and getting his ‘Damage’ through to the target Character’s Health…. Meaning Characters such as Superman or Juggernaut would take Damage from Tank’s weapons… This does not nullify ‘Armor’ or Passive Defenses, but it allows True Invulnerability Characters to be subjected to HP Damage, Slams, Stuns, and even Lethal KILL score FEAT Rolls.

Tank may upgrade the Relic of Vengeance just like his other Relics, by adding Karma Points on top of his default Rank of PH:95… 1 KP to engage and additional KP added to intensify the ‘Armor’ piercing on a point for power bases. At Maximum output Tank can have his Weapons and Attacks bypass SZ:335 True Invulnerability… (This is considered a NO @#$%& ARGUMENT Power)

Relic of Redemption: This Relic combines a few Power Stunts enabling Tank an almost unfair advantage over most other Player Characters. It gives Tank a form of Immortality and some other various powers. This Relic is often not used unless immanent or grave danger can be perceived within seconds before impact. It’s entire function is designed to save Tank’s ASS during extreme situations where Tank is facing eminent ‘DEATH’.

How it works; This Relic can only be activated if Tank ‘Burns’ 201 Karma Points. This allows Tank SY:200 Immortality and 200 additional [Shift Y] FEAT Rolls to ‘Revive’ from eminent ‘DEATH’. When Tank’s Health and Endurance Ranks are beaten down to 1 HP and Decrepit 01 Endurance Level he will ‘Vanish’ and reappear or ‘Teleport’ to a random location with FULL HEALTH, Full Karma and Powers fully intact. This allows him to ‘Re-Spawn’ and avoid ‘TRUE DEATH’.

Blue: Total Failure… Tank will most likely DIE if he is attacked in the next Game Round and his HP and Endurance is beaten to Zero. FEAT Rolling a Blue is nearly impossible. Tank will most likely reserve his last 39 Karma Points to FEAT roll a minimum FEAT score of 40 (39 KP + 01 Dice Roll = 40) Which would be a Max Column GREEN FEAT on SY:200.

White: Tank will ‘Re-Spawn’ and instantly have Full Redemption, but he will remain in the same Area of Attack and lose the Initiative…. Often allowing his enemy to attack in the following Game Round without penalty.

Green: Tank will ‘Re-Spawn’ instantly and have Full Redemption, but he will Re-Spawn 10 to 50 Feet (1 to 5 Areas) away from Ground Zero where he ‘DIED’…. This allows Tank to gain some distance between him and the fatal situation.

Yellow: Tank will ‘Re-Spawn’ instantly and have Full Redemption, but he will Re-Spawn 50 to 100 Feet (5 to 10 Areas) away from Ground Zero where he ‘DIED’….. This allows Tank to gain a great deal of distance between him and the fatal situation.

RED: Tank will ‘Re-Spawn’ instantly and have Full Redemption, but he will Re-Spawn 100 to 150 Feet (10 to 15 Areas) away from Ground Zero where he ‘DIED’….. This allows Tank to retain his ‘Next Round’ Initiative and possibly take action first in the Game Round.



Melee Combat | Body as a Weapon | Natural Enhancements: Tank is Role-Played a little bit different than most other Characters. Tank does not FEAT Roll on his ‘Agility’ Rank to Shoot trajectory weapons. This is why his ‘Fighting’ and ‘Agility’ Ranks are at identical levels; to prevent Player and Judge arguments over Game Mechanics…. Simply put, Tank Attacks and Defends or Simply ‘Fights’ on his Fighting Rank with ANY and ALL weapons.

Tank will avoid Hand to Hand or Close Range combat since he has only 2 legs. But make no mistake he can be quite vicious in the event of a Hand to Hand conflict. Tank will ‘Clock’ an enemy Character with his Gun Rack. He also has a nasty Bite and his Cloven Hoofed feet are considered as ‘Edged’ weapons. (From the back side; Tank can rip a Monster Fart that can gag and choke at IN:40 intensity…. LOL!!!!)

+ Mouth and Teeth: Tank can deliver a Bite of RM:30 Edged Damage, but this is not the bad part. His mouth is nasty enough to deliver an acidic venom of flesh dissolving bacteria. This is considered as AM:50 toxic poison that will inflict AM:50 Damage every Game Round to a bitten Character. Tank can also spit this acid to deliver a ‘Pepper Spray’ mace attack of IN:40 Damage at close range. Often this is not used unless Tank is cornered and has no other ‘Fighting’ options. Tank is nearly immune to similar attacks up to MN:75 potency poisons and toxics.

+ Cloven Hooves: All Nali Cows have Cloven Hooves (Hooves that are split) and the hooves are reasonably sharp and allow the Nali Cows to use their Cloven Hoof feet as dexterous as a human hand. Tank can use his Hooves to inflict IN:40 Edged damage.


+ Gun Rack | Back Mount: This is a common addition to Nali-War-Cows who serve the Nali Society. The Gun Rack is a bionic extension of the Cow's skeleton and it can be used as a crude hand or arm, or a simple Melee weapon. The Gun Rack by itself can be used as Melee weapon to inflict IN:40 Damage. However, this is rare. The Gun Rack is used to mount virtually ANY hand held firearm to Tank’s back. Why beat someone with a stick when you can just shoot ‘em with a cannon.

Tank has an enhanced Gun Rack that is not so common to other Nali-Cows. Tank’s Gun Rack is Psychically charged so that he can basically 'Pull' objects to the Rack if he chooses. The Gun Rack should be considered as having RM:30 Strength to pull within a 1 Area distance of his location. This is primarily used in combat to disarm assailants or pick up weapons in a hurry. The Gun Rack is designed to operate and handle ANY weapon Tank may come across with MN:75 Knowledge, Skill and Ability.

It also allows Tank to carry a shit load of ammo and other weapons. Once Tank picks up a weapon with the Gun Rack the weapon's molecular structure will be memorized so that he can 'Replicate' and ‘Summon’ that weapon on Psyche FEAT at a later time (Green Feat of PH:95).

Tank can carry up to 4 tons of Ammo and Handguns in the system's data bank by replicating the weapon on a molecular recall. It can be used for other tasks as well, but often Tank’s Gun Rack is reserved for 'Weapons Only'

Operation of ANY weapon mounted in the Gun Rack should be considered at MN:75 Dexterity, Skill, Knowledge and simple Brute Ability due to various laser sights, optical enhancements, recoil stabilization, gyroscope enhanced balance, trajectory computer, range finder, …. The list goes on and on.

Mobility Enhancements: Tank’s map mobility is handled on his FASE Ranks like most other Characters.

+ Walk: 2 to 5 Areas per Round. He can ignore barriers of 2 Ranks less than his Current Strength without FEAT Rolls. He may increase this with the Relic of Strength. But that’s stupid; Just Spit the Acid Venom, or better yet just Shoot the gottam barrier down.

+ Run: Areas per Round is determined by his Current Agility (Drop the One’s Digit). At ‘Normal’ its 7 Areas. Running Duration is determined in hours based from his Current Endurance (Drop the One’s Digit). Normally, Tank can run at full bore for about 6 Hours before becoming exhausted.

+ Sprint: Tank will increase his ‘Run’ Speed from 7 to 14 Areas per Round, but cut his Duration from Hours to Minutes. Use his Relic of Speed to achieve speeds in excess of 500 MPH.

+ Charge: This is the same as a Sprint, but his impact will be [+2 Ranks] greater than his Current Strength.

+ Swim: Half Speed of Run. Tank may hold his breath for ‘Minutes’ based on his Endurance (Drop the One’s Digit). This is normally 6 Minutes. He can use his Relics to Achieve under water breathing for about 6 Hours.

+ Climb or Crawl: 1 Area per Round. He can Climb most rough texture surfaces, even upside down with the aid of an Electromagnetic-Photon Adhesion system utilized with his Relics.

+ Jump: Tank may clear half the Distance of his Running, Normally about 3 Areas, but he may add this extra distance to a Sprint or Charge.



Equipment and Weapon Summoning: PH:95. Tank uses a vast array of conventional and fictional weapons, hand held Firearms, and Explosives. He can basically Summon virtually any hand held weapon he desires at Will. These Weapons are housed and used in his Gun Rack.

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are ‘Replicated’ from a molecular blue print via a magic matter / energy manipulation system within him.

+ BLUE: Total Failure. He will not Summon a Weapon.... He needs to FEAT Roll in the next Round.
+ WHITE: Minor Success. The Weapon is coming in 1 to 5 Game Rounds.
+ GREEN: Success. The Weapon is coming in 1 to 2 Game Rounds.
+ YELLOW: Success. The Weapon is coming in the Next Game Round.
+ RED: Success. The Weapon instantly appears in his hand and is ready to use.

Below is a list of 10 unique shooting weapons Tank has permanently placed into his Summoning System. Tank does NOT have to FEAT Roll to Summon these 10 Weapons. As well, Tank will memorize particular weapons into his Summoning System if he gets a hold of such Weapons. One such Weapon is an M-300 Assault Cannon. (This Weapon is described in IGN’s Status Page)




Pistols: Tank uses about 10 different types of pistols ranging from revolvers to semi-automatic top slides. These are large bore pistols of about a 50 Caliber Magnum. Tank’s pistols can be arranged to fire traditional Bullets or Pure Energy Bullets… If a Player and Judge go into argument over Game Mechanics, Tank can use ‘Magic’ Bullets that WILL PUNCH Through ANY Armor or Passive Defense based upon a set Power Rank.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: RM:30 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: IN:40 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 150 to 250 feet (15 to 25 Areas)
+ Burst and Rapid Fire: Tank can fire a maximum of 7 Bullets in a Single Game Round from One Pistol.
+ Multiple Guns at Once: Tank can use 8 Pistols in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 8 Pistols is 1680 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction is RM:30 to AM:50.




Razor Disc Gun | Ripper: This is a crude rail-gun that fires explosive and razor sharp discs. Each disc is about 10 inches in diameter and the discs can be arranged to ‘Rebound’ from various surfaces or explode upon impact, or even be used to launch a ‘Sticky’ Bomb or adhesive tracking devise. The Gun itself can also be used as a Bladed Sword.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: RM:30 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 300 to 350 feet (30 to 35 Areas)
+ Burst and Rapid Fire: Tank can fire up to 3 Razor Bullets from One Razor Ripper Gun per Round.
+ Multiple Guns at Once: Tank can use 3 Razor Ripper Guns in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 3 Razor Rippers is SY:270 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:500
+ Destruction is GD:10 to RM:30.




Flack Cannon: This stubby ‘Block’ Hammer like weapon fires Flack Grenades ‘SHOT-GUN’ style. It can fire either a Scatter Shot Grenade or launch an explosive impact grenade. This weapon is extremely useful for Close Range Gunnery Combat, but nearly useless for long range combat. The Blast and even the Gun can be used as a crude Shield.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AM:50 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 50 to 100 feet (5 to 10 Areas)… Damage is MN:75 with in 2 Areas, and UN:100 at 1 Area Range.
+ Burst and Rapid Fire: Tank can fire a maximum of 2 Flack Bullets from One Flack Cannon.
+ Multiple Guns at Once: Tank can use 2 Flack Cannons in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 5 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Flack Cannons is SY:200 HP Damage on a Single FEAT.
+ Max Damage at 2 Areas is SZ:300 and SZ:400 at 1 Area Ranges.
+ Destruction: Level a 5 Area Grid Block.




Bio | Goo | Glue Gun: This gun allows Tank to shoot a glob of sticky adhesive gel. This Gel can be used as adhesive ‘Glue’ or can be charged with various compounds to render explosives, corrosives, or toxic poisons. He can use this weapon in 3 basic shot patterns; A sticky steam of Gel launched fire hose style, or he may fire off multiple globs of Goo that will cover a 2 Area Grid, and finally a Large beach ball sized glob that is quite intense.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AM:50 Toxic Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 50 to 100 feet (5 to 10 Areas)… Damage is MN:75 with in 2 Areas, and UN:100 at 1 Area Range.
+ Stream Firing: Similar to a Water Hose that can cover a 1 Area Grid in a Single Game Round.
+ Burst and Rapid Fire: Tank can fire a maximum of 5 baseball-sized globs from One Goo Gun.
+ Big Goo: This will bundle up the Goo Gun’s ‘Goo’ to the size of a Beach Ball to inflict SX:150 Impact.
+ Multiple Guns at Once: Tank can use 2 Goo Guns in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 2 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all Both Goo Guns is SZ:500 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction: Level a 2 Area Grid Block



Shock Rifle: This gun allows Tank to shoot a blast of lethal Plasma Photon Energy at a combat range of 500 feet (50 Areas). The Blast can be fired as a ‘Ball’ or a trajectory ‘Beam’. The weapon will inflict AS:80 Energy Based Damage, but it can be used with a Power Stunt called a ‘Shock Combo’ to explode upon target contact in a confined 1 Area Grid with SX:150 impact. This weapon can also be used as a Melee energy sword or ‘Light Saber’ which will inflict SX:150 Damage and Armor piercing.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AS:80 Energy Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: UN:100 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 400 to 500 feet (40 to 50 Areas)
+ Burst and Rapid Fire: Tank can fire a maximum of 2 blast per round with One Shock Rifle.
+ Shock Combo: SX:150 Energy Impact confined to a 1 Area Grid Block. [-3CS] from MN:75 FEAT Roll.
+ Multiple Guns at Once: Tank can use 2 Shock Rifles at once, allowing a Burst of 4 Shots per Round.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 2 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Shock Rifles is SZ:320 HP Damage on a Single FEAT.
+ Max Damage with a double Shock Combo is SZ:500 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction: Level a 1 Area Grid Block.




Sniper Rifle: This gun allows Tank to fire off a tightly compressed ‘Bullet’ into a fine point armor piercing ‘Shell’ or Energized ‘Beam’. Damage of this weapon is only EX:20, but it is capable of piercing SX:150 Armor at ranges in excess of 2000 feet (200 Areas). The beam or bullet can also be charged with various energy types to render heat, cold, electricity, explosives, corrosives, or toxic effects. This gun can be fired twice per Game Round, but only at targets within 1 Area from the last target shot at.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: EX:20 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: SX:150 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 1500 to 2000 feet (150 to 200 Areas). Tank can use telescopic ‘Zoom-In’ Vision with this Gun.
+ Burst and Rapid Fire: Tank can fire a maximum of 2 blasts per round One Sniper Rifle.
+ Multiple Guns at Once: Tank can use 4 Sniper Rifles at once, allowing a Burst of 4 Shots per Round.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 1 Area Grid.
+ Multiple Targets: Tank will lose [3CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 4 Sniper Rifles is SX:160 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is CL:1000 (1200 to be exact)
+ Destruction: Leaves a hole about 1 inch wide… PR:04 to TY:06.



Rocket Launcher: This weapon launches self propelled Explosive Rockets. These Rockets are possibly his most sophisticated and destructive ‘Bullets’. The Rocket’s Explosive charge render UN:100 Damage to a 2 X 2 X 2 Area Grid Block. Every area beyond this Grid and the intensity and damage will be reduced by one Column Shift.

These Rockets can be used as hand tossed Impact Explosives (Which ignite when they hit something) or Time delayed Bombs with either a remote triggered fuse or time fuse of 20 Minutes (200 Game Rounds). Tank can throw up to 3 of these Explosives per round on his MN:75 Agility for about 40 feet (4 Areas). For each Explosive device he removes from the throwing FEAT he can add 10 feet (1 Area) of range, between ‘Toss’ and ‘Base-Ball Pitch’

The Rocket Engine allows the Impact Explosives to be self propelled and guided by a miniature seeker system of MN:75 capability. The effective Combat Range is about 1000 to 1500 feet (100 to 150 Areas) The rockets can chase a given target for 10 seconds, (2 Game Rounds) before depleting its fuel and exploding.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: UN:100 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: UN:100 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 1000 to 1500 feet (100 to 150 Areas).
+ Burst and Rapid Fire: Tank can fire a maximum of 2 Rockets per round with One Rocket Launcher.
+ Bundle Rockets: Tank can lunch a maximum of 6 Rockets at once by Bundling 2 Rockets per Round.
+ Multiple Guns at Once: Tank can use 2 Rocket Launcher at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid Block.
+ Multiple Targets: Tank will lose [2CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Rocket Launchers is SZ:500 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:500
+ Destruction: Level an 8 Area Grid Block.



Full Auto Rapid Fire Chain Gun OR Automatic Plasma Gun: These are Fully Automatic guns that allow Tank to shoot with a fully automatic ‘Chain-Gun’ effect. These are possibly his most devastating set of Guns overall since he will shoot about 50 bullets per FEAT roll…. From 1 to 4 Guns at once.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: EX:20 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Auto Firing.
+ Piercing: SN:60 by default, but can be increased with Multiple Guns, Relic of Strength, or Auto Firing.
+ Range: 500 to 600 feet (50 to 60 Areas).
+ Auto Rapid Fire: These Guns just fire a ‘BEAM’ of scorching hot bullets or energy.
+ Multiple Guns at Once: Tank can use 4 Chain Guns at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 4 Area Grid Block.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 4 Chain Guns is CL:4000 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is CL:1000 (1500 to be exact)
+ Destruction: Level a 4 Area Grid Block

Damage FEATS with the Chain Guns:

BLUE: Total Failure. He will not even fire the weapons. Initiative goes to his direct opponent.
WHITE: He fires 5 to 10 Bullets from One weapon but misses the intended target by a few feet.
GREEN: 10 to 20 Bullets hit the target. (EX:20 X 10 to 20 = 200 to 400 Damage) X 1 to 4 Chain Guns.
YELLOW: 20 to 30 Bullets hit the target. (EX:20 X 20 to 30 = 400 to 600 Damage) X 1 to 4 Chain Guns.
RED: Only 30 to 40 Bullets hit the target. (EX:20 X 30 to 40 = 600 to 800 Damage) X 1 to 4 Chain Guns.
100 RED: 40 to 50 Bullets hit the target. (EX:20 X 40 to 50 = 800 to 1000 Damage) X 1 to 4 Chain Guns.



Redeemer: This is a ‘HUGE’ hit gun that uses a self-propelled guided missal. The missile carries a miniature Plasma ‘Nuke’ that can level to 10 X 10 X 10 Area Grid Block with a SZ:350 Spherical Impact. However, the Spherical Impact is quite refined and will not destroy much of anything beyond it’s 10 Area wide Grid.

The Redeemer missal can be fired off in 3 manners. Just Shoot it off the hip, or Guide the Missal with a tiny camera system, or let it ‘Lock-On’ to a Target’s signature so it can give ‘Chase’. To ignite the missal can be done in 2 basic manners. Let it collide with a solid object of EX:20 or better material strength. This missal will simply ‘Cut’ through most targets of lesser material strength so that it can be guide under water from a Land or Air Launch. The second means of detonation is to do it manually with Guidance System.

The missal is a 2 Foot Long tapered ‘Rocket’ cylinder about 6 inches in diameter with fin wings at the Rocket Engine. The Launcher is a hefty contraption as well, and must be fired off over the shoulder.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: SZ:350 Lethal Impact. Can NOT be increased.
+ Range: Over 500 Miles. You better be about 200 to 300 Feet away from Ground Zero.
+ Auto Rapid Fire: NONE.
+ Multiple Guns at Once: One.
+ Scatter Shots: Who cares, it can level 10 X 10 X 10 Areas… It’s 100,000 Cubic Feet.
+ Multiple Targets: Any Targets in the Grid.




Molecular Disintegration Gun (Insta-Jib): Pound for pound this gun is Nali-Tank’s most lethal weapon. It disintegrates physical mass and matter on the molecular level. Due to its sheer destructive potential it will score KILL results to any target with a simple hit of a White, Green, Yellow, or RED FEAT because a general body shot will remove layers of the victim's mass on a molecular level. The weapon has a slow rate of rapid fire, but the projected beam travels at near light speed velocity once out of the muzzle.

Damage for a single Hit is calculated by a secondary Damage FEAT Roll: Standard Damage is considered as CL:1000 - Class 1000 because it simply disintegrates 1000 points of mass or matter on a single target hit. However, the Blast Zone or Area of Destruction is only about RM:30 since it only leaves a hole about 1 foot in diameter. Accurate Combat Range is about 200 to 400 feet (20 to 40 Areas)

Rate of Fire per Game Round is 1 shot per Game Round. Due to a split second laser lag Tank will have a penalty of [-2SC] upon shooting at a target which is aware of him and the target has a reasonable means of evasion, escape, or defense from the beam.

The Disintegration beam can be reduced to half its power with an Energy or 'Magic' based shield, barrier, or equivalent weapon; such as a Star Wars light saber. However, that Energy or Magic based tool will collapse and have to be restarted.

(Special Notes to Players and Game Judges) This weapon is frequently used in Standard and Sanctioned Tournament Bouts since combatants can Re-Spawn with out true DEATH. But in a normal Game environment the Game Judge holds a 3 to 1 vote priority to even allow usage of this weapon.

BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent
WHITE: He fires the weapon but misses the intended target by a few feet.
GREEN: Disintegrate 400 Points of Mass (SZ:350 - Shift Z Damage)
YELLOW: Disintegrate 600 Points of Mass (SZ:500 - Shift Z Damage)
RED: Disintegrate 800 Points of Mass (SZ:500 - Shift Z Damage)
100 RED: Disintegrate 1000 Points of Mass (CL:1000 Damage)

Talents:

Weapons Specialist for ANY Fire Arms or Shooting Weapons (Works from ‘Fighting’ rather than ‘Agility’ to encourage more Lethal Tactics) Operates with MN:75 FEAT Rolls as the ‘Minimum’ Rank unless hindered by extreme situations or conditions… This Mutha-Fugger WILL Nail a Bull’s Eye your Ass even if you have CL:1000 Hyper Speed.

Leadership | Military | Tumbling | Savage Melee Combat (MAS of ABCDE) | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Self | Survival | Stealth | Iron-Will | Cybernetic Repair | Computers | Pilot (Space, Air, Land, Sea) | Astro-Navigation | Ariel Combat | Tracking | Multiple Languages: English, Pa-Nali, Chinese, Japanese, German, Russian, Spanish | Reversed Karma | General Science | Energy Physics | Psychology |

Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons Nali-Tank may contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy has 50 Clones of himself.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Brock: This Guy is another Human.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated.
Krome: This Guy is a Human Mutant.
M: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Cobra: This is a Foot Soldier of the VIPER Clan.
Python: This is a Foot Soldier of the VIPER Clan..
Rattler: This is a Foot Soldier of the VIPER Clan.
Snake: This is a Foot Soldier of the VIPER Clan.



Tank’s Space Ship: This Space Vehicle is actually quite small, only about the size of a Large Tour Bus. It suffices as a Home and Base of Operations for Nali-Tank. And can be linked into nearly any docking station for repairs or digital uplink. A complex form of Artificial Intelligence governs this ship during Tank's absence. This A.I. nearly allows the Ship to have it’s own Standard FASERIP stats. The ship also has a vast array of technical ‘Powers’ which nearly mirror Tank's own ‘Powers’.

F: PH:85 | The Ship will avoid ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: AS:80 | This suffices for Speed and Coordination of the Ship.
S: SN:60 | This suffices as engine power to Tow, Pull, or Push with physical contact or tractor beams.
E: UN:100 | Fuel reserves and vital systems. The Ship lives in Space and needs various Fuel Sources.
R: SN:60 | The A.I. system is a learning system with total photographic memory.
I: TR:85 | This suffices for all it various radar and sensory systems.
P: UN:100 | The ship does have it’s own ‘Will’ but is completely Loyal to Viper.

Health: 325 | 405 with Nali-Tank at the Control Helm.
Karma: 430... Compiled Karma for both Tank and the Ship.

Armor: Hull is MN:75 physical materials with Deployable Force Shields rendering SX:150 Armor.

While Nali-Tank is at the control helm the Ship operates at Plus Two Ranks higher on it’s entire FASERIP stats. The Ship’s Health is also increased to 405. While Viper is away from the ship he maintains Psychological contact with the Vessel’s Robotic A.I. This can usually give Viper a vast advantage for Mental and Psychological FEAT rolls.

Weapon Systems: UN:100 Energy and Force based trajectory beams and spherical attacks.. The Ship’s Weapon systems can be used similar to Tank's Melee Weapons Power.

Probes: The Ship has 6 hovering probes, which can be used as Hands, Weapons, or Tools. The Probes have limited range for a ‘Space’ Ship, at 100 Feet (10 Areas) away from the ship. The Probes are self guided to return to the Ship if they go out of range. If a Probed is destroyed or damaged it can be repaired. The ship does have a form of Regeneration, which is very similar to Viper’s.

The Ship will normally stay in obit far above a Planet’s surface while Viper deploys for surface based missions. The ship must come out of Space orbit to pick up or drop off Nali-Tank on a Planet’s surface. However, the ship’s tractor beams and sensor systems can collect or drop off Viper from about 30,000 Miles.

HOLY SHIX.... A Ten Page Book.

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Edited 3 time(s). Last edit at 05/03/2008 06:44PM by TankerAce.
Kommander
April 14, 2008 04:45PM
avatar
Kommander




Distinguishing Physical Features:

The most obvious feature about Kommander is he has a ‘Robotic’ body structure. Although designed with a general humanoid likeness; with a head, torso, two arms, and two legs, he is vastly different than a human.

Kommander is an Extra Terrestrial Alien Creature who lives inside the Robot Battle Machine illustrated above. The life form comes from an unknown quadrant of the Galaxy, and his Robotic body suffices as a ‘Ship’ or Vessel. In human perspectives, this ‘Battle Ship’ is quite small, standing only a few inches over 5 feet tall with the general upright build of a bi-pedal humanoid.

While Kommander is essentially a ‘Robot’ his movement, balance and coordination is extremely organic, but still retains the precision tolerances of a traditional ‘Robot’. The Robotic Chassis is almost life like even under superior means of surveillance. He even ‘Breaths’ or appears to be breathing while processing internal fuel and energy resources.

The Organic Alien Creature ‘Lives’ inside the torso of the Robot’s Body. Kommander’s body is often refered to as a ‘Ship’. Kommander is a highly sophisticated and advanced piece of Android like Alien Technology.

Origin:

Kommander’s arrival and motives to our Home World, Earth, is somewhat of a mystery. He made his presents known to the general human populous during Earth’s great World Wars of the 26th and 27th Century. During this bleak and dreadful era of humanity, Kommander descended from space and actually helped pave the path for the N.E.G. Political Social Structure; also known as the ‘New Earth Government’.

With this N.E.G. Social Structure, bloody and violent warfare became a cabal ‘Tournament’ of the entertainment industry. Much like ancient Rome’s cathedrals of gladiator combat; Only sophisticated with 28th Century weaponry.

Kommander not only helped to establish these ‘Tournaments’ but he also participates as one of the most Elite Warriors of the N.E.G. Sanctioned Tournament Competitions. As well, Kommander also serves humanity as a ‘Royal Lord’ of the N.E.G. Political Social Structure.

Nearly 200 years after his first appearance upon Earth, Kommander has established and governs a small and elite Battle ‘Clan’ simply known as ‘VIPER’. The actual hierarchy is quite large with over 100,000 recruits and veterans, but only ten members represent ‘VIPER’ from a public and political standpoint.

Like all Social Hierarchies, Kommander is a loyal lieutenant who answers to one ‘Emperor’ named Viper-Xan.

Known Powers:

Autonomy: Kommander’s Body is actually a robotic ‘Space Ship’ or Battle Chassis which houses a small Extra Terrestrial Alien Life Form. Very little is known about this Alien’s true origins. Not even its true identity or even its gender is confirmed.



Pictured above is a rough likeness of the Alien Life Form harnessed inside Kommander’s Body. Almost no person has ever witnessed the creature outside of the battle chassis. But most can estimate that the Creature is roughly the size of a small mammal, such as a kitten, puppy, or possibly a decent sized rat. The creature probably only has a total mass of 2 or 3 pounds; Possibly 5 pounds at the most.

On very rare occasions Kommander’s battle Body or ‘Ship’ has been broken open to expose the life form inside. However, the creature immediately unleashed an ear screeching psychic attack capable of stunning every person in the vicinity. Some witnesses were even killed from the events and surveillance equipment in the vicinity was severally damaged.

Thus far, the Tiny Life Form inside Kommander’s Battle Body has expressed these rough abilities, but these abilities have not been confirmed.

F: PR:04
A: TY:06
S: DE:01
E: PR:04
R: AS:80
I: TR:85
P: PH:95

HEALTH: 15 / 15
KARMA: 260 / 260


Psychic Attack: UN:100 intensity. On the few occasions Kommander’s chest was ripped or blasted open the Alien Creature inside immediately delivered a fatal Psychic Attack of approximately UN:100 intensity.

Not only does the Psychic Attack scramble the mental Psyche of other Characters (both organic and in-organic) it also delivers searing pain and damages electronic and cybernetic equipment. For most humans and other creatures all their senses are overwhelmed, blinded, and flooded with scorching agony at the same time. Usually ‘DEATH’ befalls those in the near vicinity as their body goes into medical shock on a critical level; shutting down all their internal organs; Primarily the nervous system. (Or machinery of a Robot or Cyborg)

As of yet, no FEAT Roll appears to be required for this Psychic Attack which basically acts as an Automatic ‘Bomb’ in the event that Kommander is hit with an attack forceful enough to open his Torso or remove the Alien Creature by other means.

Specific parameters of the Psychic Attack are as follows.

+ Spherical Attack in all directions at once.
+ UN:100 Intensity within 100 Feet of Range (10 Areas Radius or 20 Area Diameter Grid)
+ Intensity disperses at 1 Rank for every 50 Feet beyond Ground Zero. About 130 Areas in total Radius.
+ All Characters with R.I.P. and Karma Ranks are effected on a Psychic, Electronic or ‘Magic’ level.
+ Electronics, Robotics, and Cybernetics take damage and memory of the event is often wiped out.
+ Time Span of the Psychic Attack is approximately 1 Minute. (10 Game Rounds)
+ The possibility of this Attack being much stronger and more effective is highly probable.

To Date, only about 3 other Characters have been able to witness the Alien Life Form during such an attack. All 3 Characters had over SX:150 Psyche and each reported they needed maximum efforts to remain conscience during the Attack. As the Alien creature emitted this Psychic Attack a small polished orb or ‘Shell’ surrounded the Alien Creature and he ejected out of the Battle Chassis at near light speed velocity into Space, leaving the Robotic Carcass so damaged and destroyed that almost nothing was salvageable.



Passive Defenses and Armor: All of Kommander’s other powers seem to derive from his Robotic Body which suffices as a humanoid formed Battle Ship.

Energy Absorption: SX:150. Kommander’s body absorbs most forms of energy in a direct manner allowing him to convert many energy-based attacks into useable fuel reserves, or ‘Health’. He can absorb most types of energy to restore his ‘Health’ on a Power for Point bases. By default Kommander’s body will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Kommander a number of other Branch Powers as well.

+ SZ:350 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ SZ:500 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ MN:75 Immunity to Gravity and Magnetic based damage.
+ SX:150 Immunity to Radiation and Light based damage.
+ SY:200 Immunity to Quantum Energy and Unified Field Theory Energy.


Traditional ‘Armor’: SV:65 And Reduce most conventional attacks by [-1CS]… Kommander’s body construction is considered at Savage 65 durability materials for his Android Frame, Muscles, Internal Systems, and the ‘Armored’ Hull. Due to his ability to also ‘Drain’ or ‘Absorb’ kinetic energy he also gains the ability to reduce most physical attacks by 1 Additional Rank. Skin to Skin contact with Kommander often results in a ‘Freezer’ type burn of PR:04 intensity to most warm blooded organic creatures, such as humans. He literally absorbs the heat energy from such life forms with skin to skin contact.

Other Various Invulnerability and Immunities: UN:100 to SZ:500

+ No Blood loss after decapitation or severe implement; Results in single damage injuries.
+ May operate with crippled or decapitated appendages, even his head with minimal penalties.
+ Immune to emotional stress, verbal abuse, or similar ‘Psychic’ type attacks.
+ Immune to most sensory based attacks such as pain, blinding light, sonic attacks or foil odors.
+ Immune to most chemically based attacks such as Toxic Gas, Fumes, Acid, or Corrosives.



Force Shield ‘Sheath’: SX:150. Kommander also has a deployable Force Shield which forms over his body’s silhouette providing SX:150 ‘Armor’ from virtually ANY known attacks or damage. However, this Sheath becomes less effective as damage impacts are taken. The Sheath will retain SX:150 ‘Armor’ or ‘True Invulnerability’ until it’s 150 Points have been depleted from various attacks; at which the Sheath will collapse and his Android body is exposed. The Sheath can be reactivated to full capacity in 20 to 30 Game Rounds, OR he may have to absorb 150 Points of Energy to replenish the Sheath’s energy reserves. This Sheath can not be activated unless the Energy Cell is completely full.



Life Support: UN:100. Kommander does not require Food, Water, or Oxygen for self-substance and is able to survive in Space, Underwater, and other hazardous environments for prolonged periods of time. The only source of fuel he requires is direct ‘Energy’ or ‘Force’. In a completely Energy depleted environment (or Anti Matter Environment) Kommander’s life span is estimated to be approximately 250 to 300 years; basically dropping his ‘Health’ by 1 point per year.



Regeneration: PH:95. Kommander gains Regeneration through 3 means, but is unable to attain a greater Health Point Value than 265. He is also unable to increase his FASERIP Attributes beyond his current levels. To increase his FASERIP he needs to add equipment to his body.

+ Energy Absorption: He may absorb ‘Energy’ directly to restore lost Health and Endurance; Such as getting struck by a lighting bolt of MN:75 will restore 75 Health points. Once the energy sources go beyond his 265 Health he is considered ‘Immune’ up to the levels stated above.

+ Nano Technology: Kommander’s body is infested with trillions of microscopic robots, which repair and maintain his robotic body on microscopic level. This Nano Technology can also be shared with other Cyborgs, Robots, or mechanically designed Characters allowing RM:30 Regeneration for about 1 week. To a degree it can even function on Organic Characters with GD:10 Single Slot Regeneration.

+ Self Repair: Kommander may ‘build’ new robotic parts to replace damaged parts. Often this process is only used to upgrade his body equipment. He can also ‘Eat’ or consume raw materials, such as metals, plastics, glass, rubber, or just about any other ‘Raw’ materials and his nano technology will use these to replace and rebuild his Physical Body parts or structure.

All three of these factors in unison provide him with PH:95 Regeneration allowing Kommander to recover 10 Health Points per Game Round after sustaining an injury or damage regardless of his activity. Only under certain situations can Kommander boost his Regeneration to recover Mass Health on an Endurance FEAT Roll.



Mobility Enhancements: Kommander’s map mobility is handled on his FASE Ranks like most other Characters. But Kommander also has True Flight, Levitation, and Teleportation as a means of Mobility.

+ True Flight and Levitation: Kommander can achieve True Flight and Levitation of PH:95 speed and aerial control. He can fly at roughly 600 MPH at Top Speed, allowing him to clear about 5200 to 5300 Areas per Game Round. He can accelerate to his top speeds in about 3 Game Rounds. Used as a ‘Charge’ Attack Kommander may inflict SX:150 Damage to a target. Destruction is about SP:45 since he can punch a hole the size of his body.

While his Flight gives him quite an advantage for game play, the Game Judge is allowed to place limitations on his Flight to balance the game in relation to other Characters. Often the limitation is Levitation rather than full-fledged Flight. Kommander may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.

Kommander has one final factor to his ‘Flight’ ability. He may actually transform his Humanoid Body into a ‘Jet-Like’ hovercraft. In this form Kommander can achieve SZ:500 Air Speed and Space Travel. The picture below illustrates Kommander’s Jet Form with a human rider. Kommander may also use his ‘Weapons’ in this form to basically become a self-sufficient ‘Armed’ combat vehicle. Transformation from one form to the other requires 30 seconds (5 Game Rounds).



+ Teleportation: SP:45. (I know, Why even Fly) But Kommander has mastered the ability to Teleport with his Powers over Energy. He can dematerialize his body and re-materialize in another space nearly instantly. He may also ‘Carry’ about 3 Tons of mass with him. His Teleportation operates a little differently than Marvel’s Night-Crawler.

Kommander does not have to ‘look’ or Target where he Teleports. When He Teleports a 3 to 4 foot wide bubble will form his landing area, which will dematerialize solid obstacles up to MN:75 Material. Allowing Kommander to simply land on his feet, or in a kneeling stance. He can Teleport about 100 feet (10 Areas) from one location to another. He must FEAT roll a Yellow or RED to Teleport.

If used as a Weapon Kommander can score ‘KILL’ results with a Yellow ‘Grab’ or ‘Grapple’ FEAT. And ‘Stuns’ with a Green. This is also considered as Molecular Disintegration. While his Teleportation gives him a considerable advantage for game play, the Game Judge is allowed to place limitations on his Teleportation to balance the game. Often the limitation is simple Area movement.

+ Walk | Run | Sprint: 2 to 7 Areas per Game Round. He can ignore barriers of 2 Ranks less than his Strength without FEAT Rolls.

+ Swim: 1 to 5 Areas per Game Round. He can stay submerged for several 100 years and most underwater FEATs are not hindered by Negative Shifts.

+ Climb or Crawl: 1 to 3 Areas per Game Round. He can Climb ANY surface with AM:50 Grip.

+ Jump: Irrelevant, Kommander can Fly and Levitate, but he may ‘Jump’ 2 to 3 Areas in a bound.



Weapon Systems: MN:75. Kommander may ‘Fire’ off virtually any Energy, Force, or Magic based Trajectory Attack... The Player’s Imagination is the only limitation to these attacks within the listed perimeters. Kommander is also Role-Played a little bit different than most other Characters.

Kommander uses ALL of his personal weapon systems with MN:75 FEAT Roll ability based upon his ‘Fighting’ with [+2CS] Or his ‘Agility’ with [+4CS] for various targeting, sensory, and stability systems.

If Kommader’s Weapon support systems are nullified he will default to using his Weapons Systems on his ‘Fighting’ Rank rather than his ‘Agility’ Rank, even though all his attacks are considered as Ranged based.

Kommander will usually avoid hand to hand combat, but he is quite lethal and highly skilled if the situation requires ‘Melee’ Combat. Kommander has shown talents in Martial Arts for A, B, D, and Primarily E; Using elements of the local ‘Environment’ against his opponent. Kommander can not gain PLUS Shifts to his ‘Fighting’ Rank for Melee Battle, but he may use related tactics if a creative Player wishes to do so.

Kommander’s Weapon Systems are all ranged based or spherical ‘Globe’ Attacks. Even though his illustration above depicts him with a ‘Huge’ Firearm. He does not ‘Require’ a Firearm to launch a range-based attack. He may ‘Fire’ an energy or force attack from his hands, head, torso, or even his feet.

But to simplify FEATs Rolls and Usage of his Weapon Systems can be done as follows;

+ Globe Attacks pulse outward in all directions at once in a ‘Globe’ formation. Thus, Kommander does not require an ‘Aim’ FEAT to hit a given Target if the Target is within Range, which is approximately 100 to 120 feet from him as the epicenter. The full diameter of his Attacks are 200 to 250 Feet in Diameter (20 to 25 Areas). If a target is within Range the Attack is considered as an automatic ‘YELLOW’ FEAT.

+ Direct Trajectory Attacks are ‘Shot’ from Kommander’s body from virtually any appendage. With a Trajectory Attack Kommander requires an ‘Aim’ FEAT of MN:75 to ‘shoot’ the Target. The main difference with his Trajectory Attacks is impact and range is greatly improved over of his Globe Formation, at nearly 450 to 500 Feet (45 to 50 Areas). He can also Shoot multiple Targets in the same Game Round from any vantage point or angle, regardless of his line of sight. This does not take a penalty on his MN:75 FEAT, but damage, intensity, and potency of the Trajectory Attack is reduced by [-1CS] per additional Target.

Kommander may ‘Fire’ off virtually any Energy, Force, or Magic based Trajectory Attack... The Player’s Imagination is the only limitation to these attacks within the listed perimeters.

+ FEAT Roll on MN:75. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: SV:65 Lethal Impact. Can be increased to MN:75 with Multiple Attacks or Burst Firing.
+ Piercing: MN:75 by default, but can be increased to PH:95 with Multiple Attacks or Burst Firing.
+ Burst Firing: Allows Him to gain [+5CS] to FEAT Roll OR increase impact by [+2CS].
+ Globe Range: 100 to 120 feet (10 to 12 Areas) from him as epicenter.
+ Trajectory Range: 450 to 500 Feet (45 to 50 Areas).
+ Scatter Shots: Can be spread out to ‘Pepper’ any Areas between ‘Globe’ and ‘Trajectory’ Firing.
+ Multiple Targets: He will get [-1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: He can not be blind-sided and he may Shoot at targets from ANY angle [-1CS].
+ Max Damage: SX:150 with any amount of Karma from 1 to 99 to influence the FEAT Rolls.
+ Max Armor Piercing: SY:200 with any amount of Karma from 1 to 99 to influence the FEAT Rolls.
+ Destruction is RM:30 to AM:50. Normally 3 X 3 X 3 to 5 X 5 X 5 Area Grid Explosions.

Other than these basic perimeters the Player may devise ANY shooting type weapon for Kommander to use. Such examples are listed to simply encourage the Player to utilize various fictional weapons.

+ Full Auto Rapid Fire Chain Guns with either ‘Bullets’ or ‘Energy’ based projectiles.
+ Plasma Based Energy Rifles with various explosive or cutting properties.
+ Launchers to fire self propelled or guided Rockets, Missals, Grenades, or other Explosives.
+ Ammunition may be virtually ANY format with Ice, Fire, Gravity, Magic, Kinetic, Psychic… Whatever.



Talents:

Clairvoyance, Kommander can learn ANY talent and be masterful at the talent with a Yellow Psyche FEAT. He can continue to use a single Talent until he needs to learn a ‘New’ Talent. This normally allows Him to utilize virtually ANY abilities at [+1CS]

Weapons Specialist for ANY Fire Arms or Shooting Weapons (Works from ‘Fighting’ rather than ‘Agility’ to encourage more Lethal Tactics) Operates with MN:75 FEAT Rolls as the ‘Minimum’ Rank unless hindered by extreme situations or conditions… This Mutha-Fugger WILL Nail a Bull’s Eye your Ass even if you have CL:1000 Hyper Speed.

His ‘Common’ Talents are already permanently mastered, rendering [+2 CS] to various FEAT Rolls.

Leadership | Military | Tumbling | Melee Combat (MAS of ABDE) | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Self | Survival | Stealth | Iron-Will | Cybernetic Repair | Computers | Pilot (Space, Air, Land, Sea) | Astro-Navigation | Ariel Combat | Tracking | Any Earth Languages | Reversed ‘EVIL’ Karma | General Science | Advanced Mathematics | Chemistry | Physics | Psychology | Magic Lore | Medical First Aid |Resist Psychic Attacks or Influence | Photographic Memory

Contacts and Assets:



The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

Below is a list of persons Kommander may contact... (This Characters will be Written-up posted here at Classic Marvel).

Viper-Xan is the Clan leader and has set forth 7 section leaders in a strict leadership hierarchy.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Brock: This Guy is another Human.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Dawg: This Guy is Human, but extremely Mutated.
Krome: This Guy is a Human Mutant.
M: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Cobra: This is a Foot Soldier of the VIPER Clan.
Python: This is a Foot Soldier of the VIPER Clan..
Rattler: This is a Foot Soldier of the VIPER Clan.
Snake: This is a Foot Soldier of the VIPER Clan.

Minions and Foot Soldiers: Kommander has social and militant leadership over a vast array of Loyal Minions and Foot Soldiers. These Characters will be described as additional template Characters which represent the single individual Soldier or Character. Kommander is often accompanied by at least 4 of these Characters at any given time.

+ Base VIPER Soldier or Infantry Man.
+ Special Forces VIPER Soldier or Infantry Man.
+ Concubine or Female VIPER member. Often has a specialized role or ‘Talents’
+ Tank-Cows and Nali Battle Beast. Lethal Infantry Man.
+ VIPER-XAN MK-1 Robot. Often a Cyborg will be appointed as a Squad Leader.
+ VIPER-XAN MK-II Robot. Often a Cyborg will be appointed as a Squad Leader.
+ VIPER-XAN MK-III Robot. Often a Cyborg will be appointed as a Squad Leader.
+ VIPER-XAN MK-VI Robot. Often a Cyborg will be appointed as a Squad Leader.

HOLY SHIX.... A Ten Page Book.

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(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 05/03/2008 06:45PM by TankerAce.
Re: TankerAce Characters
April 14, 2008 08:20PM
Whose art is this (the b&w line art)?

Daniel M. Perez
Highmoon Games
www.highmoon-games.com
Re: TankerAce Characters
April 14, 2008 11:03PM
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Almost all the Artwork in this thread is Original Stuff from my crinkled-up battered-ass hands.

The Black ‘N’ White is 100% my stuff; (my ink, my paper, my computer, my software)

Even the 3-D Stuff was created on my PC with a 3-D Software Package.

The Viper Ninja is actually a Character ‘Skin’ I made for a Video Game.

Many Ideas and Concepts were lifted from other Artists… But if all goes well, this thread may reach 200 pages long…. And only the First 15 to 20 Characters are ‘Lifted’ from other Artist’s Concepts…

And I had just recently found this Web-Site a few months ago looking for ‘Iron-Man’ movie stuff….

That’s why this Fuggen Site is Fuggen BAD-ASS…….. So Thank You to Aunt P and Sky-Cutter and all the others who put their hard-earned efforts into it.

MAY THE FUGGEN FARCE BE WITH YOU!!!!!

I’m all about the RED Light-Saber.

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(")_(")
TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 04/14/2008 11:04PM by TankerAce.
Re: TankerAce Characters
April 15, 2008 05:07AM
Your art is pretty good. You do commissions?

Daniel M. Perez
Highmoon Games
www.highmoon-games.com
Re: TankerAce Characters
April 15, 2008 07:06AM
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You're welcome and glad you have found such joy here at Classic Marvel both original and V2.0!

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

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Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
VIPER Clan 'Foot' Soldiers
April 15, 2008 09:56PM
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VIPER Clan 'Foot' Soldiers




Origins:

This is a Character Template that represents a cast of multiple Characters in which their MSH Gaming statistics are nearly all the same.

The VIPER Clan Soldiers are Normal and Modified Humans of the 24th to the 30th Century Earth. During the fictional Story Line and Setting all of humanity experienced one of the most fearsome and horrific global wars in history, involving almost every Nation and every Human on the Planet.

Due to the time line and the technological advancements of mankind many people had the necessary assets to start their own Organized Militant Factions and Militia Regiments. One such Faction was the VIPER Combat Clan, sometimes referred to as the ‘VFC’ by many Government establishments. The VIPER Clan has been called the ‘Sun of Set’. Representing a path of social guidance lead by the mythical seven-headed serpent snake of SET.

There are also many other factions, such as the U.S. Military, The Landri Corporation, the PWR, Cyber-Tribe, Wraithion Military, and GCI Strike Forces just to name a few…. Other examples of these organizations also include Marvel and DC established teams such as the X-Men, the Avengers, and The Brotherhood.

As the Wars and Feuding engulfed all of humanity with no single entity of Government to establish social law and order, the Political Leaders of each Faction met under truce in an attempt to control the violence; And ultimately provide salvation for mankind to detour Global Destruction.

As a result of this committee, Humanity basically re-invented a political establishment from ancient Rome; ‘Global Gladiator Combat’ in Sanctioned Cathedrals. These ‘Tournaments’ became one of mankind’s most profitable enterprises and established the NEG (New Earth Government).



Distinguishing Features of a VIPER Soldier:

Most VIPER Soldiers are recruited as young adults and are admitted into an Academy of Combat. These Academies are facilitated at large self sustainable Temples, very much like modern Military Bases.

The VIPER Clan currently has seven training Temples spanning the Globe; Pa-Nali Point: Washington State. USA. | City of SET: Detroit, Michigan. USA. | Vider Point: Stalwart, Unified Euro Nation. | Kaossk Temple: Sao Paulo, Brazil. | Necris Temple: Siberia. | Horus Temple: Egypt. | Arcane Temple: Capricorn Colony, Australia.

Once a Recruit is administrated into a Temple he or she will under go an intense training regiment designed to mold to teach the recruit some of the most deadly assassin talents known to mankind. The Recruit will spend approximately 4 to 7 years traveling to each Temple, learning and training in any number of disciplined combat arts.

As the Recruit becomes more capable and talented he or she will gain Social Rank, in which their ultimate goals are focused upon expanding the VIPER Clan through Tournament combat, construction of new Temples, and possibly gaining Cathedral Tournament Championships.

VIPER Soldiers are the first rung trainees of the VIPER organization. They are trained as deadly warriors, but they often lack tone and refinement in various combat arts. With practice and experience they gain social leadership which is also backed with additional Abilities and Paranormal Powers.


Known Powers:

Armor: All VIPER Soldiers wear a Full Armored Uniform and their Body is genetically mutated to render them with a more flexible skeleton and tougher flesh providing these basic ‘Powers’ in Armor…

+ RM:30 Armor verse most conventional Physical and Kinetic attacks.
+ IN:40 Armor verse most conventional energy attacks, such as electricity, heat, and cold.
+ AM:50 Armor verse ‘Melee’ based edged and piercing attacks and abrasive damage during Slams.
+ MN:75 Armor verse most Toxic, Acidic, or Corrosive Chemicals.
+ UN:100 Armor verse most Psychic and sensory Attacks, such as blinding lights and intense sound.



Force Shield Sheath: SX:150 All VIPER Soldiers also have a deployable Force Shield, which can provide an additional 150 Points of Armor from virtually all known attacks. The Force Field is form fitting over the Soldier’s silhouette, only extending a few millimeters over their skin and uniform.

However, this Force Field Sheath becomes less effective as impacts and damages are sustained. As an example, say a VIPER Soldier takes a ‘HIT’ of RM:30 Intensity. This will reduce the Sheath by 30 Points rendering GL:120 ‘Armor’ (150 — 30 = 120). The Sheath will nullify damage in this manner until it is fully depleted.

Recharging the Force Shield Sheath can be rather difficult, as the Soldier needs to plug-in the battery pack into an energized power source for at least 2 to 10 Hours. In a normal environment the opportunity to Recharge the Sheath is rare. However, The Sheath can be recharged quickly while in a Sanctioned Tournament. Most Cathedral Tournaments have ‘Power-Up’ stations, which recharge this Sheath instantly simply by ‘running’ or moving through the station. These Power-Up stations are normally built into the Cathedral grounds and are about the size and shape of a Car’s Wheel with a beam of light projecting upward.


Regeneration: GD:10 Under normal conditions A VIPER Soldier’s flesh will recover 1 to 3 HP per game round after suffering an injury. They can boost this healing with Endurance FEATs to recover more HP in a single game round. Most VIPER Soldiers have been able to re-grow soft tissues and lost organs and re-set their own broken bones.

+ BLUE: Total Failure, recover 3 HP for that Round.
+ WHITE: Total Failure, recover 5 to 10 HP for that Round.
+ GREEN: Recover 25 HP for that Round.
+ YELLOW: Recover 50 HP for that Round.
+ RED: Recover 75 HP for that Round.



Sensory Enhancements:

+ Vision Goggles: RM:30 vision for nearly any situation with Spectrum Shift and Telescopic vision.
+ Ear Phones: RM:30 radio frequency communications.
+ Radiation and chemical detector sensors, IN:40 sensitivity at a 1 Area range.



Chameleon Camouflage: RM:30. All VIPER Soldier’s uniforms are able to change colors, textures, and design to render a very effective means of visual Camouflage. The uniform can also shift colors with flashy designs for ‘Sporting’ events to stand out.



Melee Weaponry | Enhanced Body Parts:

Katana Sword: MN:75 Material sword with a High Frequency Blade. This is a replaceable Sword of the modern era, which can be found in any weapons vault or purchase facility. All VIPER Soldiers carry a Katana Sword, but this is not their primary weapon of choice. TY:06 Resources can acquire one of these Swords.

+ EX:20 to RM:30 Bladed / Edged Damage.
+ AM:50 Armor piercing.
+ UN:100 to resist damage (Basically similar to a ‘Light-Saber’)
+ Multiple Attacks are determined by ‘Fighting’ Rank drop the One’s Digit; usually 3 per Game Round.
+ Blade length may be adjusted from Knife size to a 3 foot long Sword.
+ Senior VIPER Soldiers with 50 to 75 Karma may carry 2 Swords.



Venom and ‘Fangs’: GD:10 up to IN:40. These ‘Fangs’ do NOT grow from the VIPER Soldier’s teeth. The Fangs are retractable extensions of the VIPER Soldier’s mutated skeleton and grow from the Wrist, Elbows, Shoulders, Jaws (outside of the mouth and folded over the face and cheeks) Knees, and Feet. Each Fang can normally reach a full length of about 1-foot long. Venom Glands in the Fang’s base produce the Toxic and Acidic Venom.

VIPER Soldiers ‘Earn’ their Venom and Fangs as they acquire greater Social Leadership with their ‘Job Rank’. Their Venom ‘Powers’ can also be increased by ‘Karma Purchase’ which will allow the individual VIPER Soldier to also gain Social Rank as well. This Venom is often their primary choice for Melee Battle since it is part their body and is much more difficult to disarm, unlike the Katana Sword. These ‘Fangs’ are an induced genetic mutation.

VIPER Soldiers are put through rigorous training schools to earn their ‘Fangs’ or they may earn their ‘Fangs’ in the field. These ‘Fangs’ are an induced genetic mutation, which develop over time and usage. The science is so perfected it may be controlled by Medical doctors who hold 2 ‘Talents’ in Genetic Science. Once the Fangs grow they becomes a permanent appendage of the VIPER Soldier’s body.

Fangs are earned with the associated ‘Job Rank’ or Social Leadership. A VIPER Soldier’s Retractable Fangs develop at the Wrists, Elbows, Shoulders, Face, Knee, and Feet. Normally in that order as well.

Job Rank and Karma Development.

+ AA:08.. Retractable Blades housed at the wrists, much like Marvel’s Wolverine and his Claws.
+ GD:10.. Retractable Blades at the elbows and wrists. Often the entire forearm is a lethal weapon.
+ EC:15.. Shoulders, Elbows, and Wrists are armed with retractable ‘Fangs’ or Venom Blades.
+ EX:20.. The Fangs over the Face are developed. Basically the entire upper body is Lethal.
+ IM:25.. Upward pointing Venom Blades can retract from the shin muscles.
+ RM:30.. The Foot blades retract from the top of the foot, between the big and middle toes.

Venom intensity can be developed to deliver GD:10 to IN:40 toxic and acidic potency. Normally the Venom potency is [+1CS] greater than the individual’s Job Rank. The Venom can stay Toxic for several hours inflicting its intensity Rank to a ‘Bitten’ character until purged by an antidote of equal potency.

Karma Purchase allows the VIPER Soldier to ‘Buy’ his Fangs as follows.

+ Earn 500 KP: Venom Intensity can increase by 5 points (or +1CS Rank on the expanded Table)
+ Earn 500 KP: Fangs may start to develop at the Wrists or Elbows or Shoulders or Face or Knees or Feet.

Once the Fangs have started to developed inside the VIPER Soldier’s body it is ready to be used in about 1 to 2 hours. (600 to 1200 Game Rounds)


Martial Arts Supremacy ABCDE: The VIPER Clan has also developed their own Martial Arts discipline to maximize their skills in hand to hand combat with their Fangs and Venom laced Blades. The VIPER Clan denotes these Skills as ‘Styles’ based upon particular ‘Snakes’ known as Cobra, Python, Rattler, Pit-Viper, and Water Moccasin.


Reversed Karma: MN:75. This is often the most difficult challenge for VIPER Clan recruits to surpass. By their inherent human nature a VIPER Soldier is a ‘Life Preserving’ human. But for a VIPER Soldier to progress beyond ‘Foot’ Soldier and become an Elite VIPER Soldier he must be able to ‘KILL’ without the event lowering his ‘Karma’. The training regiment for this power is quite barbaric as the Drill Instructors will force the VIPER Clan recruits to Fight various enemies to the ‘DEATH’.

Normally the training starts out by hunting various wildlife game animals. But soon the recruits are pitted against ‘Human’ Fighters in Sanctioned Tournaments, where KILLED opponents are Teleported out of the Battle before ‘TRUE DEATH’ sets in. During this entire training process the VIPER Soldier is lead to believe the events are 100% True. An elaborate complex of Danger-Rooms and Superior Illusions are employed for this Training.

VIPER ‘Foot’ Soldiers who have 75 Karma Points or more have achieved this Power.



VIPER Soldier Talents:

Weapons Specialist for ANY Fire Arms or Shooting Weapons. Works from ‘Fighting’ rather than ‘Agility’ to encourage more Lethal Tactics. (‘Fighting’ or ‘Agility’ +3CS) Gunnery Marksmanship is a VIPER Soldier’s primary ‘Talent’

Leadership | Military | Tumbling | Martial Arts ABCDE | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Self | Survival | Stealth | Iron-Will | Computers | Pilot (Space, Air, Land, Sea) | Ariel Combat | Tracking | Reversed Karma | General Science | Cult Lore: Snake God of SET


Contacts and Assets:





All VIPER Soldiers are Socially and Financially supported by the Seven VIPER Temples and their social infrastructure of Government. An active duty VIPER Soldier is not allowed to raise a family. Unless the Family is destined to also become VIPER Soldiers as well; And there are Many Families who’s entire lively hood is dependant upon that career ‘Loyalty’.

VIPER Family homes are considered as SPEC OP Centers.

Below is a list of Senior VIPER members a Foot Soldier may contact during critical situations.

+ Special Forces VIPER Soldier or Infantry Man.
+ Concubine or Female VIPER member. Often has a specialized role or ‘Talents’
+ Tank-Cows and Nali Battle Beast. Lethal Infantry Man.
“M”: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Krome: This Guy is a Human Mutant.
Dawg: This Guy is Human, but extremely Mutated.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Brock: This Guy is another Human.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Kommander: This Guy has 50 Clones of himself.
Viper-Xan: the Clan leader.

HOLY SHIX.....

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TANKERACE


Tanker's MSH Characters
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Edited 5 time(s). Last edit at 05/30/2008 03:23PM by TankerAce.
Re: TankerAce Characters
April 18, 2008 12:42PM
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T.A., you blow me away. Any chance I could get you to design Surge's bike or the AMWS mechas?


P.S. Thank you for my freedom.

Re: TankerAce Characters
April 18, 2008 04:16PM
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What’s some reference art to ‘Surges’ Bike….. and what is a “AMWS Mechas”?????


Anyway, My art has taken a pretty steep drop from a few years ago…. Basically my Art Production Room has been cleared out for all the Wife’s ‘Bull-Shit’ that just collects dust….. ($^%&**#$@*)


We all know the old cliché

A Pro Foot-Ball player’s Gold Trophy case gets replaced by a Generic China Case any dip-ship can get at Home Depo…. And those dishes NEVER get used….. The Family eats off the fuggen Tuper-Ware…

OR

A Cop’s family heritage Gun-Rack gets replaced with some over-priced entertainment system that’s too damn confusing to even watch the nightly news……

OR

A Race Car Driver’s finely tuned Classic Race Vette he WON by out racing every other goon gets Sold to make room for a fuggen filthy Mini-Van.

(\__/)
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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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VIPER Clan 'Elite' Soldiers
April 19, 2008 12:20AM
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VIPER Clan 'Elite' Soldiers





Distinguishing Features of a VIPER Elite Soldier:

VIPER Elite Soldiers are recruited from the top performers of the VIPER ‘Foot’ Soldier Squads. These VIPER infantrymen are experienced in battle and are physically conditioned to peak human perfection.

VIPER Elite Soldiers work in tandem with Regular VIPER Foot Soldiers to help the younger generation gain strength, social leadership, and paranormal powers. While the Elite Soldiers are ‘Elite’ they know that their efforts are futile if they do not succeed in training the younger VIPER Foot Solders.

VIPER Elite Soldiers are as deadly as they can be, plus their battle skills are highly refined in just about all known combat arts. Often their training regiments, both as teachers and students, are quite brutal and challenging.

VIPER Elite Soldiers command a great deal of respect from the VIPER Foot Soldiers. But the Foot Soldiers do not go un-rewarded. Often an Elite Soldier will personally train with 5 to 15 Foot Soldiers.



Known Powers:

Human Physical Perfection: VIPER Elite Soldiers achieve Peak Human Health by a rigorous labyrinth of Athletic training in combination with their Mutated Genetics. Often a VIPER Elite Soldier can live to be nearly 200 years old in well-conditioned Health. And normally their FASE will start to deteriorate at about 150 Years old…. (Unless they come across some Crazy Shit in an RPG Campaign)

Also, ‘Peak Human Physical Perfection’ is slightly adjusted on the ‘Expanded Universal Table’.

[www.classicmarvel.com]

[marvelsanctuary.com]

Normal Human Characters who hold Pinnacle FASE Perfection, such as Bat-Man, Black-Panther, or Captain America get ‘150’ Health Points rather than the traditional ‘140’. The additional 10 Points of Health may be used to add ‘5 and 5’ points to any 2 attribute of the FASE Ranks. This also defines whether the Character gains ‘Peak Human Physical Perfection’ through various forms of conditioning.

With the expanded table and optional MSH rules ‘Peak Human Physical Perfection’ can also be adjusted in 15 Point Increments, allowing ‘5 and 5 and 5’ Points to be shuffled among 3 of the 4 FASE Ranks. Often, this can allow the Normal ‘Human’ Character to have 3 of his FASE Ranks go just a tad over ‘PEAK’ Human, while 1 FASE Rank will be just 1 Rank below PEAK Human.



Armor: All VIPER Soldiers wear a Full Armored Uniform and their Body is genetically mutated to render them with a more flexible skeleton and tougher flesh providing these basic ‘Powers’ in Armor… VIPER Elite Soldiers wear differently designed uniforms, often the face, head, and upper arms are exposed. This does not effect their Armor coverage and it allows them to be easily recognized by VIPER Foot Soldiers.

+ FN:35 Armor verse most conventional Physical and Kinetic attacks.
+ SP:45 Armor verse most conventional energy attacks, such as electricity, heat, and cold.
+ VI:55 Armor verse ‘Melee’ based edged and piercing attacks and abrasive damage during Slams.
+ UN:100 Armor verse most Toxic, Acidic, or Corrosive Chemicals.
+ UN:100 Armor verse most Psychic and sensory Attacks.



Force Shield Sheath: SX:150 All VIPER Soldiers also have a deployable Force Shield, which can provide an additional 150 Points of Armor from virtually all known attacks. The Force Field is form fitting over the Soldier’s silhouette, only extending a few millimeters over their skin and uniform.

However, this Force Field Sheath becomes less effective as impacts and damages are sustained. As an example, say a VIPER Soldier takes a ‘HIT’ of RM:30 Intensity. This will reduce the Sheath by 30 Points rendering GL:120 ‘Armor’ (150 — 30 = 120). The Sheath will nullify damage in this manner until it is fully depleted.

Recharging the Force Shield Sheath can be rather difficult, as the Soldier needs to plug-in the battery pack into an energized power source for at least 2 to 10 Hours. In a normal environment the opportunity to Recharge the Sheath is rare. However, The Sheath can be recharged quickly while in a Sanctioned Tournament. Most Cathedral Tournaments have ‘Power-Up’ stations, which recharge this Sheath instantly simply by ‘running’ or moving through the station. These Power-Up stations are normally built into the Cathedral grounds and are about the size and shape of a Car’s Wheel with a beam of light projecting upward.



Regeneration: EX:20. Under normal conditions A VIPER Elite Soldier’s flesh will recover 2 to 3 HP per game round after suffering an injury. They can boost this healing with Endurance FEATs to recover more HP in a single game round. Most VIPER Elite Soldiers have been able to re-grow soft tissues and lost organs and re-set their own broken bones.

+ BLUE: Total Failure, recover 3 HP for that Round.
+ WHITE: Recover 5 to 10 HP for that Round.
+ GREEN: Recover 37 HP for that Round.
+ YELLOW: Recover 75 HP for that Round.
+ RED: Recover 112 HP for that Round.



Sensory Enhancements: A VIPER Elite Soldier’s ‘Intuition’ Rank defines the Power Rank of his 5 Senses. This works for both resisting Sensory Attacks and Sensory Capabilities.

+ Mutated ‘Snake’ Vision: Eyesight for nearly any situation with Spectrum Shift and Telescopic vision.
+ Mutated Hearing: Also enhanced with Ear Phones for radio frequency communications.
+ Enhanced Sense of Touch for nearly any situation.
+ Radiation, Temperature and Chemical sensing at a 2 to 5 Area Range. (Forked Tongue and Viper Pits)
+ ESP or Extra Sensory Perception: Very similar to a ‘Danger Sense’ at a 2 to 5 Area Range.


Chameleon Camouflage: AM:50. All VIPER Soldier’s uniforms are able to change colors, textures, and design to render a very effective means of visual Camouflage. The uniform can also shift colors with flashy designs for ‘Sporting’ events to stand out.



Mobility Enhancements: All VIPER Elite Soldiers map mobility is handled on their FASE Ranks like most other Characters.

+ Walk: 2 Areas per Round.
+ Run: 4 Areas per Round. With their Endurance they can Run for 3 to 4 hours without exhaustion.
+ Sprint: 6 Areas per Round. They can maintain a full-bore sprint for 3 to 4 minutes. (30 to 40 Rounds)
+ Swim: 2 Areas per Round. They can hold their breath for 8 to 10 minutes due to enhanced lungs.
+ Climb or Crawl: 2 Areas per Round; can Climb most rough texture surfaces, even upside down.
+ Jump: 1 to 2 Area per Round.



Melee Weaponry:

Katana Swords: SX:150 Material swords with a High Frequency Blade. This is a replaceable Sword of the modern era, which can be found in any weapons vault or purchase facility. All VIPER Elite Soldiers carry 2 to 4 Katana Swords, but this is not their primary weapon of choice. EX:20 Resources can acquire one of these Swords.

+ AM:50 Bladed / Edged Damage. Blade is laced with Venom or Energy to maximize Damage.
+ UN:100 Armor piercing.
+ SY:200 to resist damage (Basically similar to a ‘Light-Saber’)
+ Multiple Attacks are determined by ‘Fighting’ Rank drop the One’s Digit; usually 5 per Game Round.
+ Blade length may be adjusted from Knife size to a 3 foot long Sword.



Venom and ‘Fangs’: RM:30 up to AM:50 edged and toxic-acidic Damage. The Elite VIPER Soldiers also have their ‘Fangs’ from their experience as a VIPER ‘Foot’ Soldier. However, VIPER Elite Soldiers rarely use their Fangs. Instead their Fangs are often sheathed until the VIPER Soldier begins to appear ‘Human’ again over a few years time. The Fangs are still in their body and can be used very efficiently.

Often the Fangs are only used during Melee combat training, as VIPER Soldiers will stab each other to increase their resistance to their own Venom. VIPER Soldiers prefer not to use their Venom Fangs since Shooting Weapons and Technology is so much more advanced.



Range Based Guns and Shooting Weaponry:



M-300 Assault Cannon: Normally, VIPER Elite Soldiers will arm themselves with an M-300 Assault Cannon. This weapon is detailed in IGN’s Status Page.

VIPER Elite Soldiers use this weapon with ‘Agility’ [+3CS] or ‘Fighting’ [+3CS] if the target is within 100 feet (10 Areas) of distance. They use most shooting weapons from the ‘Fighting’ Rank rather than the ‘Agility’ Rank to encourage more Lethal Tactics.



Weapon Summoning: IN:40. VIPER Elite Soldiers use a vast array of conventional and fictional weapons from various Swords to Hand Held Firearms and Explosives. VIPER Elite Soldiers can basically Summon virtually any hand held weapon they desire at Will. The Summoning process takes time to materialize a Weapon on command.

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are teleported via a central computer system in their Uniform. The Uniform does not house these weapons. The Weapon Summoning emitters are actually built as both organic implants in the body as well as in the uniform. These Weapon emitters are about the size and shape of a U.S. dime. VIPER Elite Soldiers have a few hundred Weapon emitters all over them. Once a Weapon emitter is removed, that emitter becomes useless until it can be repaired, which is normally just getting blood on it.

+ BLUE: Total Failure. He will not Summon a Weapon.... He needs to FEAT Roll in the next Round.
+ WHITE: Minor Success. The Weapon is coming in 1 to 10 Game Rounds.
+ GREEN: Success. The Weapon is coming in 1 to 5 Game Rounds.
+ YELLOW: Success. The Weapon is coming in the Next Game Round.
+ RED: Success. The Weapon instantly appears in his hand and is ready to use.



Reversed Karma: A VIPER Elite Soldier will earn Karma if he ‘KILLS’ a sentient creature perceived as a mortal enemy. To him, and the VIPER Society, the death of an enemy is perceived as ‘Victory’ and serving the ‘Honor’ of the VIPER Social Structure. Even though VIPER Elite Soldiers are harvested from normal humans with moral standards, they suppress those ‘Soft’ instincts so they may prevail during brutal combat.

However, this Reversed Karma is a double-edged sword. The VIPER Elite Soldier will lose double the normal amount of Karma if his teammates are Killed within his presents. VIPER Soldiers are fiercely loyal to each other.

If a VIPER teammate is defeated, but not killed in combat it is a ‘Learning’ experience and often a small amount of Karma is earned. Most other Karma based aspects of MSH will effect The VIPER Elite Soldier’s Karma normally.

+ Death of Teammate: The VIPER Elite Soldier loses the teammate’s Karma Level times 2.
+ Defeat of a Teammate: The VIPER Elite Soldier gains 10 to 20 Karma.
+ Losing a Teammate to disloyalty: The VIPER Elite Soldier loses the teammate’s Karma Level.
+ Recruiting a new Trusted Teammate: The VIPER Elite Soldier gains their Karma Level.
+ Destroying non VIPER funded property: The VIPER Elite Soldier gains 20 to 30 Karma.
+ Defeating or Forcing an Enemy to retreat: The VIPER Elite Soldier earns the enemy’s Karma Level.
+ Killing an Enemy: The VIPER Elite Soldier earns the enemy’s Karma Level times 2.
+ Converting an Enemy into a Viper Asset: The VIPER Soldier earns the enemy’s Karma Level times 3.





Hover Craft: Most VIPER Elite Soldiers also have access to, or even own a ‘NECRIS-VIPER’ Speeder Bike. This is a Flying Vehicle but it utilizes 2 modes of Flight, full-fledged flight or ‘Levitation’.

The main difference between ‘Flight’ and ‘Levitation’ is fuel consumption. Full-Fledged Flight (over 10 feet off the ground or any solid surface) will consume the Vehicle’s fuel reserves twice as fast. This results in a much shorter Fuel Range. Fuel reserves for a Necris-Viper Speeder Bike is measured in Time rather than distance. A full-energized fuel cell will last approximately 1 week. If the Necris-Viper Speeder Bike stays permanently airborne over 10 feet in the air it will last 45 to 50 hours.

Even when a Necris-Viper Speeder Bike is ‘Parked’ it will hover about 1 foot off the ground or any other solid flooring. The Necris-Viper Speeder Bike will anchor itself with 5 small grappling cables.

If the RPG Game setting is beyond 2500 AD Earth Time and Era the Necris-Viper Speeder will also plug into a power outlet to re-fuel. In the Time Setting, these sorts of vehicles are very common. If the Fuel Cell goes completely empty the battery cell is easy to recharge or replace… It’s a 200-pound cylinder batty that is about 2 feet long X 10 inches in diameter. Recharging usually requires 3 to 4 hours.

A complex form of Artificial Intelligence governs a Necris-Viper Speeder Bike during a Rider’s absence. This A.I. allows the Viper-Necris Bike to have it’s own Standard FASERIP status and provides its own self-sufferance while the owner is absent. If the Rider is knocked off the Speeder Bike or otherwise rendered unable to ‘Drive’ the Bike will immediately go into automated mode to pilot itself, and possibly rescue it’s owner.

With a Rider on Manual Controls.

+ Control: [-1CS] from ‘Fighting’ or ‘Agility’
+ Speed: FR:70 can achieve roughly 700 MPH in about 35 seconds. 100 MPH per Game Round.
+ Power: IM:25 for Towing and Payload. About 2000 Pounds for Cargo and 2 Riders.
+ Fuel and Vital Systems: MN:75. Rechargeable Fuel Cell lasts about 1 week.
+ Body and Chassis: IN:40 to MN:75 Physical materials and construction craftsmanship.

Without a Rider or on Automated ‘Self’ Control.

F: SN:60. The Bike will avoid ‘Melee’ Combat... But it uses all weapons and tools on this Rank.
A: FR:70. This suffices for Speed and Control.
S: IM:25. Upgrade ‘Speed’ by [+1CS] while carrying less than 700 Pounds.
E: MN:75. Fuel and Vital Systems with a Rechargeable Fuel Cell that lasts about 1 week.
R: GD:10. The A.I. system is a learning system with total photographic memory.
I: IN:40. This suffices for all it various radar and sensory systems.
P: UN:100. The Vehicle does have it’s own ‘Will’ but is completely Loyal to it’s ‘Owner’.

Health: 230
Karma: 150
… Karma Rules do not really apply, These Bikes are often non-sentient.

“M” deigned the Automated A.I. used for most Necris-Viper Speeder Bikes.

Armor: IN:40 to MN:75 physical materials with Deployable Force Shields rendering UN:100 Armor. The Rider must be able to fit on the Bike properly otherwise this Force Shield may injure the Rider.

Weapon Systems: MN:75 Energy and Force based trajectory beams and spherical attacks. Range is normally about 50 to 100 Feet (5 to 10 Areas)



VIPER Elite Soldier Talents:

Weapons Specialist for ANY Fire Arms or Shooting Weapons. Works from ‘Fighting’ rather than ‘Agility’ to encourage more Lethal Tactics. (‘Fighting’ or ‘Agility’ +3CS) Gunnery Marksmanship is a VIPER Soldier’s primary ‘Talent’

Leadership | Military | Tumbling | Martial Arts ABCDE | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Self | Survival | Stealth | Iron-Will | Computers | Pilot (Space, Air, Land, Sea) | Ariel Combat | Tracking | Reversed Karma | General Science | Cult Lore: Snake God of SET


Contacts and Assets:



All VIPER Soldiers are Socially and Financially supported by the Seven VIPER Temples and their social infrastructure of Government. An active duty VIPER Soldier is not allowed to raise a family. Unless the Family is destined to also become VIPER Soldiers as well; And there are Many Families who’s entire lively hood is dependant upon that career ‘Loyalty’.

VIPER Family homes are considered as SPEC OP Centers.

Below is a list of Senior VIPER members a Foot Soldier may contact during critical situations.

+ VIPER ‘Foot’ Soldier or Infantry Man.
+ Concubine or Female VIPER member. Often has a specialized role or ‘Talents’
+ Tank-Cows and Nali Battle Beast. Lethal Infantry Man.
“M”: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Krome: This Guy is a Human Mutant.
Dawg: This Guy is Human, but extremely Mutated.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Brock: This Guy is another Human.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Kommander: This Guy has 50 Clones of himself.
Viper-Xan: the Clan leader.


HOLY SHIX.... A Ten Page Book…. For a Freaking Minion.

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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD



Edited 1 time(s). Last edit at 05/03/2008 06:47PM by TankerAce.
VIPER Concubine
April 21, 2008 11:08PM
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VIPER Concubine





Distinguishing Features of a VIPER Concubine:

The most obvious feature about a VIPER Concubine is that they are Female Warriors of the VIPER Clan. Like their Male counter parts, the Females are also cultivated and raised from normal Humans; But they also allow the VIPER ‘Human’ species to reproduce, propagate, and remain as a stabilized ‘Species’.

VIPER Children who are born from both VIPER Male and VIPER Female parents often have the genetic profile allowing them to ‘Skip’ the process of being a VIPER minion or ‘Foot’ Soldier. Pure VIPER Children will often reach Peak Human FASE by 18 to 20 years old. They are also born with their Fangs and Venom ready to ‘Fight’ before their adolescence.

VIPER ‘People’ can breed with ‘Normal’ Humans. But often cross breeding will lead to the Child having many medical difficulties. Often the Child is still born. (Born Dead).

Based upon medical research and observations VIPER Males tend to have better success impregnating a Normal Human Female. This is mainly due to a VIPER Female’s reproductive organs. Unlike ‘Normal’ human females, VIPER Females lay an ‘Egg’ approximately 3 to 4 months after conception. This egg requires incubation in a warm environment for another 3 to 4 months. The Egg grows from about 5 pounds up to 10 pounds during incubation, then hatches a Baby VIPER Person, with ‘Fangs’ and ‘Venom’.

The VIPER Child will nurse from the mother for about 3 months. Normally, VIPER Children will develop just a little faster than ‘Normal’ human Children. This is mainly in part to their Regeneration Factors.

VIPER Concubines are not part of the species for the sole purpose of reproduction. VIPER Females are also vicious fighters and are usually more capable than many of the VIPER Males. Often this social pattern leads to the VIPER Males raising most of the Children.

VIPER Concubines can usually master many forms of Telepathy, Telekinesis, and even Energy Manipulation to a small degree. Most VIPER Males are unable to utilize such abilities. But it is not unheard of that a VIPER Male will dabble in the ‘Dark’ Arts.

While VIPER Females may acquire more Paranormal Powers than most VIPER Males, the Men can usually master strong defenses and combine it with their brute physic. Much like ‘normal’ humans the VIPER Males tend to be the more dominant member of a VIPER household.

Most VIPER families practice polygamy, where a single male may wed as many as 10 ‘Wives’. The purpose behind their polygamy is to propagate quickly with the strongest genetics. VIPER Males must prove their worthiness in Battle, both against each other and other Creatures.

This does not imply that the VIPER society is a barbaric and primitive society.



Known Powers:

Human Physical Perfection: VIPER Concubines are pretty much the equivalent of their Male Counter parts and achieve Peak Human Health by a rigorous labyrinth of Athletic training in combination with their Mutated Genetics. Often VIPER Concubines can live to be nearly 200 years old in well-conditioned Health. And normally their FASE will start to deteriorate at about 100 Years old…. (Unless they come across some Crazy Shit in an RPG Campaign)

‘Peak Human Physical Perfection’ is slightly lower for VIPER Females than Males, mainly due to simple brute ‘Strength’ and size. Almost all VIPER Concubines will have 120 to 130 Health, rather than the traditional ‘150’ Health.



Armor: All VIPER Concubines wear an Armored Uniform, but often the uniform is more reviling and seductive than a VIPER Male’s uniform. A VIPER Concubine’s Body is also genetically mutated to render them with a more flexible skeleton and tougher flesh providing these basic ‘Powers’ in Armor.

+ AA:08 Armor verse most conventional Physical and Kinetic attacks.
+ GD:10 Armor verse most conventional energy attacks, such as electricity, heat, and cold.
+ EX:20 Armor verse ‘Melee’ based edged and piercing attacks and abrasive damage during Slams.
+ SX:150 Armor verse most Toxic, Acidic, or Corrosive Chemicals… (This is biological resistance)
+ MN:75 Armor verse most Psychic and sensory Attacks, such as blinding lights and intense sound.



Force Shield Sheath: SX:150 All VIPER Concubines also have a deployable Force Shield, which can provide an additional 150 Points of Armor from virtually all known attacks. The Force Field is form fitting over her silhouette, only extending a few millimeters over their skin and uniform.

However, this Force Field Sheath becomes less effective as impacts and damages are sustained. As an example, say a VIPER Concubine takes a ‘HIT’ of AM:50 Intensity. This will reduce the Sheath by 50 Points rendering UN:100 ‘Armor’ (150 — 50 = 100). The Sheath will nullify damage in this manner until it is fully depleted.

Recharging the Force Shield Sheath can be rather difficult, as she needs to plug-in the battery pack into an energized power source for at least 2 to 10 Hours. In a normal environment the opportunity to Recharge the Sheath is rare. However, The Sheath can be recharged quickly while in a Sanctioned Tournament. Most Cathedral Tournaments have ‘Power-Up’ stations, which recharge this Sheath instantly simply by ‘running’ or moving through the station. These Power-Up stations are normally built into the Cathedral grounds and are about the size and shape of a Car’s Wheel with a beam of light projecting upward.



Regeneration: AM:50. VIPER Concubines heal faster than Males. Under normal conditions A VIPER Concubine’s flesh will recover 2 to 5 HP per game round after suffering an injury. She can boost this healing with Endurance FEATs to recover more HP in a single game round. Most VIPER Concubines have been able to re-grow soft tissues and lost organs and re-set their own broken bones.

+ BLUE: Total Failure, recover 3 HP for that Round.
+ WHITE: Total Failure, recover 5 to 10 HP for that Round.
+ GREEN: Recover 30 HP for that Round.
+ YELLOW: Recover 60 HP for that Round.
+ RED: Recover 90 HP for that Round.



Sensory Enhancements: A VIPER Concubines ‘Intuition’ Rank defines the Power Rank of her 5 Senses. This works for both resisting Sensory Attacks and Sensory Capabilities.

+ Mutated ‘Snake’ Vision: Eyesight for nearly any situation with Spectrum Shift and Telescopic vision.
+ Mutated Hearing: Also enhanced with Ear Phones for radio frequency communications.
+ Enhanced Sense of Touch for nearly any situation.
+ Radiation, Temperature and Chemical sensing at a 2 to 5 Area Range. (Forked Tongue and Viper Pits)
+ ESP or Extra Sensory Perception: Very similar to a ‘Danger Sense’ at a 2 to 5 Area Range.



Mobility Enhancements: All VIPER Concubines map mobility is handled on their FASE Ranks like most other Characters.

+ Walk: 2 Areas per Round.
+ Run: 4 Areas per Round. With their Endurance they can Run for 2 to 3 hours without exhaustion.
+ Sprint: 5 Areas per Round. They can maintain a full-bore sprint for 2 to 3 minutes. (20 to 30 Rounds)
+ Swim: 4 Areas per Round. They can hold their breath for 8 to 10 minutes due to enhanced lungs.
+ Climb or Crawl: 3 Areas per Round; can Climb most rough texture surfaces, even upside down.
+ Jump: 1 to 2 Area per Round.


Melee Weaponry:

Katana Swords: SX:150 Material swords with a High Frequency Blade. This is a replaceable Sword of the modern era, which can be found in any weapons vault or purchase facility. VIPER Concubines usually carry 1 or 2 Katana Swords, but this is not their primary weapon of choice. EX:20 Resources can acquire one of these Swords.

+ AM:50 Bladed / Edged Damage. Blade is laced with Venom or Energy to maximize Damage.
+ UN:100 Armor piercing.
+ SY:200 to resist damage (Basically similar to a ‘Light-Saber’)
+ Multiple Attacks are determined by ‘Fighting’ Rank drop the One’s Digit; usually 5 per Game Round.
+ Blade length may be adjusted from Knife size to a 3 foot long Sword.


Venom and ‘Fangs’: IN:40 up to MN:75 edged and toxic-acidic Damage. VIPER Concubines also have ‘Fangs’ and ‘Venom’ like the Males. But the Females rely very heavily upon these ‘Fangs’. Often a Female’s Fangs are nearly twice as potent as a VIPER Male’s Fangs.

VIPER Concubines are very proud of their Fangs and often VIPER Males are strongly attracted to a VIPER Female with vicious ‘Fangs’. Normally, a VIPER Concubine will use her Fangs during intimacy. This makes the VIPER Male more resistant to the Venom and often helps Child Conception.

Like the VIPER Males, these retractable Fangs develop at the Wrists, Elbows, Shoulders, Face, Knee, and Feet. Normally in that order as well. Many VIPER Concubines also have medical procedures done to beautify, rearrange, and strengthen their ‘Fangs’.



Reversed Karma: UN:100. VIPER Concubines tend to master this Power easily. Often ‘Pure Blood’ Concubines have it mastered before their adolescence. VIPER Concubines are able to ‘KILL’ a perceived enemy and Gain Karma. This does not make a VIPER Concubine ‘EVIL’ but they have little restraint to a perceived enemy.

However, getting on Her hit list requires an enemy to nearly ‘KILL’ Her. If another Character uses ‘Lethal’ force against Her, that Character is perceived as a Mortal Enemy.

However, this Reversed Karma is a double-edged sword for her. VIPER Concubines will lose double the normal amount of Karma if her teammates or other VIPER People are Killed within her presents.

+ Death of Teammate: She loses the teammate’s Karma Level times 2.
+ Defeat of a Teammate: She loses 10 to 20 Karma.
+ Losing a Teammate to disloyalty or defection: She loses the teammate’s Karma Level.
+ Recruiting a new Trusted Teammate: She gains their Karma Level.
+ Defeating or Forcing an Enemy to retreat: She earns the enemy’s Karma Level.
+ Killing an Enemy: She earns the enemy’s Karma Level times 2.
+ Converting an Enemy into a Viper Asset: She earns the enemy’s Karma Level times 3.



Spells and Ranged Weaponry:

VIPER Concubines practice the ‘Dark’ Arts in Witchcraft to master various spells. These Spells are operated from her individual ‘Psyche’ Rank (FN:35 to FR:70) For FEAT Rolls.

A VIPER Concubine’s Spells have various effects and abilities based upon her ‘Experience’ Rank (RM:30 to VI:55 or Her ‘True Age’ up to SX:150). This means she may Combine effects to render various Spells.

As an example:
GD:10. Experience can only launch a 1 Area ‘Flame’ blast.
EX:20. Experience may combine 2 effects; A Flame-Missal with much greater Range.
RM:30. Experience may combine 3 effects; A Flame-Missal that Ensnares upon impact.
SX:150. Experience may combine 15 effects; such as the following Spell:

Ensnaring / Poison / Flame / Neural Stun / Gravity Hold / Blinding / Ear Shattering / Agonizing Pain / Muscle Paralyzing / Illness Inducing / Flying attack Net blanketing a 5 X 5 X 5 Area Grid / From 150 Areas Away with a Portal.

Often older VIPER Concubines who have lost their youthful beauty and physical strength are extremely formidable. VIPER Males often practice the Dark Arts too as they age and become less Physically capable. But all too often, VIPER Males meet their demise before they consider studying ‘Magic’.

Spells are used as Power Stunts in manipulating Energy, Forces, Matter, Physics, and Psychological aspects of our world. A VIPER Concubine’s spells are broken into 5 General Categories so that Creative Players and Game Judges may devise ‘Spells’ and simplify Game mechanics.

Energy | Forces | Matter | Physics | Psychological

+ FEAT roll with Her ‘Psyche’ Rank to determine the ‘HIT’ such as ‘Agility’ for Shooting.

1 Karma Point uses a Spell at GD:10 Intensity… 1 Area Range
2 Karma Points uses a Spell at EX:20 Intensity… 2 Area Range
3 Karma Points uses a Spell at RM:30 Intensity… 3 Area Range and so forth up to her ‘Experience’ Rank.

+ Spells are ‘SHOT’ in a Globe that pulses outward in all directions at once in a ‘Globe’ formation. Thus, She does not require an ‘Aim’ FEAT to hit a given Target if the Target is within Range.

+ Multiple Targets: She can also ‘HIT’ multiple Targets in the same Game Round if the Targets are in the Sphere of Spell. This does not take a penalty on her ‘Psyche’ FEAT, but damage, intensity, and potency of the Spell is reduced by 1 Rank per additional Target.

Some Basic Spells, just to get the player thinking... (Player’s Imagination)

+ Cast bolts of Fire, Ice, Lighting, Gravity, Earth, Sand, Time, Poison, Glue, Teleportation, Psyche.


A VIPER Concubine’s Talents:

Clairvoyance, VIPER Concubines may learn ANY talent and be masterful at the talent with a Yellow Psyche FEAT. She can continue to use a single Talent until she needs to learn a ‘New’ Talent. This normally allows them to utilize virtually ANY abilities at [+1CS]. However, the Player or GM must state which ‘Talents’ will be used, and her ‘Experience’ Rank will cap off how many Talents she can hold during a Game Setting. (EX:20 = 2 | RM:30 = 3 | IN:40 = 4 and so on)

VIPER Concubines also have a base list of Talents rendering [+1CS] to most FEATs

Tumbling | Martial Arts ABCDE | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Others | Stealth | Computers | Pilot (Space, Air, Land, Sea) | Ariel Combat | Reversed Karma | General Science | Cult Lore: Snake Lord of SET


Contacts and Assets:



All VIPER Concubines are Socially and Financially supported by the Seven VIPER Temples and their social infrastructure of Government. An active duty VIPER Concubine is not allowed to raise a family. Unless the Family is destined to also become VIPER Soldiers as well; And there are Many Families who’s entire lively hood is dependant upon that career ‘Loyalty’.

VIPER Family homes are considered as SPEC OP Centers.

Below is a list of Senior VIPER members a Concubine may contact during critical situations.

+ VIPER ‘Foot’ Soldier or Infantry Man.
+ Special Forces VIPER Soldier or Infantry Man.
+ Tank-Cows and Nali Battle Beast. Lethal Infantry Man.
“M”: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Krome: This Guy is a Human Mutant.
Dawg: This Guy is Human, but extremely Mutated.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Brock: This Guy is another Human.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Kommander: This Guy has 50 Clones of himself.
Viper-Xan: the Clan leader.


HOLY SHIX.... A Ten Page Book…. For a Freaking Minion.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 05/03/2008 06:47PM by TankerAce.
A.B.C. Drones
April 27, 2008 10:42AM
avatar
A.B.C. Drones (Atomic Battle Cattle)





F: IN:40            | R: EC:15            | Race: Pa-Nali      | Nationality: N/A        |
A: IN:40            | I: RM:30            | Gender: Male       | Residence: VFC Temples  |
S: EX:20            | P: RM:30            | Apparent Age: ???  | True Age: 20 to 30      |
E: AM:50            | L: IM:25            | Eye Color: N/A     | Alliance: VIPER (VFC)   |
                    |                     | Hair Color: N/A    | Calling: Soldiers       |
Health: 150 / 150   | Karma: 100 / 100    | Blood Type: N/A    | Achievement: Soldiers   |
                    |                     | Height: About 5'   | Life Expectancy: 300    |
Initiative: IM:25   | Experience: EX:20   | Weight: About 400  | Species: Cloned Nali    |
Popularity: EX:20   | Appearance: PR:04   | Mass: 0 X 4 = 0    | Class: Fighters         |
Resources : FB:02   | Morality  : Neutral |                    |                         |
Job Rank  : TY:06   | Conviction: FN:35   | ATTACK: IM:25      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EX:20 [+1CS]        | IM:25 [+0CS]        | EX:20 [+1CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |



Distinguishing Physical Features and Origins:

VIPER Kommader also used his Resources and Assets to ‘Clone’ Nali-Cows from Nali-Tank’s genetic DNA. However the Cloning process rendered Nali-Cows which where not quite as formidable as Nali-Tank Himself.

These Clones are ‘Farmed’ and harvested in laboratories constructed under ground at the various VIPER Temple Facilities.

The most obvious feature is that these Cows are not human at all and they lack arms and hands. And have a beast like face with a ‘Snout’. And Cloven Hoofed Feet, such as a Bovine creature would have; And finally, a Tail.

To add more oddities to these strange Cloned Alien Creatures is their bionic implants; mainly the ‘Gun-Rack’ saddled upon the back. They have other bionic implants, but this is the most obvious one of all.

Nali-Cows are bipedal creatures; holding their balance in an upright position upon 2 sturdy ‘cloven-hoofed’ legs. The creature’s Head and Tail operate in unison to maintain perfect balance. Nali-Cows walk upright, and can perform many athletic feats far beyond human abilities.

Nali-Cow Clones are often called ‘Atomic’ Battle Cows, or A.B.C. Drones as their Gun-Rack uses a form of Atomic Fusion to generate and fabricate weapons from molecular blue prints.

While cloned Nali-Cows do not have the ‘Relics of Power’ as Nali-TANK has, they are still extremely formidable creatures in Combat.



Known Powers:

Armor: Cloned Nali-Cows wear an Armored Uniform and their Alien Flesh is naturally more resistant to injury and damage.

+ RM:30 Armor verse most conventional Physical and Kinetic attacks.
+ IN:40 Armor verse most conventional energy attacks, such as electricity, heat, and cold.
+ AM:50 Armor verse ‘Melee’ based edged and piercing attacks and abrasive damage during Slams.
+ MN:75 Armor verse most Toxic, Acidic, or Corrosive Chemicals.
+ UN:100 Armor verse most Psychic and sensory Attacks, such as blinding lights and intense sound.



Force Shield Sheath: SX:150 Like the VIPER Soldiers, Nali-Cow Clones also have a deployable Force Shield, which can provide an additional 150 Points of Armor from virtually all known attacks. The Force Field is form fitting over the Cow’s silhouette, only extending a few millimeters over their skin and uniform.

However, this Force Field Sheath becomes less effective as impacts and damages are sustained. As an example, say a Nali-Cow takes a ‘HIT’ of RM:30 Intensity. This will reduce the Sheath by 30 Points rendering GL:120 ‘Armor’ (150 — 30 = 120). The Sheath will nullify damage in this manner until it is fully depleted.

Recharging the Force Shield Sheath can be rather difficult, as the Nali-Cow needs to plug-in the battery pack into an energized power source for at least 2 to 10 Hours. In a normal environment the opportunity to Recharge the Sheath is rare. However, The Sheath can be recharged quickly while in a Sanctioned Tournament. Most Cathedral Tournaments have ‘Power-Up’ stations, which recharge this Sheath instantly simply by ‘running’ or moving through the station. These Power-Up stations are normally built into the Cathedral grounds and are about the size and shape of a Car’s Wheel with a beam of light projecting upward.



Equipment and Weapon Summoning: AM:50. Cloned Nali-Cows uses a vast array of conventional and fictional weapons, hand held Firearms, and Explosives. Like Nali-Tank, these Cloned creatures can basically Summon virtually any hand held weapon they desire at Will. These Weapons are housed and used in the Gun Rack.

This system of Summoning Weapons is not fully understood. But in Game Terms, the Weapons are ‘Replicated’ from a molecular blue print via a magic matter / energy manipulation system within him.

+ BLUE: Total Failure. He will not Summon a Weapon.... He needs to FEAT Roll in the next Round.
+ WHITE: Minor Success. The Weapon is coming in 1 to 5 Game Rounds.
+ GREEN: Success. The Weapon is coming in 1 to 2 Game Rounds.
+ YELLOW: Success. The Weapon is coming in the Next Game Round.
+ RED: Success. The Weapon instantly appears in his hand and is ready to use.


Below is a list of 10 unique shooting weapons Clone Tank Cows have permanently placed into their Summoning System. Tank Cows do NOT have to FEAT Roll to Summon these Weapons. As well, Tank Cows will memorize particular weapons into his Summoning System if they get a hold of such Weapons. One such Weapon is an M-300 Assault Cannon. (This Weapon is described in IGN’s Status Page)



M-300 Assault Cannon: Normally, Nali Tank-Cows will arm themselves with an M-300 Assault Cannon. This weapon is detailed in IGN’s Status Page.



Pistols: Nali Tank-Cows use about 10 different types of pistols ranging from revolvers to semi-automatic top slides. These are large bore pistols of about a 50 Caliber Magnum. Nali Tank-Cow pistols can be arranged to fire traditional Bullets or Pure Energy Bullets… If a Player and Judge go into argument over Game Mechanics, Nali Tank-Cows can use ‘Magic’ Bullets that WILL PUNCH Through ANY Armor or Passive Defense based upon a set Power Rank.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: RM:30 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: IN:40 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 150 to 250 feet (15 to 25 Areas)
+ Burst and Rapid Fire: Tank can fire a maximum of 7 Bullets in a Single Game Round from One Pistol.
+ Multiple Guns at Once: Tank can use 8 Pistols in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 8 Pistols is 1680 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction is RM:30 to AM:50.




Razor Disc Gun | Ripper: This is a crude rail-gun that fires explosive and razor sharp discs. Each disc is about 10 inches in diameter and the discs can be arranged to ‘Rebound’ from various surfaces or explode upon impact, or even be used to launch a ‘Sticky’ Bomb or adhesive tracking devise. The Gun itself can also be used as a Bladed Sword.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: RM:30 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 300 to 350 feet (30 to 35 Areas)
+ Burst and Rapid Fire: Tank can fire up to 3 Razor Bullets from One Razor Ripper Gun per Round.
+ Multiple Guns at Once: Tank can use 3 Razor Ripper Guns in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 3 Razor Rippers is SY:270 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:500
+ Destruction is GD:10 to RM:30.




Flack Cannon: This stubby ‘Block’ Hammer like weapon fires Flack Grenades ‘SHOT-GUN’ style. It can fire either a Scatter Shot Grenade or launch an explosive impact grenade. This weapon is extremely useful for Close Range Gunnery Combat, but nearly useless for long range combat. The Blast and even the Gun can be used as a crude Shield.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AM:50 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 50 to 100 feet (5 to 10 Areas)… Damage is MN:75 with in 2 Areas, and UN:100 at 1 Area Range.
+ Burst and Rapid Fire: Tank can fire a maximum of 2 Flack Bullets from One Flack Cannon.
+ Multiple Guns at Once: Tank can use 2 Flack Cannons in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 5 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Flack Cannons is SY:200 HP Damage on a Single FEAT.
+ Max Damage at 2 Areas is SZ:300 and SZ:400 at 1 Area Ranges.
+ Destruction: Level a 5 Area Grid Block.




Bio | Goo | Glue Gun: This gun allows Nali Tank-Cows to shoot a glob of sticky adhesive gel. This Gel can be used as adhesive ‘Glue’ or can be charged with various compounds to render explosives, corrosives, or toxic poisons. He can use this weapon in 3 basic shot patterns; A sticky steam of Gel launched fire hose style, or he may fire off multiple globs of Goo that will cover a 2 Area Grid, and finally a Large beach ball sized glob that is quite intense.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AM:50 Toxic Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: AM:50 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 50 to 100 feet (5 to 10 Areas)… Damage is MN:75 with in 2 Areas, and UN:100 at 1 Area Range.
+ Stream Firing: Similar to a Water Hose that can cover a 1 Area Grid in a Single Game Round.
+ Burst and Rapid Fire: Tank can fire a maximum of 5 baseball-sized globs from One Goo Gun.
+ Big Goo: This will bundle up the Goo Gun’s ‘Goo’ to the size of a Beach Ball to inflict SX:150 Impact.
+ Multiple Guns at Once: Tank can use 2 Goo Guns in his Gun Rack at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 2 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all Both Goo Guns is SZ:500 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction: Level a 2 Area Grid Block



Shock Rifle: This gun allows Nali Tank-Cows to shoot a blast of lethal Plasma Photon Energy at a combat range of 500 feet (50 Areas). The Blast can be fired as a ‘Ball’ or a trajectory ‘Beam’. The weapon will inflict AS:80 Energy Based Damage, but it can be used with a Power Stunt called a ‘Shock Combo’ to explode upon target contact in a confined 1 Area Grid with SX:150 impact. This weapon can also be used as a Melee energy sword or ‘Light Saber’ which will inflict SX:150 Damage and Armor piercing.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: AS:80 Energy Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: UN:100 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 400 to 500 feet (40 to 50 Areas)
+ Burst and Rapid Fire: Tank can fire a maximum of 2 blast per round with One Shock Rifle.
+ Shock Combo: SX:150 Energy Impact confined to a 1 Area Grid Block. [-3CS] from MN:75 FEAT Roll.
+ Multiple Guns at Once: Tank can use 2 Shock Rifles at once, allowing a Burst of 4 Shots per Round.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 2 Area Grid.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Shock Rifles is SZ:320 HP Damage on a Single FEAT.
+ Max Damage with a double Shock Combo is SZ:30 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:350
+ Destruction: Level a 1 Area Grid Block.




Sniper Rifle: This gun allows Nali Tank-Cows to fire off a tightly compressed ‘Bullet’ into a fine point armor piercing ‘Shell’ or Energized ‘Beam’. Damage of this weapon is only EX:20, but it is capable of piercing SX:150 Armor at ranges in excess of 2000 feet (200 Areas). The beam or bullet can also be charged with various energy types to render heat, cold, electricity, explosives, corrosives, or toxic effects. This gun can be fired twice per Game Round, but only at targets within 1 Area from the last target shot at.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: EX:20 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: SX:150 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 1500 to 2000 feet (150 to 200 Areas). Tank can use telescopic ‘Zoom-In’ Vision with this Gun.
+ Burst and Rapid Fire: Tank can fire a maximum of 2 blasts per round One Sniper Rifle.
+ Multiple Guns at Once: Tank can use 4 Sniper Rifles at once, allowing a Burst of 4 Shots per Round.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 1 Area Grid.
+ Multiple Targets: Tank will lose [3CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 4 Sniper Rifles is SX:160 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is CL:1000 (1200 to be exact)
+ Destruction: Leaves a hole about 1 inch wide… PR:04 to TY:06.



Rocket Launcher: This weapon launches self propelled Explosive Rockets. These Rockets are possibly his most sophisticated and destructive ‘Bullets’. The Rocket’s Explosive charge render UN:100 Damage to a 2 X 2 X 2 Area Grid Block. Every area beyond this Grid and the intensity and damage will be reduced by one Column Shift.

These Rockets can be used as hand tossed Impact Explosives (Which ignite when they hit something) or Time delayed Bombs with either a remote triggered fuse or time fuse of 20 Minutes (200 Game Rounds). Tank can throw up to 3 of these Explosives per round on the ‘Agility’ for about 40 feet (4 Areas). For each Explosive device he removes from the throwing FEAT he can add 10 feet (1 Area) of range, between ‘Toss’ and ‘Base-Ball Pitch’

The Rocket Engine allows the Impact Explosives to be self propelled and guided by a miniature seeker system of IN:40 capability. The effective Combat Range is about 1000 to 1500 feet (100 to 150 Areas) The rockets can chase a given target for 10 seconds, (2 Game Rounds) before depleting its fuel and exploding.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: UN:100 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Piercing: UN:100 by default, but can be increased with Multiple Guns, Relic of Strength, or Burst Firing.
+ Range: 1000 to 1500 feet (100 to 150 Areas).
+ Burst and Rapid Fire: Tank can fire a maximum of 2 Rockets per round with One Rocket Launcher.
+ Bundle Rockets: Tank can lunch a maximum of 6 Rockets at once by Bundling 2 Rockets per Round.
+ Multiple Guns at Once: Tank can use 2 Rocket Launcher at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 3 Area Grid Block.
+ Multiple Targets: Tank will lose [2CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with both Rocket Launchers is SZ:500 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is SZ:500
+ Destruction: Level an 8 Area Grid Block.



Full Auto Rapid Fire Chain Gun OR Automatic Plasma Gun: These are Fully Automatic guns that allow Nali Tank-Cows to shoot with a fully automatic ‘Chain-Gun’ effect. These are possibly their most devastating set of Guns overall since they will shoot about 50 bullets per FEAT roll…. From 1 to 4 Guns at once.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: EX:20 Lethal Impact. Can be increased with Multiple Guns, Relic of Strength, or Auto Firing.
+ Piercing: SN:60 by default, but can be increased with Multiple Guns, Relic of Strength, or Auto Firing.
+ Range: 500 to 600 feet (50 to 60 Areas).
+ Auto Rapid Fire: These Guns just fire a ‘BEAM’ of scorching hot bullets or energy.
+ Multiple Guns at Once: Tank can use 4 Chain Guns at once.
+ Scatter Shots: Can be spread out to ‘Pepper’ a 4 Area Grid Block.
+ Multiple Targets: Tank will lose [1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Tank can not be blind-sided and he may Shoot at targets from ANY angle [-1CS]
+ Max Damage with all 4 Chain Guns is CL:4000 HP Damage on a Single FEAT.
+ Max Armor Piercing with the Relic of Vengeance is CL:1000 (1500 to be exact)
+ Destruction: Level a 4 Area Grid Block

Damage FEATS with the Chain Guns:

BLUE: Total Failure. He will not even fire the weapons. Initiative goes to his direct opponent.
WHITE: He fires 5 to 10 Bullets from One weapon but misses the intended target by a few feet.
GREEN: 10 to 20 Bullets hit the target. (EX:20 X 10 to 20 = 200 to 400 Damage) X 1 to 4 Chain Guns.
YELLOW: 20 to 30 Bullets hit the target. (EX:20 X 20 to 30 = 400 to 600 Damage) X 1 to 4 Chain Guns.
RED: Only 30 to 40 Bullets hit the target. (EX:20 X 30 to 40 = 600 to 800 Damage) X 1 to 4 Chain Guns.
100 RED: 40 to 50 Bullets hit the target. (EX:20 X 40 to 50 = 800 to 1000 Damage) X 1 to 4 Chain Guns.



Redeemer: This is a ‘HUGE’ hit gun that uses a self-propelled guided missal. The missile carries a miniature Plasma ‘Nuke’ that can level to 10 X 10 X 10 Area Grid Block with a SZ:350 Spherical Impact. However, the Spherical Impact is quite refined and will not destroy much of anything beyond it’s 10 Area wide Grid.

The Redeemer missal can be fired off in 3 manners. Just Shoot it off the hip, or Guide the Missal with a tiny camera system, or let it ‘Lock-On’ to a Target’s signature so it can give ‘Chase’. To ignite the missal can be done in 2 basic manners. Let it collide with a solid object of EX:20 or better material strength. This missal will simply ‘Cut’ through most targets of lesser material strength so that it can be guide under water from a Land or Air Launch. The second means of detonation is to do it manually with Guidance System.

The missal is a 2-Foot Long tapered ‘Rocket’ cylinder about 6 inches in diameter with fin wings at the Rocket Engine. The Launcher is a hefty contraption as well, and must be fired off over the shoulder.

+ FEAT Roll on IN:40. Plus Shifts can be added up to a maximum of [+5CS] to reach UN:100 FEAT.
+ Damage: SZ:350 Lethal Impact. Can NOT be increased.
+ Range: Over 500 Miles. You better be about 200 to 300 Feet away from Ground Zero.
+ Auto Rapid Fire: NONE.
+ Multiple Guns at Once: One.
+ Scatter Shots: Who cares, it can level 10 X 10 X 10 Areas… It’s 100,000 Cubic Feet.
+ Multiple Targets: Any Targets in the Grid.




Molecular Disintegration Gun (Insta-Jib): Pound for pound this gun is a Nali Tank-Cow’s most lethal weapon. It disintegrates physical mass and matter on the molecular level. Due to its sheer destructive potential it will score KILL results to any target with a simple hit of a White, Green, Yellow, or RED FEAT because a general body shot will remove layers of the victim's mass on a molecular level. The weapon has a slow rate of rapid fire, but the projected beam travels at near light speed velocity once out of the muzzle.

Damage for a single Hit is calculated by a secondary Damage FEAT Roll: Standard Damage is considered as CL:1000 - Class 1000 because it simply disintegrates 1000 points of mass or matter on a single target hit. However, the Blast Zone or Area of Destruction is only about RM:30 since it only leaves a hole about 1 foot in diameter. Accurate Combat Range is about 200 to 400 feet (20 to 40 Areas)

Rate of Fire per Game Round is 1 shot per Game Round. Due to a split second laser lag Tank will have a penalty of [-2SC] upon shooting at a target which is aware of him and the target has a reasonable means of evasion, escape, or defense from the beam.

The Disintegration beam can be reduced to half its power with an Energy or 'Magic' based shield, barrier, or equivalent weapon; such as a Star Wars light saber. However, that Energy or Magic based tool will collapse and have to be restarted.

(Special Notes to Players and Game Judges) This weapon is frequently used in Standard and Sanctioned Tournament Bouts since combatants can Re-Spawn with out true DEATH. But in a normal Game environment the Game Judge holds a 3 to 1 vote priority to even allow usage of this weapon.

BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent
WHITE: He fires the weapon but misses the intended target by a few feet.
GREEN: Disintegrate 400 Points of Mass (SZ:350 - Shift Z Damage)
YELLOW: Disintegrate 600 Points of Mass (SZ:500 - Shift Z Damage)
RED: Disintegrate 800 Points of Mass (SZ:500 - Shift Z Damage)
100 RED: Disintegrate 1000 Points of Mass (CL:1000 Damage)


Talents:

Weapons Specialist for ANY Fire Arms or Shooting Weapons (Works from ‘Fighting’ rather than ‘Agility’ to encourage more Lethal Tactics) Operates with IN:40 FEAT Rolls as the ‘Minimum’ Rank unless hindered by extreme situations or conditions…

Military | Tumbling | Savage Melee Combat (MAS of ABCDE) | Total Navigation | Finance | Resist Domination | Infiltration | Emotion Control: Self | Survival | Stealth | Cybernetic Repair | Computers | Pilot (Space, Air, Land, Sea) | Ariel Combat | Tracking | Reversed Karma | General Science

Contacts and Assets:



All Cloned Atomic Battle Cows are Socially and Financially supported by the Seven VIPER Temples and their social infrastructure of Government.

Below is a list of Senior VIPER members a Cloned Tank-Cow may contact during critical situations.

+ VIPER ‘Foot’ Soldier or Infantry Man.
+ Special Forces VIPER Soldier or Infantry Man.
+ VIPER Concubine
“M”: This Guy is a Human. Most of his Powers are based from the VIPER Mother Ship.
Krome: This Guy is a Human Mutant.
Dawg: This Guy is Human, but extremely Mutated.
Kreiger: This Guy is an Extra Terrestrial Creature. Vastly strong and a talented space pilot.
Brock: This Guy is another Human.
Seven: This Guy is a Human, but his powers are ‘Speed’ based.
Ivan Guard Necro: This Guy is a Human and has vast strength and intelligence.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Kommander: This Guy has 50 Clones of himself.
Viper-Xan: the Clan leader.

(\__/)
(='.'=)
(")_(")
TANKERACE


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[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD



Edited 4 time(s). Last edit at 05/03/2008 06:48PM by TankerAce.
THE SKAARJ
April 27, 2008 11:12PM
avatar
THE SKAARJ


Pupae / Larva


Fledgling



Combative Adult


Combative Warrior



War-Lords and Skaarj Kings



Queens



Distinguishing Features and Origins:

The Skaarj are an intelligent Extra Terrestrial Alien Society who lives in a remote Solar System about 800 Billion Light Years away from Earth. Given their extreme remote distance from Earth, most Humans are not even aware of their existence.

However, some Humans and a few Super Hero types have been able to briefly experience close encounters with the Skaarj. And their reports are not optimistic about establishing a peaceful co-existence with the Skaaj Civilization.

All reports involving the Skaarj Race depict the entire Skaarj Civilization has a massive horde who invades by lethal force to consume all the natural resources then move on to the next world, continually expanding their foot hold in the Galaxy.

To add to their indomitable will to conquer on a global scale is that the Skaarj are quite capable of backing up their intentions with Barbaric and Militant Force.

First of all, the Skaarj reproduce and live in Collective ‘Hives’ much like many species of wasps and ants. These Hives may harbor as many as 500 thousand to One-Million individuals. And each individual is completely loyal to the collective goals of the hive. And if one hive joins forces with another hive it is often a very smooth transition.

Secondly, the Skaarj not only operate in mass numbers but each individual also gains paranormal powers as they age and grow through their life cycles… Many Skaarj are reported to be well over 500 years old and are able to master Paranormal Powers rivaling many Cosmic Entities.

The Skaarj start their life as an Egg, which hatches a Baby Skaarj Larva. Then this Larva or ‘Pupae’ will live for about 10 to 20 years and cocoon itself to become a Fledgling. Each Skaarj phase allows the Skaarj to adapt and occupy different types of environments on various worlds; such as living under water as well as the land.

In some cases, Skaarj Adults can live totally airborne in ‘Flight’ and never have to touch the ground. And some Skaarj are even able to venture into deep space travels without any form of assistance other than their God given ability to Fly.


Skaarj Pupae / Larva




Primary Abilities:


Skaarj Pupa

F: EX:20            | R: GD:10            | Race: Skaarj       | Nationality: N/A        |
A: AA:08            | I: RM:30            | Gender: N/A        | Residence: Pa-Nali      |
S: TY:06            | P: RM:30            | Apparent Age: ???  | True Age: 10 to 30      |
E: EC:15            | L: EX:20            | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 49 / 50     | Karma: 90 / 90      | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 12 inches  | Life Expectancy: 20     |
Initiative: EX:20   | Experience: TY:06   | Weight: 40 pounds  | Species: Skaarj         |
Popularity: DE:01   | Appearance: FB:02   | Mass: -4 X -3 = 12 | Class: Fighters         |
Resources : DE:01   | Morality  : Neutral |                    |                         |
Job Rank  : FB:02   | Conviction: RM:30   | ATTACK: EX:20      | DEFENSE: EX:20          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
GD:10 [+1CS]        | EC:15 [+0CS]        | EC:15 [-1CS]       | GD:10 [+1CS]            |
                    |                     |                    |                         |




Known Powers:

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced Damages.

Armored Flesh: GD:10. Skaarj Pupae have GD:10 resistance to just about ALL other known Attacks.

Adaptive Life Support: RM:30. Skaarj Pupae will genetically adapt to consume natural resources of the environment they inhabit. As an example their lungs can genitally ‘Learn’ to pull oxygen from water allowing them to inhabit a fully submerged water environment. This Power spans a greater spectrum than breathable ‘Oxygen’. They are also able to live in poisonous and toxic fumes to Live in various environments. The one limitation is the Environment has to provide some form of Chemical and Energy based sustenance. Skaarj Pupae may eat any form of meat or vegetation for self-sustenance.

Venomous Spines: EX:20. Skaarj Pupae are born with nasty natural weaponry as Fangs and ‘Spines’ that will become their Arms and Legs later in Life. They inject EX:20 toxic poisons upon a Bite or ‘Hit’. This Toxic poison can deliver EX:20 Damage per Game Round until purged or nullified with an antidote of equal or greater potency.

Mobility: EX:20. Skaarj Pupae can ‘Jump’ in 1 Area bounds to Attack and Avoid Danger. They can also cling to rough textured surfaces for vertical and upside mobility with their ‘Strength’. Due to their Small size they can also use their ‘Attack’ or ‘Defense’ Ranks as a simulated form of Melee ‘Fighting’ and ‘Agility’.

Egg and Cocoon Shells: UN:100 to SZ:500 durability. This is molded from their Venom into a solid structure, usually an orb. Molded into a protective orb, the Shell will also have Razor Sharp ridges. The more hostile the environment, the stronger the Shell becomes up to a maximum of SZ:500. It takes about AM:50 impact to ‘KILL’ a soft Skaarj Egg with a single ‘Hit’. Once the Shell takes damage it will harden up to UN:100 durability gaining 50 Points of ‘Armor’ per round.

In a non-hazardous environment the Shell will soften up into a moldable ‘Gel’ or ‘Clay’ in about 10 to 30 Days. The Skaarj use this Shell Material to build a great deal of their tools, weapons, and other technology.

Skaarj Pupae can Cocoon themselves into a Shell in about 10 to 15 minutes. After about a week the Skaarj will enter into a comatose suspended animation to conserve its life. The Skaarj Pupae may survive for 10 to 20 years in this Shell. Many Skaarj eggs are launched into space in hopes that it will survive and land on a hospitable planet.

Talents:

Fearless: Skaarj Pupae will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 10 to 15 Points of Health Damage. Once injured the Skaarj Pupae will run away to notify reinforcements.

Swarming: Skaarj Pupae work in groups or ‘Packs’ ranging from 10 to 100 individuals. If the pack is reduced by half its numbers the rest will seek out reinforcements from Adult Skaarj.

Reversed Karma: Any hostile actions a Skaarj takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Skaarj ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition.

Limitations: Skaarj Pupae do not use any Weapons, Tools, or Technology. Their R.I.P. Ranks are only used for ‘Tactical’ infiltration and subduing prey. However, Skaarj Pupae do harvest their ‘Egg’ shells and Venom so that Adult Skaarj may use the rugged shells as Raw Building materials.

Contacts and Assets:

Any other Skaarj Life Form.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.

Other Skaarj to Come.

(\__/)
(='.'=)
(")_(")
TANKERACE


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Edited 5 time(s). Last edit at 04/27/2008 11:53PM by TankerAce.
THE SKAARJ (Fledgling or aka The Krall)
April 28, 2008 03:05PM
avatar
THE SKAARJ (Fledgling or aka The Krall)



Primary Abilities:

Skaarj Krall

F: IN:40            | R: EC:15            | Race: Skaarj       | Nationality: N/A        |
A: EX:20            | I: FN:35            | Gender: N/A        | Residence: Pa-Nali      |
S: EX:20            | P: FN:35            | Apparent Age: ???  | True Age: 20 to 40      |
E: RM:30            | L: IM:25            | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 110 / 110   | Karma: 130 / 130    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 5' to 6'   | Life Expectancy: 80-ish |
Initiative: RM:30   | Experience: EX:20   | Weight: 200 pounds | Species: Skaarj         |
Popularity: DE:01   | Appearance: GD:10   | Mass: 0 X 0 = 0    | Class: Fighters         |
Resources : DE:01   | Morality  : Neutral |                    |                         |
Job Rank  : AA:08   | Conviction: AM:50   | ATTACK: EX:20[+1CS]| DEFENSE: IM:25[+1CS]    |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EX:20 [+1CS]        | IM:25 [+0CS]        | IM:25 [+0CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |



Distinguishing Features:

Skaarj Pupae develop into humanoid-formed Creatures known as the Krall. These are ‘Fledgling’ Skarrj and have limited Powers, but they are still quite formidable. A Skaarj Pupae’s life span is roughly 15 to 20 years long, at which time the Pupae will seek out a peaceful nesting area to wrap itself in it’s Cocoon forming Venom and grow into a Krall. The Krall will live for about 20 to 30 more years then cocoon itself to become a Combative Adult.

If unaltered or tampered with, the Pupae Cocoon will hatch a Krall in approximately 2 to 3 week’s time. During this metaphysic growth process the Pupae grows considerably fast, going from a mass of about 40 pounds to nearly 200 pounds, and adding a great deal of skeletal and muscle mass.

The Krall will then fashion a crude Staff or Spear from the remaining fragments of his Cocoon Shell. With this Staff a Krall uses his meager Psychic Powers to enhance the Staff to launch various energy beams and attacks.

The Krall do not have Male or Female genders as they are unik Creatures with no discernable reproductive organs.


Known Powers:

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: RM:30 Organic Bone Material. Skaarj Krall have flexible bones but they can be broken under extreme forces. This allows them to reduce most bone injuring attacks by [-1CS] on top of his RM:30 bone durability.

Muscle Mass: EX:20. Provides Armor verses most Physical and Energy based injuries.

Skin Mass: EC:15. Krall have tough, scaly hide to Physical impact and Temperature extremes.

Soft Tissues: GD:10 to almost all known injuries and attacks.

Other Various Immunities: IN:40. The Krall do NOT lose much Blood after their flesh has been cleaved, decapitated, or severely impaled; This often results in single damage injuries and allows the Krall to operate with crippled and decapitated arms and legs with minimum penalties; reducing ‘Kill’ attacks to ‘Stuns’. However, severe Torso and Head Damage will most likely kill a Skaarj Krall.



Adaptive Life Support: IN:40. Skaarj Krall will genetically adapt to consume natural resources of the environment they inhabit. As an example their lungs can genitally ‘Learn’ to pull oxygen from water allowing them to inhabit a fully submerged water environment. This Power spans a greater spectrum than breathable ‘Oxygen’. They are also able to live in poisonous and toxic fumes to Live in various environments. The one limitation is the Environment has to provide some form of Chemical and Energy based sustenance. Skaarj Krall may eat any form of meat or vegetation for self-sustenance.



Regeneration: EX:20. Under most conditions the Skaarj Krall will recover 2 to 3 HP per game round after suffering an injury regardless of their activity. They can NOT boost their healing with Endurance FEATs to recover more HP in a single game round. But the Krall are able to re-grow soft tissues and small internal organs; A Krall’s regeneration is suggested to even allow them to re-grow or re-attach an amputated limb without medical attention.



Mobility: The Skaaj Krall ‘Walk’ like humans in an upright stance, which is handled on their FASE Ranks.

+ Walk: 2 Areas per Round. Krall rarely walk. They prefer to run or jog just about anywhere.
+ Run: 4 Areas per Round. With their Endurance they can Run for about 3 hours without exhaustion.
+ Sprint: 5 Areas per Round. The Krall can maintain a full-bore sprint for 2 to 3 minutes. (20 to 30 Rounds)
+ Swim: 3 Areas per Round. The Krall can breathe Water after a RM:30 RED FEAT Roll.
+ Climb / Crawl: 1 Area per Round and may cling to rough texture surfaces both upside down and vertical.
+ Jump: 1 to 2 Areas per Round.
+ Hyper Jump: With a Sprint approach a Krall can jump to clear 30 to 60 feet (3 to 6 Areas)


Weaponry: The Skaarj Krall are armed with a number of natural body weapons.

Melee Combat: EX:20 with IN:40 Armor Penetration. The Krall basically have 3 Natural Melee Weapons; Horns, Venom, and Psychics. They may use their Staff to inflict IN:40 Edged, Energy, or Psychic Damages. The Staff is constructed of UN:100 to SY:200 Physical Materials. The Krall rarely let this staff leave their hands. Some Krall opt to construct a Disc like Shield with a Razor Edge rather than a Staff, Spear, or Long Sword. In either regard the Skaarj Krall almost never throw or let this Weapon out of their hands.

Venomous Horns: EX:20. Skaarj Krall still have their Fangs and the Sharp Spines from their life Phase as a Pupae. But now the Fangs and Spines are more like Horns or Antlers. A Skaarj Krall can inject EX:20 toxic poisons upon a Bite or ‘Hit’. This Toxic poison can deliver EX:20 Damage per Game Round until purged or nullified with an antidote of equal or greater potency.

Psychics and Ranged Attacks: RM:30. The Skaarj Krall also have some Psychic and Telekinetic abilities with touch contact. They mainly utilize this ability to build their Mastery over various forms of energy later in life.

They can use their Telekinesis to a short degree to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, and Kinetic Force. Skaarj Krall are unable to project these energies, without the aid of their Staff.

Used as Power Stunts the Skaarj Krall may Cast Ballistic Range Attacks with the following properties:

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 100 feet (10 Areas) of distance.
+ Range: (40 Areas) 400 Foot ‘Beams’ or Scatter Shot reaching 20 Feet (2 Areas) with a 2 Area Wide Spread.
+ IN:40 Intensity and Armor Penetration while under 200 Feet (20 Areas) in Range.
+ Cast Attacks of Heat, Fire, Cold, Ice, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, and other Forms.
+ Create Energy Based frontal Shields to act as defensive barriers for each FEAT Roll.


Talents:

Fearless: Skaarj Krall will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 50 to 60 Points of Health Damage. Once injured the Skaarj Krall will run away to notify reinforcements.

Swarming: Skaarj Krall work in groups or ‘Packs’ ranging from 10 to 100 individuals. If the pack is reduced by half its numbers the rest will seek out reinforcements from Adult Skaarj.

Reversed Karma: Any hostile actions a Skaarj takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Skaarj ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This is power allows an individual Skaarj Krall to gain 1 to 10 KP based upon a Single 10-Sided-Dice Roll.

Limitations: Skaarj Krall do not use any Weapons, Tools, or Technology aside from their Staff. Their R.I.P. Ranks are only used mainly for ‘Tactical’ infiltration and subduing prey. Skaarj Krall can ‘Work’ and build Skaarj Technology on a ‘Reasoning’ Level of PR:04.



Contacts and Assets:

Any other Skaarj Life Form.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.

Other Skaarj to Come.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD



Edited 1 time(s). Last edit at 04/28/2008 10:14PM by TankerAce.
THE SKAARJ (Combative Adults)
April 29, 2008 10:01PM
avatar
THE SKAARJ (Combative Adults)




Primary Abilities:

THE SKAARJ (Combative Adult)

F: SN:60            | R: IM:25            | Race: Skaarj       | Nationality: N/A        |
A: AM:50            | I: IN:40            | Gender: N/A        | Residence: Pa-Nali      |
S: SP:45            | P: AM:50            | Apparent Age: ???  | True Age: 30 to 100     |
E: AM:50            | L: IN:40            | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 205 / 205   | Karma: 155 / 155    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 6' to 7'   | Life Expectancy: 80-ish |
Initiative: IN:40   | Experience: AM:50   | Weight: 300 pounds | Species: Skaarj         |
Popularity: TY:06   | Appearance: RM:30   | Mass: 1 X 3 = 3    | Class: Fighters         |
Resources : GD:10   | Morality  : Neutral |                    |                         |
Job Rank  : GD:10   | Conviction: SN:60   | ATTACK: IN:40[+1CS]| DEFENSE: VI:55[+1CS]    |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+1CS]        | FN:35 [+1CS]        | FN:35 [+1CS]       | FN:35 [+0CS]            |
                    |                     |                    |                         |



Distinguishing Features:

Skaarj Krall develop into these humanoid-formed Creatures called ‘Combative Adults’. These Skaarj are Developed and harness more substantial Powers and more Versatility than the Krall or Pupae. They are considered very formidable as their Health and Karma is significantly greater than most Earth Bound Life Forms.

Skaarj Adults have a number of different body shapes. Most of them have an appearance such as the one pictured above. Unlike the Pupae and Krall, the Adult Skaarj build and use a wide range of technology in the forms of weapons, vehicles, and even massive star ships.

As a Skaarj enters its next Life Phase from Adult into ‘Warrior’ their reliance upon technology diminishes nearly to the point where they don’t need technology at all.

A Krall’s life span is roughly 20 to 40 years long, at which time an adult Krall will seek out a peaceful nesting area to wrap itself in it’s Cocoon to become an authentic ‘Skaarj’. These Combative Adult Skaarj will live for about 60 to 120 more years then cocoon itself to become a Skaarj ‘Warrior’.

If unaltered or tampered with, the Krall Cocoon will hatch an Adult Skaarj in approximately 3 to 4 week’s time. During this metaphysic growth process the Krall’s physical growth is not very dramatic, but the individual will develop considerable Paranormal Powers such as Energy Manipulation and Psychic capabilities.

A newly born Adult Skaarj will throw away his crude Krall Staff or Spear and fabricate a new range based weapon from the remaining fragments of his Cocoon Shell. This weapon is used to project his Energy Manipulation and Psychic abilities into ballistic range based Attacks.

All Skaarj Adults are also Male as they have developed reproductive organs transitioning from Krall to an Adult. A Skaarj Adult can impregnate a Skaarj Queen, but this is very rare since a Skaarj Queen is very difficult to subdue. Often only a Skaarj Warlord has enough brute power to subdue a Skaarj Queen.

The Character VIPER ‘Kreiger’ is also a Skaarj Adult, who was raised by Humans. For more Game References this Character profile is very descriptive on the ‘Skaarj’.


Known Powers:

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: Tremendous 85 Organic Bone Material. A Skaarj’s bones are flexible, but can be broken under extreme forces. This allows him to reduce most bone injuring attacks by [-1CS] on top of his TR:85 bone durability.

Muscle Mass: Remarkable 30. Provides Armor verses most Physical and Energy based injuries.

Skin Mass: Fantastic 35. He has tough, scaly hide to Physical and Temperature extremes.

Soft Tissues: Exceptional 15 to almost all known injuries and attacks.

Uniform: GD:10. Skaarj do wear a little bit of clothing and attire. For the most part, clothing and attire has very little relevance to most Skaarj individuals. Most Skaarj only wear a loincloth, boots, and maybe a skimpy torso curass with shoulder pads. Often the attire is only a means of expressing Social Rank or the Hive the individual was born into.

Skaarj fashion their attire from their durable Coccon Shell. The uniform only provides GD:10 ‘Armor’ since it only covers a small percentage of the body. The materials should be considered as MN:75 Grade Durability.


Adaptive Life Support: AM:50. Skaarj will genetically adapt to consume natural resources of the environment they inhabit. As an example their lungs can genitally ‘Learn’ to pull oxygen from water allowing them to inhabit a fully submerged water environment. This Power spans a greater spectrum than breathable ‘Oxygen’. They are also able to live in poisonous and toxic fumes to Live in various environments. The one limitation is the Environment has to provide some form of Chemical and Energy based sustenance. Skaarj may eat any form of meat or vegetation for self-sustenance.


Regeneration: AM:50. Under most conditions Skaarj will recover 5 HP per game round after suffering an injury regardless of their activity. They can also boost this healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and small internal organs; and on very rare events he has re-set his own injured bones with little effort. His regeneration is suggested to even allow him to re-grow or re-attach an amputated limb without medical attention.

+ BLUE: Total Failure, recover 5 HP for that Round.
+ WHITE: Minor Failure, recover 8 to 10 HP for that Round.
+ GREEN: Recover 50HP for that Round.
+ YELLOW: Recover 100 HP for that Round.
+ RED: Recover 120 HP for that Round.


Mobility: The Skaaj ‘Walk’ like humans in an upright stance, which is handled on their FASE Ranks. While the Skaarj are pretty big guys, they are extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for them.

+ Walk: 4 Areas per Round. Skaarj rarely walk. They prefer to run or jog just about anywhere.
+ Run: 6 Areas per Round. With their Endurance they can Run for about 5 hours without exhaustion.
+ Sprint: 10 Areas per Round. The Skaarj can maintain a full-bore sprint for 4 to 6 minutes. (40 to 60 Turns)
+ Swim: 5 Areas per Round. The Skaarj can breathe Water after an AM:50 RED FEAT Roll.
+ Climb / Crawl: 4 Area per Round and may cling to rough texture surfaces both upside down and vertical.
+ Jump: 3 to 4 Areas per Round.
+ Hyper Jump: With a Sprint approach a Skaarj can jump to clear 100 to 150 feet (10 to 15 Areas)


Weaponry: The Skaarj are armed with a number of natural body weapons.

Melee Combat: IN:40 with MN:75 Armor Penetration. The Skaarj basically have 4 Natural Melee Weapons; Retractable Blades, Horns, Venom, and Psychics. They may use their weapons to inflict IN:40 Edged, Energy, Toxic or Psychic Damages. Their Melee Weapons are constructed of SY:200 Physical Materials.

Venomous Horns: RM:30. Skaarj still have their Fangs and the Sharp Spines from their life Phase as a Pupae and Krall. But now the Fangs and Spines are more like Horns or Antlers. A Skaarj can inject RM:30 toxic poisons upon a Bite or ‘Hit’. This Toxic poison can deliver RM:30 Damage per Game Round until purged or nullified with an antidote of equal or greater potency. Normally the Venom’s potency will last for about 3 Hours.

Psychics and Ranged Attacks: AM:50 to MN:75. The Skaarj also have some Psychic and Telekinetic abilities with touch contact. They mainly utilize this ability to build their Mastery over various forms of energy later in life.

They can use their Telekinesis to a short degree to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, and Kinetic Force. Skaarj are unable to project these energies without the aid of their Tools and Weapons.

Used as Power Stunts the Skaarj may Cast Ballistic Range Attacks with the following properties:

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 100 feet (10 Areas) of distance.
+ Range: (40 Areas) 400 Foot ‘Beams’ or Scatter Shot reaching 20 Feet (2 Areas) with a 2 Area Wide Spread.
+ MN:75 Intensity and Armor Penetration while under 200 Feet (20 Areas) in Range.
+ Cast Attacks of Heat, Fire, Cold, Ice, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, and other Forms.
+ Create Energy Based frontal Shields to act as defensive barriers for each FEAT Roll.
+ Create self propelled and guided ‘Rockets’ of MN:75 capability. Destruction is 2 X 2 X 2 Area Grids.
+ Use multiple hit Power Stunts to increase damage output to a maximum of SX:150 [-3CS] from FEAT Roll.
+ Any new Power Stunt created by the Player may be Karma Purchased with 500 ‘Earned’ Karma.
+ Permanently Increase any current Power Stunt by [+1 Rank] with Karma Purchase of 1000 ‘Earned’ Karma.


Talents:

Fearless: Skaarj will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 80 to 100 Points of Health Damage. Once injured the Skaarj will run away to notify reinforcements.

Swarming: Skaarj work in groups or ‘Packs’ ranging from 10 to 20 individuals. If the pack is reduced by half its numbers the rest will seek out reinforcements from Skaarj Warriors.

Reversed Karma: Any hostile actions a Skaarj takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Skaarj ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This is power allows an individual Skaarj to gain 20 to 30 KP based upon a Single 10-Sided-Dice Roll.

Total Navigation | Infiltration | Martial Arts ABCDE | Shooting Weapons | Driving or Piloting Skaarj Vehicles | Tumbling | Acrobatics | General Science | Ariel Combat | Stealth | Survival | Resist Domination


Contacts and Assets:

Any other Skaarj Life Form.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.



Other Skaarj to Come.

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Edited 2 time(s). Last edit at 04/29/2008 10:17PM by TankerAce.
THE SKAARJ (Warriors)
May 01, 2008 08:49PM
avatar
THE SKAARJ (Warriors)





Primary Abilities:

THE SKAARJ (Warriors)

F: FR:70            | R: RM:30            | Race: Skaarj       | Nationality: N/A        |
A: SN:60            | I: MN:75            | Gender: N/A        | Residence: Pa-Nali      |
S: AM:50            | P: MN:75            | Apparent Age: ???  | True Age: 80 to 200     |
E: SN:60            | L: IN:40            | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 240 / 240   | Karma: 245 / 245    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 7' to 9'   | Life Expectancy:200-ish |
Initiative: VI:55   | Experience: UN:100  | Weight: 500 pounds | Species: Skaarj         |
Popularity: EX:20   | Appearance: IN:40   | Mass: 3 X 6 = 18   | Class: Warriors         |
Resources : RM:30   | Morality  : Neutral |                    |                         |
Job Rank  : RM:30   | Conviction: UN:100  | ATTACK: FR:70[+1CS]| DEFENSE: TR:85[+0CS]    |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
AM:50 [+1CS]        | AM:50 [+1CS]        | AM:50 [+1CS]       | AM:50 [+1CS]            |
                    |                     |                    |                         |



Distinguishing Features:

Skaarj Adults develop into these vastly Powerful Creatures called ‘Skarrj Warriors’. These Skaarj have highly developed prowess over many forms of energy manipulation and are considerably formidable in Battle.

Most Skaarj Warriors are also Big; standing 7 to 9 feet tall on average, and weighting approximately 400 to 500 pounds. This gives them an advantage to their Attack and Defense Ranks. And while most Skaarj Warriors are ‘Big’ they are also extremely acrobatic and nimble.

Skaarj Warriors have a number of different body shapes and colors, but most of them have an appearance such as the small pictures above. Unlike the Pupae and Krall; The Warrior Skaarj also build and use a wide range of technology. However, the Warrior Skaarj really only depend upon technology such as vehicles and spacecraft.

As an individual Skaarj enters its next Life Phase from Adult into ‘Warrior’ their reliance upon technology diminishes greatly since the Skaarj can now generate and manipulate ambient energies around himself; Creating his own personal weaponry.

An Adult Skaarj’s life span is roughly 80 to 100 years long, at which time an Adult Skaarj will seek out a peaceful nesting area to wrap itself in it’s Cocoon to become an authentic ‘Skaarj Warrior’. These Combative Skaarj Warriors will live for about 80 to 200 more years then cocoon itself to become a Skaarj ‘War Lord’ or Possibly a Queen.

If unaltered or tampered with, the Adult Skaarj Cocoon will hatch a Warrior Skaarj in approximately 3 to 4 week’s time. During this metaphysic growth process the Skaarj’s physical growth is not dramatic, but the individual will develop considerable Paranormal Powers such as Energy Manipulation and Psychic capabilities.

A newly born Skaarj Warrior will throw away his crude weapons and fabricate ‘Armor’ from the remaining fragments of his Cocoon Shell. A Skaarj Warrior only needs to construct a suit of Armor since they are able to Manipulate Energy in a very direct fashion with their Psychic abilities.

All Skaarj Warriors are also Male as they have developed reproductive organs transitioning from Adult into Warrior. A Skaarj Warrior can impregnate a Skaarj Queen, but this is very rare since a Skaarj Queen is very difficult to subdue. Often, only a Skaarj Warlord has enough brute power to subdue a Skaarj Queen.

Personalities: Skaarj Warriors are permitted to converse with other species in the Galaxy. Language barriers are often overcome with Psychic Telepathy. However, about the only subject matter a Skaarj Warrior ‘Talks’ about is how he and his ‘Hive’ intend to kick your AZZ, enslave your people, and invade your entire Planet with Global Domination.

Often Skaarj Warriors do not ‘Talk’ much as they simply invade by any means they have at hand. To the Skaarj Warriors; other Civilizations are deemed as inferior. Only a few Civilizations and Cosmic / Spectral Entities have been able to detour them. And if the Skaarj ‘Fight’ in mass regiments they can often prevail over some of the lower end Cosmic and Spectral Entities.

Skaarj Warriors will take in ‘Slaves’ and ‘Familiars’ to co-exist with them. But this is only used as a means to conquer the infrastructure and political assets of that Civilization.

Individual Skaarj Warriors are strongly driven and motivated to expand their Hive by any means necessary. A Skaarj Warrior is extremely loyal to the War Lord and Queen he serves. He will even sacrifice his own life in battle so that his Hive may prosper and conquer. However, the Death of a Single Skaarj Warrior is not taken lightly by the Hive. Often swarms, numbering in the 1000’s will invade while the Hive War Lords devise strategies to take down their enemies.



Known Powers:

Invulnerability: UN:100 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: AW:90. Organic Bone Material. A Skaarj Warrior’s bones are flexible, but can be broken under extreme forces. This allows them to reduce most bone injuring attacks by [-1CS] on top of his AW:90 bone durability.

Muscle Mass: RM:30. Provides Armor verses most Physical and Energy based injuries.

Skin Mass: FN:35. Skaarj Warriors have tough, scaly hide to Physical and Temperature impact.

Soft Tissues: EX:20 to almost all known injuries and attacks.

Uniform: AM:50. Skaarj Warriors wear a sophisticated suit of ‘Armor’. This ‘Armor’ expresses Social Rank as well as providing Traditional ‘Armored’ Protection.

Skaarj fashion this Armor from their durable Coccon Shell. The materials should be considered as MN:75 Grade Durability. They lose [-5CS] to AM:50 Armor since the Armor has gaps and weak points at the movable joints.


Adaptive Life Support: SV:65. Skaarj Warriors will genetically adapt to consume natural resources of the environment they inhabit. As an example their lungs can genitally ‘Learn’ to pull oxygen from water allowing them to inhabit a fully submerged water environment. This Power spans a greater spectrum than breathable ‘Oxygen’. They are also able to live in poisonous and toxic fumes to Live in various environments. The one limitation is the Environment has to provide some form of Chemical and Energy based sustenance. Skaarj Warriors may eat any form of meat or vegetation for self-sustenance.


Regeneration: SN:60. Under most conditions Skaarj Warriors will recover 6 HP per game round after suffering an injury regardless of their activity. They can also boost this healing with Endurance FEATs to recover more HP in a single game round. They have been able to re-grow soft tissues and small internal organs; and on very rare events re-set they own injured bones with little effort. Their Regeneration is suggested to even allow them to re-grow or re-attach an amputated limb without medical attention.

+ BLUE: Total Failure, recover 6 HP for that Round.
+ WHITE: Minor Failure, recover 10 to 12 HP for that Round.
+ GREEN: Recover 60 HP for that Round.
+ YELLOW: Recover 120 HP for that Round.
+ RED: Recover 180 HP for that Round.


Mobility: The Skaaj ‘Walk’ like humans in an upright stance, which is handled on their FASE Ranks. While the Skaarj are pretty big guys, they are extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for them.

+ Walk: 6 Areas per Round. Skaarj rarely walk. They prefer to run or jog just about anywhere.
+ Run: 8 Areas per Round. With their Endurance they can Run for about 6 hours without exhaustion.
+ Sprint: 12 Areas per Round. The Skaarj can maintain a full-bore sprint for 6 to 8 minutes. (60 to 80 Turns)
+ Swim: 6 Areas per Round. The Skaarj can breathe Water after an SV:65 RED FEAT Roll.
+ Climb / Crawl: 4 Area per Round and may cling to rough texture surfaces both upside down and vertical.
+ Jump: 4 to 6 Areas per Round. (40 to 60 Feet in a flat bound)
+ Hyper Jump: With a Sprint approach a Skaarj can jump to clear 150 to 200 feet (15 to 20 Areas)



Weaponry: The Skaarj Warriors are armed with a number of natural body weapons.

Melee Combat: FR:70 with UN:100 Armor Penetration. The Skaarj basically have 4 Natural Melee Weapons; Retractable Blades, Horns, Venom, and Psychics. They may use their weapons to inflict FR:70 Edged, Energy, Toxic or Psychic Damages. Their Melee Weapons are constructed of SZ:350 Physical Materials.

Venomous Horns: AM:50. Skaarj Warriors still have their Fangs and the Sharp Spines from their life Phase as a Pupae and Krall. But now the Fangs and Spines are more like Horns and Antlers. A Skaarj Warrior can inject AM:50 toxic poisons upon a Bite or ‘Hit’. This Toxic poison can deliver AM:50 Damage per Game Round until purged or nullified with an antidote of equal or greater potency. Normally the Venom’s potency will last for about 5 Hours.

Psychics and Ranged Attacks: MN:75 up to UN:100. The Skaarj Warriors have mastered many of their Psychic and Telekinetic abilities, allowing them to project them at Range. This ‘Power’ will become fearsome as the Skarrj Warrior takes on his life as a ‘War Lord’

They can use their Telekinesis to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, Sonics, Magnetic, and Kinetic Force.

Used as Mastered Power Stunts the Skaarj Warriors may Cast Ballistic Range Attacks with the following properties:

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 200 feet (20 Areas) of distance.
+ MN:75 to UN:100 Intensity and Armor Penetration while under 200 Feet (20 Areas) in Range.
+ Range: (60 Areas) 600 Foot ‘Beams’ or Scatter Shot reaching 50 Feet (5 Areas) with a 4 Area Wide Spread.
+ Cast Attacks of Heat, Fire, Cold, Ice, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, and other Forms.
+ Create Energy Based frontal Shields to act as defensive barriers for each FEAT Roll.
+ Use multiple hit Power Stunts to increase damage output to a maximum of SZ:350 [-3CS] from FEAT Roll.
+ Any new Power Stunt created by the Player may be Karma Purchased with 500 ‘Earned’ Karma.
+ Permanently Increase any current Power Stunt by [+1 Rank] with Karma Purchase of 1000 ‘Earned’ Karma.

BLUE: Skaarj fires an Energy blast but it’s only RM:30 Intensity and has 2 Area Range.
WHITE: Skaarj fires an Energy blast of MN:75 Intensity, but misses a ‘Direct Hit’. 1 Area Grid explodes.
GREEN: Skaarj fires an Energy blast of AS:80 Intensity. 1 Area Grid will normally be leveled.
YELLOW: Skaarj fires an Energy blast of TR:85 Intensity. 1 to 4 Area Grid will normally be leveled.
RED: Skaarj fires an Energy blast of AW:90 Intensity. 4 to 6 Area Grid will normally be leveled.
100 RED: Skaarj fires an Energy blast of UN:100 Intensity. 8 to 10 Area Grid will normally be leveled.



Talents:

Fearless: Skaarj Warriors will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 100 to 150 Points of Health Damage. Once injured the Skaarj Warrior will run away to notify reinforcements.

Swarming: Skaarj Warriors work in groups or ‘Packs’ ranging from 10 to 20 individuals. If the pack is reduced by half its numbers the rest will seek out reinforcements from Skaarj Warlords.

Reversed Karma: Any hostile actions a Skaarj takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Skaarj ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This is power allows an individual Skaarj to gain 30 to 40 KP based upon a Single 10-Sided-Dice Roll.

Energy Manipulation | General Science | Total Navigation | Infiltration | Martial Arts ABCDE | Shooting Weapons | Driving or Piloting Skaarj Vehicles | Tumbling | Acrobatics | High Tech Tinkering | Ariel Combat | Stealth | Survival | Resist Domination


Contacts and Assets:

Any other Skaarj Life Form.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.

Other Skaarj to Come.

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TANKERACE


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Edited 3 time(s). Last edit at 05/01/2008 09:10PM by TankerAce.
THE SKAARJ (War Lords)
May 02, 2008 09:00PM
avatar
THE SKAARJ (War Lords)



Primary Abilities:

THE SKAARJ (War Lords)

F: AW:90            | R: AM:50            | Race: Skaarj       | Nationality: N/A        |
A: FR:70            | I: UN:100           | Gender: Male       | Residence: Pa-Nali      |
S: SN:60            | P: SX:150           | Apparent Age: ???  | True Age: 200 to 300    |
E: AS:80            | L: UN:100           | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 300 / 300   | Karma: 400 / 400    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 10'to 12'  | Life Expectancy:300-ish |
Initiative: UN:100  | Experience: SY:200  | Weight: 1500 lbs.  | Species: Skaarj         |
Popularity: IN:40   | Appearance: MN:75   | Mass: 5 X 26 = 130 | Class: War Lord         |
Resources : MN:75   | Morality  : Neutral |                    |                         |
Job Rank  : AM:50   | Conviction: SX:150  | ATTACK: SY:200     | DEFENSE: SX:150 [+1CS]  |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
AS:80 [+1CS]        | TR:85 [+0CS]        | AS:80 [+1CS]       | AS:80 [+1CS]            |
                    |                     |                    |                         |


Distinguishing Features:

Skaarj Warriors develop into these extremely Powerful Creatures called Skarrj ‘War Lords’. That is ‘IF’ the Skaarj Warrior is able to survive his life phase and Metamorphose into a ‘War Lord’. Most Skaarj Warriors don’t manage to live long enough since they are often killed in their never-ending quest to expand the Skaarj Civilization.

Skaarj War Lords have extremely well developed prowess over many forms of energy manipulation and are vastly formidable in Battle.

Skaarj Warlords are also Big; standing 10 to 12 feet tall on average, and weighting approximately 1500 to 2000 pounds. Basically, the size of a full grown Kodiak Grizzly Bear; that can Fly and launch military grade ballistic weapons.

This gives the Skaarj War Lord a significant advantage to the Attack and Defense Ranks. And while Skaarj War Lords are ‘Big’ they are also extremely acrobatic and nimble.

Skaarj Warriors have a number of different body shapes, colors, and armor designs; but most of them have an appearance such as the picture above. Almost all Skaarj War Lords have Wings and are able to fly quite acrobatically.

As an individual, the Skaarj Warrior enters his Life Phase from Warrior into ‘War Lord’ and his reliance upon technology diminishes greatly since the Skaarj can now generate and manipulate ambient energies around himself; Creating his own personal weaponry.

A Skaarj Warrior’s life span is roughly 80 to 200 years long, at which time a Skaarj Warrior will seek out a peaceful nesting area to wrap itself in it’s Cocoon to become an authentic ‘Skaarj War Lord’. These Skaarj War Lords will live for about 200 to 300 more years then cocoon itself to become a Skaarj Hive ‘King’.

If unaltered or tampered with, the Skaarj Warrior’s Cocoon will hatch a War Lord Skaarj in approximately 4 to 6 week’s time. During this metaphysic growth process the Skaarj’s physical growth is quite dramatic, and the individual will develop Phenomenal Paranormal Powers, such as Energy Manipulation and Psychic capabilities.

A newly born Skaarj War Lord will throw away his crude weapons and fabricate ‘Armor’ from the remaining fragments of his Cocoon Shell. A Skaarj Warrior only needs to construct a suit of Armor since they are able to Manipulate Energy in a very direct fashion with their Psychic abilities.

All Skaarj War Lords are also Male as they have developed reproductive organs transitioning from Warrior into War Lord. Most Skaarj War Lords can subdue and impregnate a Skaarj Queen. Possibly gaining a King’s Crown over a Skaarj Hive.

Personalities: Skaarj War Lords do converse with other species in the Galaxy. Language barriers are often overcome with Psychic Telepathy. However, about the only subject matter a Skaarj War Lord ‘Talks’ about is how he and his ‘Hive’ intend to kick your AZZ, enslave your people, and invade your entire Planet with Global Domination.

Often Skaarj War Lords do not ‘Talk’ much as they simply invade by any means they have at hand. To the Skaarj War Lords; other Civilizations are deemed as inferior. Only a few Civilizations and Cosmic / Spectral Entities have been able to detour them. And if the Skaarj ‘Fight’ in mass regiments they can often prevail over some of the lower end Cosmic and Spectral Entities.

Skaarj War Lords will take in ‘Slaves’ and ‘Familiars’ to co-exist with them. But this is only used as a means to conquer the infrastructure and political assets of that Civilization.

Individual Skaarj War Lords are strongly driven and motivated to expand their Hive by any means necessary. A Skaarj War Lord is extremely loyal to the Collective Hive he serves. He will even sacrifice his own life in battle so that his Hive may prosper and conquer. However, the Death of a Single Skaarj War Lord is not taken lightly by the Hive. Often swarms, numbering in the 1000’s will invade while Hive War Lords and Kings devise strategies to take down their enemies.


Known Powers:

Energy and Solar Absorption: SZ:500. A Skaarj War Lord’s body absorbs most forms of energy in a very direct manner allowing them to convert many energy-based attacks into useable fuel reserves, or ‘Health’. They can absorb most types of energy to restore their ‘Health’ on a Power for Point bases. This Power allows the Skaarj War Lords a number of other Branch Powers as well. Skaarj War Lords may only absorb about 300 HP in pure potential energy. Excessive Energy reserves are resisted as Armor and may inflict some minor injuries.

+ SX:150 Immunity to Quantum Energy and Unified Field Theory Energy.
+ SY:200 Immunity to Gravity and Magnetic based damage.
+ Sz:350 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ SZ:500 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ CL:1000 Immunity to Radiation and Light based damage.

Invulnerability: SY:200 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: UN:100. Organic Bone Material. A Skaarj War Lord’s bones are flexible, but can be broken under extreme forces. This allows them to reduce most bone injuring attacks by [-1CS] on top of their UN:100 bone durability.

Muscle Mass: IN:40. Provides Armor verses most Conventional Injuries.

Skin Mass: AM:50. Skaarj War Lords have tough, scaly hide to Edged and Bladed impacts.

Soft Tissues: RM:30 to almost all known injuries and attacks.

Uniform: FR:70. Skaarj War Lords wear a highly sophisticated and ‘Heavy’ suit of ‘Armor’. This ‘Armor’ expresses Social Rank as well as providing Traditional ‘Armored’ Protection.

Skaarj fashion this Armor from their durable Coccon Shell. The materials should be considered as MN:75 Grade Durability. They lose [-1CS] to FR:70 Armor since the Armor has gaps and weak points at the movable joints.



Life Support: UN:100. Skaarj War Lords are physically developed to such a degree that they no longer need Food, Water, or Air. Organs inside their Body simply generate and absorb raw Energy allowing them to nullify self-sustenance. Skaarj War Lords can Live in outer space for several 100 years at a time. Skaarj War Lords ‘Rest’ or ‘Sleep’ about 4 to 5 Hours for 80 to 100 Hours of activity.


Regeneration: AS:80. Under most conditions Skaarj War Lords will recover 8 HP per game round after suffering an injury regardless of their activity. They can also boost this healing with their Energy Absorption in Power FEATs to recover more HP in a single game round. They have been able to re-grow soft tissues and small internal organs; and on very rare events re-set their own injured bones with little effort. Their Regeneration is suggested to even allow them to re-grow or re-attach an amputated limb without medical attention. A severe Attack to the Head or Torso can possibly Stun or Kill a Skaarj War Lord.

+ BLUE: Total Failure, recover 8 HP for that Round.
+ WHITE: Minor Failure, recover 15 HP for that Round.
+ GREEN: Recover 75 HP for that Round.
+ YELLOW: Recover 150 HP for that Round.
+ RED: Recover 225 HP for that Round.



Mobility: Almost all Skaarj War Lords have a pair of bat-like wings with a span of roughly 15 to 20 Feet Wide. Skaarj War Lords remain in Flight as much as possible, but they can ‘Walk’ in an upright stance. While the Skaarj War Lords are big, they are extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for them.

+ Atmospheric Flight: UN:100 Air Speed and Acrobatics. Achieve Mach 1 Speeds (700 to 800 MPH)
+ Under Water Flight: SN:60 Water Speed. Achieve Speeds in excess of 200 to 300 MPH
+ Space Flight: SZ:500. Skaarj War Lords may nearly Achieve Light Speed Velocity.
+ Levitation: This is often used for Air Combat and precise Airborne control.

If a Skaarj War Lord’s Wings are mangled or crippled they still have Ground and Water mobility.

+ Run: 7 Areas per Round. With their Endurance they can Run for about 8 hours without exhaustion.
+ Sprint: 12 Areas per Round. The Skaarj can maintain a full-bore sprint for 8 minutes. (80 Turns)
+ Swim: 6 Areas per Round. They do not receive [-1CS] penalties while under water.
+ Climb / Crawl: 5 Area per Round and may cling to rough texture surfaces both upside down and vertical.
+ Jump: 4 to 6 Areas per Round. (40 to 60 Feet in a flat bound)
+ Hyper Jump: With a Sprint approach a Skaarj can jump to clear 150 to 200 feet (15 to 20 Areas)



Weaponry: A Skaarj War Lord’s entire body is basically 1 big ‘Weapon’

Melee Combat: TR:85 with SY:200 Armor Penetration. Skaarj War Lords have Natural Weapons all over their body in the form of Retractable Blades, Horns, Claws, Teeth, Spikes, Venom, and Psychics. They may use their weapons to inflict TR:85 Edged, Energy, Toxic or Psychic Damages. Their Melee Weapons are constructed of SZ:500 Materials. Skaarj War Lords prefer not to engage in ‘Melee’ Combat unless it is necessary to take down a fearsome opponent.

Venomous Horns: AM:50. Skaarj War Lords still have their Fangs and the Sharp Spines from their life Phase as a Pupae and Krall. But now the Fangs and Spines are more like Horns and Antlers. A Skaarj War Lord can inject AM:50 toxic poisons upon a Bite or ‘Hit’. This Toxic poison can deliver AM:50 Damage per Game Round until purged or nullified with an antidote of equal or greater potency. Normally the Venom’s potency will last for about 5 Hours.

Range based Psychics and Energy: UN:100 up to SX:150. Almost all Skaarj War Lords have one hand, while the other is some type of ‘Cannon’ or ‘Weapon’.

This ‘Weapon’ arm is used to project their Psychic and Telekinetic abilities under precise control and Dexterity. It allows them to project attacks at Great Range and use their Psychic and Telekinetic abilities like an extension of their ‘Hands’. (Player Note: Similar to Green Lantern)

They can use their Psychic Telekinesis to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, Sonics, Magnetic, and Kinetic Force with precise dexterity.

Used as Mastered Power Stunts the Skaarj War Lords may Cast Ballistic Range Attacks with the following properties:

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 300 feet (30 Areas) of distance.
+ UN:100 up to SX:150 Intensity and Armor Penetration while under 300 Feet (30 Areas) in Range.
+ Range: 100 Areas or Scatter Shot reaching 50 Areas with a 5 Area Wide Spread.
+ Cast Attacks of Heat, Cold, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, or virtually any other Form of energy.
+ Create Energy Based frontal Shields of SZ:500 to act as defensive barriers for each FEAT Roll.
+ Use multiple Power Stunts to increase damage output to a maximum of SZ:500 [-3CS] from FEAT Roll.
+ Any new Power Stunt created by the Player may be Karma Purchased with 500 ‘Earned’ Karma.
+ Permanently Increase any current Power Stunt by [+1 Rank] with Karma Purchase of 1000 ‘Earned’ Karma.

BLUE: Skaarj launches an Energy blast but it’s only AM:50 Intensity and has 5 Area Range.
WHITE: Skaarj launches an Energy blast of TR:85 Intensity, but misses a ‘Direct Hit’. 1 Area Grid explodes.
GREEN: Skaarj launches an Energy blast of AW:90 Intensity. 2 Area Grid will normally be leveled.
YELLOW: Skaarj launches an Energy blast of UN:100 Intensity. 2 to 5 Area Grid will normally be leveled.
RED: Skaarj launches an Energy blast of GL:125 Intensity. 3 to 7 Area Grid will normally be leveled.
100 RED: Skaarj launches an Energy blast of SX:150 Intensity. 8 to 10 Area Grid will normally be leveled.



Talents:

Fearless: Skaarj War Lords will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 180 to 200 Points of Health Damage. Once injured this badly a Skaarj War Lord will call in reinforcements via Remote Telepathy. Skaarj War Lords do not Flee from battle unless they are nearly dead from severe injury or crippling tactics.

Swarming: Skaarj Warriors work in groups or ‘Packs’ ranging from 5 to 10 individuals. If the pack is reduced by half its numbers they will call for reinforcements from the Skaarj Hive. War Lords do not venture to far away from their Hive. Skaarj Reinforcements can often reach an endangered War Lord in 1 to 5 Minutes (10 to 50 Game Rounds based upon a Single 10-Sided Dice Roll)

Reversed Karma: Any hostile actions a Skaarj takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Skaarj ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This is power allows an individual Skaarj to gain 50 to 60 KP based upon a Single 10-Sided-Dice Roll.

Energy Manipulation | General Science | Total Navigation | Infiltration | Martial Arts ABCDE | Shooting Weapons | Driving or Piloting Skaarj Vehicles | Tumbling | Acrobatics | High Tech Tinkering | Ariel Combat | Stealth | Survival | Resist Domination | Iron Will | Berserk Rage | Leadership over other Skaarj


Contacts and Assets:

Any other Skaarj Life Form.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.



Only a few Skaarj remain to be detailed;
A Hive Queen
A Hive King
and the Queen’s Royal Servants; The Titans and The Slith.


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TANKERACE


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Edited 3 time(s). Last edit at 05/02/2008 10:15PM by TankerAce.
THE SKAARJ (Hive Queen)
May 04, 2008 11:17PM
avatar
THE SKAARJ (Hive Queen)



Primary Abilities:

THE SKAARJ (Hive Queen)

F: SY:200           | R: AS:80            | Race: Skaarj       | Nationality: N/A        |
A: AM:50            | I: SX:150           | Gender: Female     | Residence: Pa-Nali      |
S: UN:100           | P: Sz:350           | Apparent Age: ???  | True Age: Over 500      |
E: SX:150           | L: SY:200           | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 500 / 50000 | Karma: 780 / 780    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: About 15'  | Life Expectancy: 2000   |
Initiative: SY:200  | Experience: SZ:500  | Weight: 5000 lbs.  | Species: Skaarj         |
Popularity: N/A     | Appearance: UN:100  | Mass: 9 X 96 = 864 | Class: Queen            |
Resources : UN:100  | Morality  : Neutral |                    |                         |
Job Rank  : PH:90   | Conviction: Sz:350  | ATTACK: CL:1000    | DEFENSE: GL:125 [+0CS]  |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SX:150 [+1CS]       | SX:150 [+1CS]       | SX:150 [+1CS]      | SX:150 [+1CS]           |
                    |                     |                    |                         |



Distinguishing Features:

Skaarj Queens are possibly some of the strongest creatures in the cosmos. These vastly powerful creatures of the Skaarj Civilization are born into existence from the Skaarj Warrior Class individuals. During extreme situations any Male Skaarj Warrior may be induced to metamorphose into a Queen during transformation from ‘Warrior’ into ‘War Lord’.

However, this transformation from Warrior into Queen is a rare event and it often requires the current Hive Queen to select a group of the Skaarj Warrior Class who will be nurtured and cultivated into Queens to replace a very old Queen. Often the process takes 2 to 3 years to cultivate a Single Skaarj Queen.

Skaarj Queens do not die very often due to their vast Health Reserves and the mass resources they have around themselves. But a Skaarj Queen will slow down egg production as she ages. Once a Skaarj Queen is no longer fertile she will choose a group of Male Skaarj Warriors who will cocoon themselves to grow into Queens.

As a Skaarj Queen cultivates her replacements she will also slowly mutate and transform into a ‘Titan’. Titans are extremely powerful Skaarj Creatures that will be described later on.

Unlike the Skaarj Males, A Skaarj Queen does not leave her Hive Nursery in efforts of conquest. However, Male Skaarj have devised means of making their entire Hive mobile. Almost all Skaarj Hives have a “Queen’s Armada Space Craft”. These Space Ships are massive mother ships, which are often about the size of a small city. Deep inside a Skaarj Armada Vessel resides at least one Queen who lays and incubates 100’s upon 100’s of Skaarj Eggs daily.

During hostile Skaarj expansions and global domination a Skaarj Hive will often land their Fleet Armada on a planet which will become a stationary head quarters facility. From the Armada the Skaarj males will deploy infiltration forces, both on foot and in vehicles. If the Skaarj are successful in such conquests they will begin to build other Armadas and Fleets; and set their sights on another world to engage and conquer.

Skaarj Queens avoid direct combat unless their Armada or Nursery is under attack by outside infiltrating forces. Skaarj Queens have extremely well developed skills over many forms of energy manipulation and they are vastly formidable in Battle.

Skaarj Queens are also mammoth size creatures; standing about 15 feet tall on average, and weighting approximately 5000 pounds. While most Skaarj Queens are huge, they are still very mobile.

Almost any Male Skaarj can fertilize a Skaarj Queen, but often a Female Skaarj will only allow the most powerful Skaarj Males mate with her. As well, she will most likely choose a Skaarj King or War Lord from a different Hive. During such ritualistic events a Hive’s most powerful War Lords will leave their Home Hive to seek battle with another Hive and its King.

When a Hive King is challenged for leadership over his Hive he must accept. Refusal of a Challenge appears politically weak to the Hive Collective he serves, leading to disloyalty in his Section Commanders. These ritualistic battles for Hive dominance is a long and taxing endeavor for the Challenging War Lord. Basically the Challenging War Lord must infiltrate the Hive he wishes to claim. He has to do this by swearing his allegiance to the Current Hive King. Once the War Lord is accepted by the Hive he must assess the condition of the Current Hive Queens. This can be difficult for the Challenging War Lord since he will not be allowed into the Hive Nursery.

If the Hive Queens are cultivating replacement Queens the War Lord may Challenge the Current Hive King in open battle.

During these Hive on Hive battles only the Two Hive Kings will face off in a battle to the Death. All the other troops and Skaarj underlings in the Hive are commanded to cease operations so their epic battle for Hive dominance may be observed. These ritual battles are a right of passage to the Skaarj Civilization, thus the two Hive Kings will battle in open Melee combat while refraining from using their psychic powers or leadership over their Hive troops.

Once a Skaarj King claims victory over the Hive and Queens he will lose ALL of his Karma for killing his Skaarj brethren. But in the grand scheme, the Hive King knows his sacrifice and victory will be prosperous to his Hive Collective.



Known Powers:

Expanded Health Reserves: 50,000 Health Points. Skaarj Queens do have ‘Armor’ in the form of tough flesh, but in Game Terms she is vulnerable to any conventional attacks. This simply gives her 50,000 Health Points that must be depleted in a conventional manner.

Invulnerability: CL:3000. Skaarj Queens can not be defeated or deceived by high level magic, spectral, psychic, telepathic, or cosmic endowment powers. To ‘Kill’ or get rid of a Skaarj Queen she has to be attacked with 50,000 Points of conventional impact. Skarrj Queens are also immune to Attack ‘Effects’ such as Slams, Stuns, and Kill results. Even if she is attacked with large enough weapons to sever off body parts she will not suffer ‘KILL’ effects.

Life Support: SZ:500. Skaarj Queens are physically developed to such a degree that they no longer need Food, Water, or Air. Organs inside their Body simply generate and absorb raw Energy allowing them to nullify self-sustenance. Skaarj Queens can Live in outer space for several 100 years at a time. Skaarj Queens ‘Rest’ or ‘Sleep’ about 4 to 5 Hours for 200 to 300 Hours of activity.


Mobility: Teleportation. There is not a Rank associated with a Skaarj Queen’s Teleportation as this Power is only used in defensive manners to ‘Beam’ about inside of her Armada Space Craft, and avoid being Teleported out of her Nursery by external efforts. A Skaarj Queen may only Teleport herself once every 10 Game Rounds based upon a Single 10-Sided Dice Roll.

Skaarj Queens may Teleport anywhere inside of their Armada Space Craft. She does not have to ‘Target’ where she teleports to as her Armada is almost an extension of her body. It is extremely rare that a Skaarj Queen will leave her Armada.

If a Skaarj Queen is Forced out of her Armada or Nursery she will Teleport back inside the Armada with CL:1000 Ability. Otherwise, Skaarj Queens move about like most other creatures.

+ Run: 5 to 7 Areas per Round.
+ Sprint: 10 Areas per Round.
+ Swim: 6 Areas per Round. They do not receive [-1CS] penalties while under water.
+ Climb / Crawl: 2 Area per Round.
+ Jump: 4 to 6 Areas per Round. (40 to 60 Feet in a flat bound)


Weaponry: A Skaarj Queen’s body is less evolved for offensive combat as the Skaarj Male’s Body. Basically, she is extremely tough and has to use her Hive, Troops, Armada, and other Resources for offensive attacking. Skaarj Queens do have some Natural Weapons on their body, but they prefer not to use these unless she is cornered. In almost any case of battle a Skaarj Queen will telepathically command Hordes of Skaarj to protect her. Skaarj Males and underlings will Fight to the Death to protect their Queen from invaders.

Melee Combat: MN:75 with SZ:500 Armor Penetration with Edged, Energy, Toxic or Psychic Damage and Impact. During Close Range ‘Hand to Hand’ Melee Combat a Skaarj Queen may Attack with her ‘Attack’ Rank rather than her individual FASE Ranks. This allows her a ‘To Hit’ FEAT Roll of CL:1000. If you are in her Arms reach, she WILL hit you.

+ Head: Teeth, Horns, Spiting Venom.
+ Arms: Claws and Venom laced ‘Shanks’ and pinchers.
+ Torso: Horizontal pinchers, plus an energy based Range Attack.
+ Tail: Used as a Whip to ‘Snap’ or simply clobber with a spin maneuver.
+ Feet: Stomps with Claws and Venom laced ‘Shanks’ and pinchers.


Venom: UN:100. Skaarj Queens do have Venom from their life Phase as a Male Skaarj. But this venom is no longer ‘Toxic’. A Skaarj Queen’s venom induces paralysis to organic creatures, at which she will summon her Pupae to feast on the Paralyzed Corpse.


Range based Psychics and Energy: MN:75 up to SX:150. Skaarj Queens can launch Range Attacks from their Torso or Head. They can use their Psychic Telekinesis to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, Sonics, Magnetic, Kinetic Force, or just about any other form of energy.

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 300 feet (30 Areas) of distance.
+ MN:75 up to SX:150 Intensity and Armor Penetration while under 300 Feet (30 Areas) in Range.
+ Range: 100 Areas or Scatter Shot reaching 50 Areas with a 10 Area Wide Spread.
+ Cast Attacks of Heat, Cold, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, or virtually any other Form of energy.
+ Create Energy Based frontal Shields of CL:1000 to act as defensive barriers for each FEAT Roll.
+ Other Power Stunts are highly limited for Skaarj Queens. They rely heavily upon their Soldiers and Ship.

BLUE: Queen launches an Energy blast but it’s only AM:50 Intensity and has 5 Area Range.
WHITE: Queen launches an Energy blast of MN:75 Intensity, but misses a ‘Direct Hit’. 2 Area Grid explodes.
GREEN: Queen launches an Energy blast of MN:75 Intensity. 2 Area Grid will normally be leveled.
YELLOW: Queen launches an Energy blast of UN:100 Intensity. 2 to 5 Area Grid will normally be leveled.
RED: Queen launches an Energy blast of GL:125 Intensity. 3 to 7 Area Grid will normally be leveled.
100 RED: Queen launches an Energy blast of SX:150 Intensity. 8 to 10 Area Grid will normally be leveled.

A Skaarj Queen’s Psychic Powers are normally reserved to telepathically command 1000’s of Skaarj Warriors in her vicinity or within the confines of her Armada. While inside the inner walls of a Skarrj Armada each individual Skaarj can psychically access the Queen’s Psyche and use it as community information and a system of global communication. (Like an Organic / Psyche based information network.) The Skaarj Queen’s Psyche is only used as a central ‘Hub’ in this manner. The Skarrj do use Technology based Computers to store Data and Information.



Talents:

Fearless: Skaarj Queens will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 200 to 500 Points of Health Damage. Once injured a Skaarj Queen will call in reinforcements via Remote Telepathy. Skaarj Queens do not Flee from battle unless they are nearly dead from severe injury or their Armada is simply infested and overwhelmed with invaders.

Swarming: Skaarj Queens normally live in ‘Packs’ ranging from 2 to 5 individuals per Armada Space Ship. It is rare that a Skarrj Armada or Nursery will only have one Queen. She will call in 100’s to 1000’s of Skaarj if outsiders infiltrate her Armada or Nursery.

Reversed Karma: Any hostile actions a Skaarj Queen takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Queens ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This power allows an individual Queen to gain 80 to 90 KP based upon a Single 10-Sided-Dice Roll. Nothing makes a Skaarj Queen as proud as having her Skaarj Troops ‘KICK-AZZ’.

Energy Manipulation | General Science | Total Navigation | Infiltration | Savage Combat (MAS) | Skaarj Psychic Data Banking | High Tech Tinkering | Stealth | Survival | Resist Domination | Iron Will | Berserk Rage | Psychic Leadership over Hive Skaarj | Psyche Screen | Psyche Shield | Photographic Memory | Nullify Sensory Deception | Magic, Cosmic and Spectral Lore |


Contacts and Assets:

Any other Skaarj Life Form.



A Skaarj Armada: These are very large Space Vehicles, about the size of a small city. Normally, these ships are about 2 Miles Wide by 3 Miles Long. These ‘Hive’ Ships are infested with approximately 20000 to 50000 Individual Skaarj.

A Skaarj Armada suffices as a Home and Base of Operations for a Skaarj Hive. Normally, other ships and vehicles link to these ships as docking stations for repairs and digital uplink.

These Armada Ships are also automated with a Skaarj devised artificial intelligence. The central memory core of an Armada is spread out all over the vessel. Like a huge battle ship, the Armada is divided into 1000’s of sections allowing it take unbelievable punishment from virtually all known attacks.

Normally, a Single Skaarj Hive Collective will consist of 5 to 7 of these Armada Ships. They are also equipped with a Fleet of smaller ships ranging from about 7000 to 10,000 Fleet Vehicles.


F: SZ:500 | An Armada will avoid ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: SZ:500 | This suffices for Speed and Coordination of the Ship. Light Speed ‘Jump’ is CL:1000 Speed.
S: SZ:500 | This suffices as engine power to Tow, Pull, or Push with physical contact or tractor beams.
E: CL:3000 | Fuel reserves and vital systems. The Ship lives in Space and needs various Resources.
R: SZ:500 | The A.I. system is a learning system with total photographic memory.
I: SZ:500 | This suffices for all it various radar and sensory systems.
P: CL:1000 | The ship does have it’s own ‘Will’ but is completely Loyal to the Skaarj Hive.

Health: 6500 / An Armada has about 6.5 Million Hit Points.
Karma: N/A


General Combat Engagements with an Armada Ship requires the Second Ascension MSH Scoring Table in which DE:01 represents CL:1000 on the normal Table. GD:10 represents CL:10,000 for 10 thousand Points of Value. (Just add 3 Zeros to all measurements on the MSH Table)

Armor: Hull is SY:200 physical materials with Deployable Force Shields rendering CL:1000 Armor.
Second Ascension Table: EX:20 (20,000 Points) and Deployable Force Shields of UN:100 (100,000 Points)

Weapon Systems: SZ:500 for general Energy and Force based trajectory beams and spherical attacks.. The Ship’s Weapon systems can be consolidated in to a CL:1000 Attack or Defense able to severally devastate a large City Wide Area. Effective Combat Range of these weapons is normally about 500,000 to 1,000,000 Miles. These Ships can devastate planetary bodies about half the size of Earth’s Moon in a single ‘HIT’.
Second Ascension Table: AM:50 (50,000 Points) to UN:100 (100,000 Points)

Regeneration: AM:50. The Skaarj will repair their Armada, granting the ship mechanical Regeneration.
Second Ascension Table: AM:50 (50,000 Points) Recovered every 10000 Game Rounds (About 24 Hours)

An Armada Ship will normally stay in obit far above a Planet’s surface while Skaarj deploy for surface based missions. The ship may land upon a hospitable planet and ‘Deploy’ basically becoming a Construction Yard; mining raw materials and refining it into weapons, tools, vehicles, and of course more Skarrj. The Armada Ships can also launch back into space orbit if the Skaarj Command Staff underestimated their enemy’s defenses.



Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.



Only a few Skaarj remain to be detailed;
A Hive King
and the Queen’s Royal Servants; The Titans and The Slith.

(\__/)
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(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 4 time(s). Last edit at 05/19/2008 08:59AM by TankerAce.
THE SKAARJ (Hive Kings)
May 05, 2008 09:53PM
avatar
THE SKAARJ (Hive Kings)




Primary Abilities:

THE SKAARJ (Hive King)

F: SY:200           | R: UN:100           | Race: Skaarj       | Nationality: N/A        |
A: SX:150           | I: SX:150           | Gender: Male       | Residence: Pa-Nali      |
S: UN:100           | P: Sz:350           | Apparent Age: ???  | True Age: Over 500      |
E: Sz:350           | L: SY:200           | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 800 / 8000  | Karma: 800 / 800    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: About 15'  | Life Expectancy: 5000   |
Initiative: Sz:350  | Experience: CL:1000 | Weight: 5000 lbs.  | Species: Skaarj         |
Popularity: N/A     | Appearance: UN:100  | Mass: 9 X 96 = 864 | Class: King             |
Resources : UN:100  | Morality  : Neutral |                    |                         |
Job Rank  : UN:100  | Conviction: SZ:500  | ATTACK: CL:1000    | DEFENSE: CL:1000 [+0CS] |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SY:200 [+1CS] (225) | SY:200 [+1CS] (250) | SY:200 [+1CS] (245)| SY:200 [+1CS] (240)     |
                    |                     |                    |                         |



Distinguishing Features:

Skaarj Hive Kings are possibly some of the strongest and most ancient creatures in the cosmos. Most Skaarj Kings can rival many Cosmic and Spectral entities in sheer brute power. The Skaarj Civilization is estimated to be approximately 500,000 to 800,000 Trillion Years old. Basically, the Skaarj Civilization has been floating around the universe for a very, very, very long time.

These vastly powerful creatures of the Skaarj Civilization are born into existence from the Skaarj War Lord Class individuals. This is also why the Skaarj Kings and War Lords appear nearly identical. Basically, A Skaarj War Lord has only one final level of ascension by cocoon metamorphose. A Skaarj War Lord may also reach Hive King by earning and spending Karma. Most King Class Skaarj have over 20 Million invested Karma Points simply upgrading their current inventory of powers.

Hive King Status is not easy for any Skaarj. Only a fraction of 1% of the Skaarj Warriors will survive to see King Status fulfilled in their life span. And while a Skaarj King is nearly omnipotent they must provide a means of continuous prosperity for their Hive Collective… Nearly one Million Skaarj in a Hive will depend upon their King’s Clairvoyance and Social Pioneering for insight, wisdom, motivation, influence, and general leadership.

To assist with this massive social responsibility a Skaarj King will appoint Section Commanders over various groups of Hive. These Section Commanders or ‘War Lords’ are nearly equal to the King in sheer power and are dedicated to galactic prospecting for the Hive.

These Warlord Commanders are the Hive King’s most trusted allies. From a ritualistic and social standpoint a Warlord Commander can not Challenge his King for leadership over the Hive. The Warlord Commander must leave his own Hive to commandeer a different Hive. If that Warlord is successful in overthrowing a different Hive King, He may return to Challenge his former King in open Battle.

When a Hive King is challenged for leadership over his Hive he must accept. Refusal of a Challenge is the most disgraceful dishonor to a Skaarj King, and often 100 to 200 Karma Points will be lost. These battles are fought using a ‘House’ Heirloom Sword. If the Challenging Skaarj Warlord does not possess his own Heirloom ‘House’ Sword that Warlord is NOT ready for leadership over any Hive. Often the Skaarj Queen has to build a Heirloom ‘House’ Sword for the departing Warlord.

These ritualistic battles for Hive dominance is a long and taxing endeavor for the Challenging War Lord. Basically the Challenging War Lord must infiltrate the Hive he wishes to claim. He has to do this by swearing his allegiance to the Current Hive King. Once the War Lord is accepted by the Hive he must assess the condition of the Current Queens. This can be difficult for the Challenging War Lord since he will not be allowed into the Hive Nursery.

If the Hive Queens are cultivating replacement Queens the Warlord may Challenge the Current Hive King in open battle.

During these Hive on Hive battles only the Two Skaarj Kings will face off in a battle to the Death. All the other troops and Skaarj underlings in the Hive are commanded to cease operations so their epic battle for Hive dominance may be observed. These ritual battles are a right of passage to the Skaarj Civilization, thus the two Hive Kings will battle in open Melee combat while refraining from using their psychic powers or leadership over their Hive troops.

Once a Skaarj Warlord claims victory over the Hive and Queens he will lose ALL of his Karma for killing his Skaarj brethren. But in the grand social scheme, the new Hive King knows his sacrifice and victory will be prosperous to his Hive Collective.



Known Powers:

Expanded Health Reserves: 8,000 Health Points. Skaarj Kings do have ‘Armor’ in the form of tough flesh, but in Game Terms he is vulnerable to any conventional attacks. This simply gives him 8,000 Health Points that must be depleted in a conventional manner.

Energy and Solar Absorption: SZ:500. A Skaarj King’s body absorbs most forms of energy in a very direct manner allowing him to convert many energy-based attacks into useable fuel reserves, or ‘Health’. They can absorb most types of energy to restore their ‘Health’ on a Power for Point bases. This Power allows the Skaarj King a number of other Branch Powers as well. Skaarj Kings may only absorb about 8,000 Points in pure potential energy. Excessive Energy reserves are resisted as Armor and may inflict some minor injuries.

+ SX:150 Immunity to Quantum Energy and Unified Field Theory Energy.
+ SY:200 Immunity to Gravity and Magnetic based damage.
+ Sz:350 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ SZ:500 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ CL:1000 Immunity to Radiation and Light based damage.


Invulnerability: CL:1000. Skaarj Hive Kings can not be defeated or deceived by magic, spectral, psychic, telepathic, or cosmic endowment powers. To ‘Kill’ or get rid of a Skaarj King he has to be attacked with 8,000 Points of conventional damage. Skaarj King’s are also immune to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skarrj Kings are also immune to Attack ‘Effects’ such as Stuns and Kill results. Even if he is attacked with large enough weapons to sever off body parts he will not suffer ‘KILL’ or ‘Stun’ effects. Skarrj Kings are still subject to Slams.

In such events where their body parts are severed off or destroyed he may make a Green ‘Repair’ FEAT of CL:1000 to instantly ‘Repair’ the damage body part. This does not recover lost Health Points or Endurance such as Regeneration would. It simply allows him to avoid being crippled or maimed.


Skeleton: UN:100. Organic Bone Material. A Skaarj King’s bones are flexible, but can be broken under extreme forces. This allows him to reduce most bone injuring attacks by [-1CS] on top of the UN:100 bone durability.

Muscle Mass: IN:40. Provides Armor verses most Conventional Injuries.

Skin Mass: AM:50. Skaarj Kings have tough, scaly hide to Edged and Bladed impacts.

Soft Tissues: RM:30 to almost all known injuries and attacks.

Uniform: FR:70. Skaarj King’s wear a highly sophisticated and ‘Heavy’ suit of ‘Armor’. This ‘Armor’ expresses Social Rank as well as providing Traditional ‘Armored’ Protection.

Skaarj Kings fashion this Armor from their durable Coccon Shell. The materials should be considered as MN:75 Grade Durability. They lose [-1CS] to FR:70 Armor since the Armor has gaps and weak points at the movable joints.


Life Support: SZ:500. Skaarj Kings are physically developed to such a degree that they no longer need Food, Water, or Air. Organs inside their Body simply generate and absorb raw Energy allowing them to nullify self-sustenance. Skaarj Kings can Live in outer space for several 100 years at a time. Skaarj Kings ‘Rest’ or ‘Sleep’ about 4 to 5 Hours to every 500 to 700 Hours of activity.


Mobility: Skaarj Kings have a pair of bat-like wings with a span of roughly 20 to 25 Feet Wide. Skaarj Kings remain in Flight as much as possible, but they can ‘Walk’ in an upright stance. While the Skaarj Kings are big, they are extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for them.

+ Atmospheric Flight: SX:150 Air Speed and Aerobatics. Achieve Mach 3 Speeds (2000 to 3000 MPH)
+ Under Water Flight: AS:80 Water Speed. Achieve Speeds in excess of 500 to 600 MPH
+ Space Flight: CL:1000. Skaarj Kings may Achieve Light Speed Velocity in ‘Warp’ Jumps.
+ Levitation: This is often used for Air Combat and precise Airborne control.

+ Run: 15 Areas per Round. With their Endurance they can Run with out exhaustion.
+ Sprint: 20 Areas per Round.
+ Climb / Crawl: 10 Area per Round and may cling to any surfaces both upside down and vertical.
+ Jump: 10 to 12 Areas per Round. (100 to 120 Feet in a flat bound)



Weaponry: A Skaarj King’s entire body is basically one big ‘Weapon’

Melee Combat with Body Weapons: SX:150 with SZ:500 Armor Penetration. Skaarj King’s have Natural Weapons all over their body in the form of Retractable Blades, Horns, Claws, Teeth, Spikes, Venom, and Psychics. They may use these natural weapons to inflict SX:150 Edged, Energy, Toxic or Psychic Damages. These Melee Weapons are constructed of CL:1000 Materials. Skaarj Kings prefer not to engage in ‘Melee’ Combat unless it is necessary to take down a fearsome opponent, such as another Skaarj King.



Swords: CL:3000. Almost all Skaarj Kings will have their Queens fashion a Ceremonial Sword by fabricating a very rare metallic alloy with their cocoon shell and other various metals. These Swords are often a Hive King’s House Heirloom which is passed down from one King to another King. Depending upon the Skaarj King, the number of Swords he carries represents the number of Hive Collectives that Skaarj King has taken under his leadership.

These Swords are rarely used against other enemies aside from the occasional Challenging Warlord Skaarj who wishes to claim Leadership over a Hive. Used as basic weapon these Swords may inflict 1000 health points of bladed impact and pierce CL:1000 Barriers or Armor. The Weapon may only cause RM:30 to IN:40 destruction. A Skaarj King’s Sword is normally about 10 Feet Long and may weigh over 1500 Pounds. These Swords are almost totally immune to ALL attacks up to CL:3000.


Range based Psychics and Energy: SX:150 up to Sz:350. Almost all Skaarj Kings have one hand, while the other hand is some type of ‘Cannon’ or ‘Weapon’.

This ‘Weapon’ arm is used to project their Psychic and Telekinetic abilities under precise control and Dexterity. It allows them to project attacks at Great Range and use their Psychic and Telekinetic abilities like an extension of their ‘Hands’. (Player Note: Similar to Green Lantern’s Green Energy Beam)

They can use their Psychic Telekinesis to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, Sonics, Magnetic, and Kinetic Force with precise dexterity.

Used as Mastered Power Stunts the Skaarj King may Cast Ballistic Range Attacks with the following properties:

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 500 feet (50 Areas) of distance.
+ SX:150 up to Sz:350 Intensity and Armor Penetration while under 400 Feet (40 Areas) in Range.
+ Range: 200 Areas or Scatter Shot reaching 100 Areas with a 5 Area Wide Spread.
+ Cast Attacks of Heat, Cold, Kinetic, Gravity, Photon, Electricity, Magnetic, Sonic, or virtually any other Form of energy.
+ Create Energy Based frontal Shields of CL:3000 to act as defensive barriers for each FEAT Roll.
+ Use multiple Power Stunts to increase damage output to a maximum of CL:1000 [-3CS] from FEAT Roll.
+ Any new Power Stunts created by the Player is most likely already mastered by a Skaarj King. FEAT Roll a Yellow on the ‘Experience’ Rank to Master any conceived Power Stunts and use it in following Game Round. The GM may place limitations upon this FEAT Roll for Game Balance.

BLUE: Skaarj launches an Energy blast but it’s only UN:100 Intensity and has 10 Area Range.
WHITE: Skaarj launches an Energy blast of GL:125 Intensity, but misses a ‘Direct Hit’. 3 Area Grid explodes.
GREEN: Skaarj launches an Energy blast of GL:125 Intensity. 3 Area Grid will normally be leveled.
YELLOW: Skaarj launches an Energy blast of SX:150 Intensity. 3 to 6 Area Grid will normally be leveled.
RED: Skaarj launches an Energy blast of SY:200 Intensity. 4 to 8 Area Grid will normally be leveled.
100 RED: Skaarj launches an Energy blast of Sz:350 Intensity. 8 to 10 Area Grid will normally be leveled.

As a Hive King grows older he may choose to re-grow his ‘Normal’ hand as a symbol of social assignation. Most Skaarj Kings only use their Psychic Powers for ‘Utilities’ and assisting other Skaarj underlings. Rarely are this Powers used for direct ‘Combat’ unless deemed necessary. In standard ‘Combat’ against other creatures aside from the Skaarj a Hive King will draw his Sword and project his powers through the Sword.



Talents:

Fearless: Skaarj Kings will attack any creatures in their presence, aside from other Skaarj, or until they get injured with more than 4000 to 5000 Points of Health Damage. Once injured a Skaarj King will call in reinforcements via Remote Telepathy. Skaarj Kings do not Flee from battle unless they are nearly dead from severe injury or their Armada is simply infested and overwhelmed with invaders. The only times a Skaarj King will not call upon his Troops is during a Ceremonial Battle for Hive Leadership.

Command Swarming: A single Skaarj King normally commands 5 to 7 Armada Space Ships, while each Armada is managed by the King’s Commanding Warlords. A Skaarj King can order 1000’s of Skaarj into Battle with a slight gesture or facial expression.

Reversed Karma: Any hostile actions a Skaarj King takes against any Creature other than another Skaarj is considered serving the greater ‘Honor’ of the Skaarj Civilization. Kings ‘Earn’ Karma by obliterating their opposition or possibly enslaving the opposition. This power allows an individual King to gain 90 to 100 KP based upon a Single 10-Sided-Dice Roll. Kings will lose Karma if their underlings are Killed in a battle.

+ Egg: -20 KP
+ Pupae: -30 KP
+ Fledgling or Krall: -50 KP
+ Adult: -100 KP
+ Warrior: -2000 KP
+ War-Lord: -1000 KP
+ King: None if a King parishes at the hands of another Creature. ALL if a King ‘Kills’ another King.
+ Queen: -1500 If a Queen is Killed. Non if she transforms into a Titan.


Energy Manipulation | General Science | Total Navigation | Infiltration | Savage Combat (MAS) | Skaarj Psychic Data Banking | High Tech Tinkering | Stealth | Survival | Resist Domination | Iron Will | Berserk Rage | Psychic Leadership over Hive Skaarj | Psyche Screen | Psyche Shield | Photographic Memory | Nullify Sensory Deception | Magic, Cosmic and Spectral Lore |


Contacts and Assets:

Any other Skaarj Life Form.



A Skaarj Armada: These are very large Space Vehicles, about the size of a small city. Normally, these ships are about 2 Miles Wide by 3 Miles Long. These ‘Hive’ Ships are infested with approximately 20000 to 50000 Individual Skaarj.

A Skaarj Armada suffices as a Home and Base of Operations for a Skaarj Hive. Normally, other ships and vehicles link to these ships as docking stations for repairs and digital uplink.

These Armada Ships are also automated with a Skaarj devised artificial intelligence. The central memory core of an Armada is spread out all over the vessel. Like a huge battle ship, the Armada is divided into 1000’s of sections allowing it take unbelievable punishment from virtually all known attacks.

Normally, a Single Skaarj Hive Collective will consist of 5 to 7 of these Armada Ships. They are also equipped with a Fleet of smaller ships ranging from about 7000 to 10,000 Fleet Vehicles.


F: SZ:500 | An Armada will avoid ‘Melee’ Combat... But it uses almost all weapons and tools on this Rank.
A: SZ:500 | This suffices for Speed and Coordination of the Ship. Light Speed ‘Jump’ is CL:1000 Speed.
S: SZ:500 | This suffices as engine power to Tow, Pull, or Push with physical contact or tractor beams.
E: CL:3000 | Fuel reserves and vital systems. The Ship lives in Space and needs various Resources.
R: SZ:500 | The A.I. system is a learning system with total photographic memory.
I: SZ:500 | This suffices for all it various radar and sensory systems.
P: CL:1000 | The ship does have it’s own ‘Will’ but is completely Loyal to the Skaarj Hive.

Health: 6500 / An Armada has about 6.5 Million Hit Points.
Karma: N/A


General Combat Engagements with an Armada Ship requires the Second Ascension MSH Scoring Table in which DE:01 represents CL:1000 on the normal Table. GD:10 represents CL:10,000 for 10 thousand Points of Value. (Just add 3 Zeros to all measurements on the MSH Table)

Armor: Hull is SY:200 physical materials with Deployable Force Shields rendering CL:1000 Armor.
Second Ascension Table: EX:20 (20,000 Points) and Deployable Force Shields of UN:100 (100,000 Points)

Weapon Systems: SZ:500 for general Energy and Force based trajectory beams and spherical attacks.. The Ship’s Weapon systems can be consolidated in to a CL:1000 Attack or Defense able to severally devastate a large City Wide Area. Effective Combat Range of these weapons is normally about 500,000 to 1,000,000 Miles. These Ships can devastate planetary bodies about half the size of Earth’s Moon in a single ‘HIT’.
Second Ascension Table: AM:50 (50,000 Points) to UN:100 (100,000 Points)

Regeneration: AM:50. The Skaarj will repair their Armada, granting the ship mechanical Regeneration.
Second Ascension Table: AM:50 (50,000 Points) Recovered every 10000 Game Rounds (About 24 Hours)

An Armada Ship will normally stay in obit far above a Planet’s surface while Skaarj deploy for surface based missions. The ship may land upon a hospitable planet and ‘Deploy’ basically becoming a Construction Yard; mining raw materials and refining it into weapons, tools, vehicles, and of course more Skarrj. The Armada Ships can also launch back into space orbit if the Skaarj Command Staff underestimated their enemy’s defenses.


Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is UN:100 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.



Only a few Skaarj remain to be detailed;
The Queen’s Royal Servants; A Titan.


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THE SKAARJ (The Queen’s Royal Servants; Titans)
May 06, 2008 04:54PM
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THE SKAARJ (The Queen’s Royal Servants; Titans)




Primary Abilities:

THE SKAARJ (The Queen’s Royal Servants; A Titan)

F: SY:200           | R: PR:04            | Race: ???          | Nationality: N/A        |
A: GD:10            | I: TY:06            | Gender: ???        | Residence: Pa-Nali      |
S: Sz:350           | P: GD:10            | Apparent Age: ???  | True Age: Over 1000     |
E: Sz:350           | L: GD:10            | Eye Color: N/A     | Alliance: Skaarj Horde  |
                    |                     | Hair Color: N/A    | Calling: N/A            |
Health: 910 / 90000 | Karma: 30 / 30      | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: About 30'  | Life Expectancy: 3000   |
Initiative: Sz:350  | Experience: UN:100  | Weight: 90 Tons    | Species: Skaarj         |
Popularity: N/A     | Appearance: UN:100  | Mass:28X3000=84000 | Class: Titan            |
Resources : DE:01   | Morality  : Neutral |                    |                         |
Job Rank  : DE:01   | Conviction: IM:25   | ATTACK: CL:3000    | DEFENSE: CL:3000        |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FR:70 [+0CS]        | FR:70 [+0CS]        | UN:100 [+0CS]      | TR:85 [+0CS]            |
                    |                     |                    |                         |


Distinguishing Features:

Titan’s are the living remnant remains of an unfertile Skaarj Queen. When a Skaarj Queen enters her last few years of laying and incubating Skaarj eggs she will choose a group of Skaarj Warriors to cultivate them into her replacement Queens.

As the Queen nurses these final few Cocoons her body will slowly mutate over the 5 to 10 year span and she will become a Titan. These Titans live out the rest of their existence attending to and protecting other fertile Skaarj Queens. They also serve as diligent guards over various Skaarj strong holds and assets.

Titans are mammoth creatures, standing approximately 30 feet tall and weighing more than 90 tons on average. While they are ‘Easy’ targets to hit; allowing Human sized Characters an additional 30 Points (RM:30 + the Enemy’s FEAT) to the Titan’s disadvantage, a Titan is extremely difficult to injure or damage.

However, Titans are not very resilient in brainpower and can often be deceived and fooled easily. Basically, a Titan is ALL brute physic with just enough Mental Mantle to function.


Known Powers:

Expanded Health Reserves: 90,000 Health Points. Titans do have ‘Armor’ in the form of tough stone like flesh, but in Game Terms they are vulnerable to any conventional attacks. This simply gives them 90,000 Health Points that must be depleted in a conventional manner.

Invulnerability: UN:100. Titans can not be defeated or deceived by magic, spectral, psychic, telepathic, or cosmic endowment powers. To ‘Kill’ or get rid of a Titan they have to be attacked with 90,000 Points of conventional damage. Titans are also immune to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Titans are also immune to Attack ‘Effects’ such as Stuns, Slams, and Kill results. Even if a Titan is attacked with large enough weapons to sever off body parts they will not suffer ‘KILL’ or ‘Stun’ effects.

In such events where their body parts are severed off or destroyed they may make a Green ‘Repair’ FEAT of UN:100 to instantly ‘Repair’ the damage body part. This does not recover lost Health Points or Endurance such as Regeneration would. It simply allows them to avoid being crippled or maimed.


Life Support: CL:1000. Titans are physically developed to such a degree that they no longer need Food, Water, Air, or even Sleep. Organs inside their Body simply generate and absorb raw Energy allowing them to nullify self-sustenance. Titans can Live in outer space for several 1000 years.


Suspended Animation: CL:1000. Titans can enter a state of suspended animation which allows the Titan to become a statue and utilize almost no energy reserves to stay alive for time spans well over 10 Million Years. This allows the Skaarj Civilization to place Gate Keepers and Traceable ‘Marks’ at various Archive Temples and Ancient Ruins throughout the cosmos; which the Skaarj use as historical artifacts and sanctuaries.

These Skaarj Ruins are scattered through out the cosmos on various planets and moons. Normally, these Archive Temples and Ancient Sanctuaries are the industrial remains of a Skaarj Hive and City that once inhabited the planet.

When the Skaarj Hive departs from the planet often the Titans are left behind as care takers of the abandoned Skaarj City. After thousands upon thousands of years the Titans will claim a Temple and become a statue.

Going into Suspended Animation is not voluntary act for a Titan. They simply choose a place to sit inside a temple; and day after day they slow down activities, until the days become Weeks, then Months, then Years and so forth.

Waking from the slumber only needs life energy in the local area of a Suspended Titan. In Game Terms the Exploring Character needs at least 50 Health and 20 Karma. The process to come out of Suspended Animation requires about 30 Seconds (5 Game Rounds).


Mobility: Titans can move their appendages about very fast, but as for Ground coverage they are pretty limited. This is why they have an outstanding “Fighting” Rank, but a nominal “Agility” Rank.

+ Walk: 3 Areas per Round.
+ Burrowing: 1 Area Per Round through UN:100 Material with out FEAT Rolls.
+ Climb or Crawl: 1 Area Per Round through UN:100 Material with out FEAT Rolls.
+ Limitation: No Swimming. Titans will sink in water and walk across the bottom.


Weaponry: A Titan’s entire body is basically one big ‘Weapon’

Melee Combat: SX:150 with SY:200 Armor Penetration. A Titan’s Hands and Feet are nearly 10 Feet Wide allowing them to smash 3 Area Grids with a single swat or slap. They can Score ‘KILL’ results on Characters smaller than their hands. Skaarj Titans also use simple Strength Maneuvers to inflict Sz:350 Damage.


Range based Attacks: SX:150 up to Sz:350. Titans throw ‘Blunt’ objects and debris by scooping up handfuls of earth and compressing it into ‘Rocks’ that are about 3 to 5 feet wide. A Titan will hurl these Rocks on the Their “Fighting” Rank for accuracy with SX:150 up to Sz:350 force behind it. A Titan may Throw one Rock every other Game Round. The Titan does not have to FEAT roll to ‘Make’ a Rock.

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 500 feet (50 Areas) of distance.
+ Range: 1000 feet (100 Areas) or Scatter Shots reaching 50 Feet (5 Areas) with a 10 Area Wide Spread.

BLUE: Titan fails to throw a Rock. The Rock simply smashes into dust filling a 2 Area Grid with Smoke.
WHITE: Titan throws a Rock at UN:100 Impact, but misses a ‘Direct Hit’. 1 Area wide path is cleared.
GREEN: Titan throws a Rock at GL:125 Impact, and lands a ‘Direct Hit’. 1 Area wide path is cleared.
YELLOW: Titan throws a Rock at SX:150 Impact, and lands a ‘Direct Hit’. 2 Area wide path is cleared.
RED: Titan throws a Rock at SY:200 Impact, and lands a ‘Direct Hit’. 3 Area wide path is cleared.
100 RED: Titan throws a Rock at Sz:350 Impact, and lands a ‘Direct Hit’. 3 Area wide path is cleared.


Earth Quakes: MN:75. Titans can stomp upon the ground to evoke Earth Quakes scattering in all directions around themselves rendering ground based Characters unable to take Actions. This operates sort of like a ‘Stun’ and ‘Slam’ for 1 to 5 Areas and Game Rounds based from a Single 10-Sided Dice Roll.

An Earthquake will normally only inflict about EX:20 to RM:30 Blunt Damage to other Characters in the Quake. But they fall, stumble, and lose their stable footing, losing the opportunity to take a FEAT Rolled Action. Characters who ‘Stick’ to surfaces will be hit with MN:75 vibrations, which will inflict MN:75 injury. Characters with Levitation or Flight need to be at least 3 to 5 feet off the Ground or the shock wave may drop the flying Characters with EX:20 impact and effect.

The shaken ground normally does not bust open, but it loosens up debris to be used for ‘Rock’ Ammo. A Titan may Cast an Earth Quake Attack once every other Game Round… (Quake / Throw / Quake / Throw)

+ FEAT Rolled on the ‘Fighting’ Rank while targets are with in 500 feet (50 Areas) of distance.
+ Range: 100 feet (10 Area Radius) from the Titan with him as the Epicenter.

BLUE: Titan fails to stomp hard enough to summon a Quake.
WHITE: Titan stomps a Quake at SN:60 intensity. Automatic Yellow for a ‘Stun’ AND ‘Slam’
GREEN: Titan stomps a Quake at SV:65 intensity. Automatic Yellow for a ‘Stun’ AND ‘Slam’
YELLOW: Titan stomps a Quake at FR:70 intensity. Automatic RED for a ‘Stun’ AND ‘Slam’
RED: Titan stomps a Quake at MN:75 intensity. Automatic RED for a ‘Stun’ AND ‘Slam’


Sonic Clap: MN:75. This is almost the same as a Titan’s Earth Quake, but they are not even aware that is a weapon to most other creatures. They simply clap to rattle stones and dirt off of their hands and feet. A Titan will normally ‘Clap’ once every 10 Game Rounds during combat based from a Single 10-Sided Dice Roll.


Talents:

Fearless: Titans will attack any creatures in their presence, aside from Skaarj. Titans do not Flee from battle. They will either Kill or be Killed. Titans will only chase other Characters for about 20 Areas. After 20 Areas or so a Titan will return to his Guard Post or other Skarrj duties.

Nullified Karma: Titans do not lose Karma for ‘Killing’ or Destruction. If a Titan kills a Skaarj by mistake the Hive King will banish the Titan to a Skaarj Archive Site.

No other Talents are known. Titans are sort of brain dead and do simple ‘Heavy’ tasks for the Hive they serve. They are sentient Creatures, but they don’t really know any better. They are extremely loyal to the Hive they serve and will follow a Skaarj’s commands to the letter as long as the task is not too mentally challenging.



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Edited 1 time(s). Last edit at 05/06/2008 05:02PM by TankerAce.
Xan (aka The Sun of SETT)
May 07, 2008 01:34AM
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Xan (aka The Sun of SETT)



Primary Abilities:

Xan (aka the Son of SETT)

F: SY:200           | R: SY:200           | Race: Unknown      | Nationality: N/A        |
A: UN:100           | I: Sz:350           | Gender: Male       | Residence: Unknown      |
S: UN:100           | P: SZ:500           | Apparent Age: ???  | True Age: Over 1000000  |
E: SZ:500           | L: SZ:500           | Eye Color: Red     | Alliance: VIPER         |
                    |                     | Hair Color: Black  | Calling: N/A            |
Health: 900 / 900   | Karma: 1500 / 1500  | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: About 7'   | Life Expectancy: ????   |
Initiative: SY:200  | Experience: SZ:500  | Weight: 900 lbs    | Species: Unknown        |
Popularity: AM:50   | Appearance: UN:100  | Mass: 1 X 18 = 18  | Class: Spectral Entity  |
Resources : UN:100  | Morality  : Angelic |                    |                         |
Job Rank  : UN:100  | Conviction: SZ:500  | ATTACK: SY:286     | DEFENSE: SY:261         |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SY:200 [+1CS] (240) | SY:200 [+1CS] (280) | SY:200 [+1CS] (280)| SY:200 [+1CS] (270)     |
                    |                     |                    |                         |


Distinguishing Features:

Xan is sometimes refereed to as the Herald of SETT; the Seven Headed Serpent Snake. Xan is a Spectral Entity manifested into our Earthly Realm. Unknown as to why, but Xan normally does not choose the manifestation of a Serpent Creature from which his Origin suggests.

Xan’s Earthly form is a very tall and handsome humanoid creature with antlers writhed upon his head and cloven hoofed feet. It is suggested that Xan is possibly a bona fide Fallen Angel who is redeeming his path to be returned into the Heavens. Xan often carries an elaborate Mast-Ax type of Spear with a Goat’s Skull adorning the top of the staff. He usually wears a dark colored cloak or cape adorned with Gold jewelry. His skin is usually some shade pearl white.

Xan may change his appearance to any form he chooses, but normally he will present himself in this unusual form which is quite a drastic contrast from the Seven Headed Serpent Snake of SETT.


Origin:

Xan is an agent or possibly a partial element of SETT; the Seven Headed Serpent Snake. It is unknown if the two are biologically related, or if their relationship is some form of bargaining arrangement.

Xan has manifested upon Earth during many of humanity’s Social Conflicts. During the 25th Century of Earth, all of humanity rose up in conflict; and Wars consumed the entire landscape.

Humans are no strangers to War and Conflict, and during such times of chaos remnants of the ‘Snake’ Cult have had both subtle and profound influences upon humanity.

Xan’s true motives are a mystery, or simply cannot be fully understood by human intelligence, but Xan has established a sense social order among some of the human populous. This social order of human culture simply became known as ‘VIPER’.

The VIPER Organization does have other names entitled to it from various factions and archaeological discoveries and Historical Cult Lore; such as The Ancient Temple Ruins of Thulsa Doom and the Path of Social Guidance following the Sun of Sett.

Recruitment into these ‘Snake’ Cultures can be tempting to most mortal humans, as most who accept often gain Social Power, Wealth, Freedom and Authority over their destiny. And almost all gain Paranormal Abilities. Many who join choose to raise a family under the Social Umbrella in hopes that their next generation will be better established in the VIPER Society.

In years passed, the Snake Cult, and variants of the Cult, were short lived or was confined to some obscure secret organization placed well away from main steam society. The last known historical discovery of the ‘Snake’ Cult was placed around 2700 BC. Supposedly at that time, the Kingdom and Religion of SETT was ruled from the Temple of Thulsa. In which a single Cimmerian Warrior assassinated the Snake King only known as Doom.

With the fall of the Thulsa Kingdom, the Snake Cult drifted into social obscurity, until nearly 7000 years later, in the 25th Century, when War plagued most of the Human Populous.

Xan manifested upon the Earth to reestablish the Social Guiding Light called the ‘Sun of Sett’ to bring order from chaos. Xan placed Seven Lieutenants around the Earth, with each stationed as Commandants of the various VIPER Temples, which suffice as educational facilities.

Pa-Nali Point: Washington State. USA.
City of SETT: Detroit, Michigan. USA.
Vider Point: Stalwart, Unified Euro Nation.
Kaossk Temple: Sao Paulo, Brazil.
Necris Temple: Siberia.
Horus Temple: Egypt.
Arcane Temple: Capricorn Colony, Australia.



Known Powers:

Semi Omnipotence: SX:150. Xan can use all powers and magical spells at the Shift X Rank.

Limitations:

+ Cannot Read the minds of any Human or other intelligent sentient life forms of the Cosmos.
+ Cannot Control the Free-Will of any Human or other intelligent sentient life forms of the Cosmos.
+ Cannot Destroy or Kill any Human or other intelligent sentient life forms of the Cosmos.
+ Cannot Allow the Elder God, SETT, the Seven Headed Serpent Snake into our Realm or Dimension.

Xan may offer opportunities and possible temptations of Power, Authority, Glory, Fame, Enlightenment or other desires to any Human or any other intelligent sentient life forms of the Cosmos. Such opportunities offered to a Life Form are presented as a bargained arrangement or ‘Pact’ to fulfill a Life Form’s desires and dreams.

These Pacts normally assigns Social Duties and Responsibilities to the individual so they may enlighten and recruit others into the Guiding Path of Social Order governed by the ‘Sun of SETT’.

During horrific events on various Planets, Xan may offer such ‘Pacts’ to individuals so that may lead their people into victory, prosperity, and social order. However, these arrangements are rarely fulfilled, as the Society will often indulge in social and moral corruption. And often the Individual will squander their Power, Authority, Glory, Fame, and Enlightenment.

When the Society becomes overly corrupt, Xan must manifest into our Realm and assign new leadership to cleanse the Social Infection… Basically using one form of Venom as an antidote to another form of Venom.



(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
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Edited 2 time(s). Last edit at 05/07/2008 01:46AM by TankerAce.
 
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