TankerAce Characters

Posted by TankerAce 
Blazer
May 07, 2008 05:47PM
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Code Name:
Blazer
Military Rank: US Navy Commander (O-5) / US Army Lieutenant Colonel. (O-5)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Blazer

F: AM:50            | R: IN:40            | Race: Caucasian    | Nationality: USA        |
A: AS:80            | I: FN:35            | Gender: Male       | Residence: Mobile       |
S: EC:15            | P: SN:60            | Apparent Age: 30's | True Age: 38 years old  |
E: FN:35            | L: SP:45            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Blonde | Calling: Leader         |
Health: 180 / 180   | Karma: 180 / 180    | Blood Type: A+     | Achievement: Soldier    |
                    |                     | Height: 5'10"      | Life Expectancy: 100    |
Initiative: IN:40   | Experience: FN:35   | Weight: 175 lbs    | Species: Human          |
Popularity: IN:40   | Appearance: EX:20   | Mass: 0 X 0 = 0    | Class: Bionic Warrior   |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : AM:50   | Conviction: SV:65   | ATTACK: FN:35      | DEFENSE: SP:45          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+1CS]        | IN:40 [+0CS]        | RM:30 [+1CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Blazer is a Spec-Ops Soldier of the US Navy. His Concept Character and Persona was conceived in 1987 by John M. Nye, David J. Rickman, and Chris S. Finneke.

Blazer was ‘Randomly Rolled’ on the MSH Character Creation Table as a ‘Normal’ Human with no paranormal powers. He has been ‘Played’ in approximately 15 to 20 MSH Game Campaigns and has approximately 20,000 to 30,000 invested Karma Points upgrading his Abilities and Powers.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Blazer lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Blazer is the Commanding Officer of a Spec-Ops Covert Military Unit called GCI Strike Force. He uses his assets and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of his Nation, or the Earth.

Personality: Blazer is a driven and disciplined individual. He refuses failure on all levels and will do everything he possibly can to fulfill a mission. His words, statements, and actions are brief and direct. While Blazer is ‘Noble’ and strives to achieve morally honorable actions; he will Kill or destroy his enemies if necessary.


Distinguishing Features and Story Origin:

Miles was forced to join the military in his early teens due to his rather juvenile disciplinary needs. Basically, he was an unruly teen, whose parents sent him to a structured military boarding school. Miles took to the military like a duck to water. The physical activity, the classes in counter terrorism, the covert ops, plus he got a good dose of social discipline and structure. For once Miles was empowered as long as he followed the rules of the miniature society of the boarding school.

Upon graduation Miles did not really know any other way of life. If he were to return home and live out a 'Normal' living he would be board without a challenge or adventure. Plus, he was still a young man. The boarding school was tough on him, so he did take short break to attend some civilian college classes. But he did not fit in very well.

Classes were boring and his peers were sheltered and had very little life experience. Also, most of the students did not wake up at the crack of dawn to run 10 to 15 miles and exercise all day, then attend classes on how to maintain and shoot laser-guided missals and deadly firearms.

Thus, Miles joined the real military in the US. Navy. His mind was set on becoming one of the Elite Special Ops Infantry Soldiers known as the Navy SEALs. However, making the SEAL team was more difficult than Miles had expected.

It took him almost 2 years to simply be accepted into BUDs; The Navy SEALs preliminary collection of schools. Three months into BUD's and Miles’ right hand and left eye were injured in a training accident. His eye and hand had to be amputated. His hopes of becoming a Navy SEAL were crushed.

He spent a good deal of time recovering in a Military hospital, then he heard rumors of very Top-Secret program the Navy and Army were experimenting with; Bionics and Cybernetics to re-instate experienced and injured Soldiers and Sailors back into active military duty. This rekindled his inner fire and he quickly moved on it.

When he was accepted, Miles discovered many soldiers and sailors who worse off than him. Most had lost both eyes. Others had lost their legs and arms. There was even some who were not much more than a bloody torso kept alive on a life support machine.

Miles under went a number of surgical procedures to implant his bionics. Once the bionic parts were installed it was only a matter of time in learning how to use them as if he were born with the bionics. The entire process to augment his bionics was a 6-year construction project. But he was re-instated back into active duty.

During that time there was a very strong political resistance to the Military using Bionics to retrofit Military personnel back into duty. Thus, Miles and those like him were considered Top-Secret projects. And any real missions or orders that these men would get were all Covert. Most were conducted in outer space to keep them away from the public press. Miles earned his call sign 'Blazer' in these space voyages.

Blazer was soon conducting missions that only a few gung-ho military men could only dream of; such as dropping behind enemy lines from a starburst skydive, shutting down a terrorist faction’s entire nuclear weapon silo and extracting himself by means of a jet he commandeered…… Almost single handily. The loss of his hand and eye proved to be his ticket into the Upper most Elite Ranks in the Covert Units.

After some years the US Government went public with the Bionic troops, calling the units GCI Strike Forces (Global Counter-Terrorism Infantry) and many new and old recruits wanted to be a part of it.

Blazer was one of the most experienced and educated of the GCI Core. Thus, he was assigned a Military commission to command. Other Covert units and teams also stand by his side in defending the Planet, rather than a single nation.



Known Powers:

Autonomy: Blazer’s body is augmented with Organic Android and Cybernetic Technology rendering him to be about 40% artificially Bionic.


Energy Absorption: AM:50: Blazer's Bionics allows him to absorb specific forms of energy; Electricity and Photon Radiation Energies. These energies are converted by his bionics so he can absorb and be immune to such attacks up to AM:50 intensity. During absorption he will recover Health Points on a Power for Point Basis if he has been injured. He cannot sustain more than 180 Health.


Traditional ‘Armor’: RM:30. Verse conventional Physical Attacks. Blazer's uniform and enhanced Flesh allows him to be fairly rugged verse common blunt and edged attacks. Certain target areas and pressure points are still vulnerable at the EX:20 level; such as his eyes, groin, and joints.

Uniform’s CPU System: AM:50. Blazer's uniform provides more than simple armor. The 3 gems on the chest house a Computer and Replication system that allows him to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Blazer can only carry inanimate objects in this manner. He can only carry about 100 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at AM:50 ‘Reasoning’.

Uniform’s Radio Communication System: AM:50. Blazer has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Blazer is rendered Stunned or has very weak life signs. (Below 20 Health)

Uniform’s Radar: AM:50. Blazer's uniform is augmented with a Radar System that stays in constant operation. This Radar will give Him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 250 feet (25 Areas).


Immunity: AS:60. verse Illness and Disease. Blazer is designed to weather the common elements of field combat for prolonged periods.


Deployable Force Shield: AM:50 Blazer also has a body silhouette forming force shield that protects him from virtually all known attacks with AM:50 Armor. The Shield is energy based and when active it covers his entire body while extending only millimeters from his skin and uniform. The Force Shield is totally invisible to the naked eye and does not hinder movement or his tactical abilities. The Force Shield is short lived though. Blazer can only keep this Force Shield 'ON' for 1 minute (10 Game Rounds) at a time to a 2-minute recharge period. The battery pack recharges with his body movement and heartbeat. He can switch the Force Shield 'ON' and 'OFF' at will. The Shield will automatically deploy if Blazer is Stunned, Slammed, or hit with a Lethal ‘Kill’ Attack.


Regeneration: IN:40. Blazer's body heals from injuries quickly due to his bionics that distribute medical antibiotics to assist his normal organic healing and nanno technology that repairs his bionic counter parts. Also, his energy absorption allows him to heal as well. Blazer will recover 4 HP per Game Round after he has sustained an injury. However, his Regeneration is limited. Blazer needs to be in a Non-Combative State or at ‘Normal’ exertion and activity (Rest and Moderate Activity). He will need medical attention if the injuries are too severe.


Weaponry:

Arm Cannon: This weapon replaces his right hand and is built up and fitted to his forearm. It allows Blazer to shoot or throw a plasma based energy attack of AS:80 impact and intensity.

This Photon Energy Blast is limited to certain perimeters. Each blast is a white-hot Energy Ball that is about 6 inches in diameter. During his firing sequence this plasma ball will be elongated to about 2 feet long. It can only cut a hole that size into any target he fires at. Ammunition of the weapon is caseless and recharges nearly instantly due to high out-put Fusion Batteries, which collect Energy from the Cannon’s Recoil.

Blazer also has a number of tools built into his Arm Cannon, such as retractable knives, wrenches, and grasping tools. These tools almost allow Blazer to form a mechanical ‘hand’.

The Cannon section is removable to reveal his amputated nub, which is a cluster array of electronic connections, which he can use on other technology such as high-tech computers and vehicles.

+ FEAT Rolled on “Agility” [+3CS] to reach PH:95 FEAT.
+ FEAT Rolled on “Fighting” for counter attacks while targets are less than 50 feet (5 Areas) Away.
+ Range is 1000 to 1200 feet (100 to 120 Areas). Blazer can adjust to precise ranges [-1CS]
+ Damage / Intensity: AS:80 Energy Based Damages.
+ Armor Piercing: PH:95 to by pass ‘Armor’
+ Multiple Targets: Blazer will lose [-1CS] to shoot at each additional Target in the same Game Round.
+ Spherical Targeting: Blazer can not be blind-sided and he may Shoot at targets from ANY angle [-2CS]
+ Destruction is RM:30 to IN:40.

Firing Patterns: Blazer can alter the Cannon's basic Photon Blast to render various effects and firing patterns. To switch from one pattern to another is almost instant, but if he switches in mid Combat he will lose [-2CS].

Stream | Full auto rapid fire | Scatter Shot | Explosive | Sniper Round | Frontal Shield | Charged Blast.



Stream Blast:
This blast pattern allows Blazer to fire the Plasma Energy in a constant flow or stream of RM:30 intensity. This is also a very easy pattern to aim since he can fire and adjust his aim almost instantly. Blazer will get [+3CS] to stay on target in the following Game Round if he made contact to the target in the prior Game Round. The blast will inflict RM:30 energy damage to the target every Round the beam is in contact with the target. Blazer can also modify this beam with a Stun effect that is harmless to the HP. He also has a RM:30 Photon-Clamp beam that allows him to use the Cannon with a rope-like grapnel beam of RM:30 Strength. This modified beam allows him to grasp and latch onto any surface and use the beam like a ‘Rope’ or ‘Chain’. Due to the complexity of this beam its range is reduced to 20 feet (2 Areas) in length.



Full Auto Rapid Fire:
This allows Blazer to fire off shots in rapid succession, similar to a machine gun. Each blast carries AM:50 Energy Intensity, at which he can fire 3 consecutive blasts per FEAT. This allows his Arm Cannon to inflict SX:150 Energy Based Damage, but it can only Pierce AM:50 Armor and Barriers.



Scatter Shot:
This Blast pattern allows Blazer to fire his Arm Cannon with a Scattered beam; Shot-Gun style with FR:70 Energy Intensity. The scatter shot covers a 20 Foot (2 Area) wide space and can reach targets up to 250 feet (25 Areas) away. At 1 Area ranges this blast is AS:80 Intensity. Blazer can only fire off One Shot per round in this manner, but due to its ease of use, spread, and the ability to use it up close he gets [+1CS] to fire it. Blazer can also adjust the Scatter Shot to bounce off walls and obstacles to hit hidden targets around a single corner. He can also adjust this blast with an ensnaring net that will capture or ensnare a target. The net can ensnare the target with AM:50 Grip for 1 minute (10 Rounds) before the net's solidified energy is depleted. The net can be similar to a solid sheet of fabric or a common rope-like net.



Explosive Shot or Grenade:
This blast pattern is Blazer's Plasma Energy Blast solidified into a dense and touchable ball. This can be deployed with a timed delay fuse or used as an Impact triggered Grenade that can inflict SN:60 Explosive Impact to a 4 Area Grid. The time delayed ‘Bomb’ has a maximum fuse delay of 5 minutes (50 Rounds). The Impact Grenade will detonate upon contact with a given target. This Grenade is lobed rather than fired. Due to its slower muzzle velocity Blazer can execute a very powerful 'Blast Combo' attack in which he fires the Grenade then shoots the Grenade with a follow up blast [-3CS] to his FEAT Roll. This 'Blast Combo' releases AW:90 Energy Intensity in a 1 Area Grid. The Grenade ball glows about as bright as 100-watt light bulb and can be adjusted to adhere to most texture surfaces to render an Adhesive 'Sticky Bomb'.



Sniper Shot:
This blast pattern allows Blazer to fire a very focused and condensed energy blast that is designed to punch and pierce through Armor and Barriers. Damage of the Blast is RM:30, but it can pierce through SX:150 barriers and armor. The blast's muzzle velocity is also near light speed allowing him to hit targets at great ranges with out penalty. He has to use his enhanced vision to enable target ranges over 1200 Feet (120 Areas) away. He can only fire one blast per Game Round in this manner. Due to it's sheer speed and piercing power this blast is also considered as a 'Kill' Score with a White, Green, Yellow, or RED.


Frontal Shield:
This blast pattern allows Blazer to put up a circular disc like combat shield of pure Plasma Energy. The shield should be considered as SY:200 durability material. It measures about 3 feet wide and can be used as a melee weapon that can inflict AM:50 blunt impact. The Shield is transparent, but Blazer can augment various spectrum outputs through the shield to render various sensory perceptions, such as night vision or ultra sonic hearing. The Shield can even be used for sub-space satellite communications.


Charged Power Blast:
This allows Blazer to amplify his Arm Cannon blast by 'Charging Up' the Energy to a maximum output that is 1 or 2 Power Ranks greater than the normal shot patterns. Blazer can apply this 'Charging Up' to any other shot pattern, but he has to build up the blast's energy for 1 or 2 Game Rounds. The Amplified output will only last for the Game Round it is used in. The Cannon returns to normal output after releasing a ‘Charged Power Blast’.



Mobility Enhancements: Most of Blazer’s Mobility FEATs are handled on his FASE Ranks.

+ Grappling Beam: 5 Areas per Round. Used very similar to Spider-Man’s Webbing.
+ Walk: 3 Areas per Round.
+ Run: 5 Areas per Round. With his Endurance he can Run for 3 to 4 hours without exhaustion.
+ Sprint: 8 Areas per Round. He can maintain a full-bore sprint for 3 to 4 minutes (30 to 40 Game Rounds)
+ Swim: 2 Areas per Round. He can hold his breath for 3 to 4 minutes. He does have a 1 Hour 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.



Shirken Saber: MN:75 grade metal enhanced to SY:200 material by conducting energy through the saber. Blazer’s double-edged German Infantry Saber is not used very often for melee combat since he resorts to more efficient weapons. However, he does use it if a sword is required. The saber is designed of MN:75 metal alloys and is honed with a razor's edge that is similar to a Samurai Sword.

Used as a basic melee weapon this Sword can inflict IN:40 injury and damage with a single strike. It will ignore Armor and Barriers under FR:70 grade materials. Due to Blazer’s knowledge in Martial Arts he may execute 5 multiple hits in a Single Game Round. Damage is normally divided among the ‘HITS’.

(40 / 5 = AA:08 Edged and EC:15 Armor Penetration)

Blazer may also use a deflecting Power Stunt with the saber to reflect various projectile attacks back at the shooter without penalty. Used on his “Fighting” Rank, Blazer may deflect projectiles that are smaller than the width of the blade (About 3 inches) he can deflect up to 10 Rapid Fired Bullets per FEAT.


Enhanced Vision and Hearing: MN:75 Blazer’s Vision and Hearing 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 the ‘Spectrum’ of his Vision and Hearing to detect Light and Sound that is undetectable by human perception. He can also protect his senses on the MN:75 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.


Scanning and Weakness Detection: AM:50. Blazer may use this as a Power Stunt as an ‘Intuition’ FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his eyesight. He can also use the Scan with his Radar System, but this takes 10 Game Rounds.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Talents:

Military | Martial Arts ABCDE | Leadership | Computers | Air Craft Repair | Total Navigation | Mathematics | Animal Handling | Fire Arms | Espionage | Acrobatics | Demolitions | Bionics | Infiltration | Arial Combat | Sword Handling | Stealth | Crisis Management | Space, Jungle, Desert, Arctic, Ocean Survival | Speed Reading | Skydiving | Counter Terrorism | Medical 1st Aid | Fire Fighting | Gambling | General Science | Investigation | Law Enforcement | Tracking Hunting | Multi Language English, German, French, Russian, Morris Code, Spanish, Italian, Japanese, Brazilian


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger



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


Tanker's MSH Characters
[www.classicmarvelforever.com]
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Edited 3 time(s). Last edit at 05/17/2008 12:25AM by TankerAce.
Spike
May 07, 2008 09:57PM
avatar
Code Name:
Spike
Military Rank: US Army Master Sergeant (NCO-8) / US Navy Senior Chief (NCO-8)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Spike

F: FR:70            | R: EX:20            | Race: Caucasian    | Nationality: USA        |
A: FN:35            | I: SN:60            | Gender: Male       | Residence: Mobile       |
S: IM:25            | P: AM:50            | Apparent Age: 30's | True Age: 36 years old  |
E: AM:50            | L: SP:50            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Brown  | Calling: Fighter        |
Health: 180 / 180   | Karma: 180 / 180    | Blood Type: O+     | Achievement: Soldier    |
                    |                     | Height: 5'6"       | Life Expectancy: 300    |
Initiative: IN:40   | Experience: FN:35   | Weight: 280 lbs    | Species: Human          |
Popularity: IN:40   | Appearance: EX:20   | Mass: 0 X 1 = 0    | Class: Induced Mutant   |
Resources : EC:15   | Morality  : Noble   |                    |                         |
Job Rank  : IN:40   | Conviction: SV:65   | ATTACK: FN:35      | DEFENSE: SP:45 [+1CS]   |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+0CS]        | FN:35 [+1CS]        | FN:35 [+1CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Spike is a Spec-Ops Soldier of the US Army. His Concept Character and Persona was conceived in 1987 by John M. Nye, David J. Rickman, and Chris S. Finneke.

Spike was ‘Randomly Rolled’ on the MSH Character Creation Table as an Induced Mutant Human who held 3 distinct ‘Powers’ (Armored Flesh | Martial Arts Supremacy BCE | Enhanced FASE). He has been ‘Played’ in approximately 15 to 20 MSH Game Campaigns and has approximately 15,000 to 20,000 invested Karma Points upgrading his Abilities and Powers.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Spike lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship.

Spike is the acting ‘First’ Sergeant of a Spec-Ops Covert Military Unit called GCI Strike Force. While he is a Non-Commissioned Military Agent, Spike also holds a Role as the acting Executive Officer to Blazer. He uses his assets and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of his Nation, or the Earth.

Personality: Spike is a driven and disciplined individual, but he is a Risky Thrill Seeker and Adrenaline Junkie. Crazy stunts and risky maneuvers is what Spike is all about. Depending upon the situation at hand Spike may play conservatively, but often he just goes ‘Balls Out’. While Spike is ‘Noble’ and strives to achieve morally honorable actions; he will Kill or destroy his enemies if necessary.

Distinguishing Features and Story Origin:

Scott was admitted into the US Military as a child. The US government established a very controversial policy to forcefully take children from any hazardous home life, such as poverty-stricken families or those who were unable to raise their children in a decent family environment.

Many protested this policy by the government, but after some years the civilian crime rates dropped considerably. Due to this the US Military was also revered as a 'Family' rather than 'Job'.

For the most part Scott grew into man hood conducting Army covert ops and Army missions for his country. Fortunately he was never injured too badly or failed too many missions. Due to his extensive military background he could navigate and negotiate almost any military classes he applied for; He even successfully graduated the Elite Navy SEAL schools. But Scott was an 'Army' soldier, thus his missions with the Navy were rather brief.

Scott then applied for a new top-secret Military initiative to upgrade their military troops to nearly super human abilities. The US Military had many of these incentive policies in place. Scott was admitted to a form of 'Shock Therapy' that altered his DNA and mentality, which allows him to become more powerful athletically. Hence his ability to change skin colors.

Upon completion of the 'Shock Therapy' Scott was sent on a number of very dangerous missions. He done well enough to become his Military Unit’s social leader, even without an administrative officer's core.

Through out these missions and covert operations he began to unwittingly start the founding principals of the US Military's GCI Strike Forces. As time passed Scott was dubbed with the call-sign 'SPIKE' and he was convinced to join the GCI Strike Forces.

Spike was put in charge of the GCI Strike Force’s infantry troops as a Command Level First Sergeant. He also suffices as Blazer's Executive Officer in almost any combat situation. The entire GCI Strike Force team was a very experimental endeavor; combining Army, Navy, Marines, and Air Force troops under one command structure.

Each person of the GCI Strike Force is also endowed with various paranormal abilities. Spike was a good fit amongst these troops, and his experience in Military Service allows him to commend a great level of respect among other US Troops.


Known Powers:

Flesh Armor: Spike's body is extraordinarily tough and resilient to Injury.

+ Skeleton: AW:90
+ Muscle Mass: RM:30. Enhanced to IN:40 with a Yellow “Strength” FEAT
+ Skin: RM:30. Enhanced to IN:40 if Stunned, Slammed, or hit with a ‘KILL’ Score.
+ Soft Tisses: EX:20

Traditional ‘Armor’: IN:40. Spike’s Uniform acts as Armor to conventional Physical and Energy Attacks. His Uniform is designed of very dense kevlar mesh, which covers his entire body, aside from his head and upper arms. Metal parts of the Uniform are constructed of UN:100 metal alloys and polymer plastics. His Uniform also has a full length Cape that enables a 'Stealth' mode and additional Powers.

Immunity: MN:75. verse Illness, Toxins and Disease. This is also a Life Support ability that allows Spike to endure without Food, Water, Air, and most weather conditions. He can retrieve nutrients by osmosis, or absorbing nutrients through his skin as a MN:75 filter system.

Life Support: EX:20. He can absorb sustenance by osmosis. He can hold his breath for 2 days straight absorbing oxygen straight through his skin. Spike does need to eat and sleep like a ‘normal’ human, but his 'Stamina' and 'Regeneration' allows him to endure for about 5 months without food and water; and about 5 weeks without sleep before having a psychotic outbreak.


Uniform’s CPU System: AM:50. Spike’s uniform provides more than simple armor. The gems on the chest house a Computer and Replication system that allows him to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Spike can only carry inanimate objects in this manner. He can only carry about 100 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at AM:50 ‘Reasoning’.

Uniform’s Radio Communication System: AM:50. Spike has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Spike is rendered Stunned or has very weak life signs. (Below 20 Health)

Uniform’s Radar: AM:50. Spike’s uniform is augmented with a Radar System that stays in constant operation. This Radar will give Him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 250 feet (25 Areas).


Regeneration: MN:75. Spike’s body heals from injuries quickly. Spike will recover Damaged HP at a Rate of 5 to 7 Points per Round. But his Regeneration does have limitations. He will need medical attention if an attack decapitates or obliterates a major body part. Spike cannot survive an attack that will remove his head or major internal organs. However, he has MN:75 ability to recover from such injuries in a medical facility that can clone or match his lost organs.


Mobility Enhancements: Most of Spike’s Mobility FEATs are handled on his FASE Ranks. But Spike also has Rocket-Thrust Boots and Miniature Jet Pack.

Spike's armored leggings have retractable turbines jets built into them, and he has a small rocket pack on his back. They use a very small fusion engine that allows the rocket packs to generate a great deal of force and enable Spike Enhanced Leaping, Running, Gliding and Swimming abilities.

+ Basic Run: 3 Areas per Round. With his Endurance he can run for 5 Hours without exhaustion.
+ Sprint: 8 Areas per Round.
+ Skate or Levitate inches from the Ground. 15 to 20 Areas per Round.
+ Swim: 6 Areas per Round.
+ Climb or Crawl: 2 Areas per Round. He can Climb most rough texture surfaces, even upside down.
+ Jump: 4 to 6 Area per Round.
+ Hyper-Jump with a running start 15 to 20 Areas.
+ Air Gliding: 300 to 400 MPH with FN:35 Control. Can recover from Terminal Velocity Falls.



Weaponry:

Enhanced and Increased FASE: AM:50. This power allows Spike to upgrade his FASE Attributes to various power levels. During the process his normal Caucasian skin tone changes to a pale gray and reveals black tribal tattooing. His eyes also become solid white but this does not hinder his vision. Spike can maintain his amplified FASE for about 1 hour (600 Game Rounds) then he will need to resort to less intensive activity for about 2 hours (1200 Game Rounds). Afterward, he will operate at 2 Power Ranks less than his normal FASE attributes, returning to normal over a 2-hour time span.

F: Normal is FR:70 | Green = AW:90 | Yellow = UN:100 | RED = SX:150
A: Normal is FN:35 | Green = IN:40 | Yellow = SP:45 | RED = AM:50
S: Normal is IM:25 | Green = FN:35 | Yellow = SP:45 | RED = VI:55
E: Normal is AM:50 | Green = UN:100 | Yellow = SX:150 | RED = SY:200

Health: Green = 265 | Yellow = 340 | RED = 455

During the ‘Surge’ Injuries are carried over and Spike’s mentality will enter a very Calm, Focused, and Calculating form of Hell Driven ‘Rage’. He will not speak, even if hit with outrageous pain inducing attacks. He is also extremely violent, but in a very efficient and ‘Cold’ manner. Spike will remember the actions he took while being in a Surged State, but he will not acknowledge the consequences, thus he will probably lose significant Karma.

Due this Power’s after effects Spike refrains from using it unless it is necessary to take down extremely powerful adversaries.


Tri-Dare ‘Claws’: (Yes, these are similar to ‘Wolverine’) Spike built and upgraded his 'Claws' as a weapon system to allow his hands to be freed up for carrying various firearms. Most of his first missions were assassination missions, which required Spike to use stealth and close quarter’s infiltration.

He rigged up some retractable blades on a pair of forearm gauntlets so he did not have to holster a firearm and then draw a blade to take out an enemy when the situation required a knife or sword.

His current 'Claw' system is a high tech weapon; it suffices as his primary weapons. Each gauntlet houses 3 telescoping and retractable blades around his forearms.

They are constructed of UN:100 grade materials and can be enhanced to SZ:500 by activating the force field system built into them.

Each blade can reach a full length of 2 ½ feet long, and since the 3 blades are opposing each other around the circumference of his forearm he can use them as grasping tools for both brutal damage and delicate operations.

The 'Claws' can spread open to a maximum diameter of 3 feet. He can conduct the force field between the 3 blade tips to form a semi transparent disc of Force energy. Spike can also conduct various energy effects through the blades and the disc.

Heat / Cold / Electricity / Laser / Toxic / Acid / and Psychic Stun (Tazor)

+ Damage: AW:90. Each separate Blade is capable of RM:30 Damage.
+ Surge Damage: UN:100 | GL:125 | SX:150
+ Armor Piercing: SX:150 at Normal | SY:200 | Sz:350 | SZ:500 While FASE Surged.
+ Durability: SZ:500. (UN:100 while not energized)
+ Multiple Attacks: 7 per Game Round. Damage is divided among the 7 Hits. (90 / 7 = GD:10)

Specialized Power Stunts with the Claws: FEAT Rolled on the FN:35 Rank (Attack or Combat Skill)

Spiral Torpedo: (Basically, the same as M.Bison’s Psycho-Crusher)
In this move Spike flies toward his target very fast with one Claw set straight at the target and the other is used as a brace on his forearm. He can attack (or avoid) a target in an airborne Spiral Flight that protects him with spinning blades. He can attack targets from 20 to 40 feet (2 to 4 Areas) away almost instantly in this manner. Upon collision with the target Spike will often execute an acrobatic flip that allows him to have the next round intuitive to take action first automatically. Normally, this is an opening move for his Air Dive move.

Air Dive or ‘Hooligan’ Dive:
In this move Spike needs to be in an elevated proximity to his target. He basically dives toward the target with both 'Claws' facing at the target Character. If the 'Claws' bite into the target Character Spike can execute an acrobatic tumble, with the Character, to shoulder throw the victim Character with a 'Slam' effect. Normally, this is an opening move for his Spiral Torpedo move. Normally, this attack move allows Spike to have the next round intuitive to take action first automatically.

Opening Gambit:
In this move Spike can deliver a number of 'Claw' punches to a single target 7 times in rapid succession. The move starts at melee combat range in which Spike will throw a Flurry of Punches at his Target. The Opening Gambit move allows Spike to use each hit at full force rather than having the impact divided among the number of hits.

Energy Wave:
Spike can use his 'Claws' to throw a force pulse of AM:50 blunt impact. The Energy Wave can travel 100 to 120 Feet (10 to 12 Areas). This energy wave is almost invisible to the naked eye, but it does distort the optical appearance of the background settings. It is generally spherical in shape and measures about 3 feet in diameter. This energy wave comes from the force field system used to make the 'Claws' have greater material integrity. He can also use this as a common frontal shield of SY:200.

Blade Charges:
Spike can also add various energy charges to his 'Claw' Blades to render various effects at equal intensity to his uncharged 'Claw' hits. To switch from one Charge Energy to another takes 1 Game Round, but Spike can Charge each arm gauntlet with a different form of energy so that he carry 2 different charges at once. He can also use these charges in his 'Signature Moves'. These energy charges can also conduct through various objects at AM:50 intensity.

Heat / Cold / Electricity / Laser / Toxic / Acid / and Psychic Stun (Tazor)


The Cape: FR:70. Spike's full length Cape offers more than simple armor and his gliding abilities. It is made of FR:70 grade fabric materials and allows him to become virtually invisible by distorting light. Activation of the Stealth Cape is almost effortless, as all he needs to do is pull the hood over his head and connect the cape's front seams. This allows him to have AM:50 invisibility to sensory detection from virtually all forms of sensory systems. The Cape does not have time limit for activation.

Spike can also use his cape as a weapon to either ensnare a target Character or use it similar to a Whip. He can also use it to catch various attacks or distraction tactics during hand to hand combat. Spike gets [+1CS] using the cape in this manner. Damage is considered as Blunt attacks of IN:40 impact.

When not in use, the Cape will automatically roll-up into a Back-Pack.



Talents:

Military | Martial Arts ABCDE | Leadership | Computers | Scouting and Tracking | Total Navigation | Resist Domination | Animal Handling | Fire Arms | Espionage | Stunt Driving | Demolitions | Bionics | Infiltration | Arial Combat | Sword Handling | Stealth | Crisis Management | Space, Jungle, Desert, Arctic, Ocean Survival | Skydiving | Counter Terrorism | Medical 1st Aid | Fire Fighting | Investigation | Hunting | Multi Language English, Russian, Morris Code, Japanese, Brazilian


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger



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


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

MOTÖRHEAD



Edited 6 time(s). Last edit at 05/17/2008 12:26AM by TankerAce.
Itty-Bitty
May 09, 2008 11:44PM
avatar
Code Name:
Itty-Bitty
Military Rank: US Air Force Major (O-4) / US Navy Lieutenant Commander (O-4)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Itty-Bitty

F: IN:40            | R: SP:45            | Race: Caucasian    | Nationality: USA        |
A: IM:25            | I: RM:30            | Gender: Male       | Residence: Mobile       |
S: PH:95            | P: AM:50            | Apparent Age: 30's | True Age: 40 years old  |
E: MN:75            | L: IN:40            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Gray   | Calling: Scientist      |
Health: 235 / 235   | Karma: 165 / 165    | Blood Type: AB+    | Achievement: Soldier    |
                    |                     | Height: 7'8"       | Life Expectancy: 150    |
Initiative: SP:45   | Experience: IN:40   | Weight: 750 lbs    | Species: Human          |
Popularity: IM:25   | Appearance: EC:15   | Mass: 1 X 11 = 11  | Class: Induced Mutant   |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : SP:45   | Conviction: SN:60   | ATTACK: AM:50      | DEFENSE: AS:80          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+1CS]        | FN:35 [+0CS]        | IN:40 [+1CS]       | IN:40 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Itty-Bitty is a Spec-Ops Soldier of the US Air Force. His Concept Character and Persona was conceived in 1987 by John M. Nye, David J. Rickman, and Chris S. Finneke.

Itty-Bitty was ‘Randomly Rolled’ on the MSH Character Creation Table as an Induced Human Mutant who held 4 distinct ‘Powers’ (Armored Flesh | Super-Human Strength | Super-Human Intelligence). He has been ‘Played’ in approximately 5 to 10 MSH Game Campaigns and has approximately 5,000 to 10,000 invested Karma Points upgrading his Abilities and Powers.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Itty-Bitty lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Itty-Bitty is the Executive Officer (2nd in Charge) to Blazer and the Spec-Ops Covert Military Unit called GCI Strike Force. He uses his assets and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of his Nation, or the Earth.

Personality: Itty-Bitty is revered as a Gentle Giant. While his body has extraordinary Strength and Durability, his Intellect and Wisdom should not go overlooked. Due to his high level of intelligence, education, and keen scientific knowledge Itty-Bitty will often refrain from using Physical Force and Violence. In most Tactical Combat situations he is very conservative and not will take risky stunts or actions. (He has a 60% Chance of Avoiding Direct Combat). Itty-Bitty is still a very driven and disciplined individual, but He will do anything in his power to avoid Killing or Destroying his enemies.



Distinguishing Features and Story Origin:

James (or J.D.) came into the Military GCI Strike Forces rather unusually. For one, James was a Civilian Scientist working on a number of Military projects and weapon systems, but those were not his major endeavors. Most of his scientific research went into constructing better kinds of engines for space vessels, such as the NASA Space Shuttle.

He was also strongly adamant about not using his technological and scientific wisdom to build weapons for Military Conquests. However, the US Military has powerful persuasion and a lot of money. Thus, James designed a number of weapon systems for Combat Tanks, Ships, and of course Space Vessels.

As James designed and built these weapon systems he also had to conduct a vast amount of research on the military people who were going to use his inventions. He had to make his weapon systems easy to use, repair and robust enough to withstand military occupation.

As a result, James underwent the US Military's ROTC, OCS, and a number of Piloting schools. Although he did not agree with how the military handled certain situations, he was compelled and intrigued by the men and women's comradery, loyalty and commitment to each other.

Upon his graduations of each military class he would return to his science community to pick up his real work as a weapons designer. But he felt alone; without a true purpose or meaning to his life's work.

He completed his 6-year project with the military and then made a rather rash decision to join the US Military as an Officer. Due to his education and physical stature James excelled very well. Only the most difficult and demanding classes, such as Special Ops, proved to be James’ weak points.

However, this was of no conciliation to James. He was not a man of violent warfare and combat. Large weapons and battle cruisers were his specialty.

As his career unfolded he found himself working in the US Military's Secret projects; Human bionics, robotics, genetic alterations and many other fields to create stronger and faster soldiers for the military ranks.

As projects were being perfected in the Government Science Labs, James unwittingly endowed himself with Super-Human Muscular Strength by altering his DNA, but at an expensive price.

He developed a rare form of cancer that he must treat monthly. Thus, he was also augmented with bionics to keep his cancer in check, but still allow him to retain his Super-Human Strength.

Once these events befell on James, he became one of the Top-Secret Government projects. James was kept in almost total captivity and secrecy, and on occasions he would become enraged due to his predicament. The only way James found peace was to volunteer for Special Covert Operations.

A few years later the GCI Strike Forces were developed. James made a commitment to that so he could live a semi normal life, rather than being locked on a remote and isolated base.

Upon introduction with his new teammates he was a giant by comparison to the other Special Ops Troops. And one of them made a snide remark; “Now that is an Itty-Bitty Mutha-Fuggen Dood” The name stuck as James’ trademark call sign.



Known Powers:

Flesh Armor: Itty-Bitty's body is extraordinarily tough and resilient to Injury. He may also FEAT roll on his ‘Endurance’ to resist greater impacts and damages.

+ Skeleton: FR:70
+ Muscle and Skin: EX:20
+ Soft Tisses: GD:10


FEAT Rolled Body Resistance: MN:75 on Endurance. His Body Resistance can be sustained for 1 to 10 Game Rounds, then returns to ‘Normal’. His Skeleton does not increase in Resistance.

+ Blue: No Increase to Flesh Armor.
+ White: Muscle and Skin goes to IM:25 Resistance / Soft Tisses go to EC:15
+ Green: Muscle and Skin goes to RM:30 Resistance / Soft Tisses go to EX:20
+ Yellow: Muscle and Skin goes to FN:35 Resistance / Soft Tisses go to IM:25
+ RED: Muscle and Skin goes to IN:40 Resistance / Soft Tisses go to RM:30


Immunity: MN:75. verse Illness, Toxins and Disease. This is also a Life Support ability that allows Itty-Bitty' to endure without Food, Water, Air, and most other conditions. Itty-Bitty still needs food, water, air, sleep, and shelter, but he can sustain activity for a very long time without it.


Regeneration: AM:50. Itty-Bitty heals from injuries quickly due his bionic systems that keep his cancerous tissues in check. His bionic systems basically kill off cancerous cells and tissues with a very refined form of kymo therapy, then the bionics automatically deliver a healing agent to recover by cellular regeneration.

This limits his Regeneration in some manners. Itty-Bitty can only heal from injuries if he is Resting or is Knocked Out unconscious. If Itty-Bitty is awake the system will not turn ‘ON’.

Itty-Bitty’s Bionic system needs to place him under a tranquilized state; as if he were under going a normal medical procedure. Then the Bionic Medical system can function without hindrance.

Itty-Bitty can start up the system at will, but the Bionic system will automatically 'Tranquilize' him into unconsciousness for at least 20 to 30 minutes (200 to 300 Game Rounds).

He will also need to let the effects of the 'Tranquilizer' wear off. This usually takes another 30 minutes in which Itty-Bitty can still operate, but at [-3CS] for ANY FEAT Roll. His mind and thoughts are sober, but he is basically numb.

During Regeneration He will recover 5 to 7 Health Point every Game Round.

Itty-Bitty cannot survive an attack that will remove his head or major internal organs. However, he has UN:100 ability to recover from such injuries in a medical facility that can clone or match his lost organs.

He has SX:150 Recovery from any known human diseases.


Traditional ‘Armor’: IN:40. Itty-Bitty's Uniform acts as Armor to conventional Physical and Energy Attacks. His Uniform is designed of very dense kevlar mesh, which covers his entire body, aside from his head and upper arms. Metal parts of the Uniform are constructed of UN:100 metal alloys and polymer plastics.


Uniform’s CPU System: AM:50. Itty-Bitty's uniform provides more than simple armor. The gems on the chest house a Computer and Replication system that allows him to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Itty-Bitty' can only carry inanimate objects in this manner. He can only carry about 1000 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at AM:50 ‘Reasoning’.


Uniform’s Radio Communication System: AM:50. Itty-Bitty's has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Itty-Bitty is rendered Stunned or has very weak life signs. (Below 50 Health)


Uniform’s Radar: AM:50. Itty-Bitty's uniform is augmented with a Radar System that stays in constant operation. This Radar will give Him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 250 feet (25 Areas).


Mobility Enhancements: Most of Itty-Bitty's Mobility FEATs are handled on his FASE Ranks. But Itty-Bitty's also has the ability to Burrow, Dig, or Swim through Solid Mass.

+ Basic Run: 2 Areas per Round. With his Endurance he can run for 7 Hours without exhaustion.
+ Sprint: 4 Areas per Round. Charge Attacks hit with AS:80 Impact.
+ Jump: Very limited, he must climb over most obstacles over 4 Feet High.
+ Climb or Crawl: 1 Area per Round.
+ Swim: 1 Area per Round. He can ‘Swim’ through Solid Mass of MN:75 Material with out FEAT Rolls.
+ Itty-Bitty may hold his breath for 7 Minutes (70 Game Rounds)



Weaponry:

The Cannon: Itty-Bitty built his 'Cannon' as a weapon modeled for a number of Military vehicles, such as Combat Tanks, Ship Deck Guns, and Space Fighter Ships.

Once Itty-Bitty had the brute Strength of a freight train he simply augmented his Cannon with onboard ammunitions and controls so he could carry it about on his back and fire it from his hands.

The Cannon is very high tech and ‘Extremely’ powerful. It uses a particle acceleration fusion engine to process pure photon energy at Sz:350 intensity. This allows the Cannon to fire white-hot Quantum Energy Bullets.

The Cannon is fashioned of UN:100 to SZ:500 grade alloys and materials. The Cannon uses Fusion Batteries as Ammo. Ammo is recharged by a number of manners such as Itty-Bitty's walking, body movements, heartbeat, and the weapon's recoil.

Used as a basic shooting weapon Itty-Bitty can shoot SY:200 Intensity Energy bullets.

An unaltered bullet cannot devastate several city blocks as a SY:200 Energy Explosion would. The white-hot bullets are a ball of energy about 2 feet in diameter that gets elongated to about 10 feet long due to trajectory speed. The blast typically cuts a 2 foot wide hole into targets.

+ FEAT Rolled on “Agility” [+3CS] to reach IN:40 FEAT.
+ FEAT Rolled on “Fighting” for counter attacks while targets are less than 50 feet (5 Areas) Away.
+ Range is 2 Miles (10,000 feet or 1000 Areas). Itty-Bitty can adjust to precise ranges [-2CS]
+ Damage / Intensity: SY:200 Energy Based Damages.
+ Multiple Targets: Itty-Bitty will lose [-1CS] to shoot at each additional Target in the same Game Round.
+ Destruction is AM:50 to MN:75.(5 X 5 X 5 Area Grids up to 8 X 8 X 8 Area Grids)

He can use the Cannon's modes to alter the Cannon's bullets into various shooting patterns.

Full Auto | Sniper Shot | Scatter Shot | Grenade Shot | Guided Rockets



Full Auto:
This fires the basic plasma bullet in a rapid fire stream fashion that allows him to use the Cannon similar to a fully automatic Gatlon-Gun. The beam is about 6 inches in diameter, but the Firing Range is limited to about 500 feet (50 Areas).

He gets [+2CS] (AM:50 FEAT) in the following Game Round if he made contact with a target in the prior Game Round.

Itty-Bitty can keep the firing trigger depressed indefinitely without running out of ammo. He has even used his Cannon to power large engines over several days with out stopping operation. The Full Auto Firing Beam is probably the most commonly used Firing Pattern, and can even be used similar as a large cutting tool (Light Saber Style).

Damage FEATS with the Full Auto Mode:

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. (RM:30 X 10 to 20 = 300 to 600 Damage) Armor Pierce UN:100.
Yellow: 20 to 30 Bullets hit the target. (RM:30 X 20 to 30 = 600 to 900 Damage) Armor Pierce GL:125.
RED: 30 to 40 Bullets hit the target. (RM:30 X 30 to 40 = 900 to 1200 Damage) Armor Pierce SX:150
100 RED: 40 to 50 Bullets hit the target. (RM:30 X 40 to 50 = 1200 to 1500 Damage) Armor Pierce SY:200




Sniper Shot:
This Shot pattern Fires a highly compressed plasma bullet that is designed to punch through SZ:500 Armor and Barriers, but damage is reduced to IN:40 since the bullet is only 4 inches in diameter. The Armor penetration can go up to a maximum of CL:1000 if 2 Shots are hit with in 1 Foot of each other. The blast's muzzle velocity is also near light speed velocity allowing him to hit targets at great ranges. He has to use his sight scope to enable target ranges over 1200 Feet (120 Areas) away. He can only fire one blast per Game Round in this manner. Due to it's sheer speed and piercing power this blast is also considered as a 'Kill' Score with a White, Green, Yellow, or RED.




Scatter Shot:
This fires a plasma attack that is almost the opposite of the Sniper Shot. The Scatter Shot is a wide spread beam that covers a space that is 40 Feet Wide (4 X 4 X 4 Area Grid). The Scatter Shot is basically a large bubble of energy that expands quickly. Range and Distance of the Scatter Shot is limited to 100 feet (10 Areas), but attacks with in 2 Areas are at SX:150 Damage and Impact. At longer ranges the blast is UN:100 Intensity.

Itty-Bitty can only fire one Bullet per Game Round in this manner, but he can further alter the Scatter Shot to act as an energy shield of SY:200 for a duration of 30 seconds (5 Game Rounds). Used as a Shield his attack range is only at Melee distance. This enables him to use the Cannon with his other FASE Attributes rather than just his “Agility”. The shield is a circular disc that is about 6 feet wide in diameter and inflicts Blunt / Force damage.




Grenade Shot:
This pattern fires the basic plasma blast inside a containment ball that allows the plasma energy to detonate upon impact with a target or with a time delayed fuse. Detonation is SY:200 Intensity energy explosion that is confined to a 3 Area Grid.

Ballistic and Trajectory range is normal for the Cannon, at 2 miles, however muzzle velocity is much slower covering 100 feet (10 Areas) per second (60 areas per round). The Grenades can be lobed or rolled upon the ground.

Timed Grenades can be set with a maximum delay of 1 minute (10 Game Rounds). Itty-Bitty can use a Power Stunt to fire off multiple Grenades that will detonate all at once by making minuet adjustments to each fused Grenade. He can fill an Area with 600 Grenades to have them all ignite together once the last Grenade is launched; Damage of this Power Stunt is still SY:200, but it can bypass CL:1000 Armor and Barriers. Each Grenade looks similar to a polished black bowling ball.




Guided Rockets:
This pattern fires off a signature ‘Seeking’ bullets from the Cannon. The Rockets can chase a given target with SN:60 Ability for a duration of 30 seconds (5 Game Rounds). The detonation is the same as the Cannon's Grenade Shot; SY:200 Intensity energy explosion that is confined to a 3 Area Grid.

The Guided Rockets are basically a single Grenade Ball with a small propulsion engine and self guided target-seeking system. For Itty-Bitty to generate this complicated rocket to carry the Grenade Ball he will need to let the Cannon 'Replicate' the rocket parts, then fire. This takes 1 Game Round to have the Cannon build a small rocket. Also, Itty-Bitty will need to track his target for that same Game Round before the rocket will have a sufficient signature for ‘Seeking’. He does this by simply pointing the Cannon in the general direction of the target.

Itty-Bitty can also 'bundle up' rockets to fire them in clustered flight patterns. For every Game Round he can add another Rocket to shot list, up to a maximum of 6 Rockets. As an example he can track a target and not fire for 24 seconds (4 Game Rounds) to launch 4 Guided Rockets at the target. He can also launch the Rockets in various trajectory formations such as close nit cluster, spread out circle, single file, and other formations. He can bundle up a maximum of 6 Rockets in this manner.


Enhanced Vision and Hearing: MN:75 Itty-Bitty’s Vision and Hearing 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 the ‘Spectrum’ of his Vision and Hearing to detect Light and Sound that is undetectable by human perception. He can also protect his senses on the MN:75 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.


Scanning and Weakness Detection: AM:50. Itty-Bitty may use this as a Power Stunt as an ‘Intuition’ FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his eyesight. He can also use the Scan with his Radar System, but this takes 10 Game Rounds.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Hyper-Invention: RM:30. Itty-Bitty’s can use this power to basically build, devise, improve and repair virtually any form of existing or theoretical technology, His Cannon carries the tools he may need (80% Chance of having the Correct Tools). 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 SN:60 Power Rank.


Talents:

General Science | Physics | Chemistry | Medical Doctor (+3CS for 1st Aid) | Military | Leadership | Computers | Total Navigation | Fire Arms | Demolitions | Bionics | Infiltration | Arial Combat | Crisis Management | Hostage Negotiation | Space, Jungle, Desert, Arctic, Ocean Survival | Counter Terrorism | Technology Invention (Kit-Bashing) | Multi Language (70% Chance of full Fluency for any ‘Human’ Language)


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 6 time(s). Last edit at 05/17/2008 12:26AM by TankerAce.
Shy-Lo
May 10, 2008 09:21PM
avatar
Code Name:
Shy-Lo (Sheila Lowe)
Military Rank: US Air Force Captain (O-3) / US Navy Lieutenant (O-3)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Shy-Lo

F: IM:25            | R: RM:30            | Race: Caucasian    | Nationality: USA        |
A: FN:35            | I: SP:45            | Gender: Female     | Residence: Mobile       |
S: AA:08            | P: VI:55            | Apparent Age: 20's | True Age: 29 years old  |
E: RM:30            | L: SP:45            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Brown  | Calling: Protector      |
Health: 98 / 100    | Karma: 175 / 175    | Blood Type: A-     | Achievement: Doctor     |
                    |                     | Height: 5'4"       | Life Expectancy: 200    |
Initiative: RM:30   | Experience: RM:30   | Weight: 115 lbs    | Species: Human          |
Popularity: IM:25   | Appearance: EX:20   | Mass: 0 X 1 = 0    | Class: Normal Human     |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: SN:60   | ATTACK: IM:25      | DEFENSE: IM:25 [+1CS]   |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+1CS]       | RM:30 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Sheila Lowe, or Shy-Lo is a Medical Officer of the US Air Force. The Air Force ‘Top-Brass’ has currently assigned her to a Spec-Ops unit known as the GCI Strike Force. John M. Nye and Chris S. Finneke conceived her Concept Character and Persona in 1987.

Shy-Lo was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, her Character and Persona were creatively conceived as a ‘Normal’ Human with no Paranormal Powers. She has been ‘Played’ in approximately 7 to 12 MSH Game Campaigns and has approximately 6,000 to 10,000 invested Karma Points upgrading her Abilities and Technological Equipment.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Sheila lives at any 1 of 3 various locations; Her family owns a Middle-Class Suburban Home somewhere around the Houston, Texas area. Her Family (Mother, Father, and two Siblings) currently occupy this House. She is stationed at an anonymous Air Force Military Base in Southern California. When she is not at either of these two locations, she is most likely on deployment and she lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Shy-Lo is the Medical Officer for Blazer and the Spec-Ops Covert Military Unit called GCI Strike Force.

Personality: Sheila is College and Military educated and she tends to carry herself with a very professional demeanor. Giving that she is a ‘Doctor’ she is very level headed and thinks about situations before she takes risky actions. She gives ‘Advice’ and ‘Suggestions’ rather than ‘Blunt’ answers.

However, on very rare occasions she will ‘Act Out’ with driven determination, but normally only in the presents of her Former Lover, Miles (Blazer). She retains a 70% chance of avoiding Combat in a Head Strong fashion. However, in the presence of Blazer this 70% drops to 30% and she will confront situations with a determined mind set.


Distinguishing Features and Story Origin:

Sheila Lowe, also known as Shy-Lo, joined the US Armed Forces to be close to her Lover, Blazer, and possibly secure a long term ‘Family’ relationship with him. Long story short, Sheila and Miles met while the two were enrolled in Civilian College.

Like most Romantic Story Plots, the young lady falls madly in love with a “Fuggen-Bad-Ass-Cow-Boy” who she can never tame. And Thus, Miles drops the news on Sheila…

“Bye, I’m leaving this dump to be a Navy SEAL”

Naturally, Sheila was a tad naïve, and thought her Lover was not truly serious about taking an Officer’s Commission in the Armed Forces; until a few months later when Miles was packing his luggage to attend US Military OCS.

Shocked and heart broken, Sheila also made an irrational decision to also Join the Armed Forces. Miles and Sheila then had a nice little ‘Fatal Attraction’ argument, as did the Young Couple’s Families. In the end, Sheila’s peers and family convinced her to stay in College and complete her Education; rather than chase her Lover all over the world.

As Miles made his final arrangements for Military Deployment he made his Young Lover cry with sadness as her heart was being broken. And like most ‘Gung-Ho’ young-men; It seemed that Miles was completely oblivious to her pain.

With Miles gone from her life, Sheila returned to her college endeavors. Sheila and Miles stayed in touch, but Miles could rarely communicate back; He was too busy running about the beach with the telephone pole over his shoulder.

Then Miles returned Home…….. In a wheel chair; His left-eye patched shut and his right-hand as gone as the wind. The only thing Miles had from the Navy SEAL school was his brass uniform pendant called the ‘Budweiser Trident’. The only difference was the Golden Eagle designed into his pendant carried a Liberty Bell, rather than the 3 Prong Tri-Dent of Poseidon. Representing that Miles had earned his Freedom.

At first, Sheila tried to convince herself that she was over Miles and moving on with her life. And Miles realized the emotional pain he had put Sheila through. Miles, figuring he had nothing left, sank into depression and forced himself into the top-secret Army-Navy Bionics program.

As Miles prepared to depart his Lover for the last time, Sheila made a promise to Miles. She would graduate College to become a Military Medical Officer.



Known Powers: Sheila has no Super-Natural or Paranormal ‘Powers’… She relies upon her Skills, Intellect, and Equipment. Most of Her equipment is provided for her by the Military Infrastructure, but due to her current assignments she is allowed to use some of the really cool ‘Top Secret’ stuff.


Traditional ‘Armor’: EX:20 (IN:40 for heavier parts of her uniform). Sheila’s Uniform acts as Armor to conventional Physical and Energy Attacks. Her Uniform is designed of heavy Kevlar mesh and fire resistant Nomex fabrics.

While the uniform suffices as ‘Civilian’ Attire of the modern era, it conceals her entire body, aside from her head. She often unzips her over coat to expose her bosom because; One, it’s sexy and Two, the uniform is more comfortable. She will zip-it during missions and she also has a full face ‘Motor-Cycle’ helmet of IN:40 Armor construction.


Deployable Force Shield: AM:50 Sheila also has a body silhouette forming force shield that protects her from virtually all known attacks with AM:50 Armor. The Shield is energy based and when active it covers her entire body while extending only millimeters from her skin and uniform.

The Force Shield is totally invisible to the naked eye and does not hinder movement or her tactical abilities. The Force Shield is short lived though. Sheila can only keep this Force Shield 'ON' for 1 minute (10 Game Rounds) at a time to a 2-minute recharge period. The battery pack recharges with her body movement and heartbeat. She can switch the Force Shield 'ON' and 'OFF' at will. The Shield will automatically deploy if Sheila is Stunned, Slammed, or hit with a Lethal ‘Kill’ Attack.


Uniform’s CPU System: MN:75. Sheila’s uniform provides more than simple armor. The Uniform has an onboard Computer and Replication system that allows her to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Sheila can only carry inanimate objects in this manner. She can carry about 200 pounds of small and moderate hand held items in this manner. To collect such an item she needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at MN:75 ‘Reasoning’.

Uniform’s Radio Communication System: MN:75. Sheila has full and encrypted radio communication with every member of her Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts her in radio contact with her Ship. It also has a tracking beacon that will alert her team in the event that Sheila is rendered Stunned or has very weak life signs. (Below 20 Health)

Uniform’s Radar: MN:75. Sheila’s uniform is augmented with a Radar System that stays in constant operation. This Radar will give her precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas).


Enhanced Vision and Hearing: MN:75 Sheila’s Vision and Hearing have telescopic abilities allowing her to focus into nearly the microscopic level. As well, she can ‘pan’ out her senses to perceive a very wide spectrum. She can also shift the ‘Spectrum’ of his Vision and Hearing to detect Light and Sound waves that are undetectable by human perception. The Helmet also protects her senses automatically on the MN:75 Rank. This system is built into her helmet.


Neural Computer Memory: MN:75. This works as a secondary memory system allowing her total memory and total recall. This system is built into her helmet, but she can have it record with all 5 senses by sampling Light, Sound, Chemicals, and other ambient energies.


Scanning and Weakness Detection: MN:75. Sheila may use this as an ‘Intuition’ Power Stunt and FEAT. She may 'Scan' just about anything in her local area and environment. If she scans another Character she can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with her Eyesight or Radar.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Regeneration and Healing Touch: UN:100. Sheila gains this power through a combined mixture of her Medical Education and a number of high-tech tools, allowing her to ‘Kit-Bash’ and conduct Medical Procedures on the spot with UN:100 ability. In a Medical Facility this system will operate with SX:150 capacity.

Sheila may give another Character ‘Regeneration’ allowing that Character to Heal 10 Health Points per Game Round while she is conducting 1st Aid on that Character. Endurance Recovery and Crippling Injuries are also reflected by the Health Point Recovery. She must remain in the same Area with the other Character.

Sheila can Hyper-Clone various internal organs and fleshy tissues in about 1 Hour while in the confines of her Medical Operation room aboard the GCI Strike Force Ship. She may use these Cloned Organs to conduct transplant operations. She has 98% Chance of properly cloning a compatible organ for her patients.

If Sheila stops Medical Administration on the Character that Character will be endowed with RM:30 Regeneration for approximately 30 more Minutes (300 Game Rounds); Recovering 3 HP per Game Round or equivalent to the Character’s Endurance Rank if greater than RM:30. (Endurance / 10… Drop the Zero).

The system is also capable of ‘Healing’ Organic Androids, Bionics and Cyborgs. Fully Artificial Robots may gain EX:20 Mechanical Regeneration. If she uses the System upon Herself she will have AM:50 Regeneration.

+ Green : Boost Healing to Recover 20 HP that Round.
+ Yellow : Boost Healing to Recover 40 HP that Round.
+ RED : Boost Healing to Recover 60 HP that Round.


Mobility Enhancements: Most of Sheila’s Mobility FEATs are handled on her FASE Ranks.

+ Basic Run: 3 Areas per Round. With her Endurance she can run for 3 Hours without exhaustion.
+ Sprint: 4 Areas per Round. With her Endurance she can Sprint for 3 Minutes without exhaustion.
+ Jump: 1 to 2 Areas per Round. Augmented with a Boost Rocket Back-Pack. She can not ‘Fly’
+ Swim: 2 Areas per Round. She has a 3 Hour Tank that automatically fills up in an Oxygen Atmosphere.
+ Climb / Crawl: 1 Area per Round. She may Cling to any Surface with AA:08 “Strength”. Photon Clamp.


Weaponry:

Claymore Sword: MN:75 Materiel Alloys reinforced to Sz:350 with various Energy and Force Field amplification. Sheila carries this sword for basic self-defense. It serves as a Tool of her Medical Profession more so than a Weapon.

+ Blade Length adjustments from ‘Full’ Length to 1 Foot Long. Surgically ‘Razor’ Sharp. (Light Saber)
+ Tools and Various Medicines are stored in the Helt. (80% Chance of having the Correct Supplies)
+ Used as a Raw Battery of IN:40 Energy source for 4 Hours. (Electricity or Heat)
+ Cauterizing with IN:40 Heat to stop blood loss from Lacerations and other Injuries.
+ Generate Ice or Water in an Oxygen Atmosphere. (1 Gallon per Minute)
+ Numbing or Tazer Stun of MN:75 Intensity at Touch Contact.
+ Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.

Used as a Weapon:

+ Basic Melee Damage: IM:25 Damage with IN:40 Armor Piercing.
+ Health Drain of MN:75 Impact if Sword remains in Contact with a Target in the Following Round.
+ Fire a Force Blast of RM:30 Blunt Impact at a range of 50 Feet (5 Areas)
+ Spray a 1 Area Grid full of Stun Gas with RM:30 Potency.


Talents:

General Science | Chemistry | Medical Doctor (+5CS for 1st Aid) | Military | Leadership | Resist Domination | Computers | Total Navigation | Automobile and Motor-Cycle Stunt Driving | Bionics | Cybernetics | Robotics | Infiltration | Arial Combat (Jet Pilot) | Crisis Management | Hostage Negotiation | Space, Jungle, Desert, Arctic, Ocean Survival | Medical Invention (Kit-Bashing) | Multi Language (70% Chance of full Fluency for any ‘Human’ Language)


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

Below is a list of persons Sheila can contact... (These Characters will be Written-up posted here at Classic Marvel). While Sheila and Blazer are a romantic ‘Couple’ they are not Married and have no Children.

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 3 time(s). Last edit at 05/17/2008 12:27AM by TankerAce.
Andy
May 13, 2008 11:07PM
avatar
Code Name:
Andy
Military Rank: None: Civilian Clearance equal to a Commissioned Military Officer (O-2)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Andy

F: UN:100           | R: AM:50            | Race: Italian      | Nationality: USA        |
A: AS:80            | I: MN:75            | Gender: Male       | Residence: Mobile       |
S: IN:40            | P: MN:75            | Apparent Age: 20's | True Age: 5 years old   |
E: SN:60            | L: SV:65            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: N/A            |
Health: 280 / 280   | Karma: 265 / 265    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 5'9"       | Life Expectancy: 500    |
Initiative: AM:50   | Experience: TY:06   | Weight: 190 lbs    | Species: Robot          |
Popularity: FN:35   | Appearance: EX:20   | Mass: 0 X 0 = 0    | Class: Robot            |
Resources : AM:50   | Morality  : Noble   |                    |                         |
Job Rank  : IM:25   | Conviction: SN:60   | ATTACK: SP:45      | DEFENSE: FR:70 [+0CS]   |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
AM:50 [+0CS]        | AM:50 [+0CS]        | SP:45 [+1CS]       | SP:45 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Andy is a Prototype Android designed for a vast curriculum of Human applications, most of it is geared for space travel and exploration. He was engineered by a group effort from 6 to 10 globally recognized manufactures, including Chevrolet, Honda, General Electric, Sony, RCA, and NASA just to name a few.

John M. Nye and Chris S. Finneke conceived his Concept Character and Persona in 1988.

Andy was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as an Organic Android who holds one distinctive Power; His body and mind is approximately 2000 times more efficient than normal humans. In game terms this means he has Peak Pinnacle Human FASE and Health times 2.

Andy has been ‘Played’ in approximately 2 to 4 MSH Game Campaigns and has approximately 1,000 to 2,000 invested Karma Points upgrading his Abilities and Technological Equipment.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Andy lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. While he was constructed by private investors and engineering firms he has been assigned to Military Occupation for Grounds Testing and possible occupations as an Infantry level Weapon. Andy’s existence is kept in secrecy. He is tracked and monitored very closely by the entities that engineered him.

Andy serves as a Science and Strategy Officer to Blazer and the GCI Strike Forces.

Personality: By default, Andy has absolutely no ‘Personality’ what so ever. He was originally programmed like a ‘Machine’ who thinks and takes actions based upon Mathematical Accuracy.

The engineering firms who designed Andy programmed him with emotional and moral algorithms allowing him to express Emotion and Moral behavior. This is to ensure others perceive him as a Sentient Life Form. Without humans being able to emotionally bond with him, he would be ordered into Suicide Missions and possibly exploited as a Tool of personal and financial gain.

Andy’s emotional and moral algorithms are rather unusual; using a unique form of reversed Human Psychology ensuring Humans will emotionally bond with him.

For the most part, Andy is Cocky and Arrogant, and very opinionated. He considers his opinions are better than most people around him, and 95% of the time he can back it up with precise influence and evidence.

He considers himself as a Divine gift to humanity, especially toward women. He is conceded, self-centered, and often concerned with how others perceive him… Such as ensuring that he is more talented and brighter than others.

However, despite his overly Competitive Arrogance (which is irritating and annoying to most) he will follow orders to the letter and do everything in his power to behave in a Noble or Honorable fashion.

Andy is capable of creative thought, even though he is a ‘Robot’ in the traditional sense.


Distinguishing Features and Story Origin:

Andy was constructed and engineered as an ‘Organic’ Android or Artificial ‘Life Form’. His Physical body is ‘Human’ in every aspect of the term. His ‘Skin’ looks ‘Real’. He has ‘Warm’ Blood, with a Heart Beat and actual hair, as well as finger prints. His fingernails and hair grow. He can even have bad breath, but this is VERY rare.

He breathes, sleeps, dreams; He even eats and uses the rest room. It’s even suggested that he can ‘Breed’ and reproduce offspring with a Female Human. He is Technically ‘Organic’ in mechanical construction.

The major aspects about Andy’s persona is his body and mind are Clinically and Medically designed to be about 2000% more efficient than Humans in their Prime Health. Andy was not designed with Super Natural ‘Powers’ per say. But he does have ‘Powers’ because he is indeed different from humans.

Most of his ‘Powers’ derive from his ‘Mechanical’ Psyche; such as being extremely disciplined and accurate in just about any situation he is confronted with.

When Andy was first constructed he was ‘Tested’ in a number of Military styled environments. Once the Social Leaders figured out Andy was ‘Artificial’ they deployed him into ‘Suicide’ Missions. Why be concerned? Andy was not sentient and has no Soul. Thus, he is a more expendable asset.

After Andy’s first ‘Test’ the investing companies repaired him and placed a financial ‘Price’ on him so that people would place ‘Value’ in him. But this did not stop Humans from unethical abuse of Android Technology. On his second ‘Test’ Andy was abandoned by his teammates and overwhelmed during a combat mission.

Upon Andy’s third reconstruction, he was programmed with emotions and Self-Awareness algorithms. Since then Andy has been respected as a ‘Human’ rather than a Simple machine designed of Organic tissues. It is unknown if Andy is truly Sentient.

Andy currently serves in the GCI Strike Forces as his Proving Grounds. He is totally Loyal to the Team.


Known Powers: Andy was designed to have no Super-Natural or Paranormal ‘Powers’… He was supposed to rely solely upon his Skills, Intellect, and Equipment. But Andy does have Super-Natural and Paranormal ‘Powers’ because he is indeed an Organic ‘Robot’.


Physical Perfection: Andy’s body and mind was designed from artificial and genetically engineered flesh. Every organ and flesh tissue of his body was engineered from the highest known caliber of DNA Science. But during his construction the Science Laboratories took his potential a step further to make his FASE Ranks twice that of Peak Human Potential.

His mind is also considered as being twice as powerful as a normal human’s full potential. Andy may Psychically tap into various cosmic and spectral forces, rendering him the ability to channel a wide verity of paranormal powers.


Armor and Defenses: Andy has ‘Flesh’ Armor as well as his Uniform.

+ Skeleton: RM:30. Normal Bones, just extremely healthy.
+ Muscle and Skin: GD:10. Normal Muscle and Skin, just extremely healthy.
+ Soft Tissues: AA:08. Even his Soft tissues can take considerable punishment.
+ Slowed Aging: Andy’s Physic ages about 1 Year to every 20 normal Years.
+ Disease: AM:50 immunity to any Known Human Diseases.
+ Enhanced Healing: Andy may fully recover from just about all known injuries with Medical Attention.
+ Reduced Blood Loss: Andy’s can mentally control his blood if injured, resulting in very low blood loss.
+ Uniform: EX:20 Grade Fabrics and Leather. RM:30 for heavier pads and parts of his Uniform.

Immunity: UN:100. Andy is almost fully immune to Physical and Emotional Pain or Stress. Andy can still ‘Feel’ Pleasure and Pain, but he can Shut-off his psychological reception of Pleasure or Pain.

He can not enter a state of Medical Shock if he is injured. This often gives him [+2CS] to his Endurance FEATS to resist Stuns and Kill Score Attacks. He is still subject to Slams.

Kill Score Attacks must be localized to his Head and upper Torso to ‘Kill’ him. Decapitation of an Arm, Hand, Leg, Foot, and even up to 30% of his lower body below his Rib Cage will only cripple him.


Photographic Memory: AM:50. Andy’s mind has Total Photographic Memory allowing him to memorize every detail through all 5 physical senses. He may also FEAT Roll his Reasoning to tap his mind into various Radio and Energy Frequencies allowing him to remotely access such things as the Internet, Computer Networks, Cellular Telephone Lines, Radio Programs, Satellite Communications, City Wide Control Systems and other forms of electronics. This Power is Creatively used with Power Stunts by the Player at AM:50 Capacity, Versatility, and Intensity.


Radio Communication System: AM:50. Andy has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him in radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Andy is rendered Stunned or has very weak life signs. (Below 50 Health)


Radar System: MN:75. Andy is augmented with a Radar System that stays in constant operation. This Radar will give him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas).


Enhanced Senses: MN:75. All 5 of Andy’s physical senses have telescopic abilities allowing him to focus into nearly the microscopic level. As well, he can ‘Pan’ out or ‘Zoom-In’ his senses to perceive a very wide spectrum. He can also shift the ‘Spectrum’ of his senses to detect energies and chemicals that are undetectable by human perception.


Scanning and Weakness Detection: MN:75. Andy may use this as an ‘Intuition’ Power Stunt or FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his base Intuition.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Mobility Enhancements: Most of Andy’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 8 Areas per Round.
+ Sprint: 10 Areas per Round. With his Endurance he can run for 6 Hours without exhaustion.
+ Jump: 2 to 3 Areas per Round.
+ Swim: 2 Areas per Round. She has a 3 Hour Tank that automatically fills up in an Oxygen Atmosphere.
+ Climb / Crawl: 3 Area per Round. He may Cling to any Surface with IN:40 “Strength” Photon Clamp.


Weaponry:

Self Energy Manipulation: AW:90. Andy may control his ‘CHI’ or internal biological energies for many various Power Stunts. When using his ‘CHI’ to manifest Physical Energies and Forces Directly from his Body he will use 1 Health Point to execute Ten ‘CHI’ Based Power Stunts at any Intensity Level between RM:30 to AW:90 Capacity.

Andy must make a FEAT Roll to execute a ‘CHI’ Based Power Stunt that he may use for the next 10 Game Rounds (1 Minute) then he must FEAT roll again.

Blue: No CHI based Power Stunt Available.
White: RM:30 CHI based Power Stunt Available.
Green: RM:30 CHI based Power Stunt Available.
Yellow: SN:60 CHI based Power Stunt Available.
RED: AW:90 CHI based Power Stunt Available.
Karma RED: UN:100 CHI based Power Stunt Available.

Common Power Stunts: He may exercise virtually ANY Power Stunt utilizing Energy, Force, and Even some Psychic or Spectral Stunts.

+ Energy or Force Blasts: Focused or Wide Spread Beams ranging 50 Feet (5 Area Grids)
+ Spiracle Energy or Force Blasts: Andy as epicenter with a Radius ‘Pulse’ Globe of 2 Areas
+ Various Energy or Force Shields: Both as a Bubble or Disc Fashion.
+ Energize various Technologies and Electronics.
+ Open Small Rifts into other Dimensions.
+ Become Invisible to virtually all known sensory detection.
+ Increase individual FASERIP Ranks by 30, 60, 90, and 100. Must distribute in increments of 10 Points.


GUNS:

Andy Uses a verity of Shooting Weapons ranging in Power from RM:30 to UN:100 Health Damage and Armor Piercing properties. Most of his Guns are handled on the ‘Assault Rifle’ Category of the ‘Uber Gun Thread’ Posted at Classic Marvel. These Weapons should be considered with ‘Energy’ based Ammunition.

[www.classicmarvel.com]


Talents:

Omni-Skill: Andy may FEAT Roll his Reasoning to remotely tap into various Communication systems and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt.

Andy does have ‘Permanent’ Talents rendering [+2CS]

Speed Reading | Mathematics | General Science | Emotion Control: Self | Chemistry | Total Navigation | ANY Human Languages | Mechanical or Electronic Kit Bashing | Gambling | Emotion Control: Others to lower their Confidence and make them ‘Feel’ Useless | Sexual and Intimate Seduction over Women

Limitations: Andy Does not understand many ‘Intuitive’ or ‘Psychological’ types of Talents, such as Magic Lore, Cultural Human Behaviors, or Emotion Driven Talents. These sorts of Talents are not ‘Logical’ to Andy’s Mechanical and Clinical Mind, aside from the Talents listed above.

Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 4 time(s). Last edit at 05/17/2008 12:27AM by TankerAce.
Blu-Angel
May 16, 2008 01:10AM
avatar
Code Name:
Blue Angel
Military Rank: US Marine Corps Major (O-4) / US Navy Lieutenant Commander (O-4)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Blu-Angel

F: SP:45            | R: RM:30            | Race: Caucasian    | Nationality: USA        |
A: SP:45            | I: MN:75            | Gender: Male       | Residence: Mobile       |
S: SV:65            | P: IN:40            | Apparent Age: 30's | True Age: 35 years old  |
E: PH:95            | L: AM:50            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Soldier        |
Health: 250 / 250   | Karma: 195 / 195    | Blood Type: A+     | Achievement: Pilot      |
                    |                     | Height: 5'9"       | Life Expectancy: 500    |
Initiative: AM:50   | Experience: FN:35   | Weight: 500 lbs    | Species: Cyborg         |
Popularity: SP:45   | Appearance: IN:40   | Mass: 0 X 6 = 0    | Class: Fighter Pilot    |
Resources : SP:45   | Morality  : Noble   |                    |                         |
Job Rank  : SP:45   | Conviction: FR:70   | ATTACK: SP:45      | DEFENSE: SV:65          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+1CS]        | SP:45 [+0CS]       | SP:45 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Paul is a state of art ‘Cyborg’ designed as an upgrade for modern Fighter Jet Aircraft Technology. His concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1988.

His primary function is to enable both Ground Level Infiltration as well as Aerial Strikes in one nifty tactical package; Much like Iron-Man or Robo-Cop with a Jet Pack.

Blue Angel was ‘Randomly Rolled’ on the MSH Character Creation Table; But since Blue Angel’s technical ‘Powers’ and ‘Equipment’ was already creatively conceived his Character was guided in such a manner that he was rendered as a ‘Cyborg’ Life Form.

Blue Angel has been ‘Played’ in approximately 5 to 7 MSH Game Campaigns and has approximately 4,000 to 7,000 invested Karma Points upgrading his Abilities and Technological Equipment. Most of his upgrades were simply applied to him as Robotic Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Blue Angel lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. He was designed by both Military and Civilian Engineers as a Tactical Military Weapon and Aircraft.

Blue Angel serves as a Command Level Flight Officer to Blazer and the GCI Strike Forces. Blue Angel is pretty much the Officer in Charge of the GCI Strike Forces ‘Air Squadron’.

Personality: Unlike most Robots and Cyborgs, Blue Angel still has his ‘Personality’. He is a strong willed and driven individual and is quite humorous with charm and wit. He is motivated, daring, and Gung-Ho almost to a fault. He is also risky and very courageous. Calculated Stunts and Driven Determination are defining attributes of his Personality.

However, Blue Angel also suffers from occasional depression. He has no Family or Children and what is left of his ‘Human’ flesh is forever trapped inside a Robotic Flight Chassis. During these emotional lows Blue Angel will sometimes take risks that will endanger his life. He has submitted samples of his DNA to various Science Labs to Clone a Child. But no Women have accepted to donating their DNA with his.


Distinguishing Features and Story Origin:

Paul was a Proud and Distinguished Marine Corps Flight Officer. He became an F-18 Fighter Pilot at the young age of 22. Being that he was so young and talented he climbed the Military Ranks quickly and served over 2000 Active Flight Hours in the service of his Nation.

His goal was to become the ‘BEST’ Fighter Pilot of the Four US Military Branches, and claim the Famed ‘Top-Gun’ title from the Legendary Navy Fighter Pilots.

However, Paul’s dream was placed on hold as his F-18 Fighter Squadron was deployed into War Missions around the World. Paul was successful in many missions, but his F-18 was taken out of commission by a Surface to Air missal.

Paul ejected from his F-18 Aircraft and parachuted behind enemy lines. He survived a number of Infantry Combat engagements, but was soon overwhelmed and captured as a prisoner of War.

Due to his Military status and education he was kept alive by his enemies, but tortured nearly to the brink of death. Luckily, Paul was rescued after 6 months of hostage encampment. But not much remained of Paul but a barely living head and torso.

Paul’s arms and legs had been amputated and his body was burned. As well, his eyes had been gouged out, leaving him only able to speak so his enemies could extract Military Secrets from him.

Upon his rescue Paul refused to let go and die in peace. His vengeance and rage kept him alive. Upon coming home, Paul wanted to under go the Army / Navy administrative Bionics program.

Paul’s head and torso was nursed to health; and his eyes were medically cloned to give him sight again. His body was placed inside a mechanical Robot Chassis.

10 years later Paul became known as ‘Blu-Angel’ by displaying his aerobatics at a Navy Funded Blue Angel press conference. Soon after, Paul was assigned to the GCI Strike Forces as their Air Wing Commander.


Known Powers:

Autonomy: Paul’s robotic body is an Armored Flight Chassis and Infiltration Cyborg. He is armed with a wide array of Weapons and Mechanical ‘Powers’. He is revered as a ‘State of the Art’ Cyborg which few have been able to duplicate.


Armor and Defenses: Paul should be considered as having ‘Flesh’ Armor.

+ Skeleton: SX:150. Paul’s Chassis is constructed of some of the most durable materials known.
+ Muscle and Skin: UN:100.
+ Soft Tissues: GD:10. Even his Soft tissues and Delicate parts can take considerable punishment.
+ Slowed Aging: Paul’s organic parts age about 1 Year to every 20 normal Years.
+ Disease: MN:75 immunity to any Known Human Diseases.
+ Enhanced Healing: Paul may fully recover from just about all known injuries with Medical Attention.


Energy Absorption: UN:100. Paul’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 Paul’s body will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Paul a number of other Branch Powers as well.

+ SY:200 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ UN:100 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ AM:50 Immunity to Gravity and Magnetic based damage.
+ MN:75 Immunity to Radiation and Light based damage.
+ SX:150 Immunity to Quantum Energy and Unified Field Theory Energy.


Other Various Invulnerability and Immunities: UN:100.

+ May operate with crippled or decapitated appendages, aside from his Head or Upper Torso.
+ No Blood loss after decapitation or severe implement; Results in single damage injuries.
+ 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. Paul 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 Robotic 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: MN:75. Paul still needs food, water, oxygen and rest, but his robotic body provides these necessities in storage tanks. While in an atmosphere his Air Tanks will automatically fill up with clean oxygen and water. His Food is finely pulverized ‘Baby Food’.

For Rest Paul may simply let his Brain drift into REM Sleep patterns while his body operates on Auto Pilot, rendering him at [-4CS] for Any FEAT Rolls he may take. Paul may exit our atmosphere for space travel or enter oceans or lakes for about 4 weeks straight.


Regeneration: PH:95. Paul gains Regeneration through 3 means, but is unable to attain a greater Health Point Value than 250. 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 250 Health he is considered ‘Immune’ up to the levels stated above.

+ Nano Technology: Paul’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: Paul 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 Paul to recover 10 Health Points per Game Round after sustaining an injury or damage regardless of his activity.



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

Paul wears a removable ‘Jet Pack’ attached to the connection array on his back. This ‘Jet’ Engine basically converts his Deployable Force Shield into an Anti-Gravity and Magnetic field and the engine can push him about effortlessly. During High speed flight Paul holds his Battle Shield and Axe over his chest and head. This acts as a rudder and wings for Aerial Maneuvers and extreme landing tactics.

+ True Flight and Levitation: Paul can achieve True Flight and Levitation of PH:95 speed and aerial control. He can fly at roughly 800 MPH (Mach 1) 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 Paul 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. Paul may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.

+ Walk | Run | Sprint: 2 to 5 Areas per Game Round.
+ Swim: 1 to 5 Areas per Game Round. Water submerged FEATs are not hindered by Negative Shifts.
+ Climb / Crawl: 1 to 3 Areas per Game Round. He can Climb ANY surface with AM:50 Grip.
+ Jump: Irrelevant, Paul can Fly and Levitate, but he may ‘Jump’ 2 to 3 Areas in a bound.


Photographic Memory: AM:50. Paul’s mind is augmented with Total Photographic Memory allowing him to memorize and record details through his vision and hearing. He may also FEAT Roll his Reasoning to tap his mind into various Radio and Energy Frequencies allowing him to remotely access such things as the Internet, Computer Networks, Cellular Telephone Lines, Radio Programs, Satellite Communications, City Wide Control Systems and other forms of electronics. This Power is Creatively used with Power Stunts by the Player at AM:50 Capacity, Versatility, and Intensity.


Radio Communication System: AM:50. Paul has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him in radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Paul is rendered Stunned or has very weak life signs. (Below 50 Health)


Radar System: MN:75. Paul is augmented with a Radar System that stays in constant operation. This Radar will give him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas).


Enhanced Senses: MN:75. All 5 of Paul’s physical senses have telescopic abilities allowing him to focus into nearly the microscopic level. As well, he can ‘Pan’ out or ‘Zoom-In’ his senses to perceive a very wide spectrum. He can also shift the ‘Spectrum’ of his senses to detect energies and chemicals that are undetectable by human perception.


Scanning and Weakness Detection: MN:75. Paul may use this as an ‘Intuition’ Power Stunt or FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his base Intuition.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.



Weaponry:

The Shield: CL:1000. Paul’s Battle Shield is constructed of SY:200 Grade Materials, but it is a highly sophisticated weapon and tool. The Shield can be Energized with Energy or Force to render CL:1000 grade materials. And if things get really nasty, he may even use the Shield with a form of ‘Light-Saber’ technology to ‘Cut’ or ‘Burn’ through obstacles with UN:100 intensity.

Paul generally uses the Shield strictly for defensive ‘Blocking’ and ‘Evasions’. But if needed he may use it as a Blunt or Energy Based Melee Attack. Paul may also use a verity of Power Stunts to manipulate Energy and Forces at touch contact.

He can use it to block, evade, or parry an attack to avoid damage, but he is still subject to stuns and slams. Used as a ‘Block’ action on his Strength Rank, Paul is able to nullify SY:200 to CL:1000 impact attacks.

If Paul Successfully Blocks a CL:1000 intensity Attack the Shield’s Energized ‘Plate’ will collapse in the following Round, exposing it’s normal SY:200 Grade Metal face. He May reboot the Shield’s Energized Plate with another ‘Block’ FEAT, but at [-3CS].

(SV:65 Strength X 3 = SY:195)
(Up Shift to SY:200 and CL:1000 with Blocking FEAT Rolls)

+ Blue: Total Failure, Paul will most likely take an Automatic ‘Hit’ from his Enemy.
+ White: Nullify SY:200 Impact, but is subject to Stun AND Slam. A KILL is reduced to Stun OR Slam.
+ Green: Nullify SY:200 Impact, but is subject to Stun OR Slam. A Lethal KILL is reduced to Slam only.
+ Yellow: Nullify Sz:350 Impact and nullify Stun and Slam effects. A KILL is reduced to a Stagger.
+ RED: Nullify SZ:500 Impact and nullify Stun and Slam effects. A KILL is reduced to a Stagger.
+ Karma RED: Same as Natural RED but he may up shift to Block a CL:1000 intensity attack.


The Axe: SY:200. This is also a highly sophisticated and formidable weapon. It also uses an Energized Charge to reinforce it’s durability and increase it’s ‘Cut’ Capacity. Paul may use the Ax to deliver MN:75 Edged Damage capable of slicing through Sz:350 Barriers and Armor.

Paul may execute 2 Hits per Game Round with each hit inflicting IN:40 Impact and Slicing into UN:100 Barriers and Armor. He may also throw the Ax in a ‘Boomerang’ fashion with SN:60 FEAT (Agility or Fighting [+3CS]) at a Range of 50 Feet (5 Areas). When thrown the Ax will deliver AM:50 to MN:75 Damage depending upon the Throw.

+ Regular Throw. AM:50 Damage and Ax will Automatically Return in the Next Round.
+ High-Pressure Throw. MN:75 Damage and will usually ‘Stick’ to the Target with a Cable.


Various Guided and ‘Seeking’ Missals: IN:40 to MN:75. Paul may ‘Lock-On’ to various targets in 2 Game Rounds of Target Tracking. This will allow Paul to launch up to 4 Missals at a single Target with each missal ‘Seeking’ the Target at SY:200 Guidance and Speed. Each Missal may Home-In and Chase a target for up to 30 Seconds (300 Game Rounds). Once the missal’s fuel is depleted it will explode.

Depending upon the size and explosive charge of the missal will render IN:40 / AM:50 / MN:75 Damage. Combat Range of these Missals can be quite drastic reaching distances of 2 miles (About 10,000 Areas)

Paul can Shoot these Missals ‘Off-The-Hip” at SN:60 Agility and Skill due to his targeting system and enhanced vision. These Missals are Shot from his Axe. A complex replication system Generates these Missals. His Ammunition reserve is 120 Missals.


Talents:

Iron-Will | Resist Domination | Speed Reading | Mathematics | General Science | Chemistry | Total Navigation | ANY Human Languages | Mechanical or Electronic Kit Bashing | Computers | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Shooting and Missals | Aerial Combat and Acrobatics | Military | Jet Aircraft Trivia | Infiltration | Nano-Technology | Demolition and Explosives | Leadership

Limitation: Paul is highly prejudice of Egyptian People. When his F-18 was taken down Rebel Forces of the Egyptian Nation captured him as a Prisoner of War. He is very fluent in Egyptian History, Culture. and Lore.

Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 4 time(s). Last edit at 05/17/2008 12:28AM by TankerAce.
Re: TankerAce Characters
May 16, 2008 08:32AM
avatar
I just wanted to comment that I dig all the art you add to your writeups.
Ray-Zin
May 18, 2008 01:28AM
avatar
Thanx Mr. Happy… I’m glad you like the stuff…. BTW That MR. HAPPY Character is Fuggen BAD-ASS





Code Name:
Ray-Zin
Military Rank: None: Civilian Clearance equal to a Commissioned Military Officer (O-3)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Ray-Zin

F: AM:50            | R: FN:35            | Race: Caucasian    | Nationality: USA        |
A: IM:25            | I: SP:45            | Gender: Male       | Residence: Mobile       |
S: IM:25            | P: VI:55            | Apparent Age: 30's | True Age: 28 years old  |
E: FN:35            | L: SP:45            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Brown  | Calling: Soldier        |
Health: 135 / 135   | Karma: 180 / 180    | Blood Type: O-     | Achievement: Pilot      |
                    |                     | Height: 6'8"       | Life Expectancy: 100    |
Initiative: FN:35   | Experience: RM:30   | Weight: 250 lbs    | Species: Normal Human   |
Popularity: EC:15   | Appearance: EX:20   | Mass: 1 X 3 = 3    | Class: Fighter Pilot    |
Resources : IM:40   | Morality  : Neutral |                    |                         |
Job Rank  : FN:35   | Conviction: SV:65   | ATTACK: FN:35      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+0CS]        | RM:30 [+1CS]        | RM:30 [+1CS]       | RM:30 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Eugene is an X-Military Fighter Pilot for the US Government. His concept and Character Persona was creatively conceived by John M. Nye, Chris S. Finneke, and Waylon G. Bass in 1986.

Eugene was ‘Randomly Rolled’ on the MSH Character Creation Table as a ‘Normal’ Human with no paranormal powers. However, Eugene’s Randomly Rolled FASERIP Status was nearly at Peak Pinnacle Human due to his size, education, and athletic fitness regiment.

He has been ‘Played’ in approximately 10 to 15 MSH Game Campaigns and has approximately 3,000 to 5,000 invested Karma Points upgrading his Abilities and Technological Powers. Most of his upgrades were simply applied to him as Robotic Technology with his B.A.S.H. Robot Ship.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Eugene lives at any 1 of 3 various locations; His foster family owns a Lower-Middle-Class Urban Home somewhere in the Pittsburgh, Pennsylvania area. His Family (Mother, Father, and one Brother) currently occupy this House. He is employed as a C.I.A. Agent and maintains a residence at the U.S. Pentagon. His living quarters for his Pentagon Location is kept in secret and is often considered as a ‘Safe-House’.

When he is not at either of these two locations, he is most likely on deployment and lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Eugene serves the Executive Flight Officer to Blazer and Blue-Angel in the GCI Strike Forces. Eugene is pretty much the Civilian Counter Part to Blue-Angle in the GCI Strike Force ‘Air Squadron’. Eugene is also highly educated in the Cyborg Technology that is used to give Blue-Angel life.

Personality: Eugene is a highly educated ‘Realist’ and will often come off as overly critical and pessimistic during Character Conference. He is strongly driven and disciplined, but during Missions he chooses to take actions perceived on the ‘Strong’ odds.

He is difficult to impress and knows endeavors can turn sour quickly. Despite his rather jaded personality he is also very aware of his own abilities. He picks his Battles carefully and gathers as much information as possible on particular ‘Marks’ and ‘Targets’ and Mission Perimeters. During Combat he will exploit any weakness he can find. This is normally enforced by him positioning himself into ‘Stronger’ situations.


Distinguishing Features and Story Origin:

Eugene once served as an Army Helicopter Pilot, running rescue missions in hostile enemy territory. Given his mission outlines, he learned quickly to rely upon his skills and instincts to safely negotiate hostile war zones and collect injured Troops, then fly out safely; in a Slow Helicopter with very little weaponry or armor.

After several years Eugene decided to resign his Military Commission to be come a Civilian Police Officer. As he climbed the Ranks in Law Enforcement he landed his Police Helicopter to become a detective. He gathered intelligence on Civilian Crime Lords and staged Sting operations to capture Criminals.

As time went by, he slowly became a Jaded and Crooked Cop; Shooting first and asking questions later. Eugene was tried in Court, and he settled upon a plea bargain to become an Agent of the C.I.A.

Luckily for Eugene, the C.I.A reflected positively upon all of his documented acts of valor. Eugene was assigned to the GCI Strike Forces as a ‘Pilot’. As well, Eugene became part of the Army / Navy top-secret Bionics Program.


Known Powers: Eugene has no Super-Natural or Paranormal ‘Powers’… He relies upon his Skills, Intellect, and Equipment. However, Eugene is no ‘Push-Over’ Character. He may not appear it, but Eugene is nearly as capable as most Humans in Peak Pinnacle Health; and his intellect is not shabby by any means either.


Traditional ‘Armor’: EX:20 (IN:40 for heavier parts of his uniform). Eugene’s Uniform acts as Armor to conventional Physical and Energy Attacks. His Uniform is designed of heavy Kevlar mesh and fire resistant Nomex fabrics.

Eugene’s uniform looks like a common Business Suit of the modern era; It’s a 3 Piece suit with a Black Tie. During Combat missions he will usually wear a Suit that appears a little more rugged and utilitarian with trousers tucked into his boots and a torso fitted utility harness. He will also wear his ‘Lucky’ Trench Coat to provide additional armor of EX:20 durability. (He dresses like an Investigation Cop or Detective)

Uniform’s CPU System: MN:75. Eugene’s uniform provides more than simple armor. The Uniform has an onboard Computer and Replication system that allows him to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Eugene can only carry inanimate objects in this manner. He can carry about 200 pounds of small and moderate hand held items in this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at MN:75 ‘Reasoning’. The Scanner is a hand held devise about the size of a Cell Phone with a coiled wire.

Uniform’s Radio Communication System: MN:75. Eugene has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him in radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Eugene is rendered Stunned or has very weak life signs. (Below 20 Health). Blue Tooth type of ear-piece.

Uniform’s Radar: MN:75. Eugene’s uniform is augmented with a Radar System that stays in constant operation. This Radar will give him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas). These are designed as prescription eyeglasses.

Mobility Enhancements: Most of Eugene’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 3 Areas per Round. With his Endurance he can run for 4 Hours without exhaustion.
+ Sprint: 4 Areas per Round. With his Endurance he can Sprint for 4 Minutes without exhaustion.
+ Jump: 1 Areas per Round.
+ Swim: 2 Areas per Round. He has a 3 Hour Tank that automatically fills up in an Oxygen Atmosphere.
+ Climb / Crawl: 1 Area per Round. He may Cling to any Surface with IM:25 “Strength”. Photon Clamp.


Weaponry:

GUNS: Eugene uses a vast array of Guns ranging in damage from RM:30 to MN:75 Damage and Effect. Instead of listing an entire ‘Armory’ of various weapons just use the Uber Gun Thread and select a base Weapon of a Shot-Gun, Long-Range Rifle, or Assault Rifle. He may also go Full-Tilt and use a ‘Gatlon-Gun’.

[www.classicmarvel.com]


M-16 Assault Pistol: Eugene carries his own M-16 that is cropped down to pistol size. Eugene uses this Weapon with AM:50 Skill due to his Fighting or Agility [+5CS] (+3CS on the Classic Result Table)

Base Damage is EX:20 and Armor Piercing is IN:40 for a Single Bullet.

+ EX:20 Damage X’s Bullets Fired | Incur Stuns and Kills (No Slam)... Armor Piercing IN:40

+ Single Shot: Eugene uses this Weapon with AM:50 Skill due to his Fighting or Agility [+5CS]
+ Burst Firing: AM:50 Skill [-1CS] | Damage [+2CS] to reach RM:30.
+ Full Auto: AM:50 Skill [-2CS] | Damage [+4CS] to reach IN:40.

+ Used with ‘Magnum’ Ammo [+1CS] to Base Damage. (RM:30 with AM:50 Armor Piercing)
+ Used with ‘Teflon’ Ammo [+1CS] to Armor Piercing. (EX:20 with FR:70 Armor Piercing)
+ Effective Range | 100 to 200 Feat (10 to 20 Areas). | Ranges can be increased with Optical Scope.

Other various Equipment:

+ C.I.A. Cell Phone with Video Camera, Secret Clearance, Navigation, GPS, and CIA Computer access.
+ Pens, Pencils, and writing pad.
+ 1 Foot long ‘Swiss’ Army Knife with various tools and cutting blades.
+ Wrist Watch. Tiny Cutting Laser and Hologram of himself. Works at a 2 Area Range.
+ 16 oz Flask of Whisky. (May be used to make IN:40 Poison Smoke Bomb)
+ Pack of Smokes and Zippo Lighter. (Eugene does not Smoke, this is RM:30 C-4 Plastic Explosive)


BASH:
Eugene’s Primary Weapon.



Primary Abilities:

B.A.S.H.

F: TR:85            | R: VI:55            | Race:   N/A        | Nationality: N/A        |
A: IN:40            | I: SP:45            | Gender: N/A        | Residence:   N/A        |
S: AW:90            | P: SV:65            | Apparent Age: ???  | True Age:    N/A        |
E: PH:95            | L: SV:65            | Eye Color:  N/A    | Alliance: US Military   |
                    |                     | Hair Color: N/A    | Calling:     N/A        |
Health: 310 / 310   | Karma: 230 / 230    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 25 Feet    | Life Expectancy: 1000   |
Initiative: AM:50   | Experience: N/A     | Weight: 70 Tons    | Species:    Robot       |
Popularity: SN:60   | Appearance: AM:50   | Mass:22X2800=61600 | Class:      Robot       |
Resources : N/A     | Morality  : N/A     |                    |                         |
Job Rank  : N/A     | Conviction: N/A     | ATTACK: FR:70      | DEFENSE: MN:75 [+1CS]   |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SP:45 [+1CS]        | SP:45 [+0CS]        | AM:50 [+0CS]       | SP:45 [+1CS]            |
                    |                     |                    |                         |


Origin: BASH is an Acronym that stands for Ballistic Aeronautical Shuttle Hunter. This is a 25 Foot Tall, 70 Ton Armor plated ‘Robot’ which is Piloted by Eugene. Unlike a Body Suit, this ‘Robot’ is Piloted somewhat like an Aircraft or single man deep Sea Submarine.

Eugene must climb inside the Chest Cavity of the BASH Robot and he sits in a simi-standing position, at which point the Cockpit will cinch up around his body and place Eugene’s senses and mind into a psychic form of virtual reality. (Matrix Movie type Shit, but no Techno-Spike in the back of his head)

Egress into the Robot is somewhat tedious, as Eugene needs to wear a special formfitting kind of diver’s suit, which detects his nervous system’s electrolytes and mental synapses. Once Eugene has this suit on he may climb into the Bash Chassis and Cockpit to strap in.

Once inside the Cockpit, it seals airtight and is filled with an oxygen rich liquid. Eugene’s body is totally submerged in this liquid and he breathes this liquid. This Robot Cockpit system is very similar to being back in the “Mother’s Womb” and allows the Pilot to endure tremendous G-Forces, Impacts, Deep Ocean Pressure, and other hostile environments such as Deep Space. Egress into the Robot requires about 10 Minutes of Pilot and Robot preparation.


Technical Data and Powers: Passive Defenses and Armor:

Traditional ‘Armor’: SX:150 And Reduce most conventional attacks by [-1CS]… The Bash Robot Chassis is construction of SX:150 durability materials for the Robotic Frame, Muscles, Internal Systems, and the ‘Armored’ Hull. Due to it’s ability to also ‘Drain’ or ‘Absorb’ many forms of energy it also gains the ability to reduce most physical attacks by 1 Additional Rank.

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 it’s head with minimal penalties.
+ Immune to most sensory based attacks such as pain, blinding light, sonic attacks or foul odors.
+ Immune to most chemically based attacks such as Toxic Gas, Fumes, Acid, or Corrosives.


Deployable Force Shield ‘Sheath’: SY:200. The Bash Robot also has a deployable Force Shield which forms over its body structure and silhouette providing SY:200 ‘Armor’ from virtually ANY known attacks or damage.

However, this Sheath becomes less effective as damage impacts are taken. The Sheath will retain SY:200 ‘Armor’ or ‘True Invulnerability’ until it’s 200 Points have been depleted from various attacks; at which the Sheath will collapse and the physical robot chassis materials are exposed. The Sheath can be reactivated to full capacity in 10 to 20 Game Rounds, OR the Bash Robot may absorb 200 Potential Points of Energy to replenish the Sheath’s energy reserves.


Energy Absorption: SX:150. The Bash Robot absorbs most forms of energy in a direct manner allowing it to convert many energy-based attacks into useable fuel reserves, or ‘Health’. It can absorb most types of energy to restore its ‘Health’ on a Power for Point bases.

+ 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.


Mechanical Regeneration: PH:95. The Bash Robot gains Regeneration through 3 means, but is unable to attain a greater Health Point Value than 310.

+ Energy Absorption: The Bash Robot 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 the 310 Health it is considered ‘Immune’ up to the levels stated.

+ Nano Technology: The Bash Robot is infested with trillions of microscopic robots, which repair and maintain the robotic construction on a 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: The Bash Robot (or Eugene) may ‘build’ new robotic parts to replace damaged parts. Often this process is only used to upgrade Robotic equipment. The Bash Robot can also ‘Eat’ or consume raw materials, such as metals, plastics, glass, rubber, or just about any other ‘Raw’ materials and the nano technology will use these to replace and rebuild his Physical Body parts and structures.

All three of these factors in unison provide the Bash Robot with PH:95 Regeneration allowing it to recover 10 Health Points per Game Round after sustaining injury or damage regardless of activity. At rest or during non-deployments The Bash Robot will recover 20 Health Points per Game Round.


Life Support: UN:100. The Bash Robot provides UN:100 Life Support to Eugene while he is sealed inside the Pilot Cockpit. Food, Water, Temperature, and Oxygen for self-sustenance may be supplied to Eugene for several months.

The liquid used in the Cockpit ‘Womb’ is a mixture of normal resources ranging from Water, Oxygen, Saline Solution, Sodium, and other natural chemicals. While in an atmosphere the Bash Robot will automatically replenish the reserves.

This allows Bash and Eugene to survive in Space, Underwater, and other hazardous environments for prolonged periods. Life span of the Bash Robot is estimated to be approximately 250 to 300 years.





Mobility Enhancements: The Bash Robot has map mobility that is handled on its FASE Ranks like most other Characters. But it also has True Flight and Levitation as a means of Mobility.

The Bash Robot is equipped with a ‘Jet Pack’ on its back. This ‘Jet’ Pack converts the Deployable Force Shield into an Anti-Gravity and Magnetic field and the engine can push the Bash Robot about effortlessly.

+ True Flight and Levitation: The Bash Robot can achieve True Flight and Levitation of SX:150 to SZ:500 air speed and aerial control. He can fly at roughly 5000 to 7000 MPH (Mach 7 to 8).

Area Coverage is just plain stupid to even calculate; It’s like 20,000 Areas per Game Round… It’s just CRAZY FUGGEN LUDACRIS Speed. This Mother-Fugger Flies FAST.

The Bash Robot can accelerate to top speeds in about 5 Game Rounds. Players can not use this Flight as a ‘Charge’ Attack…… It’s about 50 Zillion Points of Damage.

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

+ Walk | Run | Sprint: 5, 10, and 15 Areas per Game Round. The Bash Robot is 25 Feet Tall.
+ Swim: 4 to 15 Areas per Game Round. Water submerged FEATs are not hindered by Negative Shifts.
+ Climb / Crawl: 4 to 6 Areas per Game Round. He can Climb ANY surface with AW:90 Grip.
+ Jump: Irrelevant, Bash can Fly and Levitate, but he may ‘Jump’ 6 to 8 Areas in a bound.


Auto Pilot and A.I: RIP and Karma Ranks. The Bash Robot is a fully self-sufficient ‘Robot’. It is unknown if it is truly self-sentient, but its A.I. is so highly detailed it may just be self-sentient. All of Bash’s Mental, Sensory, and Psychological Capabilities may be ‘Power Stunted’ by the player to render virtually any FEAT handled on the RIP Ranks, such as radar, enhanced information processing, spectrum shift vision, chemical detection, psychic shields, enhanced mathematics, targeting systems….. etc.

The only limitation to be expressed is The Bash Robot will function at [-1CS] for All FASERIP FEATS while Eugene is not inside the cockpit.

During Eugene’s absence, or if he is rendered unconscious inside the Bash Robot, it will avoid most combat situations unless it is forced to Fight or Rescue Eugene.


Weaponry:

Sword / Axe (Big Ass Fuggen Club Thingy): SZ:500. This is also a highly sophisticated and formidable weapon. It also uses an Energized Charge to reinforce its durability and increase its ‘Cut’ Capacity. The Bash Robot may use the Ax to deliver SY:200 Edged Damage capable of slicing through SZ:500 Barriers and Armor.

The Bash Robot may execute 2 Hits per Game Round with each hit inflicting UN:100 Impact and Slicing into Sz:350 Barriers and Armor. Notice the Human Embryo sealed in the Axe Handle. This is a common feature found with most Robot Pilots of the era.


Various Guided and ‘Seeking’ Missals: MN:75 to GL:125. The Bash Robot may ‘Lock-On’ to various targets in 2 Game Rounds of Target Tracking. This will allow it to launch up to 8 Missals at a single Target with each missal ‘Seeking’ the Target at SY:200 Guidance and Speed. Each Missal may Home-In and Chase a target for up to 60 Seconds (600 Game Rounds). Once the missal’s fuel is depleted it will explode.

Depending upon the size and explosive charge of the missal will render MN:75 / TR:85 / PH:95 / GL:125 Damage. Combat Range of these Missals can be quite drastic reaching distances in excess of 400 miles (About 200,000 Areas)

The Bash Robot can Shoot these Missals ‘Off-The-Hip” at TR:85 Agility and Skill due to his targeting system and enhanced sensory equipment. These Missals are Shot from his Axe. A complex replication system Generates these Missals. His Ammunition reserve is 2000 Missals.


Various Weapon Systems: UN:100 Energy and Force based trajectory beams and spherical attacks.

FASE Focus: UN:100 The Bash Robot may upgrade any single FASE Attribute for 20 Game Rounds (2 Minutes) by redirecting energy reserves to various systems. This will ADD 100 Points to the Current FASE Attribute rendering the following:

+ F: TR:85 up to GL:185
+ A: IN:40 up to SX:140
+ S: AW:90 up to SY:190
+ E: PH:95 up to SY:195


Health will increase by 100 HP from 310 to 410 during a FASE Focus. The Bash Robot only has 1 penalty after using a FASE Focus FEAT; He will not be able to use the FASE Focus on the Same Attribute in the Following 20 Rounds. As well, his UN:100 Energy Weapon Systems are off-line.


Eugene’s Talents:

Resist Domination | Interrogation | Law Enforcement | Intimidation | Investigations | Emotion Control: Self | General Science | Chemistry | Total Navigation | Mechanical or Electronic Kit Bashing | Computers | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Shooting | Aerial Combat and Acrobatics | Military | Jet Aircraft Trivia | Military History | Infiltration | Nano-Technology | Demolition and Explosives | Leadership | Cyborg Technology Repair and Invention

Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 3 time(s). Last edit at 05/30/2008 09:53PM by TankerAce.
Agony
May 21, 2008 10:49AM
avatar
Code Name:
Agony
Military Rank: US Army Sergeant First Class (NCO-7) / US Navy Chief (NCO-7)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Agony

F: AM:50 / FR:70    | R: IM:25 / SP:45    | Race: Negro        | Nationality: USA        |
A: FN:35 / VI:55    | I: AM:50 / FR:70    | Gender: Male       | Residence: Mobile       |
S: EX:20 / IN:40    | P: RM:30 / AM:50    | Apparent Age: 20's | True Age: 29 years old  |
E: FN:35 / VI:55    | L: FN:35 / VI:55    | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Adventurer     |
Health: 140 / 220   | Karma: 140 / 220    | Blood Type: O-     | Achievement: Mentor     |
                    |                     | Height: 5'10"      | Life Expectancy: 100    |
Initiative: IN:40   | Experience: IM:25   | Weight: 200 lbs    | Species: Mutant Human   |
Popularity: RM:30   | Appearance: EX:20   | Mass: 0 X 0 = 0    | Class: Fighter/Soldier  |
Resources : EX:20   | Morality  : Neutral |                    |                         |
Job Rank  : IN:40   | Conviction: AM:50   | ATTACK: IM:25      | DEFENSE: FN:35          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+1CS]       | IM:25 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Agony is a Military Police Officer and Heavy Equipment Operator. His concept and Character Persona was creatively conceived by John M. Nye in 1989.

John M. Nye originally drew this Character with an appearance similar to that of a War Hammer 40K Space Marine.



Agony originally looked somewhat like the image above. As John M. Nye made updates to Agony’s Character and Persona he took on more of an ‘Iron-Man’ type of appearance.

Agony was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a ‘Normal’ Human with no Paranormal Powers. He has been ‘Played’ in approximately 1 or 2 MSH Game Campaigns and has approximately 200 to 500 invested Karma Points upgrading his Abilities and Technological Equipment. Most of his upgrades were simply applied to him as Robotic Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Agony lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Agony is an Active Non-Commissioned Officer of a Spec-Ops Covert Military Unit called GCI Strike Force. He uses his assets and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of his Nation, or the Earth.

Unlike his first gruesome and gritty appearance, Agony serves the GCI Strike Force’s Flight Squadron as a low altitude Air Fighter and Infiltration agent. He is also an Officer of the Law and tries to use Non-Lethal Weaponry which inflicts Psychological ‘Pain and Agony’ by scrambling the nervous system of organic life forms.

Personality: Agony is witty and humorous most of the time, but he is also a determined and focused individual. He is also quite risky and willing to do daring stunts to accomplish his goals or apprehend a criminal. However, through out his Military and Law Enforcement career Agony has always refrained from using ‘Lethal’ weaponry and tactics.

Distinguishing Features and Story Origin: I don’t remember; John M. Nye came up with the Origin for Agony. I just illustrated him and remembered most of his Powers and Abilities.


Known Powers: Agony has no Super-Natural or Paranormal ‘Powers’… He relies upon his Skills, Intellect, and Equipment; Mainly his Motorized Armor. (He has many similarities to Marvel Comics Iron-Man)


Traditional ‘Armor’: IN:40. Agony’s motorized Uniform acts as Armor to conventional Physical and Energy Attacks. His Uniform is designed of high-tech energy and force manipulating motors which enhances his FASERIP Ranks by [+5CS] (+3CS on the Classic MSH Table). The Armor’s Materials and general construction should be considered as MN:75.


Energy Absorption: SX:150. Agony’s motorized Uniform absorbs most forms of energy in a direct manner allowing him to convert many energy-based attacks into useable fuel reserves, or ‘Health’. It can absorb most types of energy to restore its ‘Health’ on a Power for Point bases.

+ 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.


Deployable Force Shield ‘Sheath’: SX:150. Agony’s motorized Uniform also has a deployable Force Shield which forms over his body structure and 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 the physical robot chassis materials are exposed. The Sheath can be reactivated to full capacity in 1 to 10 Game Rounds with a Yellow Endurance FEAT of FN:35. His ‘Human’ Endurance.


Life Support: MN:75. Agony’s motorized Uniform provides MN:75 Life Support while he is sealed inside the Armor. Food, Water, Temperature, and Oxygen for self-sustenance may be supplied to for several days.


Mechanical Regeneration: AM:50. Agony’s Armor gains Regeneration through 3 means, but is unable to attain a greater Health Point Value than 220.

Agony’s Human body does not have this Regeneration, but while sealed inside the Armor the Nano-Technology can attend to many medical needs, allowing his ‘Human’ Body to recover from EX:20 ‘Fatal’ Attacks.

+ Energy Absorption: Agony 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 the 220 Health it is considered ‘Immune’ up to the levels stated.

+ Nano Technology: Agony is infested with trillions of microscopic robots, which repair and maintain the robotic construction on a 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: Agony may ‘build’ new robotic parts to replace damaged parts. Often this process is only used to upgrade Robotic equipment. Agony can also ‘Eat’ or consume raw materials, such as metals, plastics, glass, rubber, or just about any other ‘Raw’ materials and the nano technology will use these to replace and rebuild his Physical Body parts and structures.

All three of these factors in unison provide Agony with AM:50 Robotic Regeneration allowing him to recover 5 Health Points per Game Round after sustaining injury or damage regardless of activity. At rest or during non-deployments Agony’s Armor will recover 10 Health Points per Game Round.


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

+ True Flight and Levitation: Agony can achieve True Flight and Levitation of MN:75 speed and aerial control. He can fly at roughly 500 to 600 MPH (Just below Mach 1). This allows Agony to cover 5000 to 5200 Areas per Game Round while Airborne.

Agony can accelerate to top speed in about 3 Game Rounds. If used as a ‘Charge’ Attack Agony may inflict UN:100 Blunt Impact. Area Destruction is normally about RM:30 in which Agony can demolish 3 Area Grids in a single ‘Charge’ Maneuver.

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

+ Walk | Run | Sprint: 5 to 7 Areas per Game Round.
+ Swim: 3 to 5 Areas per Game Round. Water submerged FEATs are not hindered by Negative Shifts.
+ Climb / Crawl: 2 to 3 Areas per Game Round. He can Climb ANY surface with IN:40 Grip.
+ Jump: Irrelevant, Agony can Fly and Levitate, but he may ‘Jump’ 2 to 3 Areas in a bound.


Auto Pilot and A.I: RIP and Karma Ranks. Agony’s Armor is a fully self-sufficient ‘Robot’. It is unknown if it is truly self-sentient, but its A.I. is so highly detailed it may just be self-sentient. All of Agony’s Mental, Sensory, and Psychological Capabilities may be ‘Power Stunted’ by the player to render virtually any FEAT handled on the RIP Ranks, such as radar, enhanced information processing, spectrum shift vision, chemical detection, psychic shields, enhanced mathematics, targeting systems….. etc.

The only limitation to be expressed is by the Armor is it will function at [-3CS] for All FASERIP FEATS while a Human is not inside.

Agony’s Armor will grant any capable wearer a [+5CS] FASERIP Boost. (+3CS on the Classic Table)

During Agony’s absence, or if he is rendered unconscious inside the Robotic Armor, it will avoid most combat situations unless it is forced to Fight or Rescue Agony.


Weaponry:

Agony’s Gun: UN:100 Capacity and used on the FR:70 Rank due to ‘Fighting’ or ‘Agility’ [+3CS]. This weapon is actually several weapons in one, making it extremely versatile for just about any situation at hand. This weapon’s Construction and Durability should be considered the same as his Armor.

The gun harnesses UN:100 Energy and Force which can be manipulated into a wide verity of trajectory blasts and spherical ‘Globe’ type attacks going in all directions at once.

Agony has 2 Blast formations he may shoot; Globe and Direct Beam....

Globe Blasts pulse outward in all directions at once in a ‘Globe’ formation. Thus, Agony 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 Blasts is 200 to 240 Feet in Diameter (10 to 12 Areas).

Direct Beam Blasts are ‘Shot’ from the Gun’s Muzzle in a trajectory or ballistic beam. While a Beam Blasts is ‘SHOT’ Agony ‘Aims’ on the FR:70 Rank due to his ‘Fighting’ or ‘Agility’ [+3CS]. The main difference in a Trajectory ‘Shot’ is his Range is greatly improved to twice the distance of the Globe Formation, at nearly 400 to 480 Feet (40 to 48 Areas). He can also Shoot multiple Targets in the same Game Round if the Targets are with in 90 degrees of his line of sight. This does not take a penalty on his ‘TO HIT’ FEAT, but damage, intensity, and potency of the Blast is reduced by 1 Rank per additional Target.

The Gun may ‘Fire’ and ‘Shoot’ virtually ANY form of Energy Attack, ranging from Electricity, Gravity, Magnetic, Heat, Cold, Fire, Ice, Sonics, Toxic Radiation, or just about any other form of ‘Energy’.

Switching from one form of Energy to another Form requires 1 Game Round to make adjustments to the Weapon.

Agony uses one form ‘Energy’ Attack over the other forms (90% Chance he will use this form of Attack unless it is not effective). He uses a high frequency ‘Sonic’ and ‘Psychic’ based Scrambler Energy Attack that induces excruciating pain to all 5 senses, but this Attack is totally harmless to the Target’s Health Rank. This Attack inflicts Paralyzing Stuns with a Green FEAT and can often by-pass many forms of Armor.

Resistance to the Attack must be done with a combined Average of the Target’s Endurance and Psyche, or a Specialized Forms of energy based Armor and Barriors.


FASE Focus: AM:50 Agony may upgrade any single FASE Attribute for 10 Game Rounds (1 Minute) by redirecting energy reserves to various systems. This will ADD 50 Points to a single FASE Attribute rendering the following:

F: FR:70 up to GL:120
A: VI:55 up to UN:105
S: IN:40 up to AW:90
E: VI:55 up to UN:105

Health: 220 up to 270


Agony’s Health will increase by 50 HP from 220 to 270 during a FASE Focus. Agony only has 1 penalty after using a FASE Focus FEAT; He will not be able to use the FASE Focus on the Same Attribute in the Following 10 Rounds.


Talents:

Interrogation | Law Enforcement | Psychology | Investigations | Emotion Control: Self | General Science | Chemistry | Total Navigation | Mechanical or Electronic Kit Bashing | Computers | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Shooting | Aerial Combat and Acrobatics | Military | Jet Aircraft Trivia | Criminal Justice | Infiltration | Nano-Technology | Demolition and Explosives | Leadership | Cyborg Technology Repair and Invention


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 4 time(s). Last edit at 05/21/2008 11:05AM by TankerAce.
Re: TankerAce Characters
May 30, 2008 09:23PM
avatar
Code Name:
Cadence
Military Rank: US Army Sergeant First Class (NCO-7) / US Navy Chief (NCO-7)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Cadence

F: SP:45            | R: RM:30            | Race: Was Negro    | Nationality: USA        |
A: SP:45            | I: SP:45            | Gender: Male       | Residence: Mobile       |
S: FN:35            | P: IN:40            | Apparent Age: ???? | True Age: 38 years old  |
E: VI:55            | L: FN:35            | Eye Color:  N/A    | Alliance: US Military   |
                    |                     | Hair Color: N/A    | Calling: Exemplar       |
Health: 180 / 180   | Karma: 150 / 150    | Blood Type: A+     | Achievement: Gloryhound |
                    |                     | Height: 5'7"       | Life Expectancy: 300    |
Initiative: IN:40   | Experience: FN:35   | Weight: 350 lbs    | Species: Cyborg Human   |
Popularity: IN:40   | Appearance: EX:20   | Mass: 0 X 7 = 0    | Class: Fighter/Soldier  |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : IN:40   | Conviction: VI:55   | ATTACK: RM:30      | DEFENSE: AM:50          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+0CS]        | FN:35 [+0CS]        | RM:30 [+1CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

Cadence was once a Military Combat Tank Operator in the US Army, working specifically with Sonic and Harmonic weapon systems. His concept and Character Persona was creatively conceived by John M. Nye in 1989.

Cadence was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a ‘Normal’ Human with no Paranormal Powers. He has been ‘Played’ in approximately 1 or 2 MSH Game Campaigns and has approximately 200 to 500 invested Karma Points upgrading his Abilities and Technological Equipment. Most of his upgrades were simply applied to him as Robotic Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Cadence lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Cadence is an Active Non-Commissioned Officer of a Spec-Ops Covert Military Unit called GCI Strike Force. He uses his assets and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of his Nation, or the Earth.

Personality: Cadence is witty, charming and humorous almost all of the time, even while surrounded by advisories and enemies. But he is also a determined and focused individual; his level of humor can often hide his underline determination. He will normally attempt to entertain those around him with witty jokes, silly behavior, and humorous comments.

Cadence will actually Gain Karma Points, and possibly a few other tactical advantages, if he can make other Characters ‘Laugh’ at his Jokes and Comments. This is described further in his ‘Powers’.

Distinguishing Features and Story Origin: I don’t remember all of his Origins; John M. Nye came up with the Character Concept for Cadence. What I do remember his general appearance for illustration, his ‘Humorous’ personality, and his general Robotic Powers and Abilities.


Known Powers:

Autonomy: Cadence is a permanent Cyborg Life Form built by Government Scientists. His body is 85% to 90% Artificial Robotic Machinery. Basically, his organic brain tissue and nervous system was carefully transplanted into an Android Chassis (Robo-Cop). All of Cadence’s paranormal Powers derive from his Robotic Body.


Traditional ‘Armor’: AM:50. Cadence should be considered as having AM:50 ‘Flesh’ Armor against most conventional Physical and Energy attacks… Cadence’s body construction is AM:50 durability materials for his Android Frame, Muscles, Internal Systems, and the ‘Armored’ Hull. Delicate machinery in his body is considered as no less than RM:30 Durability.

Other Various Invulnerability and Immunities: UN:100.

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

Deployable Force Shield ‘Sheath’: SX:150. Cadence’s Robotic body also has a deployable Force Shield which forms over his body structure and 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 the physical robot chassis materials are exposed. The Sheath can be reactivated to full capacity in 1 to 10 Game Rounds with a Yellow Endurance FEAT.


Life Support: MN:75. Cadence still needs food, water, oxygen and rest, but his robotic body provides these necessities in storage tanks. While in an atmosphere his Air Tanks will automatically fill up with clean oxygen and water. His Food is finely pulverized ‘Baby Food’.

For Rest Cadence may simply let his Brain drift into REM Sleep patterns while his body operates on Auto Pilot, rendering him at [-3CS] for Any FEAT Rolls he may take. Cadence may exit our atmosphere for space travel or enter oceans or lakes for about 4 weeks straight.


Self Repair: Cadence may ‘build’ new robotic parts to replace damaged parts. Often this process is used to upgrade his body equipment.

Cadence’s body is infested with trillions of microscopic robots, called ‘Nano’ Technology, which repair and maintain his robotic body on microscopic level. But it only provides GD:10 Normal Healing.


Comedy and Humor: FN:35. (Average of his RIP). Cadence may earn Karma by making Characters around him Laugh with humorous and dirty jokes, witty comments, goofy gestures, and other humorous behaviors. This gives Cadence Mental and Emotional strength, socially reinforcing that he still indeed ‘Human’.

In Game Terms the Player’s imagination may suffice ‘IF’ the Player is witty with such humorous banter. But still; The Player must make a FEAT Roll of FN:35 to Gain Karma.

This can work on either Friend or Foe, and may even function with many types of robots and androids with ‘Emotion’ equipped A.I.

BLUE: Failed Humor.. The other Character finds the Humor ‘Offensive’ and Distasteful. Lose 35 KP.
WHITE: Failed Humor.. The other Character finds the Humor to be bland and unfunny. Lose 10 KP.
GREEN: Small Chuckle.. Gain 35 KP.
YELLOW: Bellowing Laughter.. Gain 70 KP.
RED: Rib Cracking, Rolling on the Floor, Funniest Shit ever experienced. Gain 140 KP.

On a Yellow or RED FEAT Cadence may induce his Foe’s to lower their alertness and attention to detail; Thus allowing Cadence [+2 or +3CS] on a Physical or Initiative combat FEAT.


Chameleon Camouflage / Disguise: AM:50 While this does not provide ‘Invisibility’ it allows him to conceal himself with AM:50 Camouflage OR do the exact opposite with Bright flashy Colors and Patterns.

This power allows Cadence 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 Robot in a dress.


Photographic Memory: IN:40. Cadence’s mind has Total Photographic Memory allowing him to memorize every detail through all 5 physical senses. He may also FEAT Roll his Reasoning to tap his mind into various Radio and Energy Frequencies allowing him to remotely access such things as the Internet, Computer Networks, Cellular Telephone Lines, Radio Programs, Satellite Communications, City Wide Control Systems and other forms of electronics. This Power is Creatively used with Power Stunts by the Player at IN:40 Capacity, Versatility, and Intensity.


Radio Communication System: AM:50. Cadence has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him in radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Cadence is rendered Stunned or has very weak life signs. (Below 50 Health)


Radar System: MN:75. Cadence is augmented with a Radar System that stays in constant operation. This Radar will give him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas).


Enhanced Senses: MN:75. All 5 of Cadence’s physical senses have telescopic abilities allowing him to focus into nearly the microscopic level. As well, he can ‘Pan’ out or ‘Zoom-In’ his senses to perceive a very wide spectrum. He can also shift the ‘Spectrum’ of his senses to detect energies and chemicals that are undetectable by human perception.


Scanning and Weakness Detection: MN:75. Cadence may use this as an ‘Intuition’ Power Stunt or FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his base Intuition.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Mobility Enhancements: Most of Cadence’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 5 Areas per Round.
+ Sprint: 7 Areas per Round. With his Endurance he can run for 5 Hours without exhaustion.
+ Jump: 1 to 2 Areas per Round.
+ Swim: 3 Areas per Round. He may pull Oxygen from Fresh Lake Water or Salty Sea Water.
+ Climb / Crawl: 3 Area per Round. He may Cling to any Surface with FN:35 “Strength” Photon Clamp.


Weaponry: Cadence uses ‘Sound’ Waves and ‘Sonics’ as his Primary Weapon.

Cadence’s Gun: MN:75 Capacity and used on the SN:60 Rank due to his ‘Agility’ [+3CS]. This weapon is actually a conduit or conductor of Cadence’s Sonic Abilities. He may use the device to channel and focus his Sonic Waves into precise attacks, with either wide a spread blast or pin-point concentration blast.

The Gun has no Ammunition and is pretty much useless if not in his hand, or the hand of another Character who has mastered ‘Sonic’ Sound Wave based Powers. Cadence does not need this Gun to execute a ‘Sonic’ attack, but the Gun allows him to use his Sonic Abilities with [+3CS] and Focus the Sonic Waves into virtually any desired projectile style attack.

Cadence has 2 Blast formations he may shoot; Globe and Direct Beam....

Globe Blasts pulse outward in all directions at once in a ‘Globe’ formation. Thus, Cadence 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 Blasts is 200 to 240 Feet in Diameter (20 to 24 Areas).

Direct Beam Blasts are ‘Shot’ from the Gun’s Muzzle in a trajectory or ballistic beam. While a Beam Blasts is ‘SHOT’ Cadence ‘Aims’ on the SN:60 Rank due to his ‘Fighting’ or ‘Agility’ [+3CS].

The main difference in a Trajectory ‘Shot’ is his Range is greatly improved to twice the distance of the Globe Formation, at nearly 400 to 480 Feet (40 to 48 Areas). He can also Shoot multiple Targets in the same Game Round if the Targets are with in 90 degrees of his line of sight. This does not take a penalty on his ‘TO HIT’ FEAT, but damage, intensity, and potency of the Blast is reduced by 1 Rank per additional Target.

Limitation: AM:50. Without the Gun Cadence may only execute a ‘Sonic’ Blast in the Globe Formation and the intensity is reduced to AM:50. Also, he is unable to execute many other ‘Power Stunts’.


Talents:

Humorous Behavior | Interrogation | Psychology | Investigations | Emotion Control: Laughter | General Sonic Science | Total Navigation | Mechanical or Electronic Kit Bashing | Computers | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Shooting | Aerial Combat | Acrobatics | Military | General Trivia | Infiltration | Nano-Technology | Demolition and Explosives | Leadership | Cyborg Technology Repair and Invention | Multi Language (70% Chance of full Fluency for any ‘Human’ Language)


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 4 time(s). Last edit at 05/30/2008 10:06PM by TankerAce.
Re: TankerAce Characters
June 16, 2008 10:42PM
avatar
Code Name:
Blitz
Military Rank: None: Civilian Clearance equal to a Commissioned Military Officer (O-1)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Blitz

F: IN:40            | R: RM:30            | Race:   N/A        | Nationality: USA        |
A: AM:50            | I: PH:95            | Gender: N/A        | Residence: Mobile       |
S: IM:25            | P: IN:40            | Apparent Age: ???? | True Age: 15 years old  |
E: AM:50            | L: VI:55            | Eye Color:  N/A    | Alliance: US Military   |
                    |                     | Hair Color: N/A    | Calling:     N/A        |
Health: 165 / 165   | Karma: 220 / 220    | Blood Type: N/A    | Achievement: N/A        |
                    |                     | Height: 5'0"       | Life Expectancy: ????   |
Initiative: IN:40   | Experience: TY:06   | Weight: 250 lbs    | Species: Robot          |
Popularity: EX:20   | Appearance: RM:30   | Mass: 0 X 1 = 0    | Class: Fighter/Soldier  |
Resources : GD:10   | Morality  : Neutral |                    |                         |
Job Rank  : EC:15   | Conviction: MN:75   | ATTACK: FN:35      | DEFENSE: SP:45          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+0CS]        | FN:35 [+1CS]        | FN:35 [+0CS]       | FN:35 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

Blitz is a purely artificial robot (Android) designed for Military applications as an Infantryman. Blitz is one of the many prototype styled Androids that were constructed prior to Andy and similar ‘Organic’ Androids; who are constructed of Organic Materials.

Blitz is still considered as ‘State of the Art’ but many industrial companies have discontinued the construction of such Robotic platforms similar to Blitz; preferring to build the more profitable ‘Organic’ Androids.

Blitz’s concept and Character Persona was creatively conceived by John M. Nye in 1989.

Blitz was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a Robot, designed with general humanoid features. He has been ‘Played’ in approximately 1 or 2 MSH Game Campaigns and has approximately 200 to 500 invested Karma Points upgrading his Abilities and Technological Equipment. Most of his upgrades were simply applied to him as Robotic Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Blitz lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Blitz is an Active agent of a Spec-Ops Covert Military Unit called GCI Strike Force.

Personality: By default, Blitz has absolutely no ‘Personality’ what so ever. He was originally programmed like a ‘Machine’ who thinks and takes actions based upon Mathematical Accuracy. It is unknown if Blitz is truly a sentient ‘Machine’ but he is capable of creative thought, even though he is a ‘Robot’ in the traditional sense.

The engineering firms who designed Blitz programmed him with emotional and moral algorithms allowing him to express Emotion and Moral behavior. This is to ensure humans perceive him as a Sentient Life Form. Without humans being able to emotionally bond with him, he would be ordered into Suicide Missions and possibly exploited as a Tool of personal and financial gain.

Many models of Androids similar to Blitz were used and abused in such manners, causing massive profit losses to the engineering firms. Thus, most of the Android Models were discontinued from the assembly factories and revamped to produce Organic Androids similar to Andy.

Personality Quirk: Blitz is programmed with a menacing personality reflecting cold, swift, decisive warfare. But often times his programming will go on the “Blitz” and he will express emotions and thoughts that do not fit the situation at hand.

In game terms the Game Judge will Roll a Single 10 Sided Dice to represent a random Game Round in a 1 Minute time frame (10 Game Rounds = 1 Minute). During that Game Round Blitz will “Blitz-Out” and execute a fully random behavior dictated by the GM.

These “Blitz Outs” are normally something like yelling profanity out load while trying to be stealthy, or randomly ‘Socking’ the closet team mate, or picking up a Flower to admire it’s beauty and frailty amidst chaotic combat.

These Random Actions are never Lethal to PCs or NPCs, but will often make an opportunity for Humor and Blunders; and there is 40% probability the action will expose some form of ‘Trap’ or ‘Deception’ or ‘Secret’ the GM places in front of the Player… So it does work to the Player’s benefit)

In the following Game Round Blitz will immediately return to normal Gaming Mode controlled by the Player and his ‘Normal’ Personality. In the next Minute or segment of 10 Game Rounds he will “Blitz” again.

Blitz will remember the activity, but he can not control his “Blitz Out”. Blitz has learned to deal with his unique form of Tourette’s Syndrome by simply ‘Moving On’ and continuing his mission objectives.


Known Powers:

Autonomy: Blitz is 100% artificial, man-made, industrial technology, allowing him some immunities to various effects.

Invulnerability and Immunities: UN:100.

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


Photographic Memory: RM:30. Blitz’s mind has Total Photographic Memory allowing him to memorize every detail through all 5 physical senses. He may also FEAT Roll his Reasoning to tap his mind into various Radio and Energy Frequencies allowing him to remotely access such things as the Internet, Computer Networks, Cellular Telephone Lines, Radio Programs, Satellite Communications, City Wide Control Systems and other forms of electronics. This Power is Creatively used with Power Stunts by the Player at RM:30 Capacity, Versatility, and Intensity.


Life Support: MN:75. Blitz does not need food, water, oxygen and rest. Internal batteries power him.


Traditional ‘Armor’: FR:70. Blitz should be considered as having FR:70 ‘Flesh’ Armor against most conventional Physical and Energy attacks… Blitz’s body construction is MN:75 durability materials for his Android Frame, Muscles, Internal Systems, and the ‘Armored’ Hull. Delicate machinery in his body is considered as no less than IN:40 Durability.


Energy Absorption: MN:75. Blitz’s body absorbs most forms of energy in a direct manner allowing him to convert many energy-based attacks into useable battery reserves, or ‘Health’. He can absorb most types of energy to restore his ‘Health’ on a Power for Point bases. By default Blitz will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Blitz a number of other Branch Powers as well.

+ UN:100 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ MN:75 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ AM:50 Immunity to Gravity and Magnetic based damage.
+ AM:50 Immunity to Radiation and Light based damage.
+ RM:30 Immunity to Quantum Energy and Unified Field Theory Energy.


Deployable Force Shield ‘Sheath’: UN:100. Blitz’s Robotic body also has a deployable Force Shield which forms over his body structure and silhouette providing UN:100 ‘Armor’ from virtually ANY known attacks or damage.

However, this Sheath becomes less effective as damage impacts are taken. The Sheath will retain UN:100 ‘Armor’ or ‘True Invulnerability’ until it’s 100 Points have been depleted from various attacks; at which the Sheath will collapse and his physical robot materials are exposed. The Sheath can be reactivated to full capacity in 1 to 10 Game Rounds with a Yellow Endurance FEAT.


Self Repair: Blitz may ‘build’ new robotic parts to replace damaged parts. Often this process is used to upgrade his body equipment.

Blitz’s body is infested with trillions of microscopic robots, called ‘Nano’ Technology, which repair and maintain his robotic body on the microscopic level. But it only provides GD:10 Normal Healing.


Radio Communication System: AM:50. Blitz has full and encrypted radio communication with every member of his Team. This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts him in radio contact with his Ship. It also has a tracking beacon that will alert his team in the event that Blitz is rendered Stunned or has very weak life signs. (Below 30 Health)


Radar System: MN:75. Blitz is augmented with a Radar System that stays in constant operation. This Radar will give him precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 900 feet (90 Areas).


Enhanced Senses: MN:75. All 5 of Blitz’s physical senses have telescopic abilities allowing him to focus into nearly the microscopic level. As well, he can ‘Pan’ out or ‘Zoom-In’ his senses to perceive a very wide spectrum. He can also shift the ‘Spectrum’ of his senses to detect energies and chemicals that are undetectable by human perception.


Scanning and Weakness Detection: PH:95. Blitz may use this as an ‘Intuition’ Power Stunt or FEAT. He may 'Scan' just about anything in his local area and environment. If he scans another Character he can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with his base Intuition.

“Blitz-Out” When the GM rolls a 1,2,3, or 4 to execute his “Blitz-Out” Blitz will automatically detect or discover a hidden Trap, Puzzle, Door, Deception, or any other various form of ‘Secret’ the GM has planned for the Players. When the GM rolls a 5,6,7,8,9, or 0 the “Blitz-Out” will work to the Player’s disadvantage.

+ Blue: No Scan executed
+ White: 25%. He will scan the Character's Primary Abilities. (FASERIP, HP, KP)
+ Green: 50%. He will scan any common or conventional weakness. (Powers or Secondary Abilities)
+ Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
+ RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Mobility Enhancements: Most of Blitz’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 5 Areas per Round.
+ Sprint: 7 Areas per Round. With his Endurance he can run for 5 Hours without exhaustion.
+ Jump: 1 to 2 Areas per Round.
+ Swim: 3 Areas per Round. He does not need to Breath.
+ Climb / Crawl: 3 Area per Round. He may Cling to any Surface with IM:25 “Strength” Photon Clamp.


Weaponry: Blitz uses a modified M-300 Assault Cannon.

+ Feat Rolled on Agility or Fighting [+1CS] to reach AM:50 FEAT.
+ FEAT rolled on “Fighting” Blitz may Counter Attack in the Same Game Round at IN:40
+ Ballistic range: 1000 feet (100 Areas)
+ At full force the M-300 can shoot an energy based 'bullet' of AW:90 intensity.
+ Constructed of SX:150 grade materials

+ 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.


Programmed Talents:

Investigations | General Science | Total Navigation | Mechanical Kit Bashing | Computers | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Shooting | Acrobatics | Military Trivia | Infiltration | Nano-Technology | Cyborg Technology Repair and Invention | Multi Language (70% Chance of full Fluency for any ‘Human’ Language)

Limitation:

Tourette’s Syndrome


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Re: TankerAce Characters
June 18, 2008 12:37AM
avatar
Code Name:
Tigrus
Military Rank: US Marines Captain (O-3) / US Navy Lieutenant (O-3)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Tigrus

F: IM:25            | R: EX:20            | Race: Caucasian    | Nationality: USA        |
A: EX:20            | I: SP:45            | Gender: Female     | Residence: Mobile       |
S: AA:08            | P: AM:50            | Apparent Age: 20's | True Age: 23 years old  |
E: RM:30            | L: IN:40            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Blonde | Calling: Adventurer     |
Health: 83 / 83     | Karma: 155 / 155    | Blood Type: O-     | Achievement: Soldier    |
                    |                     | Height: 5'3"       | Life Expectancy: 200    |
Initiative: IM:25   | Experience: EX:20   | Weight: 105 lbs    | Species: Normal Human   |
Popularity: TY:06   | Appearance: EC:15   | Mass: 0 X 1 = 0    | Class: Fighter/Pilot    |
Resources : FN:35   | Morality  : Neutral |                    |                         |
Job Rank  : RM:30   | Conviction: IN:40   | ATTACK: EX:20      | DEFENSE: EX:20          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EC:15 [+1CS]        | EX:20 [+0CS]        | EX:20 [+0CS]       | EX:20 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Tigrus is an Active Duty US Marine Corp Pilot of the 28th Century Global Allied Military.

Her concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1988.

Tigrus was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, her Character and Persona were creatively conceived as a Normal Human Female who has no Supernatural or Paranormal Powers.

She has been ‘Played’ in approximately 5 or 10 MSH Game Campaigns and has approximately 300 to 500 invested Karma Points upgrading her Abilities and Technological Equipment. Most of her upgrades were simply applied to her as Military equipment and Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Kristine (Tigrus) lives at any one of three various locations; Her family owns a Middle-Class Rural Home somewhere around the Winslow, Arizona area. Her Family (Mother, Father, and three Siblings) currently occupy this House.

She is stationed at an anonymous Navy Air Station Military Base in New Mexico. When she is not at either of these two locations, she is most likely on deployment and she lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Kristine is a Flight Officer for Blazer and Blue-Angel in a Spec-Ops Covert Military Unit called GCI Strike Force.

Personality: Kristine has a strongly driven and disciplined personality. She can be emotionally intense, but in a focused and determined manner. She is mentally tough and will often express her opinion in a direct and blunt fashion.

However, despite her driven nature she is friendly and courteous to most people around her. She also carries herself with a professional demeanor. This often leads many Male Characters around her to ‘Hit’ and ‘Mac’ on her in attempts to Charm her. But she is too involved with her passion for Flight and Piloting prototype aircraft. She can be ‘sexually’ intimidating to many men due to her attractive, yet driven personality.


Distinguishing Features and Story Origin:

Kristine is an Aircraft Pilot at the Apex of her Trade. She is revered as one of the ‘Best’ Military Pilots in the World. She has a passion for Flying, and despite her young age she rivals many veteran Pilots with far more flight time and experience.

She is one of the youngest pilots to earn ‘Top-Gun’ in the elite organization of Navy Fighter Pilots. Due to her youth and sheer skills as a Pilot she was admitted into the US Airforce’s Prototype Aircraft Facilities.

She currently flies an AVF-27 “Humming Bird” Aircraft for a Spec-Ops Covert Military Unit called GCI Strike Force.


Known Powers: Kristine has no Super-Natural or Paranormal ‘Powers’… She relies upon her Skills, Intellect, and Equipment.


Uniform and ‘Armor’: IM:25 (IN:40 for heavier parts of her uniform). Kristine’s Uniform acts as Armor to conventional Physical and Energy Attacks. Her Uniform is designed of heavy Kevlar mesh and fire resistant Nomex fabrics.

Helmet: IN:40 Polymer Plastics and Materials, and provides the following.

+ Enhanced Vision and Hearing: MN:75. Also Protects from intense Sound and Light.
+ Neural Computer Memory: MN:75. Acts as recording system and ‘Reasoning’ booster.
+ Radar: MN:75. Allows ‘Radar’ detection at 70 Feet (7 Areas) in Spherical Globe.
+ Radio Communication System: MN:75. Global Satellite Up-link and tracking beacon at 20 Health.
+ Motion Sickness Damper: MN:75. May also act a ‘Psyche’ Shield of IN:40 resistance.
+ Airtight internal Oxygen Supply of 4 Hours. Automatically fills Tank in Oxygen environment.


Life Support: RM:30. Kristine’s Uniform can allow her to live in the vacuum of Space for approximately 3 hours (1800 Game Rounds).


Regeneration: GD:10. Kristine’s Uniform will distribute Medical ‘Healing’ agents allowing her to heal 1 to 3 Points per Game Round if she has moderate and conventional injuries below EX:20 impact. She will need Medical Attention if her bones are broken or if she suffers more than EX:20 Damage from a ‘Lethal’ Attack.


Mobility Enhancements: Most of Kristine’s Mobility FEATs are handled on her FASE Ranks.

+ Basic Run: 2 Areas per Round. With her Endurance she can run for 3 Hours without exhaustion.
+ Sprint: 3 Areas per Round. With her Endurance she can Sprint for 3 Minutes without exhaustion.
+ Jump: 2 Areas per Round. Assisted with a small Jet Pack on her back.
+ Swim: 2 Areas per Round. Her uniform is fully water proof with a 4 hour Oxygen Tank.
+ Climb / Crawl: 1 Area per Round. She may Cling to any Surface with AA:08 “Strength”. Photon Clamp.


Weaponry: Kristine may access or use virtually any hand gun ranging in effect from RM:30 to AM:50 Damage. Instead of listing an entire ‘Armory’ of various weapons just use the Uber Gun Thread and select a base Weapon of a Pistol, Shot-Gun, Long-Range Rifle, or Assault Rifle.

Kristine is not “Super Strong” and she will lose [-2CS] Firing “Heavy Weapons” or Crude Guns.

[www.classicmarvel.com]


40 Caliber ‘Plazma’ Pistol: Kristine carries her own 40 Caliber Pistol that fires an Energy Based Plazma Beam, rather than ‘Bullets’.

+ FEAT Rolled on Agility [+1CS] to reach IM:25 FEAT.
+ FEAT rolled on “Fighting” She may Counter Attack in the Same Game Round at IM:25.
+ Ballistic range: 500 feet (50 Areas)
+ Constructed of AM:50 grade materials

+ Damage is ‘Stun’ or ‘Lethal’ at RM:30 Impact with AM:50 Armor Penetration.
+ Burst Firing: EX:20 FEAT | Damage [+2CS] to reach IN:40 Damage with AM:50 Armor Penetration.
+ Full Auto: None


AVF-27.E “The Humming Bird”:
Kristine’s Primary Weapon:



This is a Space capable Aircraft that is considered as a “Fighter / Attack” Vehicle. It’s Prototype designs have ascended from the AV-8 “Harrier” used by the Navy, Marines, and Army of the 20th and 21st Century; which combined Vertical Take off and Landing capability with a Fixed Wing Jet Aircraft.

AVF-27.E “The Humming Bird” is one of the smallest Aircraft Vehicles in Military Deployment; being about the size of a Small Compact Car. The Flying Vehicle has signature performance for combining Levitation and Sub-Sonic Flight as well as short term egress into Space and Even Water.

Piloting the Humming Bird requires a great deal of special training and flight experience as Egress into the Flight Cockpit is much more involved than most other Aircraft.

Kristine must climb inside the Cockpit of the Humming Bird and she sits in a motor cycle riding position, at which point the Cockpit will cinch up around her body and place her senses and mind into a psychic form of virtual reality. (Matrix Movie type Stuff and the Helmet digitally links into the Controls)

Egress into the Humming Bird is somewhat tedious, as Kristine’s under garment ‘Body Suit’ is a special formfitting kind of diver’s suit, which detects her nervous system’s electrolytes and mental synapses.

Once inside the Humming Bird Cockpit, it seals airtight in near complete darkness; then is filled with an oxygen rich gel that acts somewhat like the yoke of an egg, protecting the embryo inside. Kristine’s body is totally submerged in this gel and her uniform pulls breathable oxygen from the gel. Her helmet works like a Scuba Mask allowing her to breath ‘Air’ rather than ‘Liquid’ like Ry-Zin inside BASH.

This Robotic Sealed Cockpit system is very similar to being back in the “Mother’s Womb” and allows the Pilot to endure tremendous G-Forces, Impacts, Deep Ocean Pressure, and other hostile environments such as Deep Space. Egress into the Humming Bird requires about 5 Minutes of Pilot and Aircraft preparation.


General Characteristics:

Crew: 1 pilot
Length: 11 Feet 6 inches
Wingspan: 6 Feet 8 inches
Height: 6 Feet 1 inches
Empty weight: 4,900 Pounds (2 ½ Tons)
Loaded weight: 6,300 Pounds (3 ½ Tons)
Powerplant: General Motors “Chevy” Plutonium / Fusion Core Photon Generator.


Performance:

F: MN:75 (The Ship will avoid ‘Melee’ Combat... But it uses all weapons and tools on this Rank.)
A: MN:75 (700 to 800 MPH and hit that Speed in 3 Rounds (18 Seconds)
S: FN:35 (can tow 1 to 1 ½ Tons of Cargo over its own weight)
E: AM:50 (Fuel reserves and vital systems. The Ship needs various Solar Fuel Sources)

R: IN:40 (The A.I. system is a learning system with total photographic memory)
I: TR:85 (This suffices for all its radar and sensory systems combined with Kristine’s Equipment)
P: AM:50 (The ship does have it’s own ‘Will’ but is completely Loyal to Kristine and the Military)

Health: 235 | 335 with Kristine at the Control Helm.
Karma: 175 | 330 with Kristine at the Control Helm.


Auto Pilot and A.I: RIP and Karma Ranks: The Humming Bird is a fully self-sufficient ‘Robot’. It is unknown if it is truly self-sentient, but its A.I. is so highly detailed it may just be self-sentient. All of Humming Bird’s Mental, Sensory, and Psychological Capabilities may be ‘Power Stunted’ by the player to render virtually any FEAT handled on the RIP Ranks, such as radar, enhanced information processing, spectrum shift vision, chemical detection, psychic shields, enhanced mathematics, targeting systems….. etc.

The only limitation to be expressed by The Humming Bird is it will function at [-1CS] for All RIP FEATS while Kristine is not inside the cockpit.

During Kristine’s absence, or if she is rendered unconscious inside the Humming Bird, it will avoid most combat situations unless it is forced to Fight or Rescue her.


Special Mobility:

+ Levitation, Hovering, Vertical Take Off and Landing
+ Sub-Sonic “Mach 1” Flight Speeds
+ Barrel Roll and Aerial Acrobatic Capable
+ May enter “Halo” or Space Altitudes for approximately 5 Hours
+ May “Fly” Under water for approximately 15 Hours
+ Small Size allows “Infiltration” in most Urban ‘Outdoor’ Settings.
+ Very few "moving" parts on the exterior hull.


Armor and Pilot Protection: Hull is AM:50 physical materials with Deployable Force Shields rendering UN:100 Armor. Delicate machinery should be considered as no less than RM:30 Materials.


Weapon Systems: UN:100 Energy and Physical Explosive Damage based in the forms of trajectory beams and spherical attacks.

+ Used at MN:75 Gunnery skills from Humming Bird’s “Fighting” Rank.
+ Range is 4000 to 5000 Feet (400 to 500 Areas)
+ Duel Frontal “Plasma” Cannons: 45-Degree Spherical swivel on Frontal nose in line of Sight.
+ Signature Seeking Missals may ‘Seek’ targets with MN:75 ability.
+ Expand ‘Bubble’ Force Shields all at once or in segments (Front, Rear, Left, Rite, Top, Bottom)
+ Destruction: Level 3 X 3 X 3 Area Grids.. (30 Feet X 30 Feet X 30 Feet)


Kristine’s Talents:

Aerial Combat ‘Full’ | Nearly all Piloting Stunts can be executed at [+2CS] in other various Aircraft | General Science | Total Navigation | Mechanical and Electronic Tinkering | Computers and A.I. | Space, Desert, Ocean, Arctic, Jungle Survival | Weapon Specialist: Aircraft | Military | Infiltration | Nano-Technology | Cyborg Technology Repair and Tinkering | Multi Language English, Morris Code, Japanese

Kristine’s Aircraft Experience:

F-4 “Phantom” | A-4 “Skyhawk” | H-3 “Stallion” | F-14 “Tom-Cat” | H-46 “Sea Knight” | H-60 “BlackHawk” | F-18 “Hornet” | Various Russian “MiGS” and Classic “Prop” Turbine Aircraft


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 1 time(s). Last edit at 06/18/2008 12:39AM by TankerAce.
Slazenger
June 18, 2008 10:32PM
avatar
Code Name:
Slazenger
Military Rank: None: Civilian Clearance equal to a Commissioned Military Officer (O-2)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)




Primary Abilities:

Slazenger

F: FN:35            | R: AM:50            | Race: Asian        | Nationality: Korean     |
A: AM:50            | I: AM:50            | Gender: Male       | Residence: Mobile / USA |
S: GD:10            | P: MN:75            | Apparent Age: 20's | True Age: 48 years old  |
E: FN:35            | L: SN:60            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Adventurer     |
Health: 130 / 130   | Karma: 235 / 235    | Blood Type: AB+    | Achievement: Teacher    |
                    |                     | Height: 5'2"       | Life Expectancy: ???    |
Initiative: IN:40   | Experience: SP:45   | Weight: 120 lbs    | Species: Mutant Human   |
Popularity: IN:40   | Appearance: GD:10   | Mass: 0 X 0 = 0    | Class: Ninja/Wizard     |
Resources : TY:06   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: TR:85   | ATTACK: IN:40      | DEFENSE: RM:30          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | FN:35 [+0CS]       | FN:35 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

William (Slazenger) is a highly trained Ninja and Sorcerer of the modern times. His mild mutant abilities did assist him during both curriculums. But he mainly relies upon his skills, training, magic, and equipment. William is also a Tenured College Professor and regularly holds classes in Northern California Universities.

Slazenger’s concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1990. Art was designed for Phillip Yu in 1998.

Slazenger was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a Normal Human with some minor Gifts and Abilities to control his ‘CHI’ or internal biological energies.

Slazenger has been ‘Played’ in approximately 10 or 12 MSH Game Campaigns and has approximately 10,000 to 12,000 invested Karma Points upgrading his Abilities. Most of his upgrades were simply applied to him as ‘Magic’ education.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Slazenger lives at any one of three various locations; his family owns a Middle-Class Province and Farm House somewhere in Manchuria, Korea. His Family (Mother, Father, Aunt, Uncle, 4 Siblings and 3 Cousins) currently occupy this Large area Farm Home.

William is also Tenured College Professor at San Francisco State University in Northern California, where he teaches courses in Asian History and Culture. He is also a Martial Arts Sensei at a Local Dojo. He often resides at the Dojo as an Apartment.

When William is not at either of these two locations, he is most likely on “Sabbatical” deployment where he lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

William is a Teacher, Councilor and ‘Ninja’ for a Covert Military Unit called GCI Strike Force.


Personality: William is highly educated and he was raised in the Korean Country Side. He tends to carry himself with a professional demeanor. He is generally mild mannered and kind to most people.

But William has a second side to his Personality which is ‘Dark’ and Violent, where he can be decisive, driven, and emotionally ‘Cold’. While he is still Noble, he is familiar with the ways of mankind. He will Kill or destroy his enemies if necessary.

During missions William speaks very little, unless something needs to be stated in Character Conference.


Known Powers:

’CHI’ Control: AM:50. Slazenger learned his mutant power early in life to control and manipulate his own internal Biological Energy and Radiation; more so than those who train for years and years.

His family sent him to a secluded Tai-Kwon-Do School where he learned to master his gift through the art of Tai-Kwon-Do and Ninjutsu.

His current Power Stunts are FEAT Rolled at AM:50 Ability. Often Slazenger must use a device, weapon, or tool to channel his ‘CHI’ correctly and reach AM:50 FEAT. As an example; His Woven Rice Paper Hat can be used as a Personal Melee Shield of MN:75; or his Belt can be used as a ‘Rope’.

+ Increase any single FASE by RM:30 Stacked to his current FASE for 30 Seconds (5 Game Rounds)
+ Must return to Normal FASE for 10 Game Rounds after a FASE increase. No Health increases.
+ Project a protective Melee Energy Shield of MN:75 Strength for a Block or Parry FEAT. Uses the Hat.
+ Project a ‘Blunt’ Energy Blast of IN:40 Impact at 40 Feet (4 Areas) with his bare hands.
+ Project an ‘Edged’ Energy Blast with a Knife in hand. Damage is Lethal, but reduced to RM:30.
+ Wall Climbing on any texture surface with EX:20 Grip.
+ Conduct his ‘CHI’ through various Weapons and Tools to increase it by IN:40 Effect or Intensity.
+ He may only use a ‘CHI’ Assisted Weapon up to MN:75 Capacity.
+ Create a 30 Foot Long ‘Rope’ of ‘CHI’ energy with IN:40 Strength and ‘Sticky’ Grapnel Hook.
+ Heal Moderate Injuries below IN:40 Damage. Lethal Injuries or Disease are below EX:20 Impact.
+ Hyper “Fighting” with 6, 8, or 10 Hits Per Game Round with a Green, Yellow, or RED.
+ Single High Pressure Punch, Kick, or Melee Strike to inflict IN:40, AM:50, or MN:75 impact.

The Player or GM may creatively devise Power Stunts for Slazenger to use, but he will lose [-2CS] from his AM:50 Ability to reach IN:40 FEAT.


Telepathy: IN:40. Slazenger may communicate Telepathically with most sentient Creatures at 20 Feet (2 Areas) away. But this is highly limited as he can only ‘Receive’ communications. He cannot project his thoughts.

He may Translate verbal or written communications in one direction only; Foreign Language to Korean or English. But this limited to traditional mediums and is not effective with electronic information systems.

For Combat he may use this to give him [+3CS] while “Fighting” a single enemy one on one. In a one on one Melee Battle his “Fighting” should be considered as AM:50.


Spells and Magic:

Slazenger’s magic is actually within his Body and Psyche, but he uses various tools and equipment to manifest most of his magic spells. Eventually, he may not need these tools at all. His magic has also extended his lifeline a great deal; He appears to be in his early 20’s but he is nearly 50 years old.

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 MN:75 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Slazenger 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.

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

Globe Spells pulse outward in all directions at once in a ‘Globe’ formation. Thus, Slazenger 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 Slazenger’s body or from the various equipment he carries in trajectory-ballistic beams. While a Beam Spell is ‘SHOT’ Slazenger still ‘Aims’ with his MN:75 ‘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, Lightening, Gravity, Earth, Sand, Time, Poison, Glue, Teleportation, Psyche.


Traditional ‘Armor’: Slazenger’s uniform is ‘Normal’ cotton fabrics giving TY:06 to GD:10 Protection. He has a spell cast over the uniform allowing him to resist ‘Purely’ Magic attacks up to MN:75 effect and intensity. The Spell also allows the suit MN:75 resistance to ripping or being mangled, but it provides very little ‘Armor’ to Slazenger’s body. However, Lethal Attacks below RM:30, such as bullets, blades, acids, or similar attacks can be reduced to Slams and Stuns.


Danger Sense / Radar: MN:75. This is augmented with Slazenger’s hat allowing him a form of ’Psychic’ Radar to detect dangers from Sentient Characters around him. The System can reach a maximum range of about 500 feet (50 Areas). The hat’s spell will fade away in 5 Game Rounds if another Character wears the hat.


Mobility Enhancements: Most of Slazenger’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 5 Areas per Round. With his Endurance he can run for 3 Hours without exhaustion.
+ Sprint: 7 Areas per Round. With his Endurance he can run for 3 Minutes without exhaustion.
+ Levitation and Surface Flight: 3 Areas per Round. A tad slower than Running.
+ Swim: 3 Areas per Round. He may use his magic to create an oxygen bubble around him.
+ Climb / Crawl: 3 Area per Round. He may Cling and Adhere to any Surface with EX:20 Grip.


Additional Equipment:

+ Various Knives: Usually a ‘K-Bar’ or ‘Bolo’ Sword of AM:50 Grade Materials.
+ Various Pistols: Usually a 45 Caliber Pistol that Normally has no Ammo and fires ‘Magic’ Bolts.
+ Rice Paper Hat: Usually used as a ‘Shield’ or Disc like tool.
+ Whip or Chain: This rope like Weapon can reach a total length of 20 Feet.
+ Bo-Staff | Spear | Javelin: This is a 5-foot long Wooden Rod with Blunt or Edged properties.
+ Double-Edge Sword. This Sword can change its blade length on command. Magically enhanced Knife


Talents:

Tenured College Professor: [+2CS] to ‘Job Rank’ while on any College Campus.

Martial Arts ABCDE (Tai-Kwon-Do and Ninjutsu Based) | Asian History and Lore | Public Speech | Sorcerer’s Lore | Demonology | General Science | Medical 1st Aid | Biblical and Religious Studies | Psychology | Acrobatics | Tumbling | Total Navigation | Space, Desert, Ocean, Arctic, Jungle Survival | Finance and Banking | Multi Language English, Korean, Chinese Cantonese, Chinese Mandarin, and 50% Japanese





Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 1 time(s). Last edit at 06/18/2008 10:35PM by TankerAce.
Turbo
June 28, 2008 12:45AM
avatar
Code Name:
Turbo
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-5)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)




Primary Abilities:

Turbo

F: IN:40            | R: EC:15            | Race: Asian        | Nationality: Japan      |
A: FN:35            | I: VI:55            | Gender: Male       | Residence: Mobile / USA |
S: EC:15            | P: AM:50            | Apparent Age: Teen | True Age: 19 years old  |
E: FN:35            | L: IN:40            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Adventurer     |
Health: 125 / 125   | Karma: 160 / 160    | Blood Type: B+     | Achievement: Ninja      |
                    |                     | Height: 5'10"      | Life Expectancy: ???    |
Initiative: RM:30   | Experience: EX:20   | Weight: 160 lbs    | Species: Mutant Human   |
Popularity: FN:35   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Ninja / Wizard   |
Resources : EX:20   | Morality  : Neutral |                    |                         |
Job Rank  : EC:15   | Conviction: VI:55   | ATTACK: IM:25      | DEFENSE: RM:30          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+1CS]       | IM:25 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Phil (Turbo) is a mutant human who can manipulate and control various ambient kinetic energies in his personal surroundings. He uses his mastery over these invisible forces to generate and cause Wind; effectively making him masterful at ‘Air Bending’.

Turbo’s concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1990.

Turbo was ‘Randomly Rolled’ on the MSH Character Creation Table; But since his concept was already visualized the Random Character Creation Table was directed to render some expected results. Turbo is basically a Normal Human and has not expressed other Paranormal Powers, which permanently amplify his FASERIP statistics and Health.

Turbo has been ‘Played’ in approximately 2 or 5 MSH Game Campaigns and has approximately 1,000 to 4,000 invested Karma Points upgrading his Abilities. Most of his upgrades were applied to him as ‘Magic’ education.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Turbo lives at any one of three various locations. Nagoya Japan where he has no known Biological Family, but he is a welcomed Member of the Corporate Organized Mafia group known as the Yakuza. He does not own any major property in Japan.

Turbo currently attends College Courses at San Francisco State University in Northern California, where he studies international business courses and Western History and Culture. He often lives with Slazenger at various Dojo training Facilities.

When Phil is not at either of these two locations, he is most likely on “Sabbatical” deployment where he lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Turbo was introduced to the GCI Strike Forces through Slazenger and Spike. Eventually Turbo may Join the GCI Strike Forces as a trained Military Officer or Non-Commissioned Officer.


Personality: Turbo is a strongly driven and somewhat ‘abrasive’ individual. Even though he is quite young, he has endured a number of life altering and abusive situations. He tends to be emotionally defensive and ready to fight at a moment’s notice. He is also quite fearless, cocky, and to a degree, he can be intimidating. But aside from these personality traits, Turbo holds ‘Honor’ as an important element of his personality. He will only Kill or destroy his enemies if absolutely necessary.


Distinguishing Features and Story Origin:

Turbo is fairly young, but he has experienced a number of life ‘Harding’ altercations. He was orphaned as a child and raised by various Foster Homes; where he was abused and neglected for most of his childhood.

As a young adult, he found social acceptance and shelter as a low rung Gang Member running errands for the Corporate Organized Mafia group known as the Yakuza.

Until his ‘King-Pin’ noticed potential. However, his King-Pin arranged an optimistic journey of prosperity for Phil, rather than using his Social Connections for personal gain. Phil was sent to the U.S. to attend College in San Francisco, California.

During his studies as a Student, Phil came into contact with William (Slazenger). Their initial meeting and friendship was not polite by any means. Phil intended to ‘Teach’ his Teacher a lesson for giving him a failing grade on a class assignment.

Phil secretly stalked William for about a week then made his move to confront William in a one on one ‘Fist-Fight’. To Phil’s total surprise, William accepted the challenge without hesitation or being intimidated.

The Fight was rather brief, but during the altercation both men did not hold back their capabilities. However, William ended up knocking Phil totally unconscious with a simple punch. William then carried Phil to the Dojo where William lived.

When Phil came to his senses he realized why his King-Pin had sent to him College in California. After that day Phil took up Classes with William to hopefully become a better person than a common gang thug.


Known Powers:

Kinetic Energy Manipulation: RM:30. Often Turbo will call this power his “Wind”… Thus, earning him the Nickname “Turbo” which is Latin for Turbulent Air or “Wind”.

Turbo is just starting to realize his potential over his paranormal mutant power. Since Turbo can summon and cast invisible waves of kinetic force his power appears to be ‘Wind’ in the traditional sense. Turbo also has to use various physical movements to cast a blast of ‘Wind’. Basically, he has to mimic Punching and Kicking actions. This does not boost his FASERIP Skills, only the Impact he may ‘Hit’ with.

While Turbo is just embarking upon his ability over Kinetic Energy Manipulation, he was never formally trained in any Martial Arts. (Surprised, a Japanese Guy with no Martial Arts Training). But he could use his Power to deliver simple and crude blasts of EX:20 impact and range; making him appear to be vastly superior to most of the Thugs he encountered. Also, Turbo is quite aggressive and needs very little influence from Martial Arts training.

Since his alliance with Slazenger and the GCI Strike Forces, Turbo has realized he has a long way to go to fully mastering his ability, as Slazenger and Spike have subdued Turbo easily in their physical training sessions.

His current Power Stunts are FEAT Rolled at RM:30 Ability. And often Turbo must use a device, weapon, or tool to channel his ‘Wind’ correctly and reach IN:40 FEAT Rolls. As an example; His M-16 Assault Rifle can be used to fire precise ‘Bolts’ of kinetic energy.

+ Launch or Cast ‘Wind’ Blasts of RM:30 Blunt Impact and Force, reaching 30 Feet (3 Areas).
+ Project a protective Frontal Melee Shield of AM:50 Strength for a Block or Parry FEAT.
+ Project an ‘Edged’ Wind Blast with a Metal Tube or Rifle. Damage is Lethal at EX:20 Impact.
+ Turbo must whistle into a Rifle for an ‘Edged’ Wind Blast. This will probably change with experience.
+ He may use his ‘Wind’ to Assist a Melee Weapon such as Sword or Club up to SP:45 Capacity.
+ Single High Pressure Punch, Kick, or Melee Strike to inflict RM:30, FN:35, or IN:40 impact.
+ Reduce Falling Speeds to Skydive with out a Parachute at AM:50 Ability.


Traditional ‘Armor’: EX:20 to RM:30. Turbo’s uniform is not a standard issue uniform used by most of the other GCI Strike Force Members. Instead, he had his uniform tailored from similar materials. His attire provides EX:20 Armor over most of his body, and RM:30 Armor with the heavier pads and parts. The Uniform is augmented with following equipment.

+ CPU System: AM50. May be used as a ‘Reasoning’ Resource in non-combative conditions.
+ Radio Communication System: RM:30. Encrypted radio communication with every member of his Team.
+ Various Weapons and Tools: 50% Probability of having a simple Tool… 20% for a ‘High-Tech’ tool.


Enhanced Senses: VI:55. Turbo may use his “Wind” as a sense of Touch at a range of 20 Feet (2 Areas). While this primarily uses his sense of touch it may also suffice as a sense of Sight, Sound, or Chemical Odor detection as well.


Mobility Enhancements: Most of Turbo’s Mobility FEATs are handled on his FASE Ranks.

+ Basic Run: 3 Areas per Round. With his Endurance he can run for 3 Hours without exhaustion.
+ Sprint: 4 Areas per Round. With his Endurance he can run for 3 Minutes without exhaustion.
+ Levitation and Surface Flight: 2 Areas per Round. A tad slower than Running.
+ Swim: 3 Areas per Round. He may use his “Wind” to create rowing ores or webbed swimming gear.
+ Reduce Falling Speeds to Skydive with out a Parachute at AM:50 Ability.


Additional Equipment and Weaponry:


M-16 Assault Rifle: Turbo often carries an M-16 that is capable of the following.

Turbo uses this Weapon with IN:40 Skill due to his Fighting or Agility [+1CS]

Turbo normally carries about 90 Reserve Bullets, but if he runs out of Ammo he will use his ‘Wind’ Power to project an ‘Edged’ Wind Blast through the Rifle. Damage is EX:20 Lethal Impact at 20 Feet (2 Areas). Turbo must whistle into the Rifle for an ‘Edged’ Wind Blast. This will probably change with experience.

Base Damage for a single ‘Real’ bullet is EX:20 and Armor Piercing is IN:40.

+ EX:20 Damage X’s Bullets Fired | Incur Stuns and Kills (No Slam)... Armor Piercing IN:40

+ Single Shot: Turbo uses this Weapon with IN:40 Skill due to his Fighting or Agility [+1CS]
+ Burst Firing: IN:40 Skill [-1CS] | Damage [+2CS] to reach RM:30.
+ Full Auto: IN:40 Skill [-2CS] | Damage [+4CS] to reach IN:40.

+ Used with ‘Magnum’ Ammo [+1CS] to Base Damage. (RM:30 with AM:50 Armor Piercing)
+ Used with ‘Teflon’ Ammo [+1CS] to Armor Piercing. (EX:20 with FR:70 Armor Piercing)
+ Effective Range | 100 to 200 Feat (10 to 20 Areas). | Ranges can be increased with Optical Scope.


Talents:

Martial Arts D and E | Street Wise | Automobile and Motorcycle Driving | Firearms M-16 and Common Pistols | Resist Domination | Petty Crime | Pick Pocket | Intimidation | Land Navigation | Tumbling | Urban Survival | Multi Language Japanese and English


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

Below is a list of persons Turbo can contact... (These Characters will be Written-up posted here at Classic Marvel). Turbo will often contact Slazenger or Spike before he contacts other Strike Force Members.

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Re: TankerAce Characters
June 30, 2008 09:46PM
avatar
Code Name:
Triple X
Military Rank: None: Civilian Clearance equal to a Non Commissioned Military Officer (NCO-6)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Triple X

F: IN:40 / TR:85    | R: IM:25 / RM:30    | Race: Negro        | Nationality: Britain    |
A: IN:40 / VI:55    | I: GD:10 / AM:50    | Gender: Male       | Residence: Mobile       |
S: EX:20 / VI:55    | P: RM:30 / VI:55    | Apparent Age: 20's | True Age: 26 years old  |
E: FN:35 / VI:55    | L: EX:20 / SP:45    | Eye Color: Brown   | Alliance: NATO Military |
                    |                     | Hair Color: Black  | Calling: Adventurer     |
Health: 135 / 250   | Karma: 85 / 180     | Blood Type: B+     | Achievement: Fighter    |
                    |                     | Height: 5'10"      | Life Expectancy: 100    |
Initiative: IN:40   | Experience: IM:25   | Weight: 210 lbs    | Species: Cyborg Human   |
Popularity: GD:10   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Fighter/Soldier  |
Resources : RM:30   | Morality  : Neutral |                    |                         |
Job Rank  : FN:35   | Conviction: RM:30   | ATTACK: IN:40      | DEFENSE: SN:60          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | IN:40 [+0CS]       | FN:35 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Triple X is a Heavy Equipment Engineer and Mechanic. His concept and Character Persona was creatively conceived by John M. Nye, Waylon G. Bass, and Chris S. Finneke in 1989.

His Character and Persona was originally drawn and cast as a Solo Character with similarities to Iron-Man with a ‘Vigilante’ genre. But he was then cast as a GCI-Strike Force Member with a Military Attachment.

Also, his original name was simply “X”…. But that was too boring and Waylon G. Bass called him ‘XXX’ for White Lightening Whisky; since this was also the Fuel (Ethanol) his Armor operated on; Then he became dubbed as “Triple X”.

When the Action Spy Movie titled “Triple X” was released, starring Vin Diesel we all just slumped in personal disappointment…. Not at the Movie… The Movie was Good…. But Holly Wood made a ‘KILLING’ from a name we came up with, but we didn’t follow through on.

Triple X was ‘Randomly Rolled’ on the MSH Character Creation Table as a normal human with no paranormal powers. But his concept was visualized as a High Tech Armor type Character who had figured out how to use ‘Whisky’ or Pure Ethanol (White Lightening) as a Fuel Source for his Armor.

Triple X has been ‘Played’ in approximately 5 or 10 MSH Game Campaigns and has approximately 2,000 to 5,000 invested Karma Points upgrading his Abilities. Most of his upgrades were simply applied to him as Robotic Technology.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Triple X lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. Triple X is a Civilian with an ‘Acting’ Non-Commissioned Officer’s Rank in a Spec-Ops Covert Military Unit called GCI Strike Force.

Personality: Triple X is highly educated in technology and mechanical constructs and devices. But he lacks education and experience in other fields of knowledge or wisdom. This effects his Personality quite drastically and makes him quite ‘Anti-Social’ and very ‘Cynical’.

He usually does not fully understand ‘Why’ people generally form emotional attachments and set priorities in accordance with their emotions rather than logical thought. While human himself and he has emotions he rarely acts upon his emotions unless the event directly involves his interventions.

He is very ‘Blunt’ and is often perceived as ‘Brutally Honest’ and ‘Offensive’ in Character Conference.


Distinguishing Features and Story Origin:

Triple X was born and raised in Great Britain, in a somewhat sheltered and non-stressful environment. He attended school and college in Great Britain, but later transferred to Japan and the US for further college courses for mechanical and electronic engineering.

Triple X is fairly young, but gifted with a genius mind able to devise, design, and construct technology. Even as a child he showed a great deal of promise as an engineer or inventor. However, his family was not very wealthy and he just barely managed a college scholarship by playing British Rugby.

As his academic college classes demanded more of his attention, his Rugby playing soon began to lose it’s edge and appeal; thus he ended up pursuing an engineering degree since it would maybe last longer than his Rugby skills.

He invented a number of modern technologies used for space travel and human colonization in non-inhabitable environments, such as ‘The City of Atlantis’ a deep sea research facility off the Coasts of South East Asia. Thus he also became somewhat wealthy.

During his construction projects he worked closely with the US Military as well as highly educated scientists. Here he learned a ‘Human’ habit to bond with other people…. Making XXX Moon-Shine Whisky from fruit.

As he used tattered teacups to serve his Moon-Shine and socially bond with others he discovered a revolutionary method of using the Moon-Shine as a Fuel Source.


Known Powers: Triple X has no Super-Natural or Paranormal ‘Powers’… He relies upon his Skills, Intellect, and Equipment; Mainly his Motorized Armor. However, after some years of wearing his Armor and Fighting in the Suit he has become considerably athletic and is borderline into Peak Pinnacle Health.


Traditional ‘Armor’: IN:40. Triple X’s motorized Uniform acts as Armor to conventional Physical and Chemical Attacks. His Uniform is designed of high-tech energy and force manipulating motors, which enhances his FASERIP Ranks considerably, especially in the “Strength” and “Fighting” areas. The Armor’s Materials and general construction should be considered as MN:75.


Energy Absorption: AM:50. Triple X’s motorized Uniform operates primarily on Ethanol Fuel or ‘Pure’ Distilled Whiskey using an unusual form of electronic catalyzing to give the armor ‘Life’.

However, the Uniform does absorb most forms of energy in a direct manner allowing him to convert many energy-based attacks into useable fuel reserves, or ‘Health’. It can absorb most types of energy to restore its ‘Health’ on a Power for Point bases.

+ UN:100 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
+ MN:75 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
+ RM:30 Immunity to Gravity and Magnetic based damage.
+ UN:100 Immunity to Radiation and Light based damage.
+ UN:100 Immunity to Quantum Energy and Unified Field Theory Energy.


Deployable Force Shield ‘Sheath’: SX:150. Triple X’s motorized Uniform also has a deployable Force Shield which forms over his body structure and 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 the physical robot chassis materials are exposed. The Sheath can be reactivated to full capacity in 1 to 10 Game Rounds with a Yellow Endurance FEAT of FN:35. His ‘Human’ Endurance.


Life Support: MN:75. Triple X’s motorized Uniform provides MN:75 Life Support while he is sealed inside the Armor. Food, Water, Temperature, and Oxygen for self-sustenance may be supplied to for several days.


Mechanical Regeneration: AM:50. Triple X’s Armor gains Regeneration through 3 means, but is unable to attain a greater Health Point Value than 250.

Triple X’s Human body does not have this Regeneration, but while sealed inside the Armor the Nano-Technology can attend to many medical needs, allowing his ‘Human’ Body to recover from EX:20 ‘Fatal’ Attacks.

+ Energy Absorption: Triple X 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 the 220 Health it is considered ‘Immune’ up to the levels stated.

+ Nano Technology: Triple X is infested with trillions of microscopic robots, which repair and maintain the robotic construction on a 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: Triple X may ‘build’ new robotic parts to replace damaged parts. Often this process is only used to upgrade Robotic equipment. Triple X can also ‘Eat’ or consume raw materials, such as metals, plastics, glass, rubber, or just about any other ‘Raw’ materials and the nano technology will use these to replace and rebuild his Physical Body parts and structures.

All three of these factors in unison provide Triple X with AM:50 Robotic Regeneration allowing him to recover 5 Health Points per Game Round after sustaining injury or damage regardless of activity. At rest or during non-deployments Triple X's Armor will recover 10 Health Points per Game Round.


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

+ True Flight and Levitation: Triple X can achieve True Flight and Levitation of MN:75 speed and aerial control. He can fly at roughly 500 to 600 MPH (Just below Mach 1). This allows Triple X to cover 5000 to 5200 Areas per Game Round while Airborne.

Triple X can accelerate to top speed in about 3 Game Rounds. If used as a ‘Charge’ Attack he may inflict UN:100 Blunt Impact. Area Destruction is normally about RM:30 in which Triple X can demolish 3 Area Grids in a single ‘Charge’ Maneuver.

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

+ Walk | Run | Sprint: 4 to 6 Areas per Game Round.
+ Swim: 2 to 4 Areas per Game Round. Water submerged FEATs are not hindered by Negative Shifts.
+ Climb / Crawl: 1 to 2 Areas per Game Round. He can Climb ANY surface with IN:40 Grip.
+ Jump: Irrelevant, Triple X can Fly and Levitate, but he may ‘Jump’ 1 to 2 Areas in a bound.


FASERIP Enhancement: Triple X’s Armor enhances all seven of the FASERIP Ranks, with a slight focus on the “Strength” and “Fighting” Ranks. However, the Player or GM may FEAT roll any Power Stunt from the FASERIP to make the Armor adapt to certain situations. This is why the Armor also offers increased RIP Ranks. Examples would cover such stunts as Radio Frequencies to tap into phone lines, electronics or computers; or devising a Radar system, Spectrum Shift Vision, Zoom-in Hearing or other Psychological enhancements.


Weaponry:


Various ‘Energy’ Beams: UN:100 Capacity and used on the TR:85 FEAT due to ‘Fighting’ or ‘Agility’ [+3CS] to reach FR:70 FEAT. These weapons are actually several weapons spread over his Armor at the Hands, Chest, Waistline, and Feet. The Beams are also extremely versatile for just about any situation Triple X may be confronted with.

Triple X has 2 Blast formations he may shoot; Globe and Direct Beam....

Globe Blasts: Pulse outward in all directions at once in a ‘Globe’ formation. Thus, Triple X 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 Blasts is 200 to 240 Feet in Diameter (10 to 12 Areas).

Direct Beam Blasts: Are ‘Shot’ from the Various Muzzles placed at the Hands, Chest, Waistline, and Feet in a trajectory or ballistic beam. While a Beam Blasts is ‘SHOT’ Triple X ‘Aims’ on the FR:70 Rank due to his ‘Agility’ [+3CS]. The main difference in a Trajectory ‘Shot’ is his Range is greatly improved to twice the distance of the Globe Formation, at nearly 400 to 480 Feet (40 to 48 Areas). He can also Shoot multiple Targets in the same Game Round if the Targets are with in 90 degrees of his line of sight. This does not take a penalty on his ‘TO HIT’ FEAT, but damage, intensity, and potency of the Blast is reduced by 1 Rank per additional Target.

Triple X may ‘Fire’ and ‘Shoot’ virtually ANY form of Energy Attack, ranging from Electricity, Gravity, Magnetic, Heat, Cold, Fire, Ice, Sonics, Toxic Radiation, or just about any other form of ‘Energy’.

Switching from one form of Energy to another Form requires 1 Game Round to make adjustments to the Armor.


Talents:

Mechanical, Chemical and Electronic Kit Bashing: Triple X’s Reasoning should be considered as AM:50 while dealing with almost any form of Technology and [-1CS] while dealing with Extra Terrestrial Alien Technology.

Total Engineering | Rugby and Similar Full Contact Sports | Aerial Combat and Acrobatics | Military | Space, Desert, Ocean, Arctic, Jungle Survival | Resist Domination | Total Navigation | Tumbling | Multi Language (70% Chance of full Fluency for any ‘Human’ Language)


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ry-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Gemini
July 03, 2008 12:56AM
avatar
Code Name:
Gemini
Military Rank: US Army Sergeant (NCO-5) / US Navy Petty Officer (NCO-5)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Gemini

F: RM:30            | R: GD:10            | Race: Hispanic     | Nationality: USA        |
A: SP:45            | I: SP:45            | Gender: Female     | Residence: Mobile       |
S: GD:10            | P: EX:20            | Apparent Age: 20's | True Age: 25 years old  |
E: IM:25            | L: IM:25            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Exemplar       |
Health: 110 / 110   | Karma: 100 / 100    | Blood Type: B+     | Achievement: Gloryhound |
                    |                     | Height: 5'3"       | Life Expectancy: ????   |
Initiative: IM:25   | Experience: EC:15   | Weight: 105 lbs    | Species: Mutant Human   |
Popularity: IN:40   | Appearance: RM:30   | Mass: 0 X 1 = 0    | Class: Changeling       |
Resources : GD:10   | Morality  : Noble   |                    |                         |
Job Rank  : EC:15   | Conviction: FN:35   | ATTACK: EX:20      | DEFENSE: RM:30          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EX:20 [+0CS]        | EX:20 [+1CS]        | EC:15 [+1CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Gemini is a Human Mutant ‘Changeling’ or Shape-Shifter. Her concept and Character Persona was creatively conceived by Chris S. Finneke in 1993.

Gemini was ‘Randomly Rolled’ on the Expanded MSH Character Creation Table as a Mutant Human with the paranormal power to Shape-Shift into various Animals.

Gemini has been ‘Played’ in approximately 5 or 10 MSH Game Campaigns and has approximately 1,000 to 3,000 invested Karma Points upgrading her Abilities.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Gemini lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship. She is an enlisted member of the US Army. Her Powers as a ‘Doppelganger’ allowed her to successfully surpass the SPEC-OP requirements to be part of the GCI-Strike Forces.

Personality: Gemini’s personality is very extroverted and outgoing. While she is quite young and a tad bit naïve about humanity in general, she is very adventurous and willing to explore. She can be impulsive and act on emotions more so than logical thought.

She is also physically attractive, and coupled with her unique personality she receives RM:30 Rank on her ‘Appearance’ allowing her many Social FEATs for influence, intimidation, seduction, and other Social reactions.


Distinguishing Features and Story Origin:

Gemini was born in Brazil, but her family immigrated to the US when she was very young. Her family was financially challenged and she spent a good part of childhood living in Poverty. Her Mother and Father were employed, but they held ‘Dead-End’ Jobs that only earned enough money to barely make ends meet.

She also witnessed both of her bothers die in Gang Related Warfare, and she was kidnapped and held as a prisoner by the rival Gang. Fortunately, the Rival Gang did not grossly abuse her due to her young age, but their plan was to hold her in captivity until she was old enough to be ‘Pimped’ as a ‘Well-Trained Red-Light’ District Girl.

As she neared her adolesce she discovered her Mutant Power and used it to escape her captures by mimicking a common house cat. She spent the next year or so getting her revenge on the Gang Members and ‘Anonymously’ helping Law Enforcement agents take down the Gang’s drug marking ring.

During this time she meet Eugene (Ray-Zin) who was a Detective at the time, and she was romantically attracted to him. Gemini and Ray-Zin formed a plutonic relationship, but both were either too shy or simply too busy with daily hassles to form a romantic relationship. Plus, Gemini was far too Young.

As Ray-Zin took up his Career in the GCI-Strike Forces as a Pilot, Gemini followed in hopes to be close with Ray-Zin. As well, she was strongly influenced to be a Soldier by Ray-Zin’s example.

Gemini’s General Military training periods were much longer than normal, as the Military discovered her Mutant ‘Talents’. She was admitted to a number of different schools to help her master her ‘Gift’


Known Powers:


Doppelganger / Changeling / Shape-Shifting: AM:50. Gemini has the paranormal power to transform her body into a vast array of different Wild and Domesticated Animals. While she is very good at Shape-Shifting into these creatures she has expressed a number of weaknesses as well as some advantages to her Power.

When she Transforms into various ‘Beasts’ she will always split and become ‘Twin’ Creatures. Both Animals will function completely independently under their own will. But these ‘Twins’ rarely go more than 100 Feet (10 Areas) away from each other.

When the ‘Twin’ Animals are more than 10 Areas away from each other Gemini can NOT reform back into her true Human Form. However, the Twin Animals are capable of shape-shifting into other Animals. Both Animals are always Identical ‘Twins’.

For Gemini to reform into a Human both Animals must lay next to one an another, almost in a ‘Hug’ fashion. Gemini must be in the proper amount of open space to reform into a Human. As an example she may not Reform into a Human if she was in the form of Twin Mice and inside a confined crawl space. Like wise, she cannot reform into Human if one Twin is confined in a Cage or otherwise barricaded away from the other Twin animal.

Transformation from Human to Twin Animals or vice / verse requires 5 Game Rounds, in which she must undress to full nudity. Her entire uniform and equipment load-pack is designed for quick egress and her shield can be used as a deployable changing room. Her equipment and uniform are stored in a compact ‘Back-Pack’ latched to the Shield. Normally, one Twin Animal will carry the Equipment.

If she did not need to wear Attire her Transformation between Human and Twin Animals would only require 1 to 3 Game Rounds depending upon Green, Yellow, or RED FEAT of AM:50. However, the process is visually disgusting and disturbing as she becomes ‘Horrifically’ deformed for a few seconds between Transformations.

When She Shape-Shifts into Twin Animal Creatures both take on the Physical FASE Attributes of that particular Animal. However, Gemini’s RIP and Karma Ranks are equally split between the 2 Twins; leaving each Twin with the Following….

R: TY:05
I: EX:20
P: GD:10
L: GD:10

KP: 45


Special Note: The “L” Rank is for “Luck” and is strictly used by the Game Judge during ‘Critical’ Events to maintain Good Story Gaming.. Characters gain an official “Luck” Rank upon “Earning” Karma for various deeds and actions. Gemini gains a few additional Points of Karma when she reforms into her Human Form to reach 100 Karma, rather than 90 Karma.

In her Twin Animal Forms she still retains her ‘Human’ thoughts and various Talents and Skills.


Shape-Shifting Limitations: Gemini has expressed her ability to ‘Only’ Shape-Shifting into Twin ‘Mammal’ Creatures. Such Animals are scientifically classified with Hair, Warm-Blood, Live Birth of Offspring, Dorsal Vertebrae Spine, Interior Bone Skeleton, and four appendages of ‘Arms’ and ‘Legs’. Also the senses of Sight, Sound, Taste, and Odor are centralized in the head, as well as a complex nervous system protected by a fairly rugged ‘Skull’.

Her limits among ‘Mammal’ Creatures are not confirmed and she has had to touch that specific Animal in the past for her body to genitally understand that Mammal’s body structure.

She will also Shape-Shift into Brother / Sister ‘Twins’. Normally the FASE Ranks are not too widely diverse between the Brother / Sister ‘Twin’ Animals.

She has never been able to Shape-Shift into Birds, Lizards, Insects, or other Creatures outside of the ‘Mammal’ Classification. But she does take on that Animal’s unique abilities.

While Gemini can Shape-Shift into 100’s (Maybe 1000’s) of various Mammal Animals she often utilizes these 10 Specific Animals, or very slight variations of these Animal Creatures.


Rat or Mouse     | Cat or Rabbit   | Big Cat (Lion)  | Gorilla         | Horse/Elk/Bull  |
                 |                 |                 |                 |                 |
F: DE:01         | F: TY:06        | F: IN:40        | F: SP:45        | F: TY:06        |
A: FB:02         | A: TY:06        | A: RM:30        | A: EX:20        | A: GD:10        |
S: DE:01         | S: FB:02        | S: EX:20        | S: IM:25        | S: RM:30        |
E: FB:02         | E: FB:02        | E: RM:30        | E: RM:35        | E: IN:40        |
R: TY:05         | R: TY:05        | R: TY:05        | R: TY:05        | R: TY:05        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: GD:10         | P: GD:10        | P: GD:10        | P: GD:10        | P: GD:10        |
                 |                 |                 |                 |                 |
HP:  6 /  6      | HP:  16 /  16   | HP: 120 / 120   | HP: 125 / 125   | HP:  86 /  86   |
KP: 45 / 45      | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small:           |Small and Fast:  |Lethal Melee     |Lethal Melee     |Hyper Running    |
[-9CS] to Hit    |[-3CS] to Hit    |RM:30 Damage     |RM:30 Damage     |IN:40. 40 MPH    |
                 |                 |                 |                 |                 |
Climb / Burrow   |Melee Attack     |20 to 30 Foot    |Climb / Melee    |Melee / Charge   |
EX:20            |GD:10 Damage     |Leaping / Pounce |GD:10            |RM:30 Damage     |
                 |                 |                 |                 |                 |

__________________________________________________________________________________________


Bat (Fruit Bat)  | Chimpanzee      | Killer Whale    | Elephant        | Kodak/Polar Bear|
                 |                 |                 |                 |                 |
F: FB:02         | F: GD:10        | F: RM:30        | F: SP:45        | F: IN:40        |
A: PR:04         | A: IM:25        | A: RM:30        | A: GD:10        | A: EX:20        |
S: DE:01         | S: EC:15        | S: IN:40        | S: SP:45        | S: RM:30        |
E: FB:02         | E: GD:10        | E: AM:50        | E: AM:50        | E: IN:40        |
R: TY:05         | R: TY:05        | R: TY:05        | R: TY:05        | R: TY:05        |
I: EX:20         | I: EX:20        | I: EX:20        | I: EX:20        | I: EX:20        |
P: GD:10         | P: GD:10        | P: GD:10        | P: GD:10        | P: GD:10        |
                 |                 |                 |                 |                 |
HP:  9 /  9      | HP:  60 /  60   | HP: 150 / 150   | HP: 150 / 150   | HP: 130 / 130   |
KP: 45 / 45      | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   | KP:  45 /  45   |
                 |                 |                 |                 |                 |
Special Feature  |Special Feature  |Special Feature  |Special Feature  |Special Feature  |
                 |                 |                 |                 |                 |
Small:           |Climb / Melee    |Flesh Armor      |Melee / Charge   |Lethal Melee     |
[-6CS] to Hit    |EX:20 Damage     |RM:30            |IN:40 Damage     |IN:40 Damage     |
                 |                 |                 |                 |                 |
True Flight      |Thrown Attacks   |Hyper Swimming   |Flesh Armor      |Flesh Armor      |
IM:25. 25 MPH    |IM:25 Effect     |IN:40. 40 MPH    |EX:20            |EC:15            |
                 |                 |                 |                 |                 |


Branch Powers from Shape-Shifting:


Self Revival: AM:50. In the event that Gemini is in her ‘Twin’ Animal Forms and one ‘Twin’ Animal should be Killed or Fatally Injured the other surviving ‘Twin’ may Revive the Injured ‘Twin’ Animal.

To do this FEAT requires time and Touch Contact. Also the Fatally Injured Twin’s body has to be mostly intact without complete decapitation of critical body parts.

The ‘Dead’ or ‘Dying’ Twin can be Revived within a window of opportunity of approximately 30 Minutes (300 Game Rounds). The Surviving Twin Animal can give the ‘Dead’ or ‘Dying’ Twin ‘Regeneration’ allowing both ‘Twins’ to recover 1 HP per Game round at touch contact.

Often if Gemini is able she will ‘Carry’ the Fatally Injured Twin to stay somewhat mobile while Healing. Normally, Smaller Animals Forms she may take are able to do this. Plus she will Recover and Revive the Fatally Injured Twin faster.

She has experienced such events on at least 5 different occasions; 2 of which the Fatally Injured Twin did not Survive. She must stay in Animal Form until the Fatally Injured Twin Animal is ‘DEAD’ beyond Revival. Then She may return to Human Form. Her ‘Human’ FASERIP will be at Half their normal levels.

Gemini recovered to Full-Health and Karma rather quickly, about 3 Days, as the Surviving ‘Twin’ did not have sufficient injuries.


Animal Empathy and Communication: MN:75. Gemini may Telepathically communicate with Mammal Classed Animals in her Human or Twin Animal Forms. Most animals have very little logical thought thus she manipulates their Natural Instincts to perform various actions.

She also has the ability to Empathetically utilize other Animal’s Senses as a form of Remote Vision.


Regeneration: GD:10. In ‘Human’ Form only Gemini has GD:10 Regeneration allowing her to heal from most injuries at 1 HP per Game Round. She will need medical attention if her injuries are too severe or her bones are broken.


Mobility Enhancements: In her Human Form Gemini’s map mobility is handled on her FASE Ranks like other Characters. In her ‘Twin’ Animal Forms she will Gain the Mobility of the Animal she mimics.

+ Basic Run: 2 Areas per Round. With her Endurance she can Run for 2 Hours without exhaustion.
+ Sprint: 4 to 5 Areas per Round. With her Endurance she can Sprint for 2 Minutes without exhaustion.
+ Jump: 1 Area per Round.
+ Swim: 1 Area per Round.
+ Climb / Crawl: 1 Area per Round.
+ She May Shape-Shift under water.



Equipment::

Her GCI-Strike Force Uniform: GD:10. Verse conventional Physical Attacks. Gemini’s uniform is fairly rugged verse common attacks and damage. Certain target areas and pressure points are still vulnerable with no Armor; such as her eyes, groin, and joints. Heavier Parts and Pads of the Uniform should be considered as RM:30 Durability Materials.

+ Uniform’s Radio Communication System: AM:50.
+ Uniform’s CPU System: AM:50.
+ Uniform’s Radar System: AM:50.
+ Neural Computer Memory: AM:50.
+ Scanning and Weakness Detection: AM:50.

Gemini must ‘Wear’ her Uniform in Human form Only. Animal Shape-Shifting requires her to be Nude. When uniform is not in use it will bundle itself into a compact ‘Back-Pack’ and may be attached to her Shield.


The Shield: Sz:350. Gemini’s Battle Shield is constructed of SY:200 Grade Materials, but it is a highly sophisticated weapon and tool. The Shield can be Energized with Energy or Force to render Sz:350 grade materials. And if things get really nasty, she may even use the Shield with a form of ‘Light-Saber’ technology to ‘Cut’ or ‘Burn’ through obstacles with MN:75 intensity.

Gemini generally uses the Shield strictly for defensive ‘Blocking’ and ‘Evasions’. But if needed she may use it as a Blunt or Energy Based Melee Attack. Gemini may also use a verity of Power Stunts to manipulate Energy and Forces at touch contact.

Gemini can use it to block, evade, or parry an attack to avoid damage, but she is still subject to stuns and slams. Used as a ‘Block’ action on her Strength Rank, Gemini is able to nullify RM:30 to UN:100 impact attacks.

(GD:10 Strength X 3 = RM:30)
(Up Shift to IN:40 to UN:100 with Blocking FEAT Rolls)

+ Blue: Total Failure, Gemini will most likely take an Automatic ‘Hit’ from her Enemy.
+ White: Nullify RM:30 Impact, but is subject to Stun AND Slam. A KILL is reduced to Stun OR Slam.
+ Green: Nullify IN:40 Impact, but is subject to Stun OR Slam. A Lethal KILL is reduced to Slam only.
+ Yellow: Nullify AM:50 Impact and nullify Stun and Slam effects. A KILL is reduced to a Stagger.
+ RED: Nullify MN:75 Impact and nullify Stun and Slam effects. A KILL is reduced to a Stagger.
+ Karma RED: Same as Natural RED but she may up shift to Block a UN:100 intensity attack.


Assault Gauntlet: Gemini wears an Assault Gauntlet on her left forearm that is capable of the following.

+ Gemini uses this Weapon with AM:50 Skill due to her Fighting [+4CS] or Agility [+1CS]
+ Damage is IN:40 Energy based Impact at 100 Feet (10 Areas). Melee or Range.
+ Armor Piercing SN:60 Melee or Range.
+ Stun, Slam, or Lethal Capability.


Talents:

Animal Empathy | Animal Biology | Animal Handling | Military | Unorthodox Martial Arts ADE | Space, Desert, Ocean, Arctic, Jungle Survival | Resist Domination | Total Navigation | Tumbling | Multi Language Spanish, English, Morris Code.


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

Below is a list of persons Gemini can contact... (These Characters will be Written-up posted here at Classic Marvel). Gemini will often contact Ray-Zin, Spike, or Itty-Bitty before she contacts other Strike Force Members.


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Drix
July 06, 2008 02:04AM
avatar
Code Name:
Drix
Military Rank: None: Civilian Clearance equal to a Non Commissioned Military Officer (NCO-3)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Drix

F: GD:10            | R: IN:40            | Race: Caucasian    | Nationality: USA        |
A: AM:50            | I: SP:45            | Gender: Male       | Residence: Mobile       |
S: GD:10            | P: AS:80            | Apparent Age: 20's | True Age: 38 years old  |
E: IM:25            | L: VI:55            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Blonde | Calling: Gloryhound     |
Health: 95 / 95     | Karma: 220 / 1220   | Blood Type: AB+    | Achievement: Vengeance  |
                    |                     | Height: 5'6"       | Life Expectancy: ????   |
Initiative: FN:35   | Experience: IN:40   | Weight: 130 lbs    | Species: Altered Human  |
Popularity: AM:50   | Appearance: FN:35   | Mass: 0 X 1 = 0    | Class: Wizard / Charmer |
Resources : AA:08   | Morality  : Chaotic |                    |                         |
Job Rank  : GD:10   | Conviction: AS:80   | ATTACK: IM:25      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+1CS]        | RM:30 [+1CS]        | IM:25 [+1CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Drix is a Human induced Mutant who holds a variety of Psychic Abilities. His concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1991.

His original appearance was that of ‘Normal’ Human in good physical condition who wore a long hooded cloak and carried a thin double edged sword. His cloak concealed his bionic skin suit, which allowed him to cast various magic spells….

As Drix was played in a few MSH-RP Games his appearance changed to that of a ‘Jester’ who harbored his Psychic Abilities with purely ‘Mental’ synapses rather than technology. His ‘Powers’ in Game Terms was not altered from the original concepts. His history was also conceived after a few MSH-RP Games.

Drix was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a ‘Normal’ Human, who had been exposed to Psychic Trauma, opening up various hidden parts of his Psyche and allowing him to harbor paranormal Psychic Powers.

Drix has been ‘Played’ in approximately 10 or 15 MSH Game Campaigns and has approximately 7,000 to 12,000 invested Karma Points upgrading his Abilities. Most of his abilities were focused upon his Psychic Powers rather than his Physical Attributes.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.

Life Style: Drix lives a very complicated life style as he is actually incarcerated to a prison sentence for multiple murders. He is allowed to serve in the US Military to reduce his prison sentence since the Legal Judicial System strongly considered his Crimes as ‘Crimes of Passion’.

As well, the Time Frame he lives in is quite barbaric with very little Law and Order. Many Characters such as Drix are allowed to Serve in the Military under very close surveillance and supervision.

Drix lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship. Drix is an Active agent of a Spec-Ops Covert Military Unit called GCI Strike Force. During ‘Down-Time’ Drix is confined to his living quarters aboard the Ship.

Personality: Quite simply, Drix is clinically and Psychotically ‘Insane’. This allows him a number of additional abilities and unabated courage. He looks directly at risky maneuvers and stunts with an ‘Evil’ Grin. His emotional status is often ‘Evil’ Joy or Happiness. He is completely ‘Fearless’ but is aware of his strengths and limitations.

Drix is also a ‘Killer’ and if the opportunity arises he will ‘Kill’ anybody or anything he perceives as a threat or enemy. Lieutenant Colonel ‘Blazer’ carries a radio controlled ‘Stun’ devise to Control Drix if he gets out of hand. As well, Drix must not commit a heinous crime with out being directly sentenced into solitary confinement or ‘Lock-Down’… But despite his Insanity he is still trustworthy around people who have established a positive relationship toward him.


Distinguishing Features and Story Origin:

Kris (Drix) was once a normal Working Class Family Man; Married to a Wife with his four well-behaved and cared for Children. He owned and operated a small Café in the Restaurant Industry. He drove a mini-van, dropped the kids off for class almost every morning and lived in a moderate suburban home with his Family.

His Café catered to events of celebration and Children’s parties, and he often dressed as a Clown while he severed delicious food and told Children Jokes. For the most part he was humorous and wholesome, and down to earth while not in costume. He also employed about 20 to 25 people in his Café, both young and old, and managed finances to keep his Café open for Business.

However, all that ended for Kris when a group of Gang Thugs raided his home, Raped his Wife and Caged his four Children. Kris was chained up and forced to watch the whole ordeal while the Gang Thugs raped, drugged, and molested his family.

Kris, himself was also beaten senseless and drugged almost every day during the ordeal while he was held captive in his own home. As a few days passed, the Gang was converting his Home into a Drug Manufacturing facility.

The Gang thoroughly planned and thought out the ‘Raid’ as Kris’s Home was also equipped much like his Café with the tools to brew up and process virtually any food or drug related products.

After 6 days of torture, his youngest daughter passed…. Kris became ‘Drix’ on that day and his soul drifted into Psychopathic Insanity.

Kris managed to free himself from his chains and he killed each Gang Member one at a time. During the battle the Gang Members held his remaining family members as hostages.

However, not being skilled in hostage negations and not being unable to notify help, Kris took his own approach and advanced on the Gang Members and they killed his entire Family…. In return Kris mercilessly Killed the Gang Members.

When the smoke cleared, Kris drove into town to notify the police. He was arrested until investigators were able to peace together the altercation.

Kris was sentenced to prison with First Degree Murders of 15 young men, but given his extreme circumstances he was allowed to serve in the Military under close supervision, to reduce his sentence.

Upon his service in the Military he was just lowly Cook. But after a few months the Military and him realized the tragic ordeal had opened parts of his mind giving him Paranormal Psychic Abilities.

He was admitted into special classes to hone his ‘Talent’.


Known Powers: Drix has no ‘Physical’ Paranormal ‘Powers’… He relies upon his Skills, Intellect, and Equipment. However, his Psychic Paranormal Powers are often manifested as ‘Magic’ or ‘Physical’ Paranormal Powers.


Psychic Powers: MN:75. Drix’s Psychic Powers are actually within his Psyche. Notice his Karma is at 1000 Additional Points over his ‘True’ 220 Karma. These additional Karma Points are there to represent his sheer force of ‘Will-Power’ with 1000 Points.

These Points will be consumed as he uses various Spells or Karma enhanced FEATs. At which he can only use upto 100 Points per FEAT Roll. However, upon a Successful Power FEAT Drix will re-earn the points he just used returning his Karma to 1220 Points.

If Drix is deemed to lose any ‘Karma’ based upon his deeds or actions it will only effect his ‘True’ 220 Points of Karma. And upon his next successful FEAT action he will re-earn this lost ‘Karma’.

Also notice Drix has a Morality Rank of “Chaotic” at a conviction strength of AS:80; meaning his Karma is unaffected by normal game mechanics between Heroic or Villainous while dealing with other Characters of less conviction strength.

Special Note: Conviction Strength is determined by (True Karma X 2 + Experience Rank Divided by 6)

Basically, his Karma is Only effected by individual FEAT Rolls and those FEAT outcomes. If the FEAT is successful and meets the intended Goal for that Game Round, Drix ‘Earns’ Karma… If the FEAT does not meet the intended Goal for that Game Round he loses Karma.


Psychic Power Stunts: These could be considered as individual ‘Powers’ but they have evolved from his Psychic Will Power.


Malleable Body: EX:20. Drix is extraordinary flexible and mentally resistant to medical shock and pain if he is injured; allowing him to be a contortionist. Drix can pass through any opening his head can fit into. His entire body can fit into an enclosure, such as a box or sphere, that is about 2 X 2 X 2 feet wide in open space.

This also acts as ‘Armor’ allowing him [-2CS] to Physical Attacks that are Smaller than his entire body. Blanket attacks or Full Area Attacks are handled normally. He will also gain [+3CS] to escape from confining or ensnaring attacks.


FASE Enhancements: RM:30. Drix has permanently increased his ‘Agility’ to AM:50 to handle virtually ANY Agility FEAT. But he may also increase his Fighting, Strength, or Endurance to a maximum of RM:30 for 1 Round increments by using 100 Karma Points to score a Critical RED FEAT. If his FEAT is unsuccessful he will need to use another 100 Karma Points to maintain his RM:30 Fighting, Strength, or Endurance.


Prehensile ‘Hat’: Used on his FASE Ranks Drix may use his Jester’s Hat as large four fingered ‘Hand’. He may execute Multiple Melee Actions simulating ‘Fighting’ allowing his GD:10 Fighting 1 Additional Action per Game Round. Normally, 2 Melee Actions per Game Round is handled with EX:20 or Better ‘Fighting’.

He may also remove his hat and use it as an Animated / Remote Controlled ‘Pet’ of straight GD:10 FASE with 40 Health Points. Drix can remotely ‘see’ or perceive through the hat in this manner or let the hat act upon it’s own will. The Hat has no Karma, but RIP Ranks should be considered the same as Drix’s.

Drix may remotely operate his Hat from about 100 to 150 Feet away (10 to 15 Areas). If the Hat goes further out of range it will do any possible action it can to return to Drix. Once the Hat is beyond 200 feet (20 Areas) it will return to a ‘Normal’ lifeless fabric hat.


Telepathy: MN:75 Drix may communicate Telepathically with most sentient Creatures at about 100 Feet (10 Areas) away. He may ‘Send or Receive’ Communications to execute Thought projection as well as Mind Reading. He has developed a number of power stunts with this Power.

+ Read another Character’s thoughts at visual contact within 10 Areas.
+ Pre-Cognition for Combat while engaged in One on One Battle. Allows [+3CS] to his favor.
+ Cast Telekinetic ‘Force’ Blasts of RM:30 Physical Impact at 10 Areas away. MN:75 FEAT roll.
+ Cast ‘Stunning’ Telepathy Beam of MN:75. No Physical Damage and shot from gem in the forehead
+ Hypnotize any Characters who can see him. Cannot function over electronic broadcast. Normally ‘Stun’
+ Full Puppeteer Hypnosis to a Single Character upon a RED FEAT. Must use Basic Hypnosis first.


Spells and Magic:

Drix’s magic is actually a simulated form of Psychic Endowment, but these ‘Spells’ are manifested as magic and can often bypass many forms of Physical and Energy resistant Armor.

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 AS:80 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Drix can increase the intensity of any Spell by ‘burning’ Karma on a straight point for power output. Thus, 61 Karma used would render a SN:60 intensity spell.

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

Globe Spells pulse outward in all directions at once in a ‘Globe’ formation. Thus, Drix does not require an ‘Aim’ FEAT to hit a given Target if it is within Range, which is approximately 100 to 120 feet (10 to 12 Areas) 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 Gem in his Forehead or the Gauntlets on his wrists in a trajectory-ballistic beam. While a Beam Spell is ‘SHOT’ Drix still ‘Aims’ with his AS:80 ‘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 [-1CS] Rank per additional Target.

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

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


Mobility Enhancements: Drix moves about the map normally on his FASE Ranks. But he may Power Stunt his Psychic Abilities to achieve the following.

+ Basic Run: 3 Areas per Round. With his Endurance he can Run for 2 Hours without exhaustion.
+ Sprint: 4 to 5 Areas per Round. With his Endurance he can Sprint for 2 Minutes without exhaustion.
+ Jump / Levitate: 2 Area per Round.
+ Swim / Walk on Water: 2 Area per Round.
+ Climb / Crawl: 2 Areas per Round with RM:30 Adhesion to any texture Surfaces.
+ Teleport / Phase: 2 Areas per Round and can only carry himself. Solid objects are not disturbed.


Limitations: Drix is a Psychopathic ‘Killer’ and if the opportunity arises he will ‘Kill’ anybody or anything he perceives as a threat or enemy.

The only people he will not ‘Kill’ intentionally is Children or US Uniformed Service Members or otherwise recognizable US Police Forces. And he is only doing this to reduce his Convicted Prison Sentence.

Each GCI-Strike Force member carries a globally controlled radio surveillance system to monitor Drix.

If Drix gets out of hand any of the Strike Force Members may ‘Stun’ him for hours from virtually any location on Earth.

Drix has personally placed his own Limitations over his Psychic Powers so that he cannot Damage or Alter electronic or mechanical machinery. When his sentence is fulfilled he will most likely open his Power Stunts to these devices as well.

Drix has a deep-rooted ‘Hatred’ for other Convicted Prisoners or ‘Gangster Thugs’ of any nationality or Creed. If confronted with such people he will ‘Kill’ them with out provocation and purposely increase his Prison Sentence to Death Row.

Only Lieutenant Colonel Blazer has the Master Key to use the globally controlled radio surveillance system and ‘Kill’ Drix on the spot.


Talents:

Psychosis | Reversed Karma | Resist Domination | Iron-Will | Art (Dance) | Cooking | Tumbling | Acrobatics | Martial Arts E | Stunt Driving | Psychology | Judicial Law | Military | Stealth | Hostage Negotiation | Counter Terrorism | Escape | Contortionist | Infiltration | Seduction | Influence

Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD
Target
July 10, 2008 06:41PM
avatar
Code Name:
Target
Military Rank: US Army Corporal (NCO-4) / US Navy Petty Officer (NCO-4)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Target

F: RM:30            | R: EX:20            | Race: Caucasian    | Nationality: Russia     |
A: IN:40            | I: MN:75            | Gender: Female     | Residence: Mobile       |
S: AA:08            | P: IN:40            | Apparent Age: 20's | True Age: 22 years old  |
E: IM:25            | L: SP:45            | Eye Color: Green   | Alliance: US Military   |
                    |                     | Hair Color: Black  | Calling: Outcast        |
Health: 103 / 103   | Karma: 180 / 180    | Blood Type: B+     | Achievement: Soldier    |
                    |                     | Height: 5'4"       | Life Expectancy: ????   |
Initiative: RM:30   | Experience: EX:20   | Weight: 110 lbs    | Species: Mutant Human   |
Popularity: GD:10   | Appearance: FN:35   | Mass: 0 X 1 = 0    | Class: Mage / Fighter   |
Resources : IM:25   | Morality  : Neutral |                    |                         |
Job Rank  : EC:15   | Conviction: SN:60   | ATTACK: IM:25      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+1CS]        | RM:30 [+0CS]        | IM:25 [+1CS]       | IM:25 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

Target is a Human induced Mutant who holds a variety of Abilities evolved around Teleportation. Her concept and Character Persona was creatively conceived by John M. Nye and Chris S. Finneke in 1992.

Target was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, her Character and Persona were creatively conceived as a ‘Mutant’ Human, who was able to molecularly disassemble her mass and reconstruct her mass in another location; Allowing her to ‘Teleport’ from one location to another.

As she gained strength and skill over her teleportation she custom designed her Sniper-Rifle to utilize her Mutant Gift and convert the Paranormal Power into a Weapon.

Target has been ‘Played’ in approximately 2 or 5 MSH Game Campaigns and has approximately 800 to 1,500 invested Karma Points upgrading her Abilities. Most of her abilities were focused upon her Teleportation Power, her Custom Sniper-Rifle, and her ‘Low-Rider’ rather than her Physical Attributes.

Plus, her story line and Character Persona is depicted as her being very young and not Battle-Hardened with outrageous health levels.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Target lives at any 1 of 4 various locations; Her family owns a Lower-Class Urban Home somewhere around the Moscow, Russia area. And the possibility of her entire family being deceased may be true as well. Thus, when she returns to Russia it is only for very short visits.

She also owns a small RV she can live in, which is parked on an anonymous Alligator Farm in Miami Florida. However, since she has been in the US Armed Forces she rarely visits this place anymore.

She is stationed at an anonymous Army-Air Force Base in North Carolina. When she is not at either of these two locations, she is most likely on deployment and she lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Target is one of lowest ranking Military Members of the Spec-Ops Covert Military Unit called GCI Strike Force. Only her ability over Teleportation has allowed her to serve in such an elite group. As such, she is often cast in a game scenario as a ‘Support Character’ who rarely engages in direct conflict.


Personality: Target is quite young and energetic, but during her Childhood she was abused and mistreated by her Russian family and just about every other adult in her life. Thus, she is quite familiar with the crooked ways of mankind.

Her abuse has effected her over-all confidence, thus she often pushes herself twice as hard to accomplish goals, feeling that her best efforts are simply not good enough. She despises failure of natures and she is normally eager to prove her skills.

She is often attracted to very strong men; both Physically and Psychologically, but often she is too shy to let her true feelings be known and she will often insult a person who she really likes being around.


Distinguishing Features and Story Origin:

Target was born in Moscow, Russia and raised in a poverty stricken household of violence and abuse. For most of her child hood she refereed to herself as ‘Target’ for her perception of being a primary Target of everyone’s pestilence, punishment, and hatred.

As she neared her adolescent teens she realized her Mutant Power to avoid Attacks of almost all natures. It is unconfirmed, but Target may have ‘Killed’ her abusive family to escape her horrible situation. But all her broken federal Russian records suggest her family simply outcaste her to the cold Moscow Streets.

Thus, she simply left them to start her own life. To this day, she has no records of her biological family members. Target took what little bit of money she had and hopped a jet to the US. She choose to live in Miami Florida where the weather was more tropical and tolerable; Allowing her to survive with fewer Resources.

For almost five years she lived out of a Travel RV she rented from an Alligator Farmer in Miami. But the older man had sympathy for her and did not charge her rent as long as she helped with modest farm chores and didn’t raise too much ruckus.

The Alligator Farmer also enrolled her into high school. Without adult Guardians the Social Workers helped her with Financial Aid and Government funded Well-Fare. She also had help from her American boy friend. Which was fairly easy for her to influence young men around her since she was physically attractive.

However, she knew her life style would have to progress out of poverty to truly be happy and live a fulfilled life. She used her Powers over Teleportation to ‘Clean-Up’ crime scenes for the local Thugs and Crooks. Even though she hated these people with all her heart, she made decent money covering their mistakes.

Even though many of the Crooks made advances upon her she made it quite clear that she was only helping them for the money. Luckily, she was never convicted of any crimes and upon her High School graduation she said good bye to her boy friend and joined the Armed Forces to earn money for College and take on a profession in the US.

As she went through the gauntlets of military classes she managed to conceal her powers until she took a number of sniper classes; where she ran out Ammo, and used her Power to simulate bullets being fired because she simply hates to fail.

The US Military assigned her to other courses to hone and strengthen her powers. From that day forth she has decided to stay in the US Military as a Covert Assassin.


Known Powers:


Teleportation: UN:100. Target may Teleport her body and personal equipment upto a range of about 300 Feet (30 Areas). She has mastered a vast amount of Power Stunts to augment her Teleportation Skills.

Her Teleportation does NOT function like Marvel’s Nightcrawler. She does not need to ‘see’ where she teleports to. She has an extra sensory perception power that allows her to negate ‘looking’ where she will materialize during a ‘Jump’.

During a ‘Jump’ her body and equipment simply vanish with a flash of light, similar to a Camera Flash. There is normally no sound emitted but the air (or Water) will collapse inward where she vanished.

+ Use as a Dodge or other Defensive ‘Agility’ FEATs of UN:100.
+ Heal personal injuries by 10 Health Points per Teleportation ‘Jump’ [-1CS]
+ Extend her ‘Jump’ range to her line of sight to reach approximately 5 Miles on a RED Intuition FEAT.
+ Teleport part of a non-organic object to inflict very little damage but may Cripple most robotics.
+ Teleport part of an organic object to inflict AM:50 damage and most likely a STUN or KILL result.
+ Teleport upto 200 Pounds of Mass, inflicting an AM:50 Level Stun to most Organic Creatures.
+ Multiple Attacks on ‘Fighting’ to reach 3 Actions in a single Game Round on 3 targets to a 3 Area Grid.
+ Increase a single ‘Punch / Kick’ to AM:50 Impact. She cannot ‘Slam’ a target unless she ‘carries’ it.
+ Light Flash / Pulse to possibly Blind or Cripple an enemy’s vision with a MN:75 light intensity.
+ Chameleon Camouflage allowing near invisibility of AM:50.
+ Maintenance Free Health and Conditioning. Target may Teleport illness effects from her body.


50 Caliber Sniper-Rifle: UN:100. Target has trained for several years as a Military Sniper where she learned to focus her Teleportation Power through her Rifle into a fine beam and Teleport a section of ‘Meat’ or Health out of a Target Character. She FEAT Rolls her marksmanship at UN:100 ‘Agility’ and Skill to inflict a variable range of Damage to the Target; dialing between Armor Piercing and Health Damage.

FEAT Rolls should be handled as an Energy Blast from a Shooting Weapon on the ‘Agility’ Result Column.

At ‘Normal’ adjustment she can ‘Shoot’ to inflict AM:50 Damage and Pierce AM:50 Armor. She can adjust between Armor Piercing and Health Impact in 10 Point Increments.

As an example she can max out her Armor Piercing to AW:90, but she will sacrifice 40 Points from the impact to reach GD:10 Health Damage.

Or she may adjust her Sniper-Shot to AW:90 Health Damage, but the bullet will only pass through GD:10 Armor.

The actual ‘Bullet’ is a fine White Laser Beam about the thickness of a pencil. Her targeting range is about 80 feet (8 Areas) without her Optical Scope, which she may tilt to the side of the Rifle if ‘Sniping’ is not an effective tactic. With her Optical Scope she may ‘Nail’ Target Hits and Bull-Eyes from 3 Miles away (1500 Areas).

Her Rifle does not need ammunition while firing with her Teleportation Power in this manner, but she still carries 20 to 30 ‘REAL’ Bullets. The Sniper Rifle is a 50 Caliber SPEC-OPS Rifle with the following stats.

+ EX:20 Damage | AM:50 Armor Piercing | Incur Stuns and Kills (No Slam).

+ Magnum Bullets [+1CS] to impact, allowing IM:25 Damage | VI:55 Armor Piercing
+ Mushroom Point Bullets [+2CS] to Damage reaching RM:30 Damage | AM:50 Armor Piercing
+ Teflon Coated Bullets [+2CS] to Armor Piercing reaching EX:20 Damage | SN:60 Armor Piercing
+ Poison Packed Bullets | Incur the effects of ‘Poison’ up to EX:20 Intensity.
+ Silencer | Flash Suppressor.
+ Recoil Buffer Spring allowed faster recoil recovery... No loss on Next Round Initiative.
+ Effective Range | upto 3 Miles (5000 to 15000 feet or 500 to 1500 Areas)


Mobility Enhancements: Target moves about the map normally on her FASE Ranks. But she uses her Teleportation Power very often.

+ Basic Run: 2 Areas per Round. With her Endurance she can Run for 2 Hours without exhaustion.
+ Sprint: 4 Areas per Round. With her Endurance she can Sprint for 2 Minutes without exhaustion.
+ Jump / Teleport: 30 Areas per Round in any given direction.
+ Phase or Pass through MN:75 Durability Barriers.


Teleportation ESP: MN:75. This functions as a Sixth Sense and Danger Radar reaching 700 to 750 Feet (70 to 75 Areas) in all directions from her as the epicenter. It also augments her normal Intuition from about IN:40 up to the MN:75 Rank. Her ‘True’ Intuition Rank is unknown since this Power operates constantly.

This ESP allows Target to Teleport without ‘Looking’ or ‘Seeing’ where she will materialize. She can FEAT roll her ESP to gain precise readings of her environment, such as terrain, obstacles, and assailants which may be hidden in the surroundings. This Power also augments her precise Sniping Skills.


Limitations: Target may Teleport in open areas or air without ill effects. If she Teleports into Water she may suffer GD:10, EC:15, or EX:20 Health Damage determined upon an Endurance FEAT to ‘Push’ or displace the Water. She may Teleport out of Water (or Solids) with no ill effects.

In some rear events she has Teleported into solid mass and she took injury equal to the Durability Rank of the Solid Mass. During such an event she must FEAT roll her ‘Endurance’ to resist a Stun. But if she fails this FEAT roll her body will react with a Medical ‘Shock’ type of Teleport to randomly materialize her to a flat, open area where she will be materialized in a laying ‘Stunned’ position.

If she is ‘Stunned’ her Teleportation Power can still react defensively at EX:20 Capacity, allowing her to Teleport 20 Feet (2 Areas) away from the hostile situation.


Equipment:


Uniform: GD:10. Her uniform acts as GD:10 Armor to most Energy and Physical based attacks. However, she often chooses to have the Uniform expose sexually alluring parts of her body; such as her bosom (Breast) and posterior (Hips and Thighs).

She learned at a young age this will often cause Male Enemies to lower their ‘Guard’ and make them vulnerable to a degree.

She may use her FN:35 ‘Appearance’ Rank to seduce Male (and some Female) Characters. Upon such a FEAT she will gain [+3, +4, or +5CS] to her RM:30 Initiative Rank; allowing her to take action first in a Game Round.


Additional Equipment:

+ Cell Phone with Video Camera, Military Clearance, Navigation, GPS, and Computer access.
+ Various knives and cutting tools.
+ Wrist Watch, Compass, and Various small tools.
+ Various Smoke Grenades about the size of a coin allowing 10 X 10 X 10 Foot Cloud of Smoke.


Target’s 1962 Lincoln Continental Low-Rider:



Target pretty much hand built this car when she moved to the United States and lived out of a Recreational Vehicle. Both the RV and Lincoln Continental were abandoned automobiles on the plot of land she lived on. When she had the available time she worked on the Lincoln Continental to get it running. She used spare parts from the RV.

As she earned money she had professional work done to the Car, such as the paint, interior, and body refurbishing. During her last 3 years of High School she was obsessed with getting the Car operational.

While the Car may appear to be a simple Low-Rider it is equipped with modern technology of her Time Frame. As she joined the Armed Forces she also had it equipped with various robotics and weapons.


General Characteristics:


Crew: 1 Driver and 4 Passengers. 2 up front and 3 in the Rear Seats.
Length: 18 Feet 9 inches
Width: 7 Feet 1 inches
Height: 4 Feet 1 inches
Empty weight: 5,200 Pounds (A little over 2 ½ Tons)
Loaded weight: 6,500 Pounds (3 ½ Tons)
Powerplant: Ford Motor Company’s 6200cc twin-turbo Diesel with an 8 speed Automatic Transmission.
Drive Wheels: All Wheel Drive with limited slip differentials to shift power to the wheels with traction.


F: AM:50 (The Car will avoid ‘Melee’ Combat... But it uses all weapons and tools on this Rank.)
A: FR:70 (170 to 190 MPH and hit that Speed in 4 Rounds (18 Seconds)
S: FN:35 (can tow upto 5 Tons of Cargo over its own weight)
E: MN:75 (Fuel reserves and vital systems. The Car needs Diesel or Flammable Fuel Sources)

R: IN:40 (The A.I. system is a learning system with total photographic memory)
I: TR:85 (This suffices for all its radar and sensory systems and equipment)
P: AM:50 (The car does have it’s own ‘Will’ but is completely Loyal to Target)

Health: 230 | 330 with Target at the Control Helm.
Karma: 175 | 355 with Target at the Control Helm.


Auto Pilot and A.I: RIP and Karma Ranks: Target’s Lincoln Continental is a fully self-sufficient ‘Robot’. It is unknown if it is truly self-sentient, but its A.I. is so highly detailed it may just be self-sentient. All of the Lincoln Continental’s Mental, Sensory, and Psychological Capabilities may be ‘Power Stunted’ by the player to render virtually any FEAT handled on the RIP Ranks, such as radar, enhanced information processing, spectrum shift vision, chemical detection, psychic shields, enhanced mathematics, targeting systems….. etc.

Normally most of these functions are displayed on the inside of the limo tinted windshields or in the Driver’s Instrument cluster.

The only limitation to be expressed by The Lincoln Continental is it will function at [-1CS] for All RIP FEATS while Target is not in the driver’s seat.

During Target’s absence, or if she is rendered unconscious inside the Lincoln Continental, it will avoid most combat situations unless it is forced to Fight or Rescue her passengers.


Special Mobility:

+ The Lincoln Continental is limited to ‘Ground’ Mobility only.

Lowering and Elevation ‘Hydraulics’ allow the Car to lower itself 1 inch from the ground. Or Raise its body and chassis approximately 2 feet from the ground. While lowered the Lincoln Continental can achieve maximum speed and control on paved surfaces. While Raised it can tackle moderately rough off-road terrain.

+ 3 Wheel Styling: Normally just for ‘Showing-Off’ but it can be used to ‘Drift’ around corners.
+ Leap: The Lincoln Continental may ‘Leap’ about 10 feet (1 Area) to clear various obstacles.


Armor and Passenger Protection: Hull, Chassis, and Body should be considered as AM:50 physical materials with Deployable Force Shields rendering UN:100 Armor. Delicate machinery should be considered as no less than RM:30 Materials. Each passenger is seated in a ‘Racing’ seat with 5 Point straps and buckles often allowing [+5CS] to various ‘Endurance’ FEATs for extreme stunt and race driving.


Weapon Systems: RM:30 to MN:75 Energy and Physical Explosive Damage based in the forms of trajectory energy beams, missals, and spherical attacks.

+ Used at AM:50 Gunnery skills from the Lincoln Continental’s “Fighting” Rank.
+ Range is 500 to 1000 Feet (50 to 100 Areas)
+ Frontal “Plasma” Cannons: 45-Degree Spherical swivel on Frontal nose in line of Sight.
+ Frontal ‘Battering Ram’ Focuses shield to front of car to impact with AM:50, SN:60, or FR:70 Impact.
+ Signature Seeking Missals may ‘Seek’ targets with MN:75 ability. Deployed from Trunk.
+ Expand ‘Bubble’ Force Shields all at once or in segments (Front, Rear, Left, Rite, Top, Bottom)
+ Destruction: Level 3 X 3 X 3 Area Grids.. (30 Feet X 30 Feet X 30 Feet)
+ Color Shift Paint allows various Camouflage of RM:30. Often the Lincoln Continental is Polished Black.


Self Repair: EX:20. This is augmented via nano technology. Basically the Lincoln Continental 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.

Passengers do not want place travel luggage in the trunk. The Car will literally eat the luggage. The Lincoln Continental gains 2 to 4 HP per round after its been damaged or disabled. The Car is fully functional at 115 HP.

At 57 or less HP the Car can operate on its FASE stats at [-3CS] for any activity. The Car needs to be parked and allowed to ‘Heal’ and Repair itself at 23 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 300 HP. But its FASE stats actually get reduced by [-1CS] since the car will get heavy by applying more conventional ‘Armor’.


Talents:

Seduction | Martial Arts ADE (Ninjitsu based) | Art (Dance) | Hostage Negotiation | Sniper Marksmanship | Shooting and Throwing Weapons | Stealth | Tumbling | Acrobatics | Escape | Military | Demolitions | Total Navigation | Automotive Mechanic | Automotive Trivia | Automotive Racing and Stunt Driving | Arctic and Urban Survival | Multi Language English, Russian, Morris Code


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 1 time(s). Last edit at 07/10/2008 06:44PM by TankerAce.
Sharky
July 13, 2008 01:40AM
avatar
Code Name:
Sharky
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-1)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Sharky

F: EX:20            | R: AM:50            | Race: Unknown      | Nationality: USA        |
A: EX:20            | I: AM:50            | Gender: Male       | Residence: Mobile       |
S: AA:08            | P: RM:30            | Apparent Age: ???? | True Age: 12 years old  |
E: GD:10            | L: SP:45            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: None   | Calling: Animal Nature  |
Health: 58 / 58     | Karma: 175 / 175    | Blood Type: AB-    | Achievement: Adventurer |
                    |                     | Height: 10"        | Life Expectancy: ????   |
Initiative: IM:25   | Experience: EX:20   | Weight: 30 lbs     | Species: Genetic Oddity |
Popularity: FN:35   | Appearance: RM:30   | Mass: 4 X 2 = -8   | Class: Speedster        |
Resources : AA:08   | Morality  : Neutral |                    |                         |
Job Rank  : AA:08   | Conviction: SN:60   | ATTACK: GD:10      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+0CS]        | IM:25 [+0CS]        | EX:20 [+1CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Sharky is a Genetic Oddity created by a Scientific Mishap. He holds a variety of ‘Powers’ evolved around Hyper Speed and his Amphibian Abilities. His concept and Character Persona was creatively conceived by Chris S. Finneke in 1991.

Sharky was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, his Character and Persona were creatively conceived as a Genetic Oddity from a Government Science Project gone wrong, but proved to be a positive endeavor.

Non the less, the Genetic Research Lab choose to keep the Creature alive for further analysis and study. After a year or so the Creature showed great promise and adaptability into Human Culture. He was even able to be educated to a degree that far exceeds most Humans.

Sharky has been ‘Played’ in approximately 1 to 3 MSH Game Campaigns and has approximately 100 to 500 invested Karma Points upgrading his Abilities. Given such a short time frame of MSH-RPG he has not had a vast update to his FASERIP Ranks by spending earned Karma.

Also, his Character and Persona was designed for him to be a very small Amphibian Creature with limited FASE and Health Capacity, but very Fast and Difficult to subdue in a normal environment.

Time Frame and Story Line Setting: Approximately 2500 to 3000 AD Earth. Due to the Time Setting he is placed in, and all of mankind’s odd experiments; he is sort of a ‘Normal’ creature inhabiting the Earth.


Life Style: Sharky lives at any 1 of 3 various locations; He has a place he can call ‘Home’ in a Government Science Laboratory stationed in Antarctica (The South Pole). He visits this place on occasion to socialize with the Science Crew who engineered him.

He also may live with other various Science Communities to help conduct research, build technology or even attend classes.

When he is not at any of these locations, he is most likely on deployment and he lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Sharky is one of lowest ranking (Socially) Members of the Spec-Ops Covert Military Unit called GCI Strike Force. He is part of the SPEC-OP Crew due to his unique size, intelligence, and other abilities.


Personality: Sharky is Highly intelligent in just about any given field of Science, Art, History and Philosophy; And he lets people know it right away.

But he is not condescending or insulting unless he perceives to be insulted first. Many people usually refer to him as a ‘pet’ or ‘cute’ or ‘nasty lil beast’. He hates this about his stature, and wishes to be treated as an equal.

While he is very intelligent and scientifically educated, he has the emotional mind of a young teenager who has been raised by Scientists. Sometimes various resources of knowledge, adventure, and education can consume him.

Once initial and personal contact has been made he is very friendly and often helpful. He is also very energetic and loves to be the center of attention with witty humor.

Sharky has devised a number of ‘Reasoning’ based verbal ‘Insults’ that can literally weaken another Character’s Will, Concentration, or Karma.

This Power is explained further down in his Statistics Page.


Distinguishing Features and Story Origin:

Sharky was created as a Genetic Oddity and ‘Mistake’ by a government funded science research lab in Antarctica. At first the Scientists were going to kill the infant creature for fear that the creature would only live a horribly painful existence. As well, many of the Scientists were fairly disturbed by the infant creature’s physical appearance, with huge teeth, sharp spines, and snake-like skin.

However, the lead Scientist choose to let the infant creature live for six more months for further analysis. In the following 2 days the infant creature could walk and was rather dependent upon the Scientists, similar to a child to its mother.

In the following weeks the infant creature could talk and write, as well as build complex structures with children’s toys. Unwittingly, the Scientists had created a tiny creature whose intellect could possibly surpass most humans.

As the Creature approached 2 years old he was pretty much fully developed mentally and had had a few abilities that most humans do not; such as the ability to breath water and air, and his ability over Sheer Speed.

However, the time finally came when Sharky needed to experience the rest of the world and possibly pursue his own endeavors. The Scientists knew his sheltered existence in Antarctica would reach its limits.

The Scientists asked Sharky where he’d like to go for his first outing into the ‘World’…. Sharky could only think of one place to be. Push himself to his limits in a SPEC-OPS Military unit.

The Scientists were against it, but Sharky was fully set on experiencing an adventure in a SPEC-OPS Unit.

The US Military assigned him to the GCI-Strike Forces as an Intelligence Agent.


Known Powers:


Autonomy and Flesh Armor: GD:10 to RM:30. Sharky’s body is far different from a normal human’s. He is a warm-blooded creature, such as a mammal. But he has smooth scaly skin such as a reptile or snake. He can breath Water or Air and his sweat glands can produce a ‘Slime’ that allow him to escape ensuring attacks with [+1CS]. As well, he can Swim under water with reduced friction and resistance to temperature.

+ Skeleton: EX:20 Organic Bone Material.... Flexible bones and very tough.
+ Muscle Mass: GD:10 Provides Armor verse most Physical and Energy based attacks.
+ Skin Mass: EX:20 his tough hide and ‘Slime’ to Physical and Temperature extremes.
+ Soft Tissues: TY:06 to almost all known injuries and attacks.
+ Small Size: about the size of a house Cat. His [-CS] to be ‘HIT’ are calculated in his Hyper Agility.

His slime is chemically harmless to most creatures, but can be slightly disgusting. His slime will dissolve in 1 to 2 Games Rounds if it drips from his skin.


Uniform: On certain occasions Sharky will wear a custom tailored neoprene ‘Diver’ suit of GD:10 ‘Armor’ to most Physical and Energy Attacks. The Suit is primarily designed for Temperature Resistance allowing Sharky RM:30 resistance to Cold, Heat, and Friction based attacks.

He has about 30 to 40 neoprene ‘Diver’ suits in a wide range of colors and designs. He normally chooses flashy colors to wear, but he will go ‘Tactical’ if needed.

Sharky normally goes about totally nude most of the time since his sexual organs are not exposed. (Yes, he is a ‘Male’ and could possibly impregnate a creature of similar Genetics to his own)

The Scientists at the Antarctic Research Facility have been trying to create a ‘Female’ Species of Sharky, but have been unsuccessful.


Hyper-Speed: MN:75. Sharky’s Defensive ‘Agility’ FEATs should be handled on the MN:75 Power Rank, but he is still confined to EX:20 Map Mobility.

This basically means he can only clear about 20 Feet (2 Areas) per Game Round due to his small size. Unlike a Normal Human sized Character who would normally cover about 70 feet (7 Areas) per Defensive ‘Agility’ FEAT.

Sharky has mastered a good deal of Power Stunts with his Hyper-Speed in combination with his small stature.

+ Hyper Fighting: SP:45 Allowing him to Melee Attack up to 4 Targets in a 1 Area Grid. (10 X 10 X 10)
+ Hyper Fighting: SP:45 Impact to single target via rapid Bites and Clawing. A single ‘Hit’ is GD:10.
+ Hyper Agility: MN:75 Agility to Dodge or Avoid eminent attacks.
+ Hyper Agility: RM:30 FEAT Rolls for ‘Attack’ Agility moves.
+ Hyper Strength: Increase “Strength” to EX:20 to Push or Pull an object. Cannot ‘Lift’ or ‘Heft’
+ Hyper Endurance: Increase “Endurance” to IN:40 for Cardiovascular Endurance.


Mobility Enhancements: While Sharky is very Fast and Small he moves about the map normally on his FASE Ranks. He runs on all 4 limbs and has small retractable claws similar to a ‘Cat’ allowing him to Climb most textured surfaces and obstacles.

+ Basic Run: 2 Areas per Round. With his Endurance he can Run for 4 Hours without exhaustion.
+ Sprint / Dash: 3 Areas per Round. With his Endurance he can Sprint for 4 Minutes without exhaustion.
+ Jump: 1 Area per Round in any given direction.
+ Burrow / Dig: He can burrow through IN:40 Barriers at a speed of 1 Area per Round.
+ Climb / Cling: EX:20 Grip to most surfaces for upside-down and vertical climbing.
+ Swim: 3 Areas per round. He can breathe Fresh or Salt Water… (Hence the Name, Sharky)
+ Falling: Due to his small size and “Strength” to “Weight” ratio he can Fall 5 to 7 Areas without injury.
+ Small Size: about the size of a house Cat. His [-CS] to be ‘HIT’ are calculated in his Hyper Agility.


Water Breathing: Sharky can live under water by breathing in Fresh or Salt water, as well as normal oxygen Air. Many Science experiments have enabled this process to be passed on to normal humans as an induced mutation; such as Ray-Zin, who can also Breath an oxygen rich liquid while piloting his BASH Space Armor.

Sharky’s lungs are heavily developed for Water and Air Breathing, allowing him his IN:40 Cardiovascular Endurance and mild abilities in Hyper FASE Attributes.


Hyper Invention: MN:75. Sharky can use his power of Hyper Speed coupled with his “Reasoning” to basically build, devise, improve or repair virtually any form of existing or theoretical technology, if he has the tools and materials available to him.

He can reduce ‘Labor Times’ by 75 X normal human speeds; allowing him to complete a 1 Hour Task in about 1 Game Round.


Enhanced Senses: AM:50. This is also augmented by his Hyper-Speed allowing him AM:50 ‘Intuition’ and the ability to mentally process details and sensory data very fast through all 5 senses of Sight, Sound, Odor, Taste, and Touch.

He can perceive details and sensory data 50 X Faster than Normal; allowing him enhanced ‘Agility’ and a boosted sense of awareness. Due to this he can also avoid many sensory based attacks, such as intense light, sound, chemicals, and temperatures at [+2CS]


Hyper Insults: RM:30. Sharky can use his advanced “Reasoning” to verbally Insult just about any Character to get on their nerves, break their concentration, get under their skin, or simply be flat out be annoying and pestering.

In Game Terms the Player or GM may not be able to do this, so it’s considered as a “Power” which can reduce another Character’s Karma by 30 Points per Insult or Annoyance. To resist a “Psyche” FEAT must be rolled to resist RM:30 effect.

Sharky may use this to reduce another Character’s Karma induced FEAT Rolls by 30 Points, or Force the Character to Roll a “Psyche” FEAT and lose [-3CS] on their initiative to take action first in a Game Round.


Talents:

Ocean and Arctic Survival | Complete Amphibious Living | Stealth | Art (Drawing / Painting) | Finances and Business | Escape | Tumbling | Acrobatics | Total Navigation | Mechanical and Electronic Kit Bashing | Computers | Video Games | Insults and Humor | US History and Trivia | Mathematics | First Aid | Chemistry | Multi Language English, French, Russian, Morris Code


Limitations: While Sharky is very intelligent and highly educated, he has the emotional mentality of a young teenager who has been raised by Scientists. Sometimes various resources of knowledge, adventure, entertainment or education can totally consume his attention.


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 3 time(s). Last edit at 07/13/2008 01:45AM by TankerAce.
Re: Sharky
July 15, 2008 09:35PM
avatar
Code Name:
Cisco
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-6)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Cisco

F: SV:65            | R: EC:15            | Race: Caucasian    | Nationality: Israeli    |
A: SP:45            | I: VI:55            | Gender: Female     | Residence: USA / Mobile |
S: GD:10            | P: SP:45            | Apparent Age: 25   | True Age: 31 years old  |
E: RM:30            | L: IN:40            | Eye Color: Blue    | Alliance: US Military   |
                    |                     | Hair Color: Blonde | Calling: Exemplar       |
Health: 150 / 150   | Karma: 155 / 155    | Blood Type: B+     | Achievement: Outcast    |
                    |                     | Height: 5'10"      | Life Expectancy: ????   |
Initiative: RM:30   | Experience: RM:30   | Weight: 125 lbs    | Species: Human          |
Popularity: GD:10   | Appearance: GD:10   | Mass: 0 X 1 = 0    | Class: Induced Mutant   |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : FN:35   | Conviction: VI:55   | ATTACK: RM:30      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+0CS]        | RM:30 [+1CS]        | RM:30 [+0CS]       | IM:25 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Cisco is an Interpol Agent who assists US Military Spec-Ops units in various missions. John M. Nye and Chris S. Finneke conceived her Concept Character and Persona in 1992.

Cisco was ‘Randomly Rolled’ on the MSH Character Creation Table as a Technologically Advanced Human who held 3 distinct ‘Powers’ (Martial Arts Supremacy ABDE, Peak Human FASE, and Her Sword). She has been ‘Played’ in approximately 10 to 15 MSH Game Campaigns and has approximately 10,000 to 15,000 invested Karma Points upgrading her Abilities and Powers.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Cisco lives at any 1 of 2 various locations; She has housing quarters at any given International Interpol Embassy. While living at these Interpol Embassies is similar to living in an economy hotel, it suffices has a ‘Home’ for the time being.

When she is not at any of these Interpol Embassies, she is most likely on deployment and she lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.


Personality: Cisco is a driven and disciplined individual, but she is also a Risky Thrill Seeker and Adrenaline Junkie. Crazy stunts and risky maneuvers are what she is all about. She is not the average ‘Girlie Gurl’. She will often ‘Throw-Down’ and get dirty rather than complain about the situation at hand.

Depending upon the situation at hand Cisco may operate stealthily and conservatively, but often she just goes ‘Ballz Out’. Cisco strives to achieve morally honorable actions; but she will Kill or destroy her enemies if necessary.


Distinguishing Features and Story Origin:

Cisco was born in a small village just south of Lebanon, on the northern border of Israel. Due to her lack of official records she calls herself an Israeli. At a very young age she learned to fight and fend for herself, accomplishing feats of courage and bravery that only a few ever get to experience.

As she grew into her adolesce her family encouraged her to move to the US to get out of the war zones for her safety. But due to the Politics of the area she was not allowed to legally immigrate to the US.

Instead, she offered her efforts to become an agent of Interpol, an International Law Enforcement Agency. As her training was completed she took up assignments to hunt down and assassinate various Crime Lords and Terrorists around the World.

Her training also involved mild induced mutations to augment her body with superior reflexes and a great deal of physical prowess, allowing her to have maintenance free Peak Pinnacle Human FASE.

Her current Interpol Assignment is to be attached to the US Military’s GCI-Strike Forces as a SPEC-OPS operative. Unlike many of her peers, she uses a very sophisticated sword rather than a Fire Arm. But she is highly trained with conventional shooting weapons and Guerilla Warfare.


Known Powers: Cisco has no ‘Outstanding’ super natural or paranormal ‘Powers’. She relies mostly upon her skills, equipment, and intense training.

However, her mild induced mutations have granted her with superior reflexes and a great deal of physical prowess, allowing her to have maintenance free Peak Pinnacle Human FASE.

Her Peak FASE is focused more so on her “Fighting” and “Agility” rather than her “Strength” and “Endurance” as a Male Human would normally be depicted in MSH-RPG Statistics.


Induced Mutations: Cisco gains her Peak Pinnacle through her Induced Mutations which keep her physic just a tad above peak pinnacle human levels.

It is highly probable that she cannot raise her FASE abilities beyond peak pinnacle human, but she has been able to easily adopt virtually any form of Athletic Conditioning, from pro fighter, to marathon runner, to power weight lifter. Unlike a ‘Male’ her ‘Strength’ is MAXED at GD:10 and she cannot achieve over EC:15 Brute ‘Strength’ but she may be able to out Arm Wrestle some Men who have higher overall ‘Strength’.


Regeneration: AA:08. Cisco has gained Cellular Regeneration due her induced mutations. During RPG Game Play this ability is too slow to even register for Players and Game Judge.

However, she has FULLY recovered to complete health with medical attention. She has even survived a number of fatal injuries that would have left normal humans crippled or maimed for life. This regeneration also allows her body to adopt athletic training regiments in relatively short training periods.

Under most conditions Cisco will recover about 1 to 4 HP per hour (600 Game Rounds) after suffering an injury regardless of her activity. She does not have voluntary control over her regeneration but in a medical environment or even at Stun or Rest she will recover faster, gaining about ½ a point to 1 HP every game round.

She has also used this Regeneration to stay ‘Attractive’ and ‘Fit’ with cosmetic medical surgery to minimize physical scares. (Some of her Male peers also do this … But most Men think Scares are ‘COOL’)


Enhanced Senses: IN:40. This augments her Base ‘Intuition’ to the VI:55 Rank allowing her countless ‘Intuition’ Power Stunts. All 5 senses of Vision, Hearing, Odor, Taste, and Touch are enhanced. Her senses are considered as ‘Normal’ and are simply very kin and ‘tuned in’.

She may suffer [+2CS] to Injury in the event that she is ‘Hit’ with a Sensory Based Attack. But at the same time she will receive [+3CS] to avoid or protect herself from such attacks.


Mobility Enhancements: Cisco moves about the map normally on her FASE Ranks like most other conventional Characters.

- Run: 4 Areas per Round. With her Endurance she can Run for 3 hours without exhaustion.
- Sprint: 5 Areas per Round. She can maintain a full-bore sprint for 3 minutes (30 Game Rounds)
- Swim: 2 Areas per Round. She can hold her breath for 3 minutes. She does have a 1 Hour oxygen mask.
- Climb or Crawl: 1 Area per Round. She can Climb most vertical surfaces with a rough texture.
- Jump: About Half an Area per Round (5 feet). She can clear 1 Area (10 Feet) with a Running Approach.


Weaponry and Equipment:


Uniform: AA:08 to GD:10. Cisco’s uniform is made of RM:30 Kevlar mesh fabrics to most conventional attacks of Physical, Temperature, and Energy. However, her Uniform does expose her head, neck, mid torso, and forearms. Thus it only provides AA:08 to GD:10 ‘Armor’.

She wears her Uniform in this reviling manner as a form of ‘Seduction’ that can often causes Male (and some Female) enemies to lower their Guard. In game terms She may FEAT roll her ‘Appearance’ Rank to gain the Initiative and take Action First in a Game Round.


Talwar Saber: MN:75 to SX:150. Cisco’s Talwar Sword is made of MN:75 grade metal, which is enhanced to SX:150 material by conducting various forms of energy through the Blade.

This is a single-edged Infantry Saber that combines the hitting force of an AXE with its curved and weighted blade, while still retaining a great deal of its ‘Sword’ maneuverability. It may also be used as a Blunt instrument with the back-edge of the Blade, which is about 1 inch thick.

The edge of the Blade is honed to razor precision and construction of the Sword was designed with modern steel milling and metal alloys, ‘Rolling’ and heat-treating the metal like a Samurai’s Sword.

While ‘Charged / Amped’ with an energy source the Sword’s molecular structure is greatly reinforced and resistant to most forms of attack or damage, even to resist many forms of Magic and Energy.

Cisco’s left hand glove can be ‘Locked’ so she can not drop the Saber, but still wield the Saber with a Tight or Loose Grip. The Glove also transmits the various energy sources into the Blade and greatly reduces vibrations and energies that may be transmitted through the Saber into her body during Attacks. The extra long handle allows her Attack or Defend with greater leverage.

Used as a basic melee weapon this Saber can inflict SN:60 edged injury and damage with a single strike. It will ignore Armor and Barriers up to AW:90 grade.

Due to Cisco’s “Fighting” and knowledge in Sword Wielding she may execute 6 multiple hits in a Single Game Round. Damage is divided among the ‘HITS’.

She may also to ‘Dial’ Damages to Armor Piercing in 10 Point increments.

- Default Damage is SN:60 HP Damage with AW:90 Armor Piercing.
- MAX Health Damage SX:140 is with GD:10 Armor Piercing.
- MAX Armor Piercing SX:140 is with GD:10 Health Damage.

Cisco may also use a deflecting Power Stunt with the Saber to reflect various projectile attacks back at the shooter without penalty. Used on her “Fighting” Rank, Cisco may deflect projectiles that are smaller than the width of the blade (About 3 inches) she can deflect up to 15 Rapid Fire Attacks per FEAT.

Cisco may also enhance the Saber Blade with various forms of energy and allow the Blade cutting abilities or utilities to various situations. This function of the Blade is housed in the Jewel at the Blade Helt.

- Ranged Attack: IN:40 Impact and Damage at 40 Feet (4 Areas). Cisco can Throw a Force or Energy based blast from the Saber that cuts a 10 foot wide ‘Slice’ into various targets.

She has to swing the Saber to generate the blast and since the Beam is rather wide she uses it directly upon her “Fighting” Rank. If used on the ‘Agility’ Rank she gains [+4CS] to allowing her a SV:65 FEAT Roll (Same as Her ‘Fighting’ Rank)

She can only use this Ranged Power Stunt once per Game Round for Attack or Defense. She gets no Rapid Fire Bonus with her Ranged Attack.

The Blast is an ‘Arched’ Moon shaped beam that is normally almost invisible, but she may also have the Beam carry the different types of energies stated below.

- 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 Blade 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.
- Magnetic Blade: TR:85 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
- Venom Blade: TR:85 Poison Damage. Poison is not emitted from the Blade until it makes contact.
- Sonic Blade: TR:85 High Frequency ‘Sonic’ Damage. Is not emitted from the Blade until it makes contact
- Utility Energy: TR:85 Energy Potential. Energy is not emitted from the Blade until it makes contact.


Talents:

Sword Wielding (ALL) | Metallurgy | Metal Milling and Refining | Art (Welding / Sculpture) | Mechanical and Electronic Tinkering | Martial Arts ABDE | Shooting Weapons and Fire Arms | General Computer Operation | Ocean and Desert Survival | Animal Handling (Horse / Camel / Elephant) | Crude Law Enforcement | Military | Medical First Aid | Entrapment Escape (Cell) | Chemistry | Demolitions | Seduction | Multi Language English, Russian, Afghani, Israeli, Lebanese, Morris Code


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Ammo-Dump / Fyre-Fyter
July 20, 2008 02:03AM
avatar
Code Name:
Ammo-Dump / Fyre-Fyter
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-6)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Ammo-Dump / Fyre-Fyter

F: IM:25 / IN:40    | R: IN:40 / TY:05    | Race: Caucasian    | Nationality: German     |
A: IM:25 / RM:30    | I: GD:10 / AM:50    | Gender: Male       | Residence: Mobile       |
S: EX:20 / GD:10    | P: EX:20 / EC:15    | Apparent Age: 30's | True Age: 52 years old  |
E: RM:30 / EX:20    | L: EX:20 / EX:20    | Eye Color: Brown   | Alliance: Nato Military |
                    |                     | Hair Color: Brown  | Calling: Uncontrolled   |
Health: 100 / 100   | Karma:  90 /  90    | Blood Type: A-     | Achievement: Demolisher |
                    |                     | Height: 5'9"       | Life Expectancy: ????   |
Initiative: IM:25   | Experience: AM:50   | Weight: 170 lbs    | Species: Human          |
Popularity: EX:20   | Appearance: GD:10   | Mass: 0 X 0 = 0    | Class: Induced Mutant   |
Resources : RM:30   | Morality  : Chaotic |                    |                         |
Job Rank  : FN:35   | Conviction: IN:40   | ATTACK: EX:20      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EX:20 [+1CS]        | EX:20 [+1CS]        | EX:20 [+1CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Nathan (Ammo-Dump) is a highly educated Engineer who basically developed a Split Personality calling himself ‘Fyre-Fyter’ and he enjoys the additional strength it gives him. John M. Nye and Chris S. Finneke conceived his Concept Character and Persona in 1989.

Ammo-Dump was not ‘Randomly Rolled’ on the MSH Character Creation. Instead, his Character and Persona were creatively conceived as a ‘Normal’ Human with no Paranormal Powers, but he had vast Technological Experience and Education.

He has been ‘Played’ in approximately 5 to 10 MSH Game Campaigns and has approximately 5,000 to 12,000 invested Karma Points upgrading his Abilities and Powers.

Notice he is 50 years old, and he is pretty much maxed out on FASERIP for his Age, Build and Stature. Most of his Karma Spending to upgrade his abilities was focused on his Equipment, Training, and Education.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Ammo-Dump lives a very complicated life style as he is actually incarcerated to a prison sentence for multiple murders and other various crimes. He is allowed to serve in the US Military to reduce his prison sentence due to the Legal Judicial System of his Time Frame.

The Time Frame (2500 to 3000 AD Earth) is quite barbaric with very little Law Enforcement protecting the ‘Weak’ and less Violent People of Society. Many Characters such as Ammo-Dump are allowed to serve in the Military under very close surveillance and supervision.

Ammo-Dump lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship. Ammo-Dump is an Active agent of a Spec-Ops Covert Military Unit called GCI Strike Force. During ‘Down-Time’ Ammo-Dump is confined to his living quarters aboard the Ship, but he is allowed to roam about the Ship with a security escort.


Personality: Ammo-Dump is clinically diagnosed with an actual Dual or Split Personality. If not for the Era he lives in he would simply be diagnosed as Clinically ‘Insane’ or possibly Demon Possessed. But modern medical procedures have greatly improved during his Time Setting.

Ammo-Dump’s Second Personality calls himself ‘Fyre-Fyter’ and when Fyre-Fyter takes over his Psyche he literally changes both physically and psychologically.

Ammo-Dump is reasonably stocky and muscular, while Fyre-Fyter is lean and trim. While his body does not change genetically and he retains the same cosmetic height, weight, build and astatics; Ammo-Dump and Fyre-Fyter have a 95% probability of passing as two separate individuals.

Also, notice the shift in his FASERIP Ranks. Ammo-Dump is Strong, Logical and Gentle; while Fyre-Fyter is Fast, Aggressive, and Violent.

The Psychological profiles and Mannerisms are greatly different between Ammo-Dump and Fyre-Fyter. Ammo-Dump is an educated engineer who is brutally honest and clinically minded, but easy to speak with. Fyre-Fyter is deceitful, angry, and generally on his ‘Guard’ and ready to fight at a moment’s notice.


Distinguishing Features and Story Origin:

Nathan (Ammo-Dump) was born in Germany and had a gift for invention and industrial engineering. He attended school like most normal children, and played like most normal children. But he was diagnosed with extreme bipolar disorders at a very young age and he was medically observed and psychologically medicated for most of his childhood.

As Nathan became a teenager and young man his bipolar disorder became more difficult manage. He would often got into extreme mood shifts and act out irrationally. As medical sedatives became less and less effective Nathan found a temporary solution by ‘Caging’ himself when he felt his bipolar disorder acting up.

He did this with his father’s help and built a special hardened bunker room in his family’s house. While in this room Nathan only had Drawing and Drafting tools available to him, and to let his bipolar rage subside Nathan would draw and draft out vast building architectures and works of art.

His works of art and architecture actually landed Nathan a scholarship into college. But with his psychological condition college would be extraordinary difficult. Instead, Nathan decided to try on-line and remote college courses.

However, he did not like this situation because he knew students who attended the College Campus gain many of the social connections to become successful in business. Non the less, Nathan was strong-minded and completed his class assignments over the Internet of the Modern Era.

As Nathan approached graduation his work already met industrial standards and demands, and he gained a profitable career designing Military, Fire-Fighter, and Police Equipment; as well as Automobiles, Tools, and various Building Architectures.

Nathan’s financial future appeared bright as he worked for various Design Firms and his manufactured products became some of the more popular choices for many Civil Service Agencies.

However, difficult times came to Nathan with a financial depression in the economy. His Design Firms had to lay him off and close their doors. Unemployed, and generally anti-social due to his condition, and not having much social support; Nathan took some of his top-tier inventions to sale them privately.

Unwittingly, his products mainly sold to Criminals and Terrorists, and Nathan sparked a chain reaction of Global Crimes. With his local community in an up roar over the Criminal Chaos, Nathan was taken to a public press conference to describe his designs and revile their weaknesses.

The public press was too much emotional pressure for Nathan, and he became Fyre-Fyter on national television and did some rather unexpected activity; such as destroying some public property and several privately owned automobiles. On that day, Nathan became the duel persona of Ammo-Dump and Fyre-Fyter.

As Ammo-Dump he functions as a Noble Vigilante. As Fyre-Fyter he functions as a one-man gang. But in either form, Nathan was charged as a criminal as his Fyre-Fyter Persona often resorts to lethal force to deal out his version of ‘Street’ Justice.

Nathan was eventually apprehended by Law Enforcement Agencies and sentenced into prison for a wide array of Crimes. But his situation and medical condition was closely investigated and analyzed, plus he had actually done many positive deeds to help Law Enforcement agencies capture many Crime Rings.

Nathan was allowed to serve in the Military under close supervision to reduce his conviction sentence.


Known Powers: Nathan has no Super-Natural or Paranormal ‘Physical Powers’… He relies upon his Skills, Intellect, and Equipment.

However, his Split Personality does allow him some Psychological Powers and his heighten abilities in FASERIP Ranks. Notice Nathan is fifty years old and has exceptional Health for his age. This also augments his ‘Experience’ Rank to AM:50, allowing Nathan to execute many Power Stunts with very little or no effort at all.

In game Terms Nathan’s ‘Experience’ Rank can often suffice as ‘Reasoning’ FEATS or Power Stunt Creativity and Versatility.

As well, Nathan can almost be utilized as two separate characters allowing each Persona to cover the other’s weak areas.


Duel Personality / Alter-Ego: RM:30. Nathan’s normal personality is ‘Ammo-Dump’ and serves as the Role of a Lawful and Orderly vigilante. His ‘Ammo-Dump’ Personality is a team player augmented with decent Strength, high intelligence and Nobel Morality.

Nathan’s secondary Personality is ‘Fyre-Fyter’ and this Personality is chaotic, psychopathic, and generally serves the Role of a Chaotic Villain that is totally uninhibited while using unethical means to get things done.

Due to his Duel Personality, Nathan’s Morality Rank is ‘Chaotic’ allowing him to shift his Karma Pool from Noble to Villain.

As ‘Ammo-Dump’ morally Nobel Deeds and Actions will earn him Karma and Psychological Strength.

As ‘Fyre-Fyter’ morally Villainous Deeds and Actions will earn him Karma and Psychological Strength.

With either Persona, Nathan may utilize his reserves of Earned Karma.

Entering either Personality may be done with a RM:30 FEAT.

- Blue: No Personality Shift.
- White: Shift will occur in 10 to 20 Rounds upon a single Dice. May FEAT again in following Rounds.
- Green: Shift will occur in 1 to 10 Rounds upon a single Dice. May FEAT again in following Rounds.
- Yellow: Shift will occur in 1 to 5 Rounds upon a single Dice. May FEAT again in following Rounds.
- RED: Personality Shift takes place instantaneously.


Resist Psychics: UN:100. Nathan can nullify Psychic and many forms of Psychological ‘Magic’ up to UN:100 effect during a Personality shift.

Due to the complexity of his Duel Psyche, Nathan can also Reverse many Psychological Spells and Powers used against him if those powers are SN:60 or less in intensity. He may use this as a Psychological ‘Combat’ FEAT to suffice similar to a ‘Strength’ FEAT on the ‘Block with a Weapon’ column.


Stealth and Disguise: IN:40. While Nathan’s uniform generally conceals his entire body, he may use his Personality Shift to appear as 6 to 10 totally separate individuals, even through most modern surveillance equipment.

He may use this ability in virtually ANY given environment, such as public places or shadowed areas to ‘Blend-In’ and Disguise himself with ‘Stealth’. His ability is so attuned he has even been able to the FEAT Roll his Power directly with in another Character’s immediate presence and foil their ‘Intuition’ and ‘Psyche’.

During his Stealth and Disguise FEAT Nathan only changes his expressive demeanor. He still has dark hair, brown eyes, Caucasian skin tones, and the generally the same build and grooming. But his facial expressions, body language, and demeanor can pass as an entirely different person.


Equipment:


Uniform and ‘Armor’: RM:30 to MN:75. Nathan’s primary employment was designing personal emergency equipment for Police, Military, Fire-Fighters, and Medical Emergency Responders. He made his best inventions and designs after the collapse of the global economy.

The Uniform provides the following forms of protection.

- RM:30 to conventional Physical Attacks smaller than his body silhouette.
- FN:35 to conventional Physical Attacks larger than his silhouette, such as Area Wide blanket Attacks.
- IN:40 to most Edged, Blade, and Abrasive type injuries.
- AM:50 to most forms of conventional energy not covered by his MN:75 Armor to ‘Energy’ Attacks.
- MN:75 to temperatures of Heat, Cold, Open Flame, Magnetic, Sonic, and Electrical.
- MN:75 to chemical attacks of Acid, Toxins, Corrosives, Disease, and similar attacks.
- IN:40 verse ‘Magic’ energy Attacks, such as Spectral and Cosmic Eldrich energies.

Helmet: AM:50 for most of these functions.
- Vision and Hearing enhanced to AM:50 for virtually ANY conditions.
- Health Scan and Weakness Detection. AM:50.
- Radar System allows geographic typography of terrain at 50 Feet (5 Areas) in all directions at once.
- 6 Hours of water submerged Breathable air. Re-Fills tanks automatically in Oxygen environments.
- Radio and Encrypted Communications. Uses Global Satellite up-link.
- Digital Communications and Up-link to operate most Computer Systems at AM:50.
- Targeting and Triangulation CPU allows him to use most Ranged based Weaponry at AM:50 Agility.
- Voice distortion and amplifier. May also be used as a High Frequency Sonic Attack of AM:50 Stuns.

Heavy padding and Equipment:
- MN:75 Polymers and Kevlar, and fully non-magnetic materials.
- Jet-Pack / Jump-Pack is covered in his ‘Mobility’.
- Batteries and Reserve Energy Sources are recharged with body movements and Solar Absorption.
- Electrical Touch: AM:50 to conduct Electrical Energy over the silhouette of the uniform.

Uniform’s Self-Repair and Augmented Medical ‘Regeneration’
- EX:20 Flesh ‘Regeneration’ to recover 2 HP per Game Round by administering Medical Supplies.
- Nano Technology repairs the Uniform at AM:50 Mechanical Regeneration. The Uniform should be considered as having 100 HP and recovers 5 HP per Game Round after it’s been damaged.


Mobility Enhancements: Ammo-Dump moves about the map normally on his FASE Ranks like most other conventional Characters. But his uniform provides mobility Enhancements, such as Flight and Levitation.

- True Flight and Levitation: IN:40. Ammo-Dump can achieve True Flight and Levitation of IN:40 air speed and aerial control. He can fly at roughly 400 MPH at Top Speed, allowing him to clear about 2000 to 2500 Areas per Game Round.

The Jet-Back-Pack provides 70% to 80% of his Gross Flight power. His Boots and Gloves provide 20% to 30% his flight power and augment precise aerial Control and ‘Agility’.

He can accelerate to his top speeds in about 2 Game Rounds. Used as a ‘Charge’ Attack Ammo-Dump may inflict SN:60 Damage to a target. Destruction is about IN:40 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.

Ammo-Dump may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.

- Run: 3 Areas per Round. Levitation just a few inches off the ground.
- Swim: 2 Areas per Round. Full submerged egress in to water.
- Climb or Crawl: 1 Area per Round.
- Jump: irrelevant due to Levitation, but he clear 3 Areas per Round in vertical acceleration.


Weaponry:


Over-Under Hand Cannons: MN:75 Base Power Level. These are what earned Nathan his Code Name and Call Sign as ‘Ammo-Dump’ and ‘Fyre-Fyter’.

These weapons suffice as Energy Generation Powers allowing him to Fire-Off various energy blasts in trajectory ‘Beams’.

These Weapons are extremely versatile and he has even been able to Fire-Off ‘Magic’ Eldrich Beams to attain virtually any desired effects to his whims, rather than simple Energy, Force, or Projectile Damages.

- FEAT Rolled on SN:60 ‘Agility’ due to targeting CPU, enhanced Vision, Range Cancellation; etc.
- FEAT Rolled on “Fighting” for counter attacks while targets are less than 60 feet (6 Areas) Away.
- Range is 1 Mile (About 5,000 feet or 500 Areas).
- He can adjust to precise ranges [-2CS] to reach AM:50 ‘Agility’ FEAT.
- Damage / Intensity / Effect: MN:75 Energy, Force, and Sometimes even ‘Magic’ Based Damages.
- Multiple Targets: He will lose [-1CS] to shoot at each additional Target in the same Game Round.
- Full Spherical Targeting; [-3CS] to reach SP:45 FEAT to hit Targets not in his field of vision.
- Destruction is RM:30 to SP:45.(3 X 3 X 3 Area Grids up to 5 X 5 X 5 Area Grids)

Power Stunts with the Over-Under Hand Cannons:

- Compressed ‘Tight’ Beams allowing SX:150 Armor Penetration, but Damage is reduced to GD:10.
- Wide Spread Beams Allowing 20 Foot (2 Areas) Wide Spread or Blanket Attacks.
- Generate Frontal Melee Shields of SX:150 Blocking Strength.
- Generate Full ‘Bubble’ Shields of MN:75 Durability Strength.
- May use nearly ANY form of energy or force from the gun muzzle, and some ‘Magic’ weaponry too.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic ‘Bolts’ - Light / Radiation - Vibration ‘Bolts’ - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Eldrich ‘Bolts’ of ‘Magic’ -


Ammo-Dump’s Talents:

- Mechanical / Electronic Engineering - General Science - Physics - Mathematics - Manual ‘Kit Bashing’ - Computers Repair / Operation - Military - Aerial Flight - Medical First Aid - Resist Domination - Multi Language English, German, Italian - Shooting Weapons and Fire Arms - Stealth - Forest / Jungle / Arctic Survival - Law Enforcement / Security - Art (Drafting and Drawing) -


Fyre-Fyter’s Talents:

- Reversed Karma - Psychotic Behavior - Violent Behavior - Resist Domination - Iron Will - Art (ALL) - Martial Arts (Unorthodox ABCDE) - Urban ‘Street Wise’ Survival - Driving - Aerial Combat [+2CS] - Shooting and Throwing Weapons - Entrapment ‘Cell’ Escape - Chemistry - Demolitions - Seduction - General Crime - Deception - Espionage -


Limitations:

Nathan is serving out a prison sentence in the US Military under very close supervision. While in the Form of ‘Ammo-Dump’ he is fully trust worthy and would most likely not even have a Criminal Record.

In the Form of ‘Fyre-Fyter’ Nathan is far more psychologically volatile, and he will ‘Kill’ with very little provocation.

The only people he will not ‘Kill’ intentionally is Children or Nato Uniformed Service Members or otherwise recognizable Nato / Interpol Police Forces.

Each GCI-Strike Force member carries a globally controlled radio surveillance system to monitor Nathan.

If Nathan gets out of hand any of the Strike Force Members may ‘Stun’ him for hours from virtually any location on Earth. This system may be tapped and used against Nathan with MN:75 electronic manipulation powers.


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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MOTÖRHEAD
Linx
July 25, 2008 08:31PM
avatar
Code Name:
Linx
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-6)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Linx

F: SV:65            | R: FN:35            | Race: Asian        | Nationality: Taiwan     |
A: SP:45            | I: AM:50            | Gender: Male       | Residence: Mobile       |
S: RM:30            | P: RM:30            | Apparent Age: 30's | True Age: 35 years old  |
E: AM:50            | L: IN:40            | Eye Color: Brown   | Alliance: Nato Military |
                    |                     | Hair Color: Bald   | Calling: Human Vestige  |
Health: 190 / 190   | Karma: 155 / 155    | Blood Type: O+     | Achievement: Idealist   |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: FN:35   | Experience: FN:35   | Weight: 190 lbs    | Species: Human Cyborg   |
Popularity: GD:10   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Fighter / Wizard |
Resources : GD:10   | Morality  : Neutral |                    |                         |
Job Rank  : FN:35   | Conviction: SN:60   | ATTACK: RM:30      | DEFENSE: SP:45          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+1CS]        | FN:35 [+0CS]        | RM:30 [+1CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

John M. Nye conceived this Character’s Concept and Persona in 1987. Linx is a highly trained Bionic ninja of the modern era. Linx was designed as a Character who has a vast number of bionic weapons and many psychological powers allowing him to communicate with electronics, robotics, and other advanced A.I. technologies.

Linx was not ‘Randomly Rolled’ on the MSH Character Creation. Instead, his Character and Persona were creatively conceived as a ‘Normal’ Human with Cybernetic Augmentations, rendering him with paranormal powers, skills, and advanced FASERIP abilities.

He has been ‘Played’ in approximately 10 to 15 MSH Game Campaigns and has approximately 12,000 to 18,000 invested Karma Points upgrading his Abilities and Powers.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Linx lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship.

Linx has taken on a US Military Commission in the service of his nation, Taiwan, with a Covert Spec-Ops Unit called the GCI Strike Force.

He uses his assets and personal skills to conduct Anti-Terrorism and Anti-Invasion Missions against enemies who threaten the people of Taiwan, the USA, and even the Earth.

As well, Taiwanese weapons development agencies wish to field-test their technological creations under the US Military infrastructure.


Personality: Linx is a driven and disciplined individual. He refuses failure on all levels and will do everything he possibly can to fulfill a mission. His words, statements, and actions are brief and direct.

Linx is normally very quite and emotionally reserved during Character Conference, mainly due to his upbringing as a Combative and Stealthy Ninja.

In combat he is efficient, brutal, and ruthless; And he has no personal conflicts while taking the opportunity of using lethal force. However, he is not a psychotic killer.

He will refrain from using lethal force if required by various reasons, such as political leverage, hostages, or various Laws…. But ethically, Linx has no personal conflicts while using lethal force unless he knows for a fact the particular person is innocent.

His Cybernetic Powers allow him to access Federal Records on virtually any Character he may come into contact with, and he can often use this as binding evidence in Legal Situations to clear his name ‘IF’ he Kills certain individuals.

His cybernetic powers and augmentations make Him very Logically Minded and emotionally reserved. He makes decisions mathematically with very little emotional connection.


Distinguishing Features and Story Origin:

Linx’s Story History is pretty simple; a Ninja Clan in Taiwan raised him up until he about 20 Years old. He left the Ninja Clan to explore the rest of the world and he became involved with a weapons production firm.

Due to his training, and being very young and gung-ho for Combat skills he volunteered for a very risky bionic / medical operation that would give him internal Bionic and Cybernetic Weapon Systems.

The operation was a reasonably long procedure, requiring about 3 years to build his current set of abilities. He used his abilities unwittingly as ‘Pawn’ to take out competitor engineering firms.

To him, he thought the missions were Field ‘Tests’ for ‘Cool’ Infiltration Equipment. Plus, with his loose moral code of conduct and the loose enforcement of Laws in his nation, killing is like washing dishes. It just needs to get done.

After most of these missions, the Taiwanese weapons Firm presented Linx to the USA for Military applications. The Taiwanese Military currently employees about 10% to 15% of Taiwanese Infantrymen who are similar to Linx.

Linx and his Bionics are currently being Field Tested on such missions with the GCI Strike Forces.


Known Powers: Linx’s paranormal powers and skills derive from his Bionics. His body is augmented with Organic Android and Cybernetic Technology rendering him to be about 60% artificially Bionic.

He refereed to as a ‘Cyborg’ since his entire construction is over 51% Artificial Bionics.


Energy Absorption: AM:50: Linx’s Bionic systems allow him to absorb specific forms of energy; such as Electricity, Light, Solar and Radiation Energies.

These energies are converted by his bionics so he can absorb and be immune to such attacks up to AM:50 intensity. During absorption he will recover Health Points on a Power for Point Basis if he has been injured. He cannot sustain more than 190 Health.


Uniform and ‘Armor’: RM:30 Verse most conventional Attacks. Linx’s uniform and enhanced Flesh allows him to be fairly rugged verse common physical attacks. Certain target areas and pressure points are still vulnerable at the EX:20 level; such as his eyes, groin, and joints.

- EX:20 to conventional Attacks aimed at soft body tissues. (EX:20 True Invulnerability)
- RM:30 to conventional Physical Attacks smaller than his body silhouette.
- FN:35 to conventional Physical Attacks larger than his silhouette, such as Area Wide blanket Attacks.
- IN:40 to most Edged, Blade, and Abrasive type injuries.
- AM:50 to most forms of conventional energy not covered by his AM:50 Energy Absorption.
- AM:50 to temperatures of Heat, Cold, Open Flame, Magnetic, Sonic, and Electrical.
- MN:75 to chemical attacks of Acid, Toxins, Corrosives, Disease, and similar attacks.
- RM:30 verse ‘Magic’ energy Attacks, such as Spectral and Cosmic Eldrich energies.

Helmet: AM:50 for most of these functions.
- Vision and Hearing enhanced to IN:40 for virtually ANY conditions.
- Health Scan and Weakness Detection. RM:30.
- Radar System allows geographic typography of terrain at 30 Feet (3 Areas) in all directions at once.
- Permanent water Breathing. Converter tanks automatically pull breathable Oxygen from water.
- Radio and Encrypted Communications. Uses Global Satellite up-link.
- Digital Communications and Up-link to operate most Computer Systems at UN:100.
- Targeting and Triangulation CPU allows him to use most Ranged based Weaponry at AM:50 Agility.

Heavy padding and other various Equipment:
- MN:75 Polymers and Kevlar, and fully non-magnetic materials.
- Batteries and Reserve Energy Sources are recharged with body movements and Solar Absorption.
- Electrical Touch: AM:50 to conduct Electrical Energy over the silhouette of the uniform.


Regeneration: RM:30. Linx’s body heals from injuries quickly due to his bionics which distribute medical antibiotics to assist his normal organic healing and nanno technology that repairs his bionic counter parts. Also, his energy absorption allows him to heal as well.

Linx will recover 3 to 5 HP per Game Round after he has sustained an injury. However, his Regeneration is limited. Linx needs to be in a Non-Combative State or at ‘Normal’ physical exertion activity (Rest and Moderate Activity). He will need medical attention if the injuries are too severe, above AM:50 Impact on his Health.


Deployable Force Shield: AM:50 Linx also has a body silhouette forming force shield that protects him from virtually all known attacks with AM:50 Armor.

The Shield is energy based and when active it covers his entire body while extending only millimeters from his skin and uniform. The Force Shield is totally invisible to the naked eye and does not hinder movement or his tactical abilities.

The Force Shield is short lived though. Linx can only keep this Force Shield 'ON' for 1 minute (10 Game Rounds) at a time to a 2-minute recharge period. The battery pack recharges with his body movement and heartbeat.

He can switch the Force Shield 'ON' and 'OFF' at will. The Shield will automatically deploy if Linx is Stunned, Slammed, or hit with a Lethal ‘Kill’ Attack.


Stealth / Disguise / Chameleon Camouflage: AM:50 This power is part of his uniform’s Deployable Force Shield as well as his normal Uniform.

While this does not provide Invisibility, it allows Linx to conceal himself with AM:50 Camouflage. His uniform 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 Linx 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 cannot really Disguise himself as a Female or non humanoid creature. He can maintain a certain appearance for unknown periods.


Mobility Enhancements: Linx moves about the map normally on his FASE Ranks like most other conventional Characters. But he may use his ‘Tentacle’ Arm for mobility FEATS.

- Run: 4 Areas per Round. With his Endurance he may Run for 5 hours without exhaustion.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for 5 minutes without exhaustion.
- Swim: 3 Areas per Round. Full submerged egress into water. Linx can Breath Water.
- Climb / Crawl: 2 Areas per Round. Linx may adhere to vertical and upside down surfaces at RM:30 Grip.
- Jump: 3 Areas per Round.
- Using the Tentacle Arm: Linx gains higher FEAT skills of MN:75 and can be handled as an 8 Area Jump.


Weaponry:


The Tentacle Arm: MN:75 Base Power and Skill Level. Linx’s left Arm is augmented with a 40 Foot (4 Area) long bionic prehensile ‘Tentacle’.

This Tentacle Arm is constructed of MN:75 durability materials, but Linx may strengthen it’s durability to a maximum of SX:150 by channeling various energy sources into the Tentacle Arm.

The Tentacle should be handled has having RM:30 muscular strength. Linx uses the tentacle for his normal muscular ‘Strength’ at RM:30. Without the Tentacle his ‘Strength’ would be GD:10 to EC:15.

The Tentacle Arm may also split open along its length to become 5 smaller tentacles, similar to a large hand with 40-foot long fingers. But the durability level of each tentacle is considered as RM:30.

When the Tentacle Arm is split into five smaller tentacles the entire arm operates at levels divided by 5 for ‘Combat’ oriented tasks. However, the arm may be used for more surgical and meticulous tasks at it’s normal FEAT Levels.

Power Stunts with the Tentacle Arm:

- FEAT Rolled on MN:75 Ability for just about all and any FEAT Rolls. Considered as ‘Fighting’.
- Reach a full Length of 40 Feet (4 Areas).
- Reach a full Spread of 80 Feet (8 Areas) if Tentacle Arm is Spread Open.
- Inflict IN:40 / SP:45 / AM:50 / and VI:55 injury and damage depending upon FEAT Roll.
- Ensnare Targets with IN:40 / SP:45 / AM:50 / and VI:55 Grip depending upon FEAT Roll.
- Coil the Tentacle Arm into a Melee Combat Shield of SX:150 Durability and Blocking Strength.
- Cast wind blast of EX:20 Force.
- Create Melee Weapons such as Swords, Whips, Clubs, etc at IN:40 / SP:45 / AM:50 / and VI:55 impact.
- Levitate and Fly at EX:20 Ability. Distance and Range are covered in ‘Mobility’.
- May channel nearly ANY form of energy through the Tentacle Arm.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic ‘Bolts’ - Light / Radiation - Vibration ‘Bolts’ - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies -

Player note: Linx’s Tentacle Arm is somewhat similar to Doctor Octopus’s Tentacle Arms. But Linx’s single arm maybe a little more versatile.


Cybernetic Telepathy: IN:40 to AS:80. Linx may communicate and interface with almost all forms of computerized, cybernetic, bionic and robotic technology even if it’s extra terrestrial ‘Alien’ and not from Earth.

He may remotely tap into such technology up to 80 Feet (8 Areas) away by using radio frequencies. If used at Touch Contact his skill doubles to AS:80. While used at Touch Contact he may remotely operate and control Robots / Cyborgs / Bionics and other A.I. constructs anywhere on the Earth at MN:75 Ability by using various electronic networks.

This maybe used as a ‘Hypnosis’ FEAT to place Robots / Cyborgs / Bionic Characters under his Mental and Psychological Control.

Like Organic Creatures and Characters; Robots / Cyborgs / Bionic Characters may FEAT Roll a Psyche FEAT to regain their original programming.

The limitation of this Cybernetic Telekinesis / Telepathy is meet by non-Artificial Intelligent Technology. While dealing less Complex Technology about the only option Linx has at his disposal is to erase or corrupt the Machine’s Software and Programming. Basically, Killing a simple Robot or Crippling a Cyborg / Bionic Hybrid Character.

His Cybernetic Telepathy allows him to access Virtually any Federal or Law Enforcement Records on virtually any Character he may come into verbal contact with.

Linx will often use this as a form of Scanning to research and use as ‘Character / Persona’ leverage against particular Game Characters. If used in such a fashion Linx will gain MN:75 ‘Reasoning’ Skills over a particular Character or Situation.


Talents:

- General Tinkering - General Science - Physics - Mathematics - Mechanical / Electronic ‘Kit Bashing’ - Computers Full Repair / Operation - Military - Ninjitsu Based Martial Arts (ALL) - Stealth - Resist Domination - Shooting Weapons and Fire Arms - Forest / Jungle / Arctic / Ocean / Desert Survival - Art (Dance) - Reversed Karma (Nullification of Karma Loss) - Violent Behavior - Driving - Aerial Combat - Shooting and Throwing Weapons - Entrapment Escape - Chemistry - Demolitions - General Crime - Deception / Negotiation / Gambling - Espionage - Multi Language English, Taiwanese and an 80% Probability of understanding ANY Earthly Languages -


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
STRYKER
July 29, 2008 12:27AM
avatar
Code Name:
Stryker
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-4)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

STRYKER

F: FR:70            | R: EX:20            | Race: Unknown      | Nationality: Scotland   |
A: RM:30            | I: SN:60            | Gender: Male       | Residence: Mobile       |
S: PH:95            | P: SP:45            | Apparent Age: ???? | True Age: 43 years old  |
E: TR:85            | L: IN:40            | Eye Color: Yellow  | Alliance: Nato Military |
                    |                     | Hair Color: Black  | Calling: Guardian       |
Health: 280 / 280   | Karma: 165 / 165    | Blood Type: AB+    | Achievement: Outcast    |
                    |                     | Height: 9'8"       | Life Expectancy: ????   |
Initiative: SN:60   | Experience: IN:40   | Weight: 1800 lbs   | Species: Genetic Oddity |
Popularity: IN:40   | Appearance: AM:50   | Mass: 3 X 32 = 96  | Class: Brute / Warrior  |
Resources : TY:06   | Morality  : Neutral |                    |                         |
Job Rank  : GD:10   | Conviction: SN:60   | ATTACK: SX:150     | DEFENSE: SY:200         |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | AM:50 [+0CS]       | IN:40 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

John M. Nye conceived this Character’s Concept and Persona in 1989. Stryker is a Scientific and Genetic Oddity, which pretty much rendered an authentic ‘Ork’ commonly described in fantasy folklore.

Chris S. Finneke illustrated the Character, and his MSH-RPG Statistics retain John M. Nye’s original concepts.

Stryker’s Character and Persona was designed as a monstrous humanoid like creature who has a vast Physical Strength and a natural tendency to be violent, crafty, cunning, combative, and serve humanity in a semi-suedo Military Application.

Stryker was not ‘Randomly Rolled’ on the MSH Character Creation. Instead, his Character and Persona were creatively conceived as a Genetic Oddity with skills and abilities reflecting similarities to a mystical and fantasy Ork combined with futuristic science fiction.

Stryker has been ‘Played’ in approximately 10 to 12 MSH Game Campaigns and has approximately 7,000 to 11,000 invested Karma Points upgrading his Abilities and Powers. Due to Stryker’s vast capabilities from his original conception he was limited upon his Karma growth to maintain Game Balance.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Stryker lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship.

Military Scientists designed Stryker as a Human Monstrosity and Infantry ‘TANK’. However, instead of his capabilities being focused on Covert Operations, he genetic overview as focused upon Full Bore Battalion and Regiment level Combat.

Stryker uses his assets and personal skills to conduct Anti-Terrorism and Anti-Invasion Missions against enemies who threaten the people of the NATO Allied Nations, as well as Earth.


Personality: Stryker is a naturally driven, violent, and combative individual.

While he will follow military orders from specific humans who have established a relationship with him, he will almost always choose his own course of action to succeed in a mission or objective.

Normally this is conducted through direct brute force and violent behavior. He refuses failure on all levels and will do everything he possibly can to fulfill a mission.

(Player Note: If the Player is unsure how to have Stryker behave Roll any RIP FEAT to have the Game Judge suggest a behavior based on combative strength and violence)

Stryker is normally boisterous and load spoken during Character Conference, which often gives him the observed appearance of a Natural Leader. And while he is generally well educated in combative guile and infiltration tactics, he lacks the emotional and mental balance to be a Natural Leader over most Humans.

Often Stryker’s ideas, mission objectives, and tactics are only suited for his capabilities. Which are normally beyond human abilities. Due to this, he often conducts solo Missions.

If he were to be integrated into a Society of ‘Orks’ he would most likely take a Leadership Role.

In combat he is efficient, clever, brutal, and ruthless; and he has no personal conflicts while taking the opportunity of using lethal force against a perceived enemy. However, he is not a psychotic killer.

He will refrain from using lethal force if required by various reasons, such as political leverage, hostages, or various Laws…. But ethically, Stryker has no personal conflicts while using lethal force unless he knows for a fact the particular person is innocent.


Distinguishing Features and Story Origin:

Stryker is physically the Strongest Combative member of Blazer’s SPEC-OP Crew. While some Strike Force members come close to Stryker’s overall power level, he can often tip the scales with his mixture of speed and guile.

Stryker’s Game Origin and History is relatively simple. He was genetically engineered as an Infantry weapon by military scientists. He is revered as a ‘TANK’ type Combat Character.

All the personnel at the military science lab where Stryker was engineered spoke Scottish and Irish Gaeilge. This is an ancient ‘Old World’ language that was used to help keep the military science lab and it’s projects covertly secret from the public press.

Stryker has a strong Scottish accent and uses many incoherent Gaeilge words while speaking. This can often be used with his ‘Appearance’ Rank to induce certain social reactions.


Known Powers: Stryker’s body is vastly different from normal humans. He is huge standing nearly 10 feet tall and weighing in at nearly a Ton of solid muscle and dense flesh.

While his sheer size normally makes him an ‘easy’ target he is not slow by any means. Stryker does receive a few negative modifies to his FASE and Defense Ranks, but his sheer brute power and overall speed compensate these negative modifiers.


Flesh Armor:

- Skeleton: PH:95 Organic Bone Material.... Regular ol’ bones just tough as hell.
- Muscle Mass: IM:25 Provides Armor verse most Physical and Energy based attacks.
- Skin Mass: RM:30 He has tough skin to Physical and Temperature extremes.
- Soft Tissues: EC:15 to almost all known injuries and attacks.
- True Invulnerability: Stryker should be considered as having GD:10 True Invulnerability to ALL attacks.

- Attire: MN:75 conventional materials such as leather, carbon fiber, kevlar, and composite plastics and some metals. Stryker’s uniform and attire only provides RM:30 ‘Armor’ to precision attacks since it only covers a percentage of his body. The Back of his torso is fully covered, similar to a ‘Turtle-Shell’ and provides the mounting harness for his Twin Cannons.


Natural Enhancements and Melee Combat:

- Striking Moves: Stryker’s hands normally suffice for most of his Melee Combat with Impact inducing ‘Strikes’ and ‘Blows’ such as punching or kicking.

By default he can deliver ‘Hits’ of SN:60 Blunt impact with virtually ANY part of his body. This is calculated from a Combined Average of his ‘Agility’ and ‘Strength’. And primarily FEAT rolled on his ‘Fighting’ Rank.

He wears a set of high frequency impact inducing Gauntlets on his fists and Leggings over his Shins. These allow Stryker to throw punches and kicks with an additional 40 Points (IN:40) of Sheer Impact, resulting in UN:100 Lethal Impact.

He normally uses 1of 2 options for Melee Striking; Multiple Lightweight ‘Jabs’ OR dropping ‘Bomb’ hits.

Option 1. Stryker may execute up to 7 multiple lightweight ‘Jabs’ per Game Round at 1 up to 7 different Targets with in 1 Area proximity of his location. Each Hit will inflict EC:15 impact. During such a FEAT he may move over the map up to 4 Areas.

Option 2. Stryker may deliver ‘Single’ Hits with a full force of UN:100 Impact and normally he will ‘Short Charge’ a distance of about 4 Areas, However, this is normally handled on his ‘Fighting’ FEAT.

- Grappling Moves: Stryker is also an avid ‘Grappler’ and often these forms of hand to hand battle allow him to inflict PH:95 to UN:100 impact.

- Full Body as a Weapon and ‘Charges’: Normally Stryker may FEAT Roll such moves on his ‘Endurance’ to increase his probability to ‘HIT’ or ‘Tackle’ a single target. However, the Player may opt to FEAT Roll a ‘Charge’ on his ‘Fighting’ Rank to enhance the ‘Charge’ attack with multiple Hits, Tumbling Tackles, or Hitting Multiple Targets in the same Game Round.

- General Melee Combat: (This is mainly a Player’s note) Stryker 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’….. The more Violent and Creative the Player can conceive various ‘Combat’ oriented moves the Better.

- Power Stunt Savvy Players may also Justify various Melee Combat FEAT Rolls on Stryker’s SX:150 ‘Attack’ Rank. The Whole idea with Stryker is he may handle virtually ANY Melee Combat Stunt at FR:70 to SX:150 Skill, Ability, Execution, Guile and Talent.


Mobility Enhancements: Stryker has ‘Hyper’ Mobility allowing him almost infinite ‘Endurance’ for high speed Running. His Speeds are generally moderate, but he can maintain such exertions for days, even weeks based upon his TR:85 ‘Endurance’

- Run: 4 Areas per Round. He will not get exhausted from ‘Running’.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for 8 hours without exhaustion.
- Swim: 3 Areas per Round. Full submerged egress into water. He may hold his breath for 4 Hours.
- Burrowing: 2 Areas per Round through AW:90 Grade Solid Mass. He may hold his breath for 4 Hours.
- Climb / Crawl: 2 Areas per Round.
- Jump: 3 Areas per Round. He may Clear 4 with a Sprint Approach.
- Hyper Jumping: Use his Twin Cannons to Jump 15 Areas in single Bound. It’s not ‘Flight’.
- Falling: He may survive terminal velocity falls of SY:200 impact.


Regeneration: AM:50: Under normal conditions Stryker will recover 5 to 8 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 been able to re-grow soft tissues and lost organs and re-set his own broken bones. That’s why he still has 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 8 HP for that Round.
- WHITE: Total Failure, recover 16 HP for that Round.
- GREEN: Recover 70 HP for that Round.
- YELLOW: Recover 140 HP for that Round.
- RED: Recover 210 HP for that Round.


Equipment and Weaponry:


Duel Eldrich Cannons: MN:75 to SX:150 Base Power. Stryker carries two massive caliber ‘Cannons’ on his back. Each Cannon has a caliber bore of roughly 18 inches in diameter and each is enchanted to launch a verity of ‘Eldrich’ and ‘Magic’ energy sources.

These Cannons are constructed of SZ:500 Materials, and may be fired over the Shoulder or maneuvered about to be fired from under the Arm. If Fired from over the Shoulder, Stryker will gain the ability to Fire from his FR:70 “Fighting” FEAT rather than his RM:30 “Agility”. If Fired from under the arm he uses his RM:30 “Agility” to Aim and Shoot Accurately.

When the Cannons are Fired the Energy Blasts are almost completely silent with only a visual distortion. The Target is often hit with an ‘Explosive’ effect, but Stryker may alter the blast to render various forms of Energy.

Power Stunts with the Eldrich Cannons:

- Over the Shoulder Shooting with optical scopes assist Target accuracy. Fire from “Fighting” FEATS.
- Reach a full Range of 1000 Feet (100 Areas).
- Reach a full Spread of 20 X 20 X 20 Feet (2 Area) Explosive Detonations.
- Inflict SN:60 / SV:65 / FR:70 / or MN:75 damage with a Single Cannon depending upon FEAT Roll.
- Inflict GL:120 / GL:130 / SX:140 / or SX:150 damage with a Both Cannons depending upon FEAT Roll.
- Ensnare Targets with IN:40 / SP:45 / AM:50 / and VI:55 Grip depending upon FEAT Roll.
- Generate protective ‘Disc’ Like Melee Energy Shields of SZ:500 Grade Blocking.
- Point the Cannons Downward and use them to Jump 150 to 200 feet in a single bound.
- May channel nearly ANY form of energy through the Eldrich Cannon Blasts.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic ‘Bolts’ - Light / Radiation - Vibration ‘Bolts’ - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Magic Eldrich Beams or ‘True’ Vengeance / Nemesis Beams -


Enhanced Senses: SN:60. Used directly from his Base ‘Intuition’ Rank, Stryker may FEAT Roll to adjust his Vision, Hearing, and sense of Odor to meet the environmental situation at hand.


Talents:

- Tracking - Cult Lore - Hunting - Unorthodox Melee Combat ALL - Military - Stealth - Resist Domination - Shooting and Throwing Weapons - Forest / Jungle / Arctic / Ocean / Desert Survival - Violent Behavior - Tumbling - Entrapment Escape - Demolitions - Iron Will - Multi Language English and Scottish Gaeilge -


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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


Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Akula
August 02, 2008 01:15AM
avatar
Code Name:
Akula
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-6)
Due to Akula’s Character Persona he does not follow ‘Human’ Orders or Military Protocols.
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Akula

F: TR:85            | R: IM:25            | Race: Unknown      | Nationality: Unknown    |
A: FN:35            | I: VI:55            | Gender: Male       | Residence: Mobile       |
S: SP:45            | P: SV:65            | Apparent Age: ???? | True Age: Over 3000     |
E: SV:65            | L: AM:50            | Eye Color: White   | Alliance: Nato Military |
                    |                     | Hair Color: White  | Calling: Exemplar       |
Health: 230 / 230   | Karma: 195 / 195    | Blood Type: ????   | Achievement: Repentant  |
                    |                     | Height: 2'3"       | Life Expectancy: ????   |
Initiative: SY:200  | Experience: CL:3000 | Weight: 380 lbs    | Species: Spectral Entity|
Popularity: FN:35   | Appearance: AM:50   | Mass: 2 X 5 = 10   | Class: Warrior          |
Resources : GD:10   | Morality  : Chaotic |                    |                         |
Job Rank  : FN:35   | Conviction: SZ:500  | ATTACK: Sz:350     | DEFENSE: FR:70          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
Sz:350 [+0CS]       | Sz:350 [+0CS]       | Sz:350 [+0CS]      | Sz:350 [+0CS]           |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1999. Akula is a Spectral Entity, which embodies an ‘Iron’ Puppet designed into a small suit of ‘Armor’.

Akula’s Character and Persona was designed as a Spectral Entity (Ghost) who animates a small Puppet somewhat formed into a Humanoid Armored shape, who has vast Physical Strength and Combat Prowess.

Akula was not ‘Randomly Rolled’ on the MSH Character Creation. Instead, his Character and Persona were creatively conceived as a Spectral Entity with skills and abilities reflecting similarities to an ancient mystical warrior combined with futuristic science fiction.

Akula was brought into our Earthly Dimension through various studies of Witch Craft.

Akula has been ‘Played’ in 1 MSH Game Campaign and has earned about 200 Karma Points to upgrade his Abilities and Powers. Due to Akula’s vast capabilities from his original conception he was limited upon his Karma growth to maintain Game Balance.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Akula is technically not alive, but his miniature suit of Armor was once normally kept inside secret Arms Vaults at various Military Facilities.

This is when the Armored Suit is released from its Spectral (Demon / Angelic) Possession. The Spectral Entity that possesses the Armored Suit does have a ‘Free Will’ and has not allowed anyone to banish him from our Realm and Dimension.

Akula is somewhat considered as a ‘Special’ Weapon or service Robot that uses his assets and personal skills to conduct WAR Missions against enemies who threaten the people of the NATO Allied Nations.


Personality: Akula does not have a Personality, per say. He is simply efficiently Violent toward particular people he perceives as enemies. Akula is also NOT friendly or social by any measure, and should not be integrated into a Team Based Format. However, under great strategic planning Akula has unwittingly accomplished various Team Oriented goals.

Akula does not write or speak; communication is strictly handled with sign language and simple body gestures; that is if Akula chooses to ‘Speak’ at all.

He should be handled as a hostile ‘Robot’ or ‘Demon’ who Guards various Military Installations. For unknown reasons, Akula has chosen to be onboard Blazer’s Ship and Akula normally ‘Guards’ the vessel and people inside.

While Akula possess a ‘Free Will’ he is somewhat similar to a ‘Robot’ the Shaman’s have programmed. To date, Akula has remained Loyal to the general perspectives and political affluence of the NATO Allied Nations.

He will attack anyone he perceives as an enemy or threat depending upon the situation at hand. And humans have tried to integrate him into various team formations. However, he often wipes out his own teammates for internal bickering or other unexplained reasons.

Human Society was unable to ‘Punish’ Akula for his various Crimes. He is pretty much completely indestructible and he has a Psychology that seems totally oblivious to any form of pain or suffering.

In ‘Combat’ Akula mainly relies upon his personal skills and infantry abilities. While he has shown considerable ability to utilize industrial weaponry he often chooses a more ‘direct’ approach.


Distinguishing Features and Story Origin:

Akula has had possession over his Magic Suit of Armor in our Realm and Dimension for nearly 3000 Years. The Shamans who resurrected him have long since passed away, and so did their arcane knowledge of Demonology. It is unknown who built the miniature suit of Armor Akula has come to embody.

Since that day, Akula has pretty much always stayed aboard some type of large NATO Military Ship or Building or Embassy Facility; and has served in a semi Military fashion as a Fighting Soldier. But no human of various Social Military Rank will dare give him orders.

Other Characters Telling or ‘Ordering’ Akula to execute an activity induces a 50% Probability that he will attack that person with lethal intent.

Often he simply serves as a Guard over a Military Ship or Building he has chosen to stay at. Akula usually ignores people who try to establish a relationship with him. If the issue is pushed Akula will try to intimidate that person with a traditional “1000 Yard Stare” or Drawing his Sword.

(GM and Player Note: FEAT Roll Akula’s Appearance Rank to determine level of intimidation. A natural 99 RED Result will deem that Akula intends to assassinate that person at a later time. A natural 100 RED will deem that Akula simply engages in lethal battle with that Character.)

For unknown reasons, Akula has chosen to be aboard Blazer’s GCI-Strike Force Ship. The Strike Force Crew Members are aware of Akula’s presence but they treat him as an ‘Object’… As well, Akula will often simply leave the GCI-Strike Force Ship for several weeks at a time.

He is normally tracked via satellite surveillance and Akula will normally embark upon a Covert Mission single handedly. He is able to ‘Remotely’ View certain activities and execute an assassination mission with very little provocation.


Known Powers: Akula’s body is literally solid pieces of formed metal that are loosely assembled similar to a posable toy or ‘Puppet’ and animated by some form of arcane wizardry. The metal pieces are hinged together much like a wooden doll.

Immortality: UN:100 or Possibly Higher. Akula ages at a rate Humans cannot recognize. This also enables some of his other powers.

- Self Sustenance: Akula seemly does not need food, water, air, sleep, or shelter.
- Immunity to Physical and Emotional Pain or Stress.
- Immunity to Medical Shock if he is injured.
- Immunity to Blood-loss and suffers minimum penalties during Decapitation or Impaling Attacks.
- Double Jointed and Contortionist Flexibility. His head, neck, and torso may spin 360 degrees.


Flesh Armor: MN:75. Akula should be considered as having MN:75 Flesh Armor to most conventional Physical and Energy based Attacks; and many forms of Magic .

- CL:1000 to Cold, but may be frozen in Solid Ice.
- SZ:500 to Electricity, Gravity, Light, Sonic, Vibration, and Magnetic based Attacks.
- IN:40 to Corrosives, such as Acid, Rust, and Oxidation.
- RM:30 True Invulnerability to all known Attacks.


Regeneration: RM:30: Under normal conditions Akula will recover 3 to 6 HP per game round after suffering an injury regardless of his activity. This is mainly used as ‘Maintenance’ and normally places a very light coat of Oil on the Puppet’s moveable joints.

Akula may also reattach any severed limbs, such as his arms or legs; even his head almost instantly if severed off or removed.

Used with FEATS Rolls on the RM:30 Rank he may telekinetically reassemble himself if his parts are within 3 Areas of proximity to each other. After such severe attacks his ‘Soul’ always seem to be centralized in the largest piece of his Puppet Body.

If his parts are scattered beyond the 3 Area proximity Akula may repair himself at a later time if he exposed to normal metals. Rebuilding his parts my take time, but Akula should be considered as having RM:30 Metal Sculpting Talents.

- BLUE: Total Failure, recover 6 HP for that Round.
- WHITE: Total Failure, recover 12 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.


Mobility Enhancements: Akula Mobility is handled on his FASE Ranks like most other Characters.

- Run: 3 Areas per Round. He will not get exhausted from ‘Running’.
- Charge / Sprint: 5 Areas per Round. He may inflict SP:45 / AM:50 / VI:55 / SN:60 Impact.
- Swim: 3 Areas per Round. He cannot ‘Swim’. He will sink to the bottom and Run.
- Burrowing: 3 Areas per Round through SN:60 Grade Solid Mass. 2 Areas per Round through MN:75.
- Climb / Crawl: 1 Area per Round. May Cling to rough textures for vertical climbing.
- Jump: 2 Areas per Round. He may Clear 3 with a Sprint Approach.


Weaponry:


Bastard Sword: MN:75 to SX:150 Material Construction. Akula carries a ‘High-Tech’ Sword designed to appear much like a primitive ‘Bastard’ Sword or ‘Gladius’.

This Weapon is constructed of MN:75 Grade Metal, but while held in Akula’s hand his Spectral enchantment reinforces the weapon to SX:150 Materials.

Basic Melee Weapon: Used as a basic Melee Weapon Akula can deliver AM:50 Edged Impact, which can slice through GL:125 Grade Armor and Barriers. He may also execute multiple Actions on his “Fighting” Rank to reach up to 8 Attacks / Defenses per Game Round. The multiple Actions will divide his ‘Damage’ delivered, but his Armor and Barrier penetration will remain at GL:125.

Akula may channel various energies and spells through the Sword with either ‘Magic’ or Technology.

Magic and Power Stunts with the Bastard Sword:

- FEAT Rolls are Made on his SV:65 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Akula can increase the intensity of any Spell by ‘burning’ Karma on a straight point for power output. Thus, 51 Karma used would render an AM:50 intensity spell.

Other Characters can use the Sword, but due to it’s Magic properties it will be difficult to handle. Other Charters need at least IM:25 Strength to even use the Sword effectively since it weighs about 150 pounds.

But the Sword will reduce that Character’s FEAT efforts by [-5CS]. 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.

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

Globe Spells: pulse outward in all directions at once in a ‘Globe’ formation. Thus, Akula 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 Sword blade in a trajectory or ballistic beam. While a Beam Spell is ‘SHOT’ Akula still ‘Aims’ with his SV:65 ‘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)

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic ‘Bolts’ - Light / Radiation - Vibration ‘Bolts’ - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Magic Eldrich Beams or ‘True’ Vengeance / Nemesis Beams -


Dimensional Portal Spells: RM:30 Akula may open a Portal into an unknown Spectral Dimension. He uses this to return to our Dimensional Realm should his Iron Puppet be destroyed or other wise incapacitated.

This works similar to a ‘Slow’ Teleportation Power since he will have to reform his Iron Puppet Body. The process of returning to our realm requires about 1 Hour of time (600 Game Rounds) in which 125 Game Rounds are used to rebuild his Puppet Body, then the Puppet is filled with his Spectral Energy for 475 Game Rounds (His Health and Karma).

This Spectral anomaly is difficult to observe since Akula will often conduct the FEAT in a shadowed Area.


Enhanced Senses: VI:55. Used directly from his Base ‘Intuition’ Rank, Akula may FEAT Roll to adjust all 5 of his senses to meet the environmental situation at hand.


Talents:

- Tracking - Cult Lore - Hunting - Unorthodox Melee Combat ALL - Stealth - Resist Domination - Shooting and Throwing Weapons - Violent Behavior - Tumbling - Entrapment Escape - Iron Will - Demonology - Art (Metal Sculpture) - Infiltration - Remote Viewing (Global) -


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Zor-Lak
August 07, 2008 12:07AM
avatar
Code Name:
Zor-Lak
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-4)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Zor-Lak

F: EX:20            | R: VI:55            | Race: Unknown      | Nationality: Unknown    |
A: FN:35            | I: VI:55            | Gender: Male       | Residence: Mobile       |
S: EC:15            | P: PH:95            | Apparent Age: ???? | True Age: Over 100      |
E: RM:30            | L: FR:70            | Eye Color: Green   | Alliance: Nato Military |
                    |                     | Hair Color: White  | Calling: Animal Nature  |
Health: 100 / 100   | Karma: 275 / 3000   | Blood Type: O+     | Achievement: Vestige    |
                    |                     | Height: 6'10"      | Life Expectancy: ????   |
Initiative: SP:45   | Experience: UN:100  | Weight: 150 lbs    | Species: Human Mutant   |
Popularity: RM:30   | Appearance: FB:02   | Mass: 0 X 0 = 0    | Class: Shaman / Wizard  |
Resources : EX:20   | Morality  : Chaotic |                    |                         |
Job Rank  : EC:15   | Conviction: UN:100  | ATTACK: SP:45      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SP:45 [+0CS]        | SP:45 [+0CS]        | IN:40 [+0CS]       | SP:45 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1999. Zor-Lak is a Mutant Human who harbors an arcane from of ‘CHI’ Based Powers. He uses Witch-Craft to manipulate his ‘CHI’ energy into various Spells of Magic and Sorcery.

Zor-Lak was not ‘Randomly Rolled’ on the MSH Character Creation. Instead, his Character and Persona were creatively conceived as a Mutant Human with skills and abilities reflecting similarities to a mystical wizard combined with futuristic science fiction.

Zor-Lak has been ‘Played’ in about 1 to 5 MSH Game Campaigns and has earned about 200 to 400 Karma Points to upgrade his Abilities and Powers. Due to Zor-Lak’s vast powers and capabilities from his original conception he was limited upon his Karma growth to maintain Game Balance.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Zor-Lak lives at any 1 of 2 various locations; He has a place he can call ‘Home’ in an isolated and remote area of Canada’s Northern Ice Tundra. This area of the Canadian Tundra is only accessible by hiking on foot and climbing various mountains.

He visits this place on occasion to socialize with his Tribal Community and Family. Details and Specifics about this Community are quite mysterious.

When he is not at the Canadian Tundra location, he is most likely on deployment and he lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.


Personality: Zor-Lak is a reclusive man and prefers not to socialize very often. This is possibility due to his Genetic Mutations, which have left his physic, body, and face somewhat disturbingly deformed and rather hideous in appearance.

This is also why he has such a low “Appearance” Rank. He also tends to be shy and exhibits psychological and emotional patterns that are similar to Severe Abuse Survivors. But such history has yet to be discovered or confirmed by his peers.

Due to Zor-Lak’s Personality he often exhibits ‘Passive-Aggressive’ behavior. In Game Terms this means he will usually avoid direct confrontation, but if push comes to shove he will retaliate with ‘Lethal’ Force.

While he is not deemed ‘Psychotic’ nor has a criminal record he should be considered as highly dangerous and borderline into Clinical Psychosis. During Team missions he normally chooses to operate missions with Sharky, Target, Drix, Gemini, Slazenger, Blue Angel, or Spike due to their various Mutant Afflictions.


Distinguishing Features and Story Origin:

Not much personal history is known about Zor-Lak’s past. What is known is that he helped various U.S. and Canadian GCI-Strike Force Teams track down and subdue a very powerful Shaman Warlock known as “Scange”.

The mission to track down and subdue Scange was a long and challenging endeavor, and during the mission he established a very positive relationship with the various members of the GCI-Strike Forces.

After Scange was captured Zor-Lak chose to be an advisor of sorts to the GCI-Strike Force Teams. His current social connection is through Sharky, Target, Drix, Gemini, Slazenger, Blue Angel, and Spike.


Known Powers:

Autonomy and Deformation: RM:30. This could be considered as an “Appearance” Rank and can be used to gain specialized Social Reactions since Zor-Lak tends to emotionally “Disturb” or “Shock” most People who see him.

Zor-Lak is quite Tall and Lanky, with a gnarly body build. His hands and feet are exceptionally large. He also has some ‘Beast’ like features in his face such as vertically split pupils and carnivorous fangs. His posture also appears quite uncomfortable, as he stands hunched over and contorted with seemingly no fatigue or pain.

Zor-Lak often casts a spell over himself to appear somewhat ‘Normal’ as the picture above. But during other efforts this spell of illusion will lose it’s potency to revile his True Appearance, which is best described as Freighting, Shocking, Hideous, and Disturbing. Zor-Lak will often walk on all 4 limbs.

Zor-Lak will often refer to his physic and appearance as “God’s Cruelty”.


’CHI’ Control: UN:100 or Possibly Higher. Zor-Lak learned his mutant power early in life to control and manipulate his own internal Biological Energy and Radiation; more so than those who train for years upon years.

He uses his ‘CHI’ Control to manifest ‘Magic’ Spells of Sorcery by combining his ‘CHI’ Energy with his knowledge of Natural, Physical, and Mechanical Science.

His ‘Magic’ can be generally broken down into 5 Categories all used at the PH:95 and UN:100 Level.

- Personal Spells Only effect himself, such as increasing his FASE Ranks, Invisibility, Armor…etc.
- Utility Spells are common ‘Energy’ and ‘Force’ based Spells that effect others and the local environment.
- Dimensional Spells allow Zor-Lak to Open Portals and Worm-Holes for Travel into other Realms.
- Psychological and Telepathic Spells effect the Senses, Awareness, Perception and Psyche of Others.
- Heathen or Demonic Spells allow Zor-Lak to ‘Summon’ life into inanimate objects.


Spells and Magic:

Zor-Lak’s magic is actually within his Biological and Psychological energy. He does not need to use various tools or equipment to manifest most of his magic spells.

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 PH:95 ‘Psyche’ Rank.

- Any Spell will last 100 to 1000 Game Rounds depending upon a Single 10-Sided Dice FEAT. A Score of 1 will last 100 Game Rounds (600 Seconds, or 10 Full Minutes). A score of 2 will last 20 Minutes, and so forth.

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

- Notice Zor-Lak’s has an expanded ‘Karma’ Rank at 3000 Additional Points, over his true 275. This is to reflect how efficient he has become at using his ‘Karma’ as raw Magic Fuel. He actually uses about 1/10th of a Karma Point per Spell, allowing him to cast at least 3000 Spells of GD:10 Intensity, effect, and potency.

- Zor-Lak has displayed maximum potency Spells at UN:100 Intensity. However, he did so with moderate effort and it is very likely that he can achieve higher levels of potency with his Magic.

- Zor-Lak has 2 formations to cast Spells; Globe and Direct Beam....


- Globe Spells: pulse outward in all directions at once in a ‘Globe’ formation. Thus, Zor-Lak does not require an ‘Aim’ FEAT to hit a given Target if it is within Range, which is approximately 1000 feet (100 Areas) from him as the epicenter.

- Direct Beam Spells: are ‘Shot’ from Zor-Lak’s body, such as his hands, head, or Torso in trajectory-ballistic beams. This is possibly one reason why his hands and feet are overly large, but lack the Physical “Strength” he would appear to posses.

While a Beam Spell is ‘SHOT’ Zor-Lak still ‘Aims’ with his PH:95 ‘Psyche’ Rank. The main difference is his Range is greatly improved to nearly Global Ranges. 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.

Special Note: Spells and Magic can often become overly complex, or simply too easy for certain Players to Abuse, especially while using Zor-Lak as a Player Character.

To simplify his ‘Magic’ he is pretty close to omnipotent with a Clever Player or Game Judge. While Playing Zor-Lak the Player should clearly define all actions while using his ‘Magic’.

The Game Judge can also use an optional ‘Dice FEAT’ to lower and balance Zor-Lak in accordance with other Characters. Such a FEAT is handled on a Single 10 Sided Dice FEAT. A ‘1’ will reduce Zor-Lak’s spell potency by [-1CS] or ‘5’ Points of intensity. A ‘2’ will reduce Zor-Lak’s spell potency by [-2CS] or ‘10’ Points of intensity; and so forth.



Talents:

- All Science Fields at Karma Ranks - All Cult Lore Fields at Karma Ranks - Hunting - Stealth - Resist Domination - Entrapment Escape - Arctic Survival - Art (Sculpture) - Infiltration - Remote Viewing (Global) - Reversed Karma -


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD



Edited 3 time(s). Last edit at 08/07/2008 12:11AM by TankerAce.
Ty-Fune and Hura’Cain
August 07, 2008 11:09PM
avatar
Code Names:
Ty-Fune and Hura’Cain
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-6)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Ty-Fune and Hura’Cain

   (Ty’s Statistics are on the Left)
   (Hura’s Statistics are on the Right)
 

F: IN:40 / AM:50    | R: IM:25 / GD:10    | Race: Asian        | Nationality: Filipino   |
A: IN:40 / FN:35    | I: IM:25 / AM:50    | Gender: Male       | Residence: Mobile       |
S: EC:15 / GD:10    | P: IM:25 / EC:15    | Apparent Age: 20's | True Age: 22 years old  |
E: FN:35 / FN:35    | L: IM:25 / IM:25    | Eye Color: Brown   | Alliance: Nato Military |
                    |                     | Hair Color: Black  | Calling: Exuberance     |
Health: 130 / 130   | Karma: 100 / 100    | Blood Type: B+     | Achievement: Thrills    |
                    |                     | Height: 5'8"       | Life Expectancy: ????   |
Initiative: IM:25   | Experience: EX:20   | Weight: 170 lbs    | Species: Human Mutant   |
Popularity: EX:20   | Appearance: IM:25   | Mass: 0 X 0 = 0    | Class: Spec-Op Fighters |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : IN:40   | Conviction: IN:40   | ATTACK: EX:20      | DEFENSE: RM:30          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
EX:20 / EX:20       | IM:25 / EX:20       | EX:20 / IM:25      | IM:25 / EX:20           |
                    |                     |                    |                         |

Game Origin:

John M. Nye and Chris S. Finneke conceived these Identical Twin Characters in 1991. The Twin Brothers were born as Human Mutants with ‘CHI’ based Powers to manipulate their internal biological energy.

As Ty-Fune and Hura’Cain were taught to master their Powers through various disciplines of Martial Arts they evolved in slightly different manners, but they remain mostly Identical Twins.

Ty-Fune and Hura’Cain were both ‘Randomly Rolled’ on the MSH Character Creation. But since their Character Personas were fairly solidified before Character Creation they were somewhat channeled in specific manners.

Ty-Fune and Hura’Cain have been ‘Played’ in about 10 to 15 MSH Game Campaigns and each has earned about 10,000 to 12,000 Karma Points to upgrade their Abilities and Powers.

Due to them being ‘Twins’ with a Paranormal Psychic connection between each other their Karma Spending is shared equally, but they may evolve different skills and ability levels. Their HP and KP will most likely always be Identical; but their FASERIP will be at different Levels.

As well, their ‘CHI’ also share the same Power Levels, but may be evolved into various effects.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Ty-Fune and Hura’Cain live at any 1 of 3 various locations; They have family and friends in both the Philippine Islands, where they were raised until their Teens, and in the USA where they completed school and attend various College Courses.

When they are not in the Philippine Islands or their USA locations, they are most likely on deployment and live aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Ty-Fune and Hura’Cain have both received an R.O.T.C. Military Commission to serve the NATO Allied Nations as U.S. Soldiers. Their unique mutant powers and fighting back ground allow them to operate within the Social Ranks of the GCI-Strike Forces.


Ty-Fune’s Personality: Ty-Fune was born just a few moments before his Twin Brother, Hura’Cain. Thus, Ty-Fune will often take the general responsibility and leadership role of the two Twins.

Ty-Fune will usually think out and plan things before he takes action. As well, Ty-Fune will usually be more conservative in his activities than his Brother, Hura’Cain.


Hura’Cain’s Personality: Hura’Cain was born just a few moments after his Twin Brother, Ty-Fune.

Hura’Cain tends to have a more liberal and idealistic personality. Hura’Cain basically ‘Flies by the Seat of Pants’ so to say and is normally more outspoken, risky, and gung-ho.

While the two Twin Brothers have varying personalities they also compliment each other and often one of the Twin’s weaknesses will be supported by the other’s personality advantage.


Distinguishing Features and Story Origin:

Ty-Fune and Hura’Cain were born in the Philippines at Seibu. Their Father was a Commissioned Officer of the U.S. Navy, but a native of the Philippines.

As the Brothers came into Childhood they exhibited their abilities over their ‘CHI’ abilities while fighting over a children’s toy. Their Father realized the Brothers would need to be trained to harness and control their Powers.

Thus, the Brothers were enrolled into a secluded Muay-Thai-Kick Boxing School. At this School is where the Sensei named the Brothers “Ty-Fune and Hura’Cain” and they chose to never go by their birth names afterward.

As the Twin Brother’s trained in Kick Boxing, Hura’Cain displayed more natural tenacity in the Boxing Ring, while Ty-Fune seemed more adapt at academics and other athletic areas.

As their Sensei presented more demanding challenges to the Brothers; Ty-Fune developed ‘CHI’ Powers based from Water, Thunder, and Wind. While Hura’Cain displayed ‘CHI’ Powers reflecting Fire, Earth, and Wood.

These Concepts are somewhat Arcane in general knowledge but their abilities are detailed further under their ‘Powers’.

As the Ty-Fune and Hura’Cain graduated from their School they were released from the compounds to explore the rest of the World.

They used their connection through their Dad to get into American R.O.T.C. and attend College.


Known Powers: While Ty-Fune and Hura’Cain have different Powers, they both operate nearly identical in game terms.


’CHI’ Control: SV:65 and possibly up to MN:75. Ty-Fune and Hura’Cain learned their mutant power early in life to control and manipulate their internal Biological Energy and Radiation.

Their family sent them to a secluded Muay-Thai-Kick Boxing School where they learned to master their gifts through the art of Muay-Thai, JuJitsu, and some Ninjutsu.

Ty-Fune and Hura’Cain FEAT Roll their ‘CHI’ Powers at SV:65 Ability. Often the Twins must use a device, weapon, or tool to channel their ‘CHI’ correctly and reach FR:70 FEAT Rolls. As an example; Both Twins carry an inventory of Various Weapons. They often channel their Power through these weapons to render ‘Power Stunts’.

- Increase any single FASE by EX:20 Stacked to the current FASE for 30 Seconds (5 Game Rounds)
- Must return to Normal FASE for 20 Game Rounds after a FASE increase. No Health increases.
- Project a Melee Energy Shield of SV:65 Strength for a Block or Parry FEAT. Uses Batons or Shin Pads.
- Project a ‘Blunt’ Energy Blast of SP:45 Impact at 50 Feet (5 Areas) used with various ‘Punch’ Moves.
- Project a ‘Grasping’ Energy Blast of SP:45 Impact at 10 Feet (1 Area) used with various ‘Punch’ Moves.
- May only use a ‘CHI’ Assisted Weapon up to MN:75 Capacity and Impact.
- Create a 30 Foot Long ‘Rope’ of ‘CHI’ energy with IN:40 Strength and ‘Sticky’ Grapnel Hook.
- Heal Moderate Injuries below IN:40 Damage. Lethal Injuries or Disease are below EX:20 Impact.
- Hyper “Fighting” with 5, 6, or 7 Hits Per Game Round with a Green, Yellow, or RED. (Hura’Cain)
- Single High Pressure Punch, Kick, or Melee Strike to inflict IN:40, AM:50, or MN:75 impact. (Ty-Fune)

The Player or GM may creatively devise Power Stunts for Ty-Fune and Hura’Cain to use, but they will lose [-2CS] from their SV:65 Ability to reach AM:50 FEAT.

- Ty-Fune’s Powers will reflect Water, Thunder, and Wind; normally as ‘Range’ based actions.

- Hura’Cain Powers will reflect Fire (Heat), Earth, and Wood (solids); normally as ‘Melee’ based actions.


Telepathy: IM:25. Ty-Fune and Hura’Cain may communicate Telepathically with each other at Global Distances. However, Each Brother can only ‘Receive’ communications from the other brother. They cannot project their thoughts.

Normally, this power is dormant unless one of the Brothers is in a life-threatening situation. Also, since Hura’Cain’s Psyche is a little weaker than Ty-Fune’s; Hura’Cain will usually ‘CRY’ before Ty-Fune.

For Combat they may use this to give them [+3CS] while “Fighting” a single enemy one on one.

While ‘Ganged Up’ in Melee Battle verse a Single Enemy Character their “Fighting” should be considered as ‘Combined’ at PH:90. This makes the Brothers a very Formidable ‘Team’ against Single Enemies.


Mobility Enhancements: Most of their Mobility FEATs are handled on their FASE Ranks.

- Basic Run: 3 Areas per Round. With their Endurance they can run for 3 Hours without exhaustion.
- Sprint: 4 Areas per Round. With their Endurance they can run for 3 Minutes without exhaustion.
- Swim: 2 Areas per Round.
- Climb / Crawl: 3 Area per Round. They may Cling and Adhere to any Surface with “Strength” Grip.


Equipment and Weapons:


Traditional ‘Armor’: EX:20 to RM:30. Ty-Fune and Hura’Cain do not wear standard issue uniforms used by most of the other GCI Strike Force Members. Instead, they have had their uniforms tailored from similar materials.

Their uniforms provide EX:20 Armor over most of the body, and RM:30 Armor with the heavier pads and parts. The Uniforms are augmented with following equipment.

- CPU System: AM:50. May be used as a ‘Reasoning’ Resource in non-combative conditions.
- Radio Communication System: RM:30. Encrypted radio communication with every member of his Team.
- Various Weapons and Tools: 50% Probability of having a simple Tool… 20% for a ‘High-Tech’ tool.


45 Caliber Assault Rifles: Ty-Fune and Hura’Cain both carry 2 Assault Rifles each, which are capable of the following.

- Each Brother uses these Weapons with SP:45 Skill due to Rifle Marksmanship and Gunnery Training.

- Base Damage for a single ‘Real’ bullet is RM:30 and Armor Piercing is IN:40.

- RM:30 Damage X’s Bullets Fired | Incur Stuns and Kills (No Slam)... Armor Piercing IN:40

- Burst Firing: IN:40 Skill - Damage [+2CS] to reach IN:40.
- Full Auto: FN:35 Skill - Damage [+4CS] to reach AM:50.

- Used with ‘Magnum’ Ammo [+1CS] to Base Damage. (FN:35 with VI:55 Armor Piercing)
- Used with ‘Teflon’ Ammo [+1CS] to Armor Piercing. (IM:25 with FR:70 Armor Piercing)
- Effective Range | 100 to 200 Feat (10 to 20 Areas). | Ranges can be increased with Optical Scopes.

Each Brother normally carries about 90 Reserve Bullets, but if they run out of Ammo they will use their ‘CHI’ powers to project an ‘Edged’ Blast through the Rifles. Damage is IM:25 Lethal Impact at 30 Feet (3 Areas).

- Ty-Fune’s ‘CHI’ shots are normally Wind, Sonic, or Electric based Energy Attacks.
- Hura’Cain’s ‘CHI’ shots are normally Fire, Heat, or Sand Particles based Energy Attacks.


Additional Equipment: Ty-Fune and Hura’Cain both carry a similar load pack and inventory of tools and weapons.

- Various Knives: Usually a ‘K-Bar’ or ‘Bolo’ Sword of AM:50 Grade Materials. IM:25 Damage.
- Various Pistols: Usually 45 Caliber Pistols that Normally have no Ammo and fire ‘Magic’ Bolts.
- Various Grenades: Usually Shrapnel Grenades of IN:40 Impact to a 10 X 10 X 10 Foot (1 Area) Grid.
- Whip or Chain: These rope like Weapons can reach a total length of 20 Feet.
- Extendable Batons: These can extend to 3-foot long Rods with Blunt or Edged properties. IM:25 Damage.
- Flash Light built into their Batons.
- Double-Edge Sword. Concealed inside the Batons. IM:25 Damage.


Talents:

Martial Arts ABCDE (Muay-Thai-Kick Boxing Based) - Medical 1st Aid - Acrobatics - Tumbling - Total Navigation - Space, Desert, Ocean, Arctic, Jungle Survival - Hunting - Stealth - Resist Domination - Infiltration - Multi Language English, Spanish, Tagalog


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

Below is a list of persons Ty-Fune and Hura’Cain may contact... (These Characters will be Written-up posted here at Classic Marvel).

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Re: TankerAce Characters
August 10, 2008 02:03AM
avatar
There's a lot of neat idea's going on here with the Twins. The idea of a karma pool between two characters is awesome. My favorite part is the ability to "gang up" on a single foe, and get a big combat shift by being in sync with one another. Very, very cool idea!
Deemon
August 15, 2008 08:20PM
avatar
I’m glad you like some of the Ideas…..OH YEAH!!!!!



Code Name:
Deemon
Military Rank: US Army Sergeant (NCO-5) / US Navy Petty Officer (NCO-5)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Deemon

F: RM:30            | R: IM:25            | Race: Caucasian    | Nationality: USA        |
A: SP:45            | I: IN:40            | Gender: Female     | Residence: Mobile       |
S: GD:10            | P: SP:45            | Apparent Age: 20's | True Age: 26 years old  |
E: IM:25            | L: FN:35            | Eye Color: Brown   | Alliance: US Military   |
                    |                     | Hair Color: Blonde | Calling: Investigator   |
Health: 110 / 110   | Karma: 145 / 145    | Blood Type: B-     | Achievement: Protector  |
                    |                     | Height: 5'4"       | Life Expectancy: ????   |
Initiative: RM:30   | Experience: IM:25   | Weight: 115 lbs    | Species: Normal Human   |
Popularity: EC:15   | Appearance: RM:30   | Mass: 0 X 1 = 0    | Class: Soldier/Fighter  |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : EX:20   | Conviction: AM:50   | ATTACK: IM:25      | DEFENSE: IM:25          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+1CS]        | IM:25 [+1CS]        | EX:20 [+0CS]       | IM:25 [+0CS]            |
                    |                     |                    |                         |

Game Origin:

Deemon is a Quick Response Medical First Aid Officer of the US Army. The US Army’s Top-Brass has currently assigned her to a Spec-Ops unit known as the GCI Strike Force. Chris S. Finneke conceived her Concept Character and Persona in 1995.

Deemon was Not ‘Randomly Rolled’ on the MSH Character Creation Table; Instead, her Character and Persona were creatively conceived as a ‘Normal’ Human with no Paranormal Powers. She has been ‘Played’ in approximately 2 to 5 MSH Game Campaigns and has approximately 1,000 to 4,000 invested Karma Points upgrading her Abilities and Technological Equipment.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Deemon lives at any 1 of 3 various locations; Her family owns a Middle-Class Home somewhere around the San Diego, California area. Her Family (Mother, Father, and three Siblings) currently occupy this House. She is stationed at an anonymous Army Military Base in the New York Area.

When she is not at either of these two locations, she is most likely on deployment and she lives aboard a small government funded Space Ship, which pretty much operates like a standard Military Frigate or Destroyer Ship.

Deemon is a Quick Response Medical Officer for the Spec-Ops Covert Military Unit called GCI Strike Force.


Personality: Deemon is relatively well educated and tends to carry herself with a very professional demeanor. Giving that she is a ‘Nurse’ she is very level headed and thinks about situations before she takes risky actions.

However, She is well known for being rather ‘Blunt’ and direct in her mannerisms. She is often quick witted with nasty jokes, insults, and ‘Smack’ Talk.


Distinguishing Features and Story Origin:

Haven’t written it out yet but long story short; Shy-Lo (The Doctor of the GCI-Strike Force Team) needed a ‘Nurse’ who could move about quickly and still maintain a level of Combat Prowess.

Thus, Deemon became Shy-Lo’s assistant and was given a ‘Glider’ type device, which she uses for a verity of her tools and weapons.


Known Powers: Deemon has no Super-Natural or Paranormal ‘Powers’… She relies upon her Skills, Intellect, and Equipment. Most of Her equipment is provided for her by the Military Infrastructure, but due to her current assignments she is allowed to use some of the really cool ‘Top Secret’ stuff.


Traditional ‘Armor’: EX:20 (IN:40 for heavier parts of her uniform). Deemon’s Uniform acts as Armor to conventional Physical and Energy Attacks. Her Uniform is designed of heavy Kevlar mesh and fire resistant Nomex fabrics.

While the uniform suffices as ‘Civilian’ Attire of the modern era, it conceals her entire body, aside from her head. She also has a full face ‘Motor-Cycle’ helmet of IN:40 Armor construction.


Deployable Force Shield: AM:50 Deemon also has a body silhouette forming force shield that protects her from virtually all known attacks with AM:50 Armor. The Shield is energy based and when active it covers her entire body while extending only millimeters from her skin and uniform.

The Force Shield is totally invisible to the naked eye and does not hinder movement or her tactical abilities. The Force Shield is short lived though. Deemon can only keep this Force Shield 'ON' for 1 minute (10 Game Rounds) at a time to a 2-minute recharge period. The battery pack recharges with her body movement and heartbeat.

She can switch the Force Shield 'ON' and 'OFF' at will. The Shield will automatically deploy if Deemon is Stunned, Slammed, or hit with a Lethal ‘Kill’ Attack.


Uniform’s CPU System: MN:75. Deemon’s uniform provides more than simple armor. The Uniform has an onboard Computer and Replication system that allows her to carry physical items by memorizing the object's molecular structure then de-atomizing the item to be carried as data rather than physical matter.

Deemon can only carry inanimate objects in this manner. She can carry about 200 pounds of small and moderate hand held items in this manner. To collect such an item she needs to scan the object or items then de-atomize. This takes 30 seconds (5 Rounds). The CPU can also be used as a source of reference and data, considered at MN:75 ‘Reasoning’.


Uniform’s Radio Communication System: MN:75. Deemon has full and encrypted radio communication with every member of her Team.

This allows the team to tactically maneuver about various obstacles and assailants. Range of the system is global by using current satellite up-links. This also puts her in radio contact with her Ship.

It also has a tracking beacon that will alert her team in the event that Deemon is rendered Stunned or has very weak life signs. (Below 20 Health)


Uniform’s Radar: MN:75. Deemon’s uniform is augmented with a Radar System that stays in constant operation.

This Radar will give her precision read outs of other Characters who may be hidden in the local surroundings. It can detect just about any life form, even the heartbeat of tiny insects. The System can reach a maximum range of about 500 feet (50 Areas).


Neural Computer Memory: MN:75. This works as a secondary memory system allowing her total memory and total recall. This system is built into her helmet, but she can have it record with all 5 senses by sampling Light, Sound, Chemicals, and other ambient energies.


Enhanced Vision and Hearing: MN:75 Deemon’s Helmet augments her Vision and Hearing with telescopic abilities allowing her to focus into nearly the microscopic level.

As well, she can ‘pan’ out her senses to perceive a very wide spectrum. She can also shift the ‘Spectrum’ of his Vision and Hearing to detect Light and Sound waves that are undetectable by human perception.

The Helmet also protects her senses automatically on the MN:75 Rank.


Scanning and Weakness Detection: MN:75. Deemon may use this as an ‘Intuition’ Power Stunt and FEAT. She may 'Scan' just about anything in her local area and environment.

If she scans another Character she can get a full medical and status report on that Character. (In Game Terms this is Health and Powers). Scanning takes 1 Game Round and is executed with her Eyesight or Radar.

- Blue: No Scan executed
- White: 25%. She will scan the Character's Primary Abilities. (FASERIP, HP, KP)
- Green: 50%. She will scan any common or conventional weakness. (Powers or Secondary Abilities)
- Yellow: 75%. Gives [+1CS] to any actions while dealing with a scanned Character.
- RED: 100%. Gives [+2CS] to any actions while dealing with a scanned Character.


Regeneration and Healing Touch: AM:50. Deemon gains this power through a combined mixture of her Medical Education and a number of high-tech tools, allowing her to ‘Kit-Bash’ and conduct Medical Procedures on the spot with AM:50 ability. In a Medical Facility this system will operate with UN:100 capacity.

Deemon may give another Character ‘Regeneration’ allowing that Character to Heal 5 Health Points per Game Round while she is conducting First Aid on that Character. Endurance Recovery and Crippling Injuries are also reflected by the Health Point Recovery. She must remain in the same Area with the other Character.

Deemon can Hyper-Clone various internal organs and fleshy tissues in about 1 Hour while in the confines of her Medical Operation room aboard the GCI Strike Force Ship. She may use these Cloned Organs to conduct transplant operations. She has 85% Chance of properly cloning a compatible organ for her patients.

If Deemon stops Medical Administration on the Character that Character will be endowed with RM:30 Regeneration for approximately 30 more Minutes (300 Game Rounds); Recovering 3 HP per Game Round or equivalent to the Character’s Endurance Rank if greater than RM:30. (Endurance / 10… Drop the Zero).

The system is also capable of ‘Healing’ Organic Androids, Bionics and Cyborgs. Fully Artificial Robots may gain EX:20 Mechanical Regeneration. If she uses the System upon Herself she will have RM:30 Regeneration.

- Green : Boost Healing to Recover 28 HP that Game Round.
- Yellow : Boost Healing to Recover 55 HP that Game Round.
- RED : Boost Healing to Recover 83 HP that Game Round.



Weaponry:

Floating Discus: MN:75 to SX:150 Materiel Alloys reinforced to Sz:350 with various Energy and Force Field amplification.

This is Deemon’s primary Tool and Weapon. She uses it for almost all of her functional Game Mechanics.

- Used as a Melee Based ‘Shield’ she may my block or parry attacks of MN:75 / TR:85 / PH:95 / GL:125.
- Used as a Melee Blunt Weapon she may deliver RM:30 / IN:40 / AM:50 / MN:75 impact.
- Fire Lethal Energy or ‘Blunt’ Force beams from the frontal panel of MN:75 impact at AM:50 Skill.
- Fire Numbing or Tazer Stun of MN:75 Intensity.
- Generate Ice or Water in an Oxygen Atmosphere. (1 Gallon per Minute)
- Stored Tools and Various Medicines. (80% Chance of having the Correct Supplies)
- Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.
- Used as a Raw Battery of AM:50 Energy source for 10 Hours. (Electricity / Heat / Magnetism / Solar)


Mobility Enhancements: Most of Deemon’s Mobility FEATs are handled on her FASE Ranks.

- True Flight and Levitation: Deemon can achieve True Flight and Levitation of AM:50 speed and aerial control. She can fly at roughly 500 MPH at Top Speed, allowing her to clear about 2000 to 2500 Areas per Game Round.

She can accelerate to her top speeds in about 2 Game Rounds. Used as a ‘Charge’ Attack She may inflict UN:100 Damage to a target. Destruction is about IN:40 since she can punch a hole the size of her discus.

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

- Basic Run: 3 Areas per Round. With her Endurance she can run for 2 Hours without exhaustion.
- Sprint: 4 Areas per Round. With her Endurance she can Sprint for 2 Minutes without exhaustion.
- Jump: 1 Areas per Round. Augmented with a Boost Rocket Back-Pack. She can not ‘Fly’
- Swim: 2 Areas per Round. She has a 3 Hour Tank that automatically fills up in an Oxygen Atmosphere.
- Climb / Crawl: 1 Area per Round. She may Cling to any Surface with GD:10 “Strength”. Photon Clamp.


Additional Equipment: Deemon also caries a load pack with an inventory of tools and weapons.

- Various Knives: Usually a ‘K-Bar’ or ‘Bolo’ Sword of AM:50 Grade Materials. IM:25 Damage.
- Various Pistols: Usually Twin 45 Caliber Pistols of EX:20 Damage | Incur Stuns, 1 Area Slams, and Kills.
- Various Grenades: Usually Shrapnel Grenades of IN:40 Impact to a 10 X 10 X 10 Foot (1 Area) Grid.
- Whip or Chain: This rope like Weapon can reach a total length of 10 Feet with RM:30 Impact.


Talents:

General Science - Chemistry - Medical First Aid (+2CS for 1st Aid) - Military - Leadership - Resist Domination - Computers - Total Navigation - Automobile and Motor-Cycle Stunt Driving - Bionics - Cybernetics - Robotics - Infiltration - Arial Combat - Crisis Management - Hostage Negotiation - Space, Jungle, Desert, Arctic, Ocean Survival - Medical Kit-Bashing - Multi Language (70% Chance of full Fluency for any ‘Human’ Language)


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
Sable
August 18, 2008 10:15PM
avatar
Code Name:
Sable
Military Rank: None: Civilian Clearance equal to a Non-Commissioned Military Officer (NCO-5)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

Sable

F: SV:65            | R: EX:20            | Race: Caucasian    | Nationality: Scotland   |
A: IN:40            | I: FN:35            | Gender: Female     | Residence: Mobile       |
S: AM:50            | P: SP:45            | Apparent Age: 20's | True Age: 43 years old  |
E: SN:60            | L: AM:50            | Eye Color: Blue    | Alliance: Nato Military |
                    |                     | Hair Color: Black  | Calling: Guardian       |
Health: 215 / 215   | Karma: 130 / 130    | Blood Type: O+     | Achievement: Thrills    |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: IN:40   | Experience: IN:40   | Weight: 300 lbs    | Species: Mutant Human   |
Popularity: FN:35   | Appearance: EX:20   | Mass: 0 X 6 = 0    | Class: Warrior/Fighter  |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: SN:60   | ATTACK: SP:45      | DEFENSE: SN:60          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+1CS]        | RM:30 [+1CS]        | FN:35 [+0CS]       | RM:30 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

John M. Nye conceived this Character’s Concept and Persona in 1989. Sable is an Induced Human Mutant who possesses super human strength, stamina, and durability. Due to her increased physical capabilities she became an exceptional warrior and fighter.

John M. Nye originally named this Character “Battle-Kat” however the name “Sable” sounded more befitting to the Character. Chris S. Finneke illustrated the Character, and her MSH-RPG Statistics retain John M. Nye’s original concepts.

Sable’s Character and Persona was designed as an Amazon Lady Warrior who has vast Physical Strength and Combative experience. She also has a Mystically Enchanted Mace. She was added to the GCI-Strike Force Cast in 1992.

Originally, Sable was Randomly Rolled on the MSH Character Creation as an induced human mutant allowing her to have advanced FASE Ranks and Flesh Armor. But John M. Nye Re-Vamped this Character when our Game Table finalized the Alternate Character Creation Table.

[www.classicmarvel.com]

Sable has been ‘Played’ in approximately 20 to 30 MSH Game Campaigns and has approximately 25,000 to 30,000 invested Karma Points upgrading her Abilities, Powers, and Talents.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: Sable lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship.

Sable is a Military Commissioned Civilian Member of a Covert Spec-Op Military Unit called the GCI Strike Force. She uses her abilities and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of Earth.


Personality: Sable is naturally combative and hostile due to her upbringing and abilities. While she does not boast in arrogance, she is extremely confident in her skills simply because she has been able to easily subdue most of her enemies.

In combat she is efficient, clever, brutal, and ruthless; and she has no personal conflicts while taking the opportunity of using lethal force against a perceived enemy. However, she is not a psychotic killer.

She will refrain from using lethal force if required by various reasons, such as political leverage, hostages, or various Laws…. But ethically, Sable has no personal conflicts while using lethal force unless she knows for a fact the particular person is innocent.

Sable is normally very direct and firmly spoken during Character Conference, which often gives her the observed appearance of a Natural Leader. And while she is generally well educated in combative guile and infiltration tactics, she lacks the emotional and mental balance to be a Natural Leader over most Humans.

Often Sable’s ideas, mission objectives, and tactics are only suited for her capabilities. Which are normally beyond human abilities. Due to this, she often conducts solo Missions.


Distinguishing Features and Story Origin:

John M. Nye never really gave this Character any Background or History. The source of her Powers was simply listed as Magic Enchantment combined intense combat training.


Known Powers:

Flesh Armor:

- Slowed Aging: UN:100. Sable ages about 1 year for every 200 normal years.
- Skeleton: PH:95 Organic Bone Material.... Regular ol’ bones just tough as hell.
- Muscle Mass: IM:25 Provides Armor verse most Physical and Energy based attacks.
- Skin Mass: RM:30 she has tough skin to Physical and Temperature extremes.
- Soft Tissues: EC:15 to almost all known injuries and attacks.
- True Invulnerability: Sable should be considered as having GD:10 True Invulnerability to ALL attacks.

- Attire: EX:20 to MN:75 conventional materials such as leather, carbon fiber, kevlar, and composite plastics and some metals.


Recovery:: SN:60 and GL:125: Sable has ‘Normal’ human healing, but she may withstand attacks without going into medical shock and she will nullify most ‘Stun’ and ‘Kill’ effects inflicted upon her with GL:125 Endurance. She is still subject to Slams at her normal SN:60 Endurance.

She can boost her normal healing with Endurance FEATs to recover mass HP in a single game round. She has been able to re-grow soft tissues and lost organs and re-set her own broken bones.

After many ‘Brutal’ conflicts she has undergone Cosmetic Medical Surgery to retain her youthful appearance while still appearing completely natural.

It is also suggested that she could reattach severally damaged major organs, such as arms and legs with cloned organs and medical attention.

- BLUE: Total Failure, recover 6 HP for that Round.
- WHITE: Total Failure, recover 12 HP for that Round.
- GREEN: Recover 24 HP for that Round.
- YELLOW: Recover 48 HP for that Round.
- RED: Recover 96 HP for that Round.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: Sable uses her body as one of her primary weapons for Melee Combat with Impact inducing ‘Strikes’ and ‘Blows’ such as punching or kicking.

By default she can deliver ‘Hits’ of SP:45 Blunt impact with virtually ANY part of her body. This is calculated from a Combined Average of her ‘Agility’ and ‘Strength’. And primarily FEAT rolled on her ‘Fighting’ Rank.

She normally uses 1of 2 options for Melee Striking; Multiple Lightweight ‘Jabs’ OR dropping ‘Bomb’ hits.

Option 1. Sable may execute up to 6 multiple lightweight ‘Jabs’ per Game Round at 1 up to 6 different Targets with in 1 Area proximity of her location. Each Hit will inflict AA:08 impact. During such a FEAT she may move over the map up to 4 Areas.

Option 2. Sable may deliver ‘Single’ Hits with a full force of SP:45 Impact and normally she will ‘Short Charge’ a distance of about 4 Areas, However, this is normally handled on her ‘Fighting’ FEAT.

- Grappling Moves: Sable is also an avid ‘Grappler’ and often these forms of hand to hand battle allow her to inflict SP:45 to AM:50 impact.

- Full Body as a Weapon and ‘Charges’: Normally Sable may FEAT Roll such moves on her ‘Endurance’ to increase her probability to ‘HIT’ or ‘Tackle’ a single target. However, the Player may opt to FEAT Roll a ‘Charge’ on her ‘Fighting’ Rank to enhance the ‘Charge’ attack with multiple Hits, Tumbling Tackles, or Hitting Multiple Targets in the same Game Round.

- General Melee Combat: (This is mainly a Player’s note) Sable is a ‘Savage’ fighter so she bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like an unorthodox ‘Beast’….. The more Violent and Creative the Player can conceive various ‘Combat’ oriented moves the Better.


Mobility Enhancements: Sable’s Mobility is handled on her FASE Ranks like most other Characters.

- Run: 4 Areas per Round. She will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round. With her Endurance she may Sprint for 6 minutes without exhaustion.
- Swim: 3 Areas per Round. She may hold her breath for about 6 Hours.
- Burrowing: 2 Areas per Round through SP:45 Grade Solid Mass. She may hold her breath for 6 Hours.
- Climb / Crawl: 3 Areas per Round and may adhere to vertical and upside surfaces with ‘Strength’
- Jump: 3 Areas per Round. She may Clear 5 with a Sprint Approach.
- Falling: She may survive terminal velocity falls of GL:125 impact.


Enhanced Senses: FN:35. Used directly from her Base ‘Intuition’ Rank, Sable may FEAT Roll to adjust her 5 Physical senses to meet the environmental situation at hand.


Weaponry and Equipment:

Spiked Mace: Sz:350. Her Spiked Club or Mace is her primary weapon.

This Mace is endowed with both ‘Magic’ and Technology. Any use of a Magic Spell with the Mace will use 1 Karma point to execute and is used on her SP:45 Psyche Rank.

To intensify any Magic Spell she will need to use her Karma on a point for power basis; example, 50 Points of Karma will render an AM:50 intensity Spell. Although the Mace appears to made of low grade materials her Magic and Technology allow it to have a construction durability of Sz:350. The Mace also has a form of self-repair at AM:50 Rank.


Basic Melee Weapon: AS:80 / TR:85 / PH:90 Edged Damage. Under most conditions Sable can swing her Mace with AS:80 force based on her Fighting, Strength, and Attack Ranks.

However, destruction to the Target is usually about SP:45 since it’s energy is focused into the Mace’s Spiked Head. Sable can charge the Mace Head with various energies to render various effects.

These effects are based upon Technology, thus Sable does not ‘Burn’ any Karma during its use.

- Used as a Melee Weapon she may deliver AS:80 / TR:85 / PH:90 damage and impact.
- Used as a Raw Battery of AM:50 Energy source for 10 Hours. (Electricity / Heat / Magnetism / Magic)
- Heat Ball: TR:85 Heat Damage. Heat is not emitted from the Ball until it makes contact with a Target.
- Fire Ball: TR:85 Heat Damage. Basically it’s a Torch with the Mace Head engulfed in fire.
- Ice Ball: TR:85 Cold Damage. Cold is not emitted from the Ball until it makes contact with a Target.
- Electric Ball: TR:85 Energy Damage. Electricity is not emitted from the Ball until it makes contact.
- Poison Ball: TR:85 Toxic Damage. Toxins are not emitted from the Ball until it makes contact.
- Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.
- Hammer Time: Spikes retract into the Mace Head to render a crude Hammer with Blunt properties.
- Water Ball: Allows Mace to generate Pure Water in an Oxygen Atmosphere. 1 Gallon per Minute.
- Force Shield: SY:200 This allows Sable to use the Mace as a Plate Shield of transparent energy. The Shield’s material strength is SY:200. The Shield becomes less effective has Damage is taken and the Shield will eventually collapse, but it still remains able to resist SY:200 intensity attacks until it is fully depleted.

Eldrich Spells: The Mace does have some ‘Magic’ properties, which allow Sable to cast spells while using the Mace as a tool. Sable actually has the Magic within herself, but she needs the Mace to summon spells properly. Eventually, she may not need the Mace 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 her SP:45 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Sable 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.

Other Characters may use the Mace, but due to it’s Magic properties it will be difficult to handle. Other Charters need at least RM:30 Strength to even use the Mace effectively. The Mace 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 and a Mastery of Energy Manipulation.

Sable only has 1 formation to cast Spells; A Globe Pulse expanding from herself as the epicenter..

Sable will often provide a form of Magic Protection to her comrades. Normally, this protection is a piece of elaborate jewelry, such as a ring or necklace.

Often the jewelry will also grant the wearer Eldrich power to increases 3 of the FASERIPS by [+1] Rank, OR allows 1 Paranormal Power to increase by [+1] Rank.

Sable cannot use the Jewelry for herself, and the jewelry will dissolve into dust in about 1 hour.

Sable’s Mace Spells pulse outward in all directions at once in a ‘Globe’ formation. Thus, She does not require an ‘Aim’ FEAT to hit a given Target if it is within Range, which is approximately 100 to 120 feet from her as the epicenter.

The full diameter of her Spells is 200 to 240 Feet (20 to 24 Areas).


Additional Equipment: Sable also has a load pack with an inventory of tools and weapons.

- Various Short Swords: Sz:350 Grade Materials. AM:50 Damage. The Blades on her forearms.
- Eldrich Energy: Fired from gem at her wrist. Up to UN:100 Damage or Effect. Always uses 100 Karma.
- Whip or Chain: This rope like Weapon can reach a total length of 20 Feet with AM:50 Impact.


Talents:

- Tracking - Cult Lore - Hunting - Unorthodox Melee Combat ALL - Military - Stealth - Resist Domination - Berserk Rage - Shooting and Throwing Weapons - Forest / Jungle / Arctic / Ocean / Desert Survival - Violent Behavior - Tumbling - Climbing - Entrapment Escape - Demolitions - Iron Will - Multi Language English and Scottish Gaeilge -


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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


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

MOTÖRHEAD
White-Tiger
August 26, 2008 12:11AM
avatar
Code Name:
White-Tiger
Military Rank: None: Civilian Clearance equal to a Commissioned Military Officer (O-3)
Commanding Unit: Global Combat Infantry (GCI-Strike Forces and SPEC-OPS)



Primary Abilities:

White-Tiger

F: MN:75            | R: RM:30            | Race: Was Caucasian| Nationality: Unknown    |
A: FN:35            | I: AM:50            | Gender: Male       | Residence: Mobile       |
S: SV:65            | P: PH:95            | Apparent Age: 50's | True Age: About 80 y/o  |
E: TR:85            | L: SN:60            | Eye Color: Blue    | Alliance: Nato Military |
                    |                     | Hair Color: White  | Calling: Guardian       |
Health: 260 / 260   | Karma: 235 / 235    | Blood Type: ????   | Achievement: Explorer   |
                    |                     | Height: 6'4"       | Life Expectancy: ????   |
Initiative: VI:55   | Experience: SV:65   | Weight: 2500 lbs   | Species: Mutant Human   |
Popularity: EX:20   | Appearance: EX:20   | Mass: 0 X 50 = 0   | Class: Warrior / Mage   |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: AW:90   | ATTACK: AM:50      | DEFENSE: GL:115         |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
AM:50 [+0CS]        | AM:50 [+0CS]        | AM:50 [+1CS]       | AM:50 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

John M. Nye conceived this Character’s Concept and Persona in 1989. White-Tiger is a Human Mutant who possesses Cosmic Endowed super human strength, stamina, and durability. Due to his increased physical capabilities he became an exceptional warrior and fighter.

John M. Nye conceived White-Tiger’s Character and Persona as a Warrior who mysteriously became endowed with Cosmic Energies. He used his newly discovered powers to fabricate a Cosmic Enchanted Zweihänder Sword. He was added to the GCI-Strike Force Cast in 1993.

Originally, White-Tiger was Randomly Rolled on the MSH Character Creation as a Normal human with Peak Pinnacle FASE Ranks and Magically enhanced Armor. But John M. Nye Re-Vamped this Character when our Game Table finalized the Alternate Character Creation Table.

[www.classicmarvel.com]

White-Tiger has been ‘Played’ in approximately 30 to 40 MSH Game Campaigns and has approximately 30,000 to 50,000 invested Karma Points upgrading his Abilities, Powers, and Talents.

Time Frame and Story Setting: Approximately 2500 to 3000 AD Earth.


Life Style: White-Tiger lives aboard a small government funded Space Ship which pretty much operates like a standard Military Frigate or Destroyer Ship.

White-Tiger is a Military Commissioned Civilian of a Covert Spec-Op Military Unit called the GCI Strike Force. He uses his abilities and personal skills to conduct Anti-Terrorism Missions against enemies who threaten the people of Earth.


Personality: White-Tiger is a highly disciplined and driven individual; but he is also wise due to his general age, education, and upbringing as a normal human.

In combat he is efficient and clever, and he has been known to be brutal, but he tends to hold a strong level of Moral Honor and Valor in high regards.

He will only use ‘Lethal’ Force if absolutely necessary as a final resolve to a hostile situation.

White-Tiger is also very direct and firmly spoken during Character Conference, and often this personality trait gives him natural leadership during a crisis.

Even though he is highly skilled and vastly more powerful than most Humans he knows the limitations of the human body and psyche. This also allows him to have strong leadership qualities in most socially complex endeavors.


Distinguishing Features and Story Origin:

Chris S. Finneke drew the Character in 1998, but John M. Nye conceived of this Character with a rather brief history.

White-Tiger was once a College Professor in the European Nations, but his true birthplace and childhood was never revealed; but is assumed to be an American raised in Western Culture. His educational background was primarily settled in European History and Social Sciences.

During a research excavation in Egypt, White-Tiger was studying and experimenting with various artifacts excavated from an Ancient Egyptian Pyramid. He unwittingly activated a portal into an alternate reality, at which the portal sucked him into the alternate reality.

White-Tiger’s excavation team was unable to repeat the process while they tried to piece together the event and find him.

Almost 5 years later, the portal re-opened and White-Tiger stumbled through back on to Earth, but he was massively muscular and his skin was ‘Chromed’ much like Marvel Comic’s Silver Surfer.

After discovering his ‘Powers’ he decided to pursue a life as a Public Super Hero. Upon his introduction back into society, Interpol and the NATO Allied Military recruited him as a special warfare field agent in war torn Nations.

He was then assigned to the GCI-Strike Force Units. After Joining the GCI-Strike Forces he handcrafted his Zweihänder Sword in a metal milling factory with an arcane form of knowledge he is unable to share with other humans.

He constructed his Zweihänder Sword of sturdy metals and alloys, then enhanced it with his Cosmic Energies.


Known Powers: White-Tiger’s powers derive from his Cosmic Endowments and 40 to 50 years of experience while using those powers. Without his Powers he would most likely return to Peak Pinnacle Health, Karma and FASERIP.

Flesh Armor: White-Tiger’s entire body is an unknown form of Cosmic molecular metallic alloy that is malleable and flexible. He still retains normal human flexibility and body mobility. His skin has a ‘Chrome’ polish much like the Silver Surfer, however he can still grow pure white facial hair. He can groom and shave his beard with industrial tools, but prefers to have a chest length beard.

- Slowed Aging: SY:200. White-Tiger ages about 1 year for every 500 normal years.
- True Invulnerability: White-Tiger should be considered as having AM:50 T.I. to ALL known attacks.
- UN:100 Invulnerability to Physical Attacks, but still subject to Slams.
- MN:75 Invulnerability to Temperature extremes of heat and cold.
- SV:65 Invulnerability to Electricity and other forms of Energy and Radiation.
- SN:60 Invulnerability to Corrosive acids, venom, and similar chemicals
- VI:55 Self Sustenance. He only needs to Sleep about 4 to 8 hours per week of activity.

- Attire: RM:30 conventional materials such as leather, carbon fiber, kevlar, and composite plastics and some normal metals.


Recovery:: GL:125: White-Tiger has ‘Normal’ human healing, but he may withstand attacks without going into medical shock and he will nullify most ‘Stun’ and ‘Kill’ effects inflicted upon him with GL:125 Endurance. He is still subject to Slams at his normal TR:85 Endurance.

If White-Tiger is injured or cleaved he will not lose blood, and he has been able to reattach lost limbs and organs with Normal Medical Attention.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: White-Tiger uses his body as one of his primary weapons for Melee Combat with Impact inducing ‘Strikes’ and ‘Blows’ such as punching or kicking.

By default he can deliver ‘Hits’ of AM:50 Blunt impact with virtually ANY part of his body. This is calculated from a Combined Average of his ‘Agility’ and ‘Strength’. And primarily FEAT rolled on his ‘Fighting’ Rank.

He normally uses 1of 2 options for Melee Striking; Multiple Lightweight ‘Jabs’ OR dropping ‘Bomb’ hits.

Option 1. White-Tiger may execute up to 7 multiple lightweight ‘Jabs’ per Game Round at 1 up to 7 different Targets with in 1 Area proximity of his location. Each Hit will inflict AA:08 impact. During such a FEAT he may move over the map up to 3 Areas (30 Feet).

Option 2. White-Tiger may deliver ‘Single’ Hits with a full force of AM:50 Impact and normally he will ‘Short Charge’ a distance of about 3 Areas, However, this is normally handled on his ‘Fighting’ FEAT.

- Grappling Moves: During hand to hand combat White-Tiger prefers ‘Grappling’ and ‘Clinch’ battle allowing him to utilize his “Strength” more efficiently. He may inflict SV:65 Damage with such moves, but most of these FEATs are handled on his “Fighting” Rank.

- Full Body as a Weapon and ‘Charges’: Normally White-Tiger may FEAT Roll such moves on his ‘Endurance’ to increase his probability to ‘HIT’ or ‘Tackle’ a single target. However, the Player may opt to FEAT Roll a ‘Charge’ on his ‘Fighting’ Rank to enhance the ‘Charge’ attack with multiple Hits, Tumbling Tackles, or Hitting Multiple Targets in the same Game Round.

- General Melee Combat: (This is mainly a Player’s note) White-Tiger 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’...


Mobility Enhancements: White-Tiger’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his enhanced “Endurance” he also has ‘Hyper’ mobility allowing him to avoid exhaustion while gaining momentum.

He has used his Powers to achieve roughly 500 to 600 MPH while ‘Running’ but it took him almost an hour to accelerate to such speeds. Slowing down requires about half the time, but in a pinch he simply plows himself into the ground.

If used in Game Terms White-Tiger will gain 3 Areas of acceleration added to his Running speed with every 10 Game Rounds (60 Seconds) of ‘Running’.

The only place he as safely demonstrated this Power was on the Utah Salt Flats to field-test Sonic Speed Land Vehicles. On his first demonstration he lost all his clothing due to rapid wear and tear.

- Run: 3 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round and Gain 3 Areas of Speed every 10 Game Rounds. He may Sprint for about 6 Days without exhaustion.
- Swim: 3 Areas per Round. He will sink like a rock, but he does not need air or oxygen.
- Burrowing: 2 Areas per Round through SV:65 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to vertical and upside surfaces with ‘Strength’
- Jump: About 3 to 5 feet without a running approach.


Enhanced Senses: AM:50. Used directly from his Base ‘Intuition’ Rank, White-Tiger may FEAT Roll to adjust his vision and hearing to meet the environmental situation at hand.

His sense of Touch, Odor, are Taste are considered as PR:04 but his Vision and Hearing compensate this limitation.


Weaponry and Equipment:



Zweihänder Sword: SZ:500. His unusual Zweihänder Sword is his primary weapon.

This Sword is endowed with both Cosmic Energy and ‘Magic’. Any use of a Magic Spell with the Zweihänder will use 1 Karma point to execute and is used on his PH:95 Psyche Rank.

To intensify any Cosmic 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 Zweihänder appears to made of normal Earthly grade materials and metals his Cosmic Magic allow it to have a construction durability of SZ:500. The Zweihänder also has a form of self-repair at UN:100 Rank.


Basic Melee Weapon: TR:85 / AW:90 / PH:95 Edged Damage. Under most conditions White-Tiger can swing his Zweihänder with TR:85 force based on his Fighting, Strength, and Attack Ranks.

However, destruction to the Target is usually about IN:40 since it’s energy is focused into the Zweihänder Sword’s Blade. White-Tiger can charge the Zweihänder Blade with various energies to render various effects.

White-Tiger has mastered these particular spells with at higher intensity while using only 1 KP per Spell.

- Used as a Raw Battery of UN:100 Energy source for 20 Hours. (Electricity / Heat / Magnetism / Magic)
- 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 Blade 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.
- Poison Blade: TR:85 Toxic Damage. Toxins are not emitted from the Blade until it makes contact.
- Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.
- Water Blade: Allows Blade to generate Pure Water in an Oxygen Atmosphere. 1 Gallon per Minute.
- Force Shield: SZ:500 This allows White-Tiger to use the Sword as a Frontal ‘Plate’ Shield of transparent energy. The Shield’s material strength is SZ:500. The Shield becomes less effective has Damage is taken and the Shield will eventually collapse, but it still remains able to resist SZ:500 intensity attacks until it is fully depleted.

Eldrich Spells:

The Zweihänder does have some Cosmic ‘Magic’ properties, which allow White-Tiger to cast spells while using the Zweihänder as a tool.

White-Tiger actually has the Magic within himself, but he needs the Zweihänder to summon spells properly. Eventually, he may not need the Zweihänder 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 PH:95 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... White-Tiger 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.

Other Characters may use the Zweihänder, but due to it’s Magic properties it will be difficult to handle. Other Charters need at least IN:40 Strength to even use the Zweihänder effectively. The Zweihänder 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, Cosmic Awareness, and a Mastery of Energy Manipulation.

White-Tiger only has 1 formation to cast Spells; A Globe Pulse expanding from himself as the epicenter..

White-Tiger will normally provide a form of Magic Protection to his teammates and comrades. Normally, this protection from his spells will reduce his FEAT Roll by [-2CS] per Teammate within his Magic Pulse Field.

White-Tiger’s Zweihänder Spells pulse outward in all directions at once in a ‘Globe’ formation. Thus, he 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 (20 to 24 Areas).


Talents:

- Unorthodox Melee Combat ALL - Sorcery and Wizardry (Cosmic Based) - Military - Stealth - Resist Domination - Public Speech - Forest / Jungle / Arctic / Ocean / Desert Survival - Tumbling - Total Navigation - Entrapment Escape - Cosmic Awareness - European History - Hostage Negotiations - Leadership - First Aid - Multi Language (70% Chance of full Fluency for any ‘Human’ Language) -

Limitations: Even though he is fully immune to such things, White-Tiger has a phobia (Fear) about insects, spiders, scorpions and similar creepy crawly ‘Bugs’. He must pass a Yellow Psyche FEAT if he notices a ‘Bug’ in his immediate surroundings.

If he discovers a reasonably Creepy ‘Bug’ crawling on his skin or clothing he needs a RED Psyche FEAT or he will ‘Freeze’ in mental Shock and is considered ‘Stunned’ until he passes the Psyche FEAT in the following Game Rounds.


Contacts and Assets:



The GCI Strike Forces and the US Military Infrastructure.

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

Blazer | Spike | Itty-Bitty | Shy-Lo | Andy | Blu-Angel | Bash | Agony | Cadence | Blitz | Ray-Zin | Tigrus | Slazenger | Turbo | Triple X | Gemini | Drix | Target | Sharky | Cisco | Ammo-Dump | Linx | Stryker | Akula | Zor-Lak | Ty-Fune | Hura’Cain | Deemon | Sable | White-Tiger

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