TankerAce Characters

Posted by TankerAce 
Biowolf
August 28, 2008 11:29PM
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Code Name:
Biowolf
Biological Name:
Kainus Sapian
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-8)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Insinuative and SPEC-OPS)



Primary Abilities:

Biowolf

F: UN:100           | R: AM:50            | Race: ????         | Nationality: German     |
A: AM:50            | I: UN:100           | Gender: Male       | Residence: Mobile       |
S: AM:50            | P: SX:150           | Apparent Age: ???? | True Age: About 150 y/o |
E: SY:200           | L: UN:100           | Eye Color: Green   | Alliance: PWR Military  |
                    |                     | Hair Color: Blue   | Calling: Adventurer     |
Health: 400 / 400   | Karma: 400 / 400    | Blood Type: ????   | Achievement: Guardian   |
                    |                     | Height: 6'8"       | Life Expectancy: ????   |
Initiative: AW:90   | Experience: GL:125  | Weight: 600 lbs    | Species: Mutant Cyborg  |
Popularity: IN:40   | Appearance: IN:40   | Mass: 0 X 12 = 0   | Class: Warrior / Mage   |
Resources : AM:50   | Morality  : Heroic  |                    |                         |
Job Rank  : SV:65   | Conviction: SX:150  | ATTACK: AS:80      | DEFENSE: UN:112         |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FR:70 [+1CS]        | TR:85 [+1CS]        | TR:85 [+1CS]       | AS:80 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1985. Biowolf is a Genetically Engineered Wolf-Man type of humanoid who possesses Cosmic Endowed Supernatural Powers.

Biowolf was Randomly Rolled on the MSH Character Creation as a Demi-Human (Canine) with a little more FASE and Health than a Peak Pinnacle Human. Biowolf is not a Traditional ‘Werewolf’ with Vampirism Powers. He was Genetically Engineered by precisely combining Human and Canine DNA.

Biowolf has been Played in approximately 50 to 70 MSH Game Campaigns and has approximately 50,000 to 100,000 invested Karma Points upgrading his Abilities, Powers, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Biowolf lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities.

Biowolf also has a small mobile Space Ship, which may dock with nearly any known Space Stations in the Galaxy. Biowolf serves has a high-ranking officer of the PWR, but he not the President or Prime Minister of the organization, even though he is seated as one of the PWR Founding Members.

Biowolf uses his assets, skills, and powers to defend Humanity from various invasions of the Galaxy.


Personality: Biowolf is a strongly driven individual; but he is also wise and intelligent due to his general age, education, and upbringing as a cosmonaut and warrior. Due to his PWR Social Rank and general reputation he also commands a great deal of respect from fellow NATO Allied Soldiers and Cosmonauts.

In combat he is efficient and clever, and he has been known to be extremely brutal, but he tends to hold a strong level of Moral Honor and Valor in high regard.

He will only use ‘Lethal’ Force if absolutely necessary as a final resolve to a hostile situation.

Biowolf is also very direct, objective 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 Earthlings 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:


Biowolf was genetically engineered some time around the year 3000 AD by German Military Scientists. As a Canine Demi-Human, the ultimate goal of these Scientists was to create an Elite Super Soldier for the Allied NATO Nations during the 4th and 5th World Wars.

Following the successors of the United States and their GCI-Strike Force Teams, Germany and most of Europe also started their Global Infantry Soldier Programs.

During Biowolf’s childhood and young development he was raised and trained as a Combative Infantry Soldier from day one. But he was never deployed into an authentic Theater of War since the Global Wars of the 29th Century pretty much came to a close by the time he was fully suited for the War.

Instead, Biowolf was deployed as an Exploring Cosmonaut to search the Galaxy for planets that were able to support Human Life. Seated in a small spacecraft designed with revolutionary technology, Biowolf was launched into space to seek out new grounds for humanity, similar to a Scout or Hunting Dog.

For almost 30 years Biowolf used his Small Star Ship to explore various areas of the Galaxy and he discovered a Primitive Planet able to support Human Life. According the Earthly Science this Planet was labeled as “Alpha-53”

Upon embarking on to the Planet he discovered the planet was once occupied by a peaceful civilization called the Getti. However, the Getti Civilization was attacked and slaughtered by an unknown Alien Society. All the various records and lineage depict the Getti as being overthrown by the Skaarj Civilization.

As Biowolf searched the abandoned planet of Getti Prime he discovered a Temple Chapel of the departed Skaarj Civilization. And he embarked upon the location to battle some Skaarj Titans. Narrowly defeating and evading these Skaarj Creatures, Biowolf discovered the Temple was utilized to create Elite Warriors for the Getti Civilization.

However, the Skaarj were able to commandeer the Temple, modify it and use it for their own profitable gains of Global Domination over the Getti. As Biowolf explored the Temple further he unwittingly activated the Temple’s system upon himself and he became endowed with Organic Cybernetics, which allow him to harbor and channel Cosmic Energies and Powers.

Upon activating the Temple’s internal machines it also notified the Skaarj Civilization and another Alien Species called the Wraitions. Both of these civilizations deployed small battalions of militarized troops to Getti Prime to claim the Temple.

Biowolf fought these Extra Terrestrial Aliens (Skaarj and Wraithion) but he was overwhelmed and had to flee the planet of Getti Prime. As he trekked through space evading the Skaarj and Wraithion he dusted his tracks and set his navigation toward Earth.

After 5 years of traveling at near light speed velocity he returned to Earth. Biowolf reported his discoveries to the Global Earth Government; Thus, He was Commissioned to create a grand Fighting Force to prepare humanity for invasions yet to come.

To achieve his Commission, Biowolf Cloned himself twice with his Organic Cybernetics. He reveres these two Clones as his ‘Sons’ Young-Biowolf and Fire-Fox.

Biowolf also allowed his DNA to be scientifically analyzed to engineer various mutations and cybernetics for humans, as well as create advanced robotic technology.


Known Powers: Biowolf’s powers derive from his Alien Cybernetics which allow him to harbor and channel various Cosmic Energies. He also has about 50 to 70 years of experience while using these powers, as well as losing his powers and regaining them upon several occasions.


Energy Absorption: SX:150 to SZ:500. Biowolf’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.

Biowolf has been unable to sustain more than 500 Health, with 25 additional Points to each FASE Rank. He normally prefers to stay ‘Balanced’ at 400 Health since the additional 100 Health is often uncontrollable and results in less Skill and ‘Finesse’.

By default Biowolf’s body will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Biowolf a number of other Branch Powers as well.

- True Invulnerability: Biowolf should be considered as having RM:30 True Invulnerability and is able to reduce ALL attack damages by [-3CS].

- Slowed Aging: SY:200. Biowolf ages about 1 year for every 500 normal years.
- Suspended Animation: SY:200. Biowolf may enter a state of Suspended Animation and not Age at all.
- SZ:500 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- SZ:500 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- SY:200 Immunity to Quantum Energy and Unified Field Theory Energy.
- SX:150 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- UN:100 Invulnerability to Corrosive acids, venom, and similar chemicals
- PH:95 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- MN:75 Immunity to Gravity and Magnetic based damage.
- MN:75 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.
- SN:60 Immunity to Disease, Illness, and similar biological Attacks.


Flesh Armor and Injury Resistance: RM:30. Biowolf’s Energy Absorption allows him to drain the impact energy directly from most physical and conventional Attacks.

Biowolf will instantly absorb the energy or force behind most physical attacks resulting in RM:30 Flesh Armor to Physical Injuries. Without his Energy Absorption his Flesh Armor is about GD:10 to EC:15 Armor due to flesh density and his symbiotic and organic cybernetics.

He can also Boost this Armor Level with FEAT Rolls off his “Endurance” by absorbing greater amounts of the kinetic energy used in a common Physical Attacks.

- BLUE: Total Failure, No Boost to Flesh Armor. RM:30 True Invulnerability.
- WHITE: Boost Flesh Armor by 10 Points to reach IN:40 True Invulnerability.
- GREEN: Boost Flesh Armor by 20 Points to reach AM:50 True Invulnerability.
- YELLOW: Boost Flesh Armor by 30 Points to reach SN:60 True Invulnerability.
- RED: Boost Flesh Armor by 40 Points to reach FR:70 True Invulnerability.


Regeneration: AM:50 to UN:100. Under normal conditions Biowolf will recover 5 HP per game round after suffering an injury. But due to his extensive “Endurance” he may boost his Regeneration factor to recover 10 / 15 / 20 HP per game round for a duration of about 1 hour.

Basically he may dedicate a very small percentage of his “Endurance” strictly to Healing regardless of his Physical activity and exertion.

He can also boost his healing with “Endurance” FEATs to recover Mass 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 without Medical Attention.

He may also reattach severed limbs and lost organs, such as an arm, leg, or an eye with in a few moments without Medical Attention. Even if the body part is abandoned Biowolf may retrieve and re-attach the severed organ for at least 200 years.

- BLUE: Total Failure, recover 10 HP for that Round and engage heightened Healing at 10 HP per Round.
- WHITE: Recover 15 to 20 HP for that Round and engage heightened Healing at 15 to 20 HP per Round.
- GREEN: Recover 100 HP for that Round. Engage heightened healing at 10 HP per Round.
- YELLOW: Recover 200 HP for that Round. Engage heightened healing at 15 HP per Round.
- RED: Recover 300 HP for that Round. Engage heightened healing at 20 HP per Round.


Hyper FASE Increase: SX:150. Biowolf may accelerate his normal FASE Ranks to SX:150 for brief periods allowing him to increase his Fighting, Agility, and Strength to SX:150.

His “Endurance” is not part of this Hyper Increase since he has permanently conditioned his Endurance at the SY:200 Power Level.

Biowolf may only use this power for a maximum duration of 20 Game Rounds (2 Minutes). At which he will be unable to use the Power again for another 40 Game Rounds (4 Minutes). He suffers no negative [CS] penalties after a Hyper FASE Increase, but he will be unable to use it for a set period of time.

The Player or GM may adjust the time duration between 1 to 20 Game Rounds. But the Player or GM will be unable to use the Power consecutively again for twice the Time at 2 to 40 Game Rounds.

To engage the Power requires a Yellow FEAT of SX:150 and it does not increase Health above 500 HP.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: Biowolf’s entire body is a deadly weapon for Melee Combat. Just about every part of his body has some sort of retractable Blades or Spikes or Claws or Hardened Surfaces to deliver lethal Impact inducing ‘Strikes’ and ‘Blows’.

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. This will increase to SX:150 with his Hyper-FASE ‘ON’.

- Grappling Moves: Biowolf is also an avid ‘Grappler’ and ‘Clinch’ combatant allowing him to utilize his “Strength” as well as his “Agility”. He may inflict AM:50 Damage with such moves, but most of these FEATs are handled on his “Fighting” Rank.

- Full Body as a Weapon and ‘Charges’: Normally Biowolf 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.

Biowolf’s Charge attacks normally incur [+2CS] to his Melee Damage to reach SN:60 up to SY:200.

- General Melee Combat: (This is mainly a Player’s note) Biowolf is formally trained in a wide variety of Mixed Martial Arts and Guerrilla Warfare. Plus, he is extremely experienced to such a degree that he basically uses his own unique discipline or ‘Style’.

Biowolf can be a brutally efficient melee fighter so he bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like a professionally trained ‘Ninja’ of Guerrilla Warfare….. The more Violent and Creative the Player can conceive various ‘Combat’ oriented moves; the Better.


Mobility Enhancements: Biowolf’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his enhanced “Endurance” and Hyper FASE Abilities he also has ‘Hyper’ mobility.

Normal Mobility
- Run: 5 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for about 2 Days without exhaustion.
- Swim: 4 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 3 Areas per Round through AM:50 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 5 Areas per Round with out a Running Approach.

Hyper Mobility
- Run: 15 Areas per Round.
- Sprint: 30 Areas per Round.
- Swim: 7 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 6 Areas per Round through UN:150 Grade Solid Mass.
- Climb / Crawl: 6 Areas per Round and may adhere to any vertical and upside surfaces with Photon Grip.
- Jump: 10 Areas per Round with out a Running Approach.


Enhanced Senses: UN:100. Used directly from his Base ‘Intuition’ Rank, Biowolf may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Scanning and Weakness Detection: MN:75. Biowolf may use this as a Power Stunt of his ‘Intuition’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 or other Senses, but this takes 5 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.


Danger Sense and Psychic Radar: MN:75. Biowolf’s perception is augmented with a Psychic 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 80 feet (8 Areas).


Photographic 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.


Self Revival: SY:200. Biowolf can revive himself from ‘Death’ in the event that he is Killed or his Health is reduced to Zero Points. This ability requires some time to molecularly reconstruct his body.

Upon ‘Death’ Biowolf’s body normally explodes in a Molecular Photon Explosion of about RM:30 Intensity to the Area he was occupying. (About a 30 Foot / 3 Area Grid in all directions)

With this explosion, all that remains of Biowolf is a cluster of his Cells and DNA sealed in a CL:1000 Orb of energy about the size of a coin. Biowolf’s Flesh and Soul will re-grow from this Orb in about 20 to 30 Days depending upon the environmental conditions.

He will then use his Cosmic Awareness to re-gather and organize his R.I.P. and Karma Ranks.

This Power pretty much makes Biowolf Immortal, and he has had to use it on a few occasions. Biowolf will normally re-master his Powers in a day or so after he is reborn.


Cosmic Awareness: SX:150. Biowolf may only use this Power during Self-Revival or if he enters Suspended Animation. This Power allows him to access the Cosmos and pretty much put him back on ‘Track’ with almost no loss of memory or experience.


Weaponry and Equipment:

Clothing and General Attire: AM:50 to UN:100. Biowolf wears a high-tech Battle suit designed of various materials ranging from AM:50 to UN:100 in general durability.

The suit provides very little ‘Armor’ in the traditional manner, but is designed to augment him with various utilitarian functions.

The Battle suit is comprised of 4 main parts.

- Skull Cap: This is almost not visible since the Helmet is closely tailored to the shape, color, and texture of his facial features and head. It allows Biowolf to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at UN:100 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 10 Areas. If he ‘Plugs’ into a thermal he may Globally Access, Control, and Manipulate such technology.

- Torso Curass: The large gem on his chest and back house a Computerized 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.

Biowolf 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 about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at UN:100 ‘Reasoning’.

- Leggings: These provide a little bit of ‘Armor’ of RM:30 protection from most conventional attacks. The primary function of his Leggings is generate energized power for his Attire at UN:100.

- Gloves and Boots: Biowolf may manipulate kinetic forces of RM:30 Strength and Ability at a range of 1 Area. He often uses these as ‘Tools’ and defensive Weapons.





Dragon Sword: SZ:500. Biowolf claimed his Dragon Sword from a Skaarj Temple Alter and after years of practice he learned to master it and it’s Cosmic Properties.

This Sword is endowed with Cosmic Energy and ‘Magic’. Any use of a Magic Spell with the Dragon Sword will use 1 Karma point to execute and is FEAT rolled on his SX:150 Psyche Rank.

To intensify any Cosmic Spell Biowolf 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 Dragon Sword appears to made of normal Earthly materials and metals it is designed of Cosmic endowed matter allowing it to have a construction durability of SZ:500. The Dragon Sword also has a form of self-repair at UN:100 Rank.


Basic Melee Weapon: AW:90 / PH:95 / UN:100 Edged Damage. Under most conditions Biowolf can swing his Dragon Sword with AW:90 force based on his Fighting, Agility, Strength, and Attack Ranks.

However, destruction to the Target is usually about RM:30 to IN:40 since it’s energy is focused into the Dragon Sword’s Blade. Biowolf can charge the Dragon Sword’s Blade with various energies to render various effects.

Biowolf has mastered these particular spells with at UN:100 intensity while using only 1 KP per Spell.

Basic Utility Spells and Magic Charge: UN:100. The 7 gems built into the Sword's blade allow Biowolf to 'Charge Up' the blade with various types of energies and elemental forces.

These can amplify his basic melee abilities to a level of UN:100. Plus the attack will also carry the secondary effect of whichever magic was used.

- Used as a Raw Battery of UN:100 Energy source for 50 Hours. (Electricity / Heat / Magnetism / Magic)
- Heat Blade: UN:100 Heat Damage. Heat is not emitted from the Ball until it makes contact with a Target.
- Fire Blade: UN:100 Heat Damage. Basically it’s a Torch with the Blade engulfed in fire.
- Ice Blade: UN:100 Cold Damage. Cold is not emitted from the Blade until it makes contact with a Target.
- Electric Blade: UN:100 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
- Gravity Blade: UN:100 Gravity Effects. Can allow True Flight and Levitation or ‘Lock-Down’ effects.
- Poison Blade: UN:100 Toxic Damage. Toxins are not emitted from the Blade until it makes contact.
- Teleportation: Allows Biowolf to Teleport at UN:100 Ability covering 10 Areas per Teleport.
- Purge Illness, Disease, Toxins, and other Chemicals with UN:100 Potency Antidotes.
- Healing Blade: UN:100 Regeneration or Repair to a touched target. Recover 10 HP per Round.
- Force Shield: SZ:500 This allows Biowolf 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 and other Magic Properties:

The Dragon Sword does have some Cosmic ‘Magic’ properties, which allow Biowolf to cast spells while using the Sword as a tool.

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 Biowolf’s SX:150 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Biowolf 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 Dragon Sword, but due to it’s Magic properties it will be difficult to handle. Other Charters need at least IN:40 Strength and 300 Karma to even use the Sword effectively. Biowolf may also Psychically manipulate the Sword and have it execute Spells from almost any location while not in his hands.

Biowolf only has 1 formation to cast Spells; A Globe Pulse expanding from himself, or the Sword, as the epicenter..

Biowolf 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.

Biowolf’s Sword 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).




80 Caliber Photon Hand Cannon: Biowolf's hand held pistol is fashioned closely after a common firearm. It has a top slide housing such as a barretta or glock, but it houses twin firing chambers and barrels in a side by side manner.

However, the barrels are not hollow like most other firearms. The barrels are powerful conduit chambers for atomic particle acceleration, also refereed to as plasma energy.

The Laser Cannon also has a wide range of energy forms it can fire, ranging from Sonics, Laser, Photon, Heat, and even heat displacement to create ‘Cold’ blasts. The handgun is also outfitted with an optical sighting scope, but often the scope is not used since Biowolf simply fires 'off the hip'. If the Scope is used Biowolf will get [+2CS] to his “Agility” for Sniper style shooting.

Ammunition is stored in the fusion battery cell, similar to most firearms. This cell contains a basic power supply and is used with some kind of photon / nuclear fusion to render the handgun's ammo. It recharges by the handgun's recoiling parts during each firing sequence. Thus, Biowolf almost never runs out of ammo. If the power cell is drained of raw energy Biowolf can charge the cell by operating the top slide rapidly.

- FEAT Rolled on “Agility” [+3CS] to reach SV:65 FEAT “Off the Hip”.
- FEAT Rolled on “Agility” [+5CS] while using the Sight Scope to reach MN:75 FEAT.
- FEAT Rolled on “Fighting” for counter attacks while targets are less than 100 feet (10 Areas) Away.
- Single Shot: Damage / Intensity: AS:80 Energy or Force Based Damages.
- Burst Firing: Skill [-1CS] | Damage [+2CS] to reach AW:90.
- Full Auto: Skill [-2CS] | Damage [+4CS] to reach UN:100.
- Range is 2500 to 3000 feet (250 to 300 Areas). Biowolf can adjust to precise ranges [-1CS]
- Projectile Dimensions: 10 inch diameter ‘Ball’ elongated to about 3 feet long.
- Armor Piercing: UN:100 to by pass ‘Armor’
- Multiple Targets: Biowolf will lose [-1CS] to shoot at each additional Target in the same Game Round.
- Spherical Targeting: Biowolfd can not be blind-sided and may Shoot at targets from ANY angle [-2CS]
- Destruction is RM:30 to IN:40.
- Stored in his Torso Curass CPU Data Bank and can be instantly repaired by ‘holstering’
- If removed from Biowolf’s possession the Gun will become inert and not function.


Talents:

Omni-Skill: Biowolf 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.

Biowolf 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 - Unorthodox Melee Combat ALL - Military - Stealth - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Acrobatics - Entrapment Escape - Cosmic Awareness - Hostage Negotiations - Leadership - First Aid -

Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



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MOTÖRHEAD
Donovan
September 03, 2008 11:40PM
avatar
Code Name:
Donovan
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-1)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Donovan

F: SN:60            | R: GD:10            | Race: Caucasian    | Nationality: USA        |
A: IN:40            | I: FR:70            | Gender: Male       | Residence: Mobile       |
S: UN:100           | P: FN:35            | Apparent Age: 20's | True Age: 47 years old  |
E: UN:100           | L: IN:40            | Eye Color: Blue    | Alliance: PWR Military  |
                    |                     | Hair Color: Blonde | Calling: Adventurer     |
Health: 300 / 300   | Karma: 155 / 155    | Blood Type: O+     | Achievement: Guardian   |
                    |                     | Height: 7'5"       | Life Expectancy: ????   |
Initiative: VI:55   | Experience: IN:40   | Weight: 500 lbs    | Species: Mutant Human   |
Popularity: SP:45   | Appearance: SV:65   | Mass: 1 X 10 = 10  | Class: Warrior / Brute  |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: SN:60   | ATTACK: AS:80      | DEFENSE: PH:95          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | AM:50 [+0CS]       | IN:40 [+1CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988. Donovan is a Genetically Altered Human who possesses vast physical strength, durability, and combat expertise. Due to his various adventures he has also gained some miner abilities in Extra Sensory Perception and ‘CHI’ based manipulation of his internal energy.

Donovan was Randomly Rolled on the MSH Character Creation as an Induced Mutant Human, in which each player of the Campaign also received 200 Additional Character Points to apply to their Character’s FASERIP. Donovan’s additional points were initially added to his “Strength” and “Endurance” to achieve both at “Unearthly:100”.

Donovan has been played in approximately 50 to 70 MSH Game Campaigns and has approximately 80,000 to 100,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Donovan lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities.

He also owns a rural and rustic Ranch Home in West Texas, where he basically preserves a very large enclosed wilderness habitat for various animals and livestock. Given the time frame he lives in, such ‘Rural’ wilderness areas are extremely rare. This Ranch spans between El Paso, Odessa and Fort Stockton, Texas.

He also receives some financial assistance from the US government to help maintain his ranch and it serves as a Desert Survival Training Facility to a very small section of the US / NATO Allied Military Personnel.

It has also been rumored in the local press that his Ranch facilitates a top secret under ground Government laboratory to research and field test extra terrestrial technology and genetic mutations.

Donovan and the US Government do not allow the animals, livestock, and wilderness of this Ranch to be developed for industrialization, although he has been offered great sums of financial wealth from many private industrialists.

Donovan uses his assets, skills, and powers to defend Humanity from various invasions of the Galaxy.


Personality: Donovan is the typical ‘A’ Class ‘Jock’ with a Southern Swagger and Demeanor. He loves sports, competition, and showing off his Skills and Strength as an athlete.

But aside from his competitive sporting nature he is also down to earth, charming, and brutally honest. He also tends to be completely indifferent to the temptations of Financial Greed and Political Power.

He’s fairly close to total financial freedom and “Wealth” and that is enough for him. And with his physical capabilities he tends to embrace not requiring vast sums of money or fancy material wealth. Instead of showing off his “Bling” he tends to show off his “Muscles”.

Many people tend to underestimate his intelligence and wit; and possibly perceive him with a lack of ambition to pursue ‘MORE’ out of life. But Donovan is quite ‘happy’ with his situation. He has vast Physical Strength and he does not have to tolerate anyone’s crap, stress, or pestilence.

However, Donovan does have a singular ambition. He loves ‘Physical’ competition such as full contact sports; Specifically Strength and Endurance oriented Sports. He will rarely turn down the opportunity to physically challenge a worthy opponent in some form of ‘Honorable’ combat, sports, or any other Physical Challenge.

In such physical endeavors, such as ‘Combat’ he is tactful, skillful and clever; on top of his brute strength and general athleticism.

Donovan is not lethal by any standards, and he will do everything in his power to avoid seriously injuring or using ‘lethal’ force against his opposition. (However, He’ll Knock People Out) But to him ‘Sports’ is the defining attribute between ‘Human’ and ‘Animals’.

Donovan is normally easy going and generally relaxed during Character Conference, but he also knows when it’s time to be serious.


Distinguishing Features and Story Origin:

Donovan was born horribly disfigured and deformed around the year 3000 AD. Unfortunately, his mother passed away shortly after his birth and she left her vast fortune of wealth to her unborn son in her last will and testament. Donovan’s father is unknown; and Donovan has no significant biological relatives.

This is also why Donovan has no last name. His mother did not wish for him to carry her last name or the name of his biological father.

While legal courts, distant relatives, and business partners squabbled to claim portions of her Financial Wealth; The Doctors and Scientists who delivered Donovan seen potential by means of Genetic Engineering.

They used his Mother’s Last Will and Testament as legal leverage to fund their Genetic Experimentation. Thus, Donovan was admitted to a very risky and secluded laboratory where the Doctors and Scientists would attempt to cure Donovan’s disfigurations.

Donovan underwent a vast curriculum of genetic restructuring to make him appear and function as a normal human. However, the Doctors and Scientists had failed on the appearance part, but overly exceeded upon his function.

Donavan’s mutations and genetic restructuring left him somewhat handsome, if not ‘Brutish’ but he also developed a massively powerful skeleton and muscle structure far exceeding normal human potential. As well, his internal organs and metabolism are greatly enhanced allowing him uncharted stamina and energy.

After almost 30 years of medical engineering and genetic restructuring, Donovan’s heir to fortune was nearly depleted and he was pretty much released from the laboratory. As well, the laboratory was under investigation for unethical genetic experimentation.

Upon his release, Donovan found himself with almost no money and the shocking realization of what he truly was, a disturbing ‘Freak’. And the manipulative lies of the Scientists and Doctors had told him to be the truth for almost 30 years.

Donovan was grateful the genetic Scientists had cured him and gave him his great gifts of Strength, but was greatly displeased with the lies regarding his true heritage. As the investigation on the laboratory unfolded Donovan was also discovered to be the sole heir to the laboratory grounds and facility, which later became his Ranch.

Donovan later had a huge heart shaped tattoo with the letters “MOM” permanently painted into the skin of his left shoulder since she had given everything for him. Yet, he only knows her from a surveillance video in hospital’s child delivery room.

After some time of living alone on his ranch, Donovan realized he could use his great Strength to help others; thus he now serves the US and NATO Allied nations as a civilian ‘Advisor’ in the ranks of the Planetary Warfare Regiment.


Known Powers: Donovan’s powers derive from his genetic mutations and vast Physical Strength. He has also developed some minor abilities in extra sensory perception.


Flesh Armor and Injury Resistance: GD:10 to EX:20. Donovan should be considered as having GD:10 True Invulnerability to ANY and ALL forms of injury, damage and attacks.

Tougher areas of his body, such as his Shoulders, Back, Legs, and Forearms should be considered as EX:20 True Invulnerability to ANY and ALL forms of injury, damage and attacks, including Magic, Psychic, and Cosmic Endowed Damages.

He can also Boost his Flesh Armor with FEAT Rolls from his ‘Strength’ or ‘Endurance’ by relaxation or flex techniques to resist greater amounts of damage and injury.

- BLUE: Total Failure, No Boost to Flesh Armor. EX:20 True Invulnerability to ALL attacks.
- WHITE: Gain 20 Points to reach IN:40 True Invulnerability | Reduce ALL attacks by [-1CS].
- GREEN: Gain 40 Points to reach SN:60 True Invulnerability | Reduce ALL attacks by [-2CS].
- YELLOW: Gain 60 Points to reach AS:80 True Invulnerability | Reduce ALL attacks by [-3CS].
- RED: Gain 80 Points to reach UN:100 True Invulnerability | Reduce ALL attacks by [-4CS].


Regeneration and Recovery: GD:10. Under normal conditions Donovan will recover 1 HP per game round after suffering an injury. But due to his extensive “Endurance” he may boost his Regeneration factor to recover 10 HP per game round for a duration of about 1-hour (600 Game Rounds).

Basically he may dedicate a very small percentage of his “Endurance” strictly to Healing regardless of his Physical activity and exertion.

He can also boost his healing with “Endurance” FEATs to recover Mass HP in a single game round. He has been able to re-grow soft tissues and small organs and re-set his own broken bones without Medical Attention.

However, Donovan will need medical attention to reattach severed limbs and lost organs if he is injured too severally, impaled, or decapitated. Severe head and torso trauma or ‘Removal’ may ‘Kill’ him.

- BLUE: Total Failure, recover 10 HP for that Round and engage heightened Healing at 10 HP per Round.
- WHITE: Recover 25 HP for that Round and engage heightened Healing at 10 HP per Round.
- GREEN: Recover 75 HP for that Round. Engage heightened healing at 10 HP per Round.
- YELLOW: Recover 150 HP for that Round. Engage heightened healing at 10 HP per Round.
- RED: Recover 225 HP for that Round. Engage heightened healing at 10 HP per Round.


CHI Based Strength Enhancement: UN:100 Donovan can use his Regeneration and CHI energies to Grow additional skeletal and muscle tissue. Under normal circumstances Donovan’s “Strength” is UN:100, allowing him to heft about 150 to 250 Tons as his ‘Normal’ Strength level.

He can increase his Brute Strength by 100 Points per Game Round up to a maximum of SZ:500 Strength.

However, he does have a limitation; Donovan’s Strength is ‘Human’ and normal physics still apply. Donovan will most likely rip through massive objects rather than ‘Heft’ or ‘Lift’ those objects.

Due to this he wears gravity and energy altering Wrist Bracelets, Boots, and a Belt which absorbs some of his Brute Strength allowing him “God-Like” Spectral Strength in which objects he touches defy gravity to an extent, allowing him to heft massive objects that would normally collapse.

Donovan’s Strength Enhancement also increases his Fighting, Agility, and Endurance. For every 100 Points of Strength increase Donovan will also gain 50 Points increase to his Fighting, Agility, and Endurance simultaneously.

Donovan’s Health also reflects this increase of FASE. At maximum output Donovan can achieve the following FASE and HP.

- F: Sz:310
- A: Sz:290
- S: SZ:500
- E: Sz:350

- Health: 1450


Donovan can normally retain his enhanced Strength levels for about 5 minutes (50 Game Rounds) before suffering ill effects. Usually the ill effect is merely a ‘Stun’ in which his body will return to his normal levels in 10 to 20 Game Rounds.

During a Muscular ‘Surge’ Donovan does not get significantly larger. His height will remain at 7’5” while he may add 100 to 300 pounds of sheer muscle.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: Donovan does not rely too heavily upon ‘Striking’ based Martial Arts, but his Strength is so vast that a simple punch, kick, or strike can release enormous impact.

By default he can deliver ‘Hits’ of FR:70 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. This will increase to SZ:400 with his Strength Enhancement ‘ON’.

- Grappling Moves: Donovan is an avid Wrestling and Submission combatant allowing him to use ‘Grappling’ and ‘Clinch’ directly on his brute “Strength” in Melee Combat. He will inflict his “Strength” Rank as Damage with such moves, but most of these FEATs are handled on his “Fighting” Rank.

- Full Body as a Weapon and ‘Charges’: Normally Donovan 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.

Donovan’s Charge attacks normally incur [+1CS] to his Melee Damage to reach MN:75 up to SZ:500.

- General Melee Combat: (This is mainly a Player’s note) Donovan is formally trained in a wide variety of Wrestling and Submission based Martial Arts.

Donovan has the potential to be a brutally violent melee fighter, but he reserves and controls his Strength so that he is NOT lethal to other Sentient Characters. He attempts to Stun or Injure opponents in such a manner that they will recover to full health with minimum long term injuries.

Donovan will usually not Battle Characters with AM:50 or less ‘Strength’ unless they are determined to seriously injury him. Even still, Donovan will reserve and control his ‘Strength’ but he still FEAT Roll on his normal FASE Levels.


Mobility Enhancements: Donovan’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his vast ‘Strength’ he also has outstanding mobility.

- Run: 4 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for about 2 Days without exhaustion.
- Swim: 4 Areas per Round. Nullify submerged negative Shifts and may hold his breath for 1 Hour.
- Burrowing: 4 Areas per Round through MN:75 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to vertical and upside surfaces with a Gravity Grip.
- Jump: 10 Areas per Round with out a Running Approach. 20 Areas (200 Feet) with a Running Approach.


CHI Enhanced Senses and ESP: FR:70. Used directly from his Base ‘Intuition’ Rank, Donovan may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.

Donovan has a 6th Sense, which allows him to visualize the electrolytes and life force of an organic creature’s biological body. He can basically ‘SEE’ their biological energy.

He may use this as a Power Stunt of his ‘Intuition’ and 'Scan' just about anything in his local area and environment to retrieve a biological ‘Vision’ or ‘Sensing’.

If he uses his ESP on another Character he can retrieve a biological status report on that Character. (In Game Terms this is FASERIP, Health, Karma and Powers).

His ESP Sensing takes 1 Game Round and is executed with his eyesight, but he closes his eyes. He can also use this ESP as a Radar System that reaches about 7 Areas (70 feet) in all directions around him.

Normally, Donovan will engage in ‘Hand to Hand’ Combat with his eyes closed and he will sometimes wear a blindfold. He has even had his eyes gouged out during Melee Battle with no penalties.

- 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 and Equipment:

Clothing and General Attire: GD:10. Donovan wears fairly rugged ‘Western’ Attire, such as denim jeans and cowboy boots. He normally goes about shirtless and sometimes wears a straw cowboy hat. He has a modest wardrobe of ‘Western’ and ‘Cowboy’ styled clothing, but he generally his clothing gets torn up in battle. He’s been known to wear ‘nothing’ but a cowboy hat after certain battles.

However, he does wear Cosmic Endowed Wrist Bracelets, Belt, and Ankle Bracelets under his boots. These 5 items of clothing or ‘Jewelry’ allow Donovan to execute various ‘Strength’ based Power Stunts, cover in his CHI Based Strength Enhancement.

Each of the 5 pieces of ‘Jewelry’ are designed of CL:1000 Cosmic Materials and also give him CL:1000 Protection from various ‘Elements’.

- Right Wrist Bracelet: CL:1000 Protection from Heat or Fire.

- Left Wrist Bracelet: CL:1000 Protection from Cold or Ice.

- Belt: CL:1000 Self Sustenance from Starvation due to lack of Air, Water, Food, and Sleep.

- Right Ankle Bracelet: CL:1000 Protection from Gravity based Attacks.

- Left Ankle Bracelet: CL:1000 Protection from Electricity and Lighting based Attacks.





Chain Saw: SZ:500 to CL:1000. When Donovan needs to get ‘RUFF’ he will often bring his Chevy 6-Liter V8 Nitro Powered “Chain-Saw”.

Yes, it’s ‘CRAZY’ because he carrying a ‘FUGGEN TRUCK’ engine in his hands, and swinging it about like a Sword. Donovan has formally ‘Named’ the Chain Saw ‘Chelsey-Slash’

While Donovan carries the Chain Saw in his hands his 5 pieces of ‘Jewelry’ endow the Saw with CL:1000 material durability. If not in his hands the Saw is made of extremely durable materials at SZ:500, allowing it to ‘Burn’ and process some of the most formidable fuels known to mankind.

Normally, Donovan has its 3-Gallon Fuel tank filled with a volatile mixture of Nitrous Oxide, Nitroglycerin, and Pure 500 Octane Ethanol. This allows the 6-Liter V8 engine generate roughly 15,000 Horse Power.


Chain Saw as a Basic Melee Weapon: UN:100 / GL:125 / SX:150 Edged Damage. And may rind though barriers and armor up to UN:100 Per Game Round topping out at Sz:350 barrier penetration.

The Chain Saw is Capable of ‘KILL’ results with a Green Score, and may inflict a ‘Stun’ with a connecting White Score.

Under most conditions Donovan can swing his Chain-Saw with UN:100 force based on his Fighting, Agility, Strength, and Attack Ranks. But it may Slice UN:100 barriers with a meager touch of the blade.

Donovan only uses this weapon on VASTLY Powerful Opposition and for Melee Battle only. He can ‘Throw’ the Chain-Saw but that is extremely rare.


Chain Saw with a Sonic Blast from the Exhaust Pipes: AM:50. Donovan can rev the engine to evoke an intense Sonic Blast spreading in all directions at once inflicting AM:50 or less Sonic damage to other Characters who can hear or are sensitive to vibration.

The Sonic Blast will travel 5 Areas (50 feet) in all directions in Globe Formation from Donavan with him being the epicenter of the sonic wave. The Sonic Blast will fade 1 Rank of Intensity every Area after 5 Areas.


Chain Saw as a Toxic and Heat Blast from the Exhaust Pipes: IN:40. Donovan can rev the engine to evoke an intense Toxic and Heat Blast from the Exhaust Pipes filling a 2 Area Grid with Toxic ‘Stunning’ Fumes and intense chemical ‘Fire’.


- FEAT Rolled on “Fighting” [+3CS] to reach MN:75 FEAT.
- FEAT Rolled on “Strength” [-2CS] to Slice SY:200 Barriers on Contact.
- FEAT Rolled on “Endurance” [+0CS] to ‘Charge’ with the Chain-Saw.
- FEAT Rolled on “Agility” [+3CS] to reach VI:55 FEAT for Throwing the Chain-Saw. (Extremely Rare)
- Multiple Targets: Donovan will lose [-1CS] to ‘Hit’ at each additional Target in the same Game Round.
- Damage: UN:100 / GL:125 / SX:150. (Strength [+1CS] for Yellow / Strength [+2CS] for RED)


Talents:

- Hunting - Tracking - Animal Handling - Total Navigation - Mechanical Tinkering - Martial Arts CDE - Wrestling - American Foot Ball and Other Full Contact Sports - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - Stunt Driving (4X4 and Drag Racing) - First Aid - Heir to Fortune -

Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



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Tanker's MSH Characters
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Expanded MSH Table
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Edited 1 time(s). Last edit at 09/03/2008 11:44PM by TankerAce.
Strange-Scange
September 05, 2008 12:25AM
avatar
Code Name:
Strange-Scange
Biological Name:
Algernon Smythe
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-7)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Strange-Scange

F: IN:40            | R: MN:75            | Race: ????         | Nationality: Canada     |
A: IN:40            | I: UN:100           | Gender: Male       | Residence: Mobile       |
S: FN:35            | P: SY:200           | Apparent Age: 30's | True Age: About 85 y/o  |
E: SP:45            | L: GL:125           | Eye Color: Brown   | Alliance: PWR Military  |
                    |                     | Hair Color: Gray   | Calling: Investigator   |
Health: 160 / 160   | Karma: 500 / 5000   | Blood Type: A+     | Achievement: Demolisher |
                    |                     | Height: 5'5"       | Life Expectancy: ????   |
Initiative: MN:75   | Experience: AS:80   | Weight: 210 lbs    | Species: Mutant Beast   |
Popularity: SP:45   | Appearance: IN:40   | Mass: 0 X 1 = 0    | Class: Shaman / Warlock |
Resources : RM:30   | Morality  : Angelic |                    |                         |
Job Rank  : SN:60   | Conviction: SY:180  | ATTACK: FR:70      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FR:70 [+0CS]        | FR:70 [+0CS]        | FR:70 [+0CS]       | FR:70 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1985. Scange is a Demonically Designed Human Beast who possesses vast magical and mystical expertise. His Father was an extraordinary Evil and Psychotic Shaman Warlock Priest.

Scange was Randomly Rolled on the MSH Character Creation as a Mutant Human ‘Beast’ with just a little more FASE and Health than a Peak Pinnacle Human. However, his Random Creation allowed him to have vast amounts of Karma and a mastery over sorcery and magic.

Scange has been played in approximately 70 to 90 MSH Game Campaigns and has approximately 90,000 to 150,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Scange lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities.

He also has a Personal Temple secluded in the arctic Canadian Tundra, hidden in the mountains. Very little is known about this Temple since it has a powerful Magic Spell cast over it foiling most forms of investigation. It is rumored that the Temple is a gateway to a pocket dimension of ‘HELL’.

Scange is an explorer and teacher for the PWR and Allied NATO Military. He holds very Challenging and Professional classes researching Demonology, Dimensional and Stellar Space Travel, and Cosmic Astronomy.


Personality: Despite his profession as a College Professor, Scange is normally very witty, relaxed, and humorous. And he enjoys unraveling mysteries.

Due to his time frame, odd creatures such as his self are somewhat common in main stream society, so most of his pupils and students are not shocked at his general Beast like appearance.

While Scange is a relaxed ‘Professional’ he is also strongly driven in his quests of discovery and intellectual enlightenment. His curiosity has also opened the door for him to become a solid combatant, armed with clever guile and a resilient spirit.

Also, Scange was raised under horribly abusive conditions, but normally he does not let his upbringing detour his ambitions or optimistic approach to situations.

Scange has ‘Angelic’ Morality. This does not indicate him as an ultimate ‘Do-Gooder’ or little ‘Angel’ by any means. It is simply his Karma Pool.

In hostile situations, Scange will avoid using ‘Lethal’ Force, but he knows that sometimes certain sentient entities need to be dealt with by means of ultimate demise. Scange will ‘Kill’ if it is absolutely deemed as a last resort.


Distinguishing Features and Story Origin:

Scange was born as a Humanoid ‘Beast’. However, his birth and development was not some odd genetic freak mutation. An extremely Evil Warlock Priest who lived in the Canadian Mountains induced Scange’s birth and creation.

This man is said to be Scange’s father and he practiced Black Magic and Demonology and Psychotic Crime. And he often used his skills and talents to terrorize the small towns near his Mountain Lair. One night, Scange’s Father went into one of the near by rural towns and kidnapped a young lady and took her to his lair.

She was held captive, raped, and brutalized nearly to death by Scange’s Father. But he kept the young lady alive with his Dark Arts and soon she became pregnant with a child while held in captivity.

Scange’s Father practiced sinister rituals of demonic religions about the young lady while her womb developed a Demon Child. For almost a full year the young lady was kept in captivity and was forced to labor with her Beast Offspring.

Scange was born by cesarean section, (Cutting the Child from the Womb) and his father purposely let his mother die of blood loss, ensuring her last vision was the hideous beast like creature she had given birth to.

Unlike human children, Scange was relatively developed physically, such as a wilderness animal, and he could survive in the wilderness without medical attention or constant adult supervision. But his Father had plans for this young Beast.

Within weeks of Scange’s birth his Father began to teach him the Arts of Black Magic and Demonology. The curriculum was a barbaric onslaught of physical and emotional abuse. Scange was forced into slave labor, barbaric punishment for failures, and an endless bombardment of Necronomicon and Demonic Literature.

As Scange grew into adolescence his tasks became more challenging and demanding, with some meager rewards for success, and brutality for failure. This made Scange mentally and physically tough, and intelligent. A great deal of his Father’s Teachings also included advanced Science and Artistic expression.

Upon Scange’s 15th Birth-day he was scheduled to become ‘Ascended’ by his Psychotic Farther. In which the two would battle each other. But Scange failed his test and was punished nearly to Death by his Father.

Two years later on his 17th Birth-day, Scange was to be ‘Ascended’ again. But this time Scange did not fail and he murdered his Father in their ritualistic battle. Scange could not define the lesson he was being taught, but he knew the horrible deed had to be done.

Completely isolated from humanity and being raised under such barbaric conditions, Scange did not really understand how to live out a ‘Normal’ life. Thus, he used his powers over Magic to create a Temple for himself. To do this he hypnotized various wilderness animals as workers and guardians.

As Scange built his Temple, a human stumbled into the area and Scange immediately subdued him. Scange was greatly intrigued by the human, Which he only knew of his Father as a ‘Human’ and he forced the man to lead him to other people.

Scange’s Evil education came into lucid focus as he overlooked a small Town bustling with People.

The man Scange subdued became his personal hypnotized slave, and Scange had him execute horrible deeds to the people living in the Town. As well, some people became influenced by Scange’s Evil influence and he soon had an entourage of Loyal Foot Soldiers.

As Scange spread his Evil Empire over the rural towns of the Canadian Mountains, his activities caught the attention of the Canadian Military. They sent in swarms of Troops, but Scange was able to subdue them and put them under his hypnotic influence, in turn making the Canadian Soldiers convert their loyalty to his bidding.

Soon the Canadian Infantry was being defeated by means of attrition, mutiny, and defection. Thus the US and the NATO Military were called in as well. Scange was also able to hypnotize these troops, further augmenting his legions of loyal troops with Military Weapons, Trained Soldiers and Vehicles.

Unsure of how to combat Scange, the US and NATO Military Leadership decided to deploy an elite team of “GCI-Strike Forces” to infiltrate and commander Scange’s base of operations; His Mountain Temple.

During the battle these GCI Soldiers sneaked around Scange’s major battle lines to reach the Temple. These Troops set explosives all around Scange’s Temple in hopes the destruction of the Temple would cut off his vast supply of Evil Magic Energy.

Scange then realized his Temple was in peril and he retreated from the battlefront to confront the GCI-Soldiers. The battle between Scange and GCI-Soldiers was a violent and enduring fight; But one GCI-Soldier survived and managed to subdue and capture Scange.

This GCI-Soldier, Code Named ‘Gatlon’ chained Scange to a ceremonial podium in the Temple to interview Scange before destroying his Temple. The GCI-Soldier took the video footage and walked out of the temple… Blowing the Temple into Oblivion.

However, Scange survived the explosion of his Temple and nursed himself to health. During this time Scange considered observing Humanity first, before trying to Dominate them with an Iron-Fist. As such, he used his powers and resources to travel around the World to experience Humanity.

He also enrolled into various schools and realized with all the flaws of mankind and society, their Spirit of Valor and Honor out weighs their general deceitfulness and deceptions. Scange reevaluated his ambitions and the horrible teachings of his Father.

He then realized he could redeem himself to honor and nobility by joining the very forces who defeated him. Scange joined the PWR by presenting his powers at an ‘Audition’.

He now serves as a College Professor of Demonology, Dimensional Space Travel, and Cosmic Astronomy.


Known Powers: Scange has both Physical Mutant Powers and Spectral Realm Endowed ‘Magic’ Powers. He mainly relies upon his Spectral Magic, but also keeps himself Physically fit with his Mutant Abilities.

Scange uses ‘Karma’ as his Magic Fuel, but some of his Magic Spells are so efficient that his Karma usage is so minuet that it can not be measured in Game Terms. Scange has 5000 Additional ‘Karma’ Points to illustrate his ‘Magic’ efficiency. He basically uses 1/10th of Karma Point per Spell.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Flesh Armor and Injury Resistance: GD:10. Scange should be considered as having GD:10 True Invulnerability to ANY and ALL forms of injury, damage and attacks, including Magic, Psychic, Spectral and Cosmic Endowed Damages.

He has permanently cast a Spell over his Body, Soul and Mind to augment his True Invulnerability, plus he can use this Magic Energy for a vast array of personal spells, such as illusions, invisibility, camouflage, and other various spells.

He can also Boost his ‘Armor’ to resist greater impact.

- BLUE: Total Failure, No Boost to Flesh Armor. GD:10 True Invulnerability to ALL attacks.
- WHITE: Gain 20 Points to reach RM:30 True Invulnerability | Reduce ALL attacks by [-1CS].
- GREEN: Gain 40 Points to reach AM:50 True Invulnerability | Reduce ALL attacks by [-2CS].
- YELLOW: Gain 60 Points to reach FR:70 True Invulnerability | Reduce ALL attacks by [-3CS].
- RED: Gain 80 Points to reach AW:90 True Invulnerability | Reduce ALL attacks by [-4CS].


- Melee Combat: IN:40 to FR:70. Scange has a vast array of natural animalistic ‘Weapons’ such as his Claws, Teeth, Prehensile Tail, and other natural weapons. He even has a Venomous Bite of IN:40 Toxic and Corrosive Venom.

Scange does not rely too heavily upon ‘Striking’ based ‘Fighting’ tactics unless he is using his Prehensile Tail to ‘Snap’ it like a whip or ‘Clobber’ a target with his tail.

His 7 foot long Tail may be used as an additional Arm or Leg and even a hand. However, since his tail lacks fingers he must coil his tail around objects to grasp them.

However, Scange is an avid Wrestling combatant allowing him to use ‘Grappling’ and ‘Clinch’ tactics for Melee Combat. His ‘Style’ of melee battle is an erratic and non-orthodox discipline focused around Martial Arts ABCDE, with a ‘Wild’ Animal’s instinctive prowess.

Scange will normally inflict IN:40 Blunt or Edged Damage with most Melee Actions handled on his FASE Ranks. But he can enhance this with his ‘Magic’ to inflict FR:70 Impact either by Physical, Psychic, or Magic energy emitted from his body.

Scange prefers not to engage in hand to hand Melee Combat since his Magic Abilities are vastly more efficient, but if push comes to shove he has these actions available at his disposal.


Mobility Enhancements: Scange’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his vast ‘Magic’ he also has outstanding mobility.

- True Flight, Levitation, and Teleportation: SY:200. Scange can achieve True Flight and Levitation (Even Teleportation) of SY:200 speed, control, and simple brute ability . His Speed is actually variable reaching a Top Velocity which is nearly equal to the Speed of Light.

Scange has 2 modes of ‘Flight’: He may Levitate, Hover, and Fly about such as ‘Super-Man’. Or he may turn his body into a ‘Bolt’ of white-hot energy to achieve Sub-Atomic Flight or ‘Telepotation’.

He can ‘fly’ at roughly 2400 MPH (Mach 3) at Top ‘Flight’ Speed, allowing him to clear about 10,000 Areas per Game Round. He can accelerate to his top speeds in 1 Game Round.

Scange uses his ‘Karma’ as his Magic Fuel, but some of his Magic Spells are so efficient that his Karma usage is so minuet that it can not be measured in Game Terms.

Often Scange will use a device to augment his Flight and Levitation to cut down on ‘Karma’ usage. Such devices or items maybe a wooden log he converts into a mobile platform and rides it like a ‘Motor-Cycle’ or a small section of flooring he can stand on during Levitation.

While his Flight and Teleportation give 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.

Scange may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates. Scange normally ‘Walks’ or has his feet planted on the ground as he uses he sense of touch to slightly augment his ESP Powers.

- Run: 4 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for about 4 Hours without exhaustion.
- Swim: 4 Areas per Round. Nullify submerged negative Shifts and may adapt his lungs breathe water.
- Burrowing: 4 Areas per Round through EX:20 Grade Solid Mass. Increase to MN:75 with Magic.
- Climb / Crawl: 3 Areas per Round and may adhere to ANY vertical and upside surfaces.
- Jump: 4 Areas per Round. This is irrelevant since he can levitate.


ESP or Extra Sensory Perception: UN:100. Used directly from his Base ‘Intuition’ Rank, Scange may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.

Scange also has a unique 6th sense that allows him virtually any form of Sensory Capabilities from Scanning, Radar, Remote Global Viewing, Telescopic Senses, Spectral Vision or otherwise augmenting his sensory intake to the requirements needed by the situation at hand.

He is almost fully immune to being blindsided or having his Senses injured. He has even been able to fully stay aware of his environment and surroundings without the use of his normal 5 Physical Senses.


Weaponry and Equipment:


Clothing and General Attire: Scange’s wardrobe is actually a large array of trinkets and devices he has enchanted with his Magic Powers.

Scange uses his ‘Karma’ as his Magic Fuel, but some of his Magic Spells are so efficient that his Karma usage is so minuet that it can not be measured in Game Terms.

If Scange uses an item, object, or device he will NOT use any of his Karma to augment a Magic Spell, thus he carries and wears quite a few trinkets and devices to augment ‘Magic’ Spells that will NOT use his Karma as direct Fuel.

From Head to Toe is a list of Items he normally wears to augment various ‘Spells’ that will NOT burn his Karma during FEAT rolling a Magic Spell.


Crown and Earings:
- Crown: SY:200 Sensory Awareness and Cast a Stun, Sleep, or Hypnotic ‘Beam’ or Globe ‘Pulse’.
- Ear Rings: SY:200 Ability to decipher ANY verbal Languages and Sonic Hearing Protection.

Necklace with Cross:
- SY:200: Augments ESP to SY:200 reaching Cosmic and Spectral Realm Awareness.
- SY:200: Converts Water into a Drinkable Healing Potion. Each ounce of Potion will Regenerate 10 HP.
- SY:200: Frontal Energy Shield of SY:200 or a Full ‘Bubble’ Shield of RM:30 ‘Armor’ to ANY Attacks.
- SY:200: Open ‘Worm Holes’ or Portals to Travel 200,000,000 Light Years as a ‘Beam’ of Energy.
- SY:200: Purification Spells to nullify Vampirism, Poisonous, Disease, Illness, or Similar aliments.
- SY:200: Revive other Characters within a 200 Game Round Window of opportunity after ‘Death’.

Wooly Scarf and Black ‘Jump’ Suit (Main Torso Clothing):
- SY:200: Self Sustenance to go without Food, Water, Air, Sleep, or Warmth for 200 Days.
- SY:200: Armor to Heat, Cold, Temperature and Energy Based Attacks.

Belt with Skull Buckle and Loin Cloth:
- SY:200: Converts to Cape worn over the Shoulders for SY:200 Invisibility to All Sensory Perceptions.
- SY:200: Healing Bandage. Wrap on injury to Heal ANY injury or decapitation. Regen 20 HP per Round.
- SY:200: Death Band. Exact Opposite of Healing Bandage and negates ALL Armors aside from Magic.

Bracelets: These Bracelets have 16 Gems arranged about the Bracelet to launch various Energy Attacks in a Beam or Globe Pulse.

FEAT Rolled on his SY:200 ‘Psyche’ to determine ‘HIT’ Probability.

- Globe Pulse Spells: pulse outward in all directions at once in a ‘Globe’ formation. Thus, Scange 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 Scange’s Bracelets, in trajectory-ballistic beams. He merely holds out a Bracelet to launch an Auto Targeted ‘Beam’ at various Targets.

While a Beam Spell is ‘SHOT’ Scange still ‘Aims’ with his SY:200 ‘Psyche’ Rank. The main difference is his Range is greatly improved to nearly 4000 Feet (400 Areas) in Range. 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.

Scange rarely uses his ‘Magic’ at its Full Force and Potency of SY:200. With his extreme Perceptive Powers he normally uses the exact amount of ‘Magic’ Energy required to Subdue a target Character.

- Gem 1: Hell Fire Blast. Magic Heat Based ‘Flame’ spells
- Gem 2: Demonic Ice Blast. Magic Heat displacement blast to generate Cold and Ice
- Gem 3: Gravity Blast. Manipulate Gravity to increase, decrease, or evoke an Earth Quake.
- Gem 4: Kinetic Force Blast. Manipulated Force Blasts of Blunt or Edged Attacks.
- Gem 5: Lighting Bolt Blast. Electricity based Blasts.
- Gem 6: Venomous ‘Smoke’ Blast.
- Gem 7: Corrosive Acid Blast.
- Gem 8: Radioactive, Ration or Toxic Blast.
- Gem 9: Disease or Illness Blast.
- Gem 10: Wind Blast or Cyclone Blast.
- Gem 11: Sonic or Sound Wave Based Blast.
- Gem 12: Magnetic, Light or Electro-Magnetic Based Blasts.
- Gem 13: Psychic or Mental Probing Based Blast. (Soul Blasts)
- Gem 14: Spectral or Eldrich based Energy Blasts
- Gem 15: Cosmic Energy Blasts.
- Gem 16: Quantum Energy Blasts.


Skull Staff: Sz:350. This Staff has all the listed Magic Spells above, but may amplify the Spells and His ‘Skill’ to Sz:350 at Maximum Potency.

The Staff may also be used as a Melee Weapon of Sz:350 Grade Materials and Potential Impact, but this is extremely rare.

Any of the listed Equipment above becomes fully inert and generally useless if not in a 2 Area proximity of Scange. If he loses any of these Devices or Equipment he may replace it in about 24 hours.


Other Spells and Magic:

Scange’s Magic is actually within his Biological and Psychological energy. He does not need to use various tools or equipment to manifest his magic spells, but he uses these devices to reduce his Karma Fuel Consumption to Nullify Karma usage.

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 SY:200 ‘Psyche’ Rank.

- Any ‘Permanent’ type of 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 (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.... Scange can increase the intensity of any Spell by ‘burning’ Karma on a point for power output. Thus, 41 Karma used will render 1 Spell at IN:40 intensity. Maximum Potency of any Spell is SY:200 and will use 201 Karma Points.

- Notice Scange has an expanded ‘Karma’ Rank at 5000 Additional Points, over his true 500. 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 5000 Spells of GD:10 Intensity, effect, and potency.

- Globe Pulse Spells: pulse outward in all directions at once in a ‘Globe’ formation. Thus, Scange 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 Scange’s Bracelets, in trajectory-ballistic beams. He merely holds out a Bracelet to launch an Auto Targeted ‘Beam’ at a various Target.

While a Beam Spell is ‘SHOT’ Scange still ‘Aims’ with his SY:200 ‘Psyche’ Rank. The main difference is his Range is greatly improved to nearly 4000 Feet (400 Areas) in Range. He can also ‘Shoot’ multiple Targets in the same Game Round if the Targets are in his line of sight.

Special Note: Spells and Magic can often become overly complex, or simply too easy for certain Players to Abuse, especially while using Scange as a Player Character.

To simplify his ‘Magic’ he is pretty close to Omnipotent with a Clever Player or Game Judge. While Playing Scange 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 Scange in accordance with other Characters. Such a FEAT is handled on a Single 10 Sided Dice FEAT. A ‘1’ will reduce Scange’s spell potency by [-1CS] or ‘5’ Points of intensity. A ‘2’ will reduce Scange’s spell potency by [-2CS] or ‘10’ Points of intensity; and so forth.


Talents:

- All Science, Art, and Literature Based Fields and Karma Based Talents [+2CS] -

- Scange will Gain Karma for Noble deeds, but he may FEAT Roll his Conviction Rank of SY:200 to Gain Double (Yellow) or Three times (RED) the Normal Karma Rewards. With a Green Score he Gains the Normal amount of Karma.

(Under Optional Rules with Karma Pools he gains his Opponent’s Karma Level as the Reward)

- Clairvoyance: Scange may FEAT Roll his Reasoning to remotely tap into various Comic and Spectral Energies to ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Gatlon
September 08, 2008 11:14PM
avatar
Code Name:
Gatlon
Biological Name:
Robert Sheldon
Military Rank: Retired US Army Master Sergeant (NCO-8)
Current Rank: Civilian Clearance equal to a NATO Commissioned Military Officer (O-7)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Gatlon

F: AS:80            | R: IN:40            | Race: Caucasian    | Nationality: USA        |
A: IN:40            | I: MN:75            | Gender: Male       | Residence: Mobile       |
S: IN:40            | P: TR:85            | Apparent Age: 30's | True Age: About 110 y/o |
E: IN:40            | L: SV:65            | Eye Color: Brown   | Alliance: PWR Military  |
                    |                     | Hair Color: Blonde | Calling: Investigator   |
Health: 200 / 200   | Karma: 265 / 265    | Blood Type: AB+    | Achievement: Soldier    |
                    |                     | Height: 5'10"      | Life Expectancy: ????   |
Initiative: SN:60   | Experience: UN:100  | Weight: 300 lbs    | Species: Mutant Human   |
Popularity: SP:45   | Appearance: IN:40   | Mass: 0 X 6 = 0    | Class: Soldier / Warrior|
Resources : IN:40   | Morality  : Noble   |                    |                         |
Job Rank  : SN:60   | Conviction: UN:100  | ATTACK: AM:50      | DEFENSE: VI:55          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
AM:50 [+0CS]        | AM:50 [+0CS]        | AM:50 [+0CS]       | AM:50 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1987. Gatlon is a highly trained Special Reconnaissance and Warfare Soldier of the US Army. The US Military has medically altered him as one of the first GCI-Strike Force Members. His induced mutations greatly amplify his Physical and Mental capabilities.

(Yes, this Character is somewhat of a rip from the Movie Predator, with Jesse Ventura playing the Role of Blain and carrying the infamous hand operated 30MM Vulcan Rotary Cannon…. Don’t get all “How Unoriginal and Uncreative”. The Metal Gear Solid Game franchise also has ‘Vulcan Raven’)

Gatlon was Randomly Rolled on the MSH Character Creation as a Normal Human with just a little less FASE and Health than a Peak Pinnacle Human. However, through out his various Gaming Campaigns he was Genetically enhanced by a top-secret government program called the GCI-Strike Force. This is a Global Combat Infantry and Defense Initiative for the Allied NATO Nations to create Elite Super Human Soldiers.

Gatlon has been played in approximately 70 to 90 MSH Game Campaigns and has approximately 80,000 to 90,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Gatlon lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Base.

He also has a small Cabin Home secluded in the wilderness of Alaska, hidden in the mountains. Very little is known about his Cabin since it is considered as a ‘Safe’ House and generally protected by the US Military.

Gatlon is a retired US War Veteran, however, due to his induced mutations he currently serves the PWR and Allied NATO Military. His lifeline has been extended a great deal due to his Mutations, notice he is about 110 Years Old, but appears to be a man in his mid 30’s.

His official US Residency and Military service records are keep in secret by the CIA and Top Military Brass. Gatlon has no known relatives or family due to his Military induced Mutations.


Personality: Like most Soldiers, Gatlon is an intensely determined and focused man, but normally he is calm, cool, and collective during hostile situations.

Given his general age and experience he is also somewhat socially bitter, jaded, blunt, and quite crude. Gatlon normally feels out of sync and out of place in a ‘Normal’ Social setting. He’s not the sort of person most people would invite to dinner.

This sometimes leads him to emotional depression or out bursts of rage. But luckily his Physical Mutations keep his body young and strong, helping to keep him psychologically fit as well. His Mutations have also fairly much eliminated the effects of Alcohol and Substance abuse for him.

Gatlon only feels ‘Normal’ or even Euphoric during some form of Combat, Infiltration, or Hostile survival situation. This is one of the reasons he joined the PWR Organization shortly after retiring from the US Army.

Gatlon adheres to a strong moral code and will earn Karma for ‘Noble’ Deeds. He will refrain from using lethal force if required to for various reasons such as political leverage, hostages, or various Laws….

However, He has been psychologically callused and conditioned to feel no pain or guilt if he does ‘Kill’. And he will ‘Kill’ if he knows for a fact that a particular Character has stooped into ‘Dishonor’.


Distinguishing Features and Story Origin:

Robert was born in a Military Installation around the year 2900 AD. His Father and Mother were both enlisted members of the US Armed Forces. And due to the extreme social policies of the US Government at the time Robert was raised from childhood as a Fighting Soldier of a Team and an Individual Warrior.

By the time he was about 12 to 15 years old Robert was officially a Combat Veteran serving in the Standard Army Ranks. As he approached adulthood he naturally became a member of the US Military’s most Elite Special Forces and took leadership roles as a Combat Soldier.

Robert successfully completed virtually all the commonly known curriculums of the US Military’s Special Operations; including Army Ranger School, Green Berets, Delta Force, Navy SEAL BUDS, Marine Force Recon, Law Enforcement SWAT, and later he became a Member of the US GCI-Strike Forces.

Between these rigorous Military Classes Robert was on some form of Military Deployment, and was unable to take any Academic Officer Classes to become an administrative Military Leader.

But as time went by Robert eventually wanted to settle down and become a family man, and leave the rigors of infiltration combat behind him. After 35 Years of dedicated Military service Robert retired as a highly decorated Army Master Sergeant. (He has earned 3 Congressional Medals of Honor)

As a civilian He took a few college courses and worked part time as a Private Retailer in a Gun Shop. But after a few years of not being able to really ‘Fit’ in with the civilian community he found himself living as a hermit in the Alaskan Mountains.

Robert became bored and frustrated with normal living and he felt the urge to get into some action. For a short while he was a lawless vigilante, battling various street gangs; but mostly he was simply lost without direction.

Robert then received a recruitment request from an organization called the PWR. It was an Audition to met their challenges and become a member.


Known Powers: Robert’s biological mutant powers are relatively subtle, He basically only has enhanced FASE and Health, and Cellular Regeneration as Paranormal ‘Powers’. He mainly relies upon his intense skills, training, weapons, and education for Gaming.


Regeneration: IN:40 to AS:80. Under normal conditions Robert will recover 4 HP per game round after suffering an injury, regardless of his Physical Activity. He has been able to re-grow soft tissues and lost organs and re-set his own broken bones without medical attention.

It is also suggested that he could reattach a severed limb, such as an arm or leg within a few hours without medical attention.

At rest or in a non-combative physical state he will recover 6 to 8 HP per round. Most of his Biological ‘Powers’ and survivability derive from his Regeneration, allowing him extensive long life and resistance to disease, and even Death.

Robert’s Regeneration also imparts these additional Powers upon Him.

- Slowed Aging: IN:40. Robert ages about 1 year for every 40 normal years.
- Invulnerability: UN:100 to ALL human diseases and illness.
- Invulnerability: AM:50 to ALL other diseases and illness. And once ‘Infected’ he will be resistant.
- Invulnerability: AS:80 to toxins, corrosives, radiation, poisons and similar Chemicals and Energy.
- Invulnerability: RM:30 to all forms of Vampirism. May FEAT Roll to increase to SN:60.
- Enhanced FASE: Robert’s FASE is Maximized 50 Points beyond Peak Pinnacle 150 HP.
- Self Revival: EX:20. Robert can ‘Revive’ from clinical Death as long as his Head and Torso are generally intact after a severe attack. He will need Medical Attention and possibly cloned organs, but he will eventually recover to FULL Health.

Robert can boost his healing with Endurance FEATs to recover Mass HP in a single game round.

- BLUE: Total Failure, recover 8 HP for that Round.
- WHITE: Partial Failure, recover 10 HP for that Round.
- GREEN: Recover 50 HP for that Round.
- YELLOW: Recover 100 HP for that Round.
- RED: Recover 150 HP for that Round.


Melee Combat: IN:40 to AM:50 (RED) Impact Damage for Strikes, Grappling, and Charge maneuvers. Rolled on Fighting, Strength, or Endurance for Melee Combat and Battle. Robert is naturally a fierce hand to hand combatant due to his enhanced FASE and Physical Durability. Plus, he is formally trained in a wide array of unarmed combat.

However, Robert prefers not to engage in hand to hand combat due to his intense training to use Firearms or some other form of Weapon. But if push comes to shove he has these actions available at his disposal.


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

- Run: 4 Areas per Round. He can ‘Run’ for about 4 hours non-stop without exhaustion.
- Sprint: 5 Areas per Round. With his Endurance he may Sprint for about 4 Minutes without exhaustion.
- Swim: 3 Areas per Round. He may hold his breath for about 4 to 6 minutes (40 to 60 Game Rounds).
- Climb / Crawl: 1 Area per Round and may grip most rough texture surfaces.
- Jump: 1 Area per Round. Uses an acrobatic ‘Apex’ Somersault Double Jump.


Uniform and Equipment: RM:30 to MN:75. Robert appears to wear ‘Low’ tech battle garb in the form of his Military BDU Fatigues. However, his uniform is quite advanced in technology, allowing him a great deal of traditional body Armor and other functions.

The Uniform’s physical materials are not the actual ‘Armor’. The fabric materials conduct a force shield sheath over his silhouette, which is only about 5 Millimeters thick over his skin and clothing.

The Sheath is completely invisible to the naked eye and does not hinder movement.

- 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.

Heavy padding and 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.

Special Facial Systems with the Force Shield Sheath: 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.
- Voice distortion and amplifier. May also be used as a High Frequency Sonic Attack of AM:50 Stuns.

Camouflage, Stealth and Disguise Systems: AM:50.
- Color Shifting in 7 programmed patterns. Jungle, Arctic, Desert, Woodland, OD Green, Gray and Black.
- Visual Invisibility: Bends light waves, but his silhouette is still visible during movement.
- Visual Facial alteration with Eye Color, Facial Hair, Hair Color, and slight facial features.
- Conceals personal Heat signature, Odor, and may even dampen sounds he may put off.

Uniform’s Self-Repair.
- Nano Technology repairs his Uniform and Equipment 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.

Computerized Weapon ‘Summoning’ System.
- MN:75. Robert uses a vast array of conventional and fictional weapons, from various Swords to hand held Firearms and Explosives. He can basically Summon virtually any hand held weapon he desires at Will.

Robert does not carry ALL these weapons on his person, but he does carry a few just in case.

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are teleported to him via a central computer system at the closest PWR Temple in his proximity.

The Weapon Summoning emitters are actually built as both organic implants in his body as well as in his uniform. These Weapon emitters are about the size and shape of a U.S. dime. Robert has a few hundred Weapon emitters all over him. Once a Weapon emitter is removed from him, that emitter becomes useless until he can repair it, which is normally just getting his blood on it.

The system can be operated Globally by means of current satellite uplinks, similar to making a Phone Call. The Summoning process takes time to materialize a Weapon on command.

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


General Weaponry:

GUNS: Robert uses a vast array of Guns ranging in damage from RM:30 up to SX:150 in Damage and Effect. Instead of listing an entire ‘Armory’ of various weapons just use the Uber Gun Thread.

[www.classicmarvel.com]

With his Summoning system Robert may ‘Summon’ virtually ANY form of hand carried and operated ‘Weapons’ (MN:75 FEAT Roll to Summon a Weapon)

His knowledge of Guns, Gunnery, Firearms, Shooting Weapons and Marksmanship should be considered as SN:60 as a Minimum.

Robert also carries an inventory of personal ‘Favorite GUNS’. These Weapons are ‘Readily’ stored in his Computerized Replication System, allowing him to ‘Summon’ these Weapons with out a FEAT roll. As well, these Weapons may fire ‘Traditional or Energized’ Ammunition. Due to the Summoning System Robert never runs out of Ammo.



50 Caliber Hand Pistols: Small, Powerful and used for ‘Infiltration’ Tactics.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ AS:80 if closer than 100 feet (10 Areas) in Range.
- Base Damage: RM:30 Damage for a Single Bullet | Incur Stuns, 3 Area Slams, and Kills.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is AM:50.

- Optical Scope [+1CS] to FEAT for a Single Bullet fired.
- Laser Sighting [+1CS] to FEAT for Single Bullet fired.
- Silencer | Flash Suppressor [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
- May be handled 2 at a time (one in each hand).... Damage @ SN:60 / Armor Piercing @ AM:50.
- Burst and Semi Auto Firing: Green = 4 Bullets HIT / Yellow = 8 Bullets HIT / RED = 12 Bullets HIT.
- Effective Range: 200 Feet (20 Areas) | Damage and FEAT reduced by [-1CS] every Area after.



12 Gauge Tactical Shot-Gun: Open Area and Close Quarters Combat.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ AS:80 if closer than 50 feet (5 Areas) in Range.
- Base Damage: IN:40 Damage for a Single Bullet | Incur Stuns, 6 Area Slams, and Kills.
- Damage is AM:50 for a Single Bullet at a 1 Area Range. MN:75 at Point Blank at 5 feet away.
- Scatter Shot: Covers 1 full Area with a 10 foot wide ‘Blanket’ Shot. Can be used with a ‘Net’.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is MN:75.

- Optical Scope [+1CS] to FEAT for a Single Bullet fired.
- Laser Sighting [+1CS] to FEAT for Single Bullet fired.
- Burst and Semi Auto Firing: Green = 2 Bullets HIT / Yellow = 4 Bullets HIT / RED = 6 Bullets HIT.
- Effective Range: 100 Feet (10 Areas) | Damage and FEAT reduced by [-1CS] every Area after.



P90 Assault Rifle: Small Assault Rifle for ‘Infiltration’ Tactics.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ AS:80 if closer than 70 feet (7 Areas) in Range.
- Base Damage: EX:20 Damage for a Single Bullet | Incur Stuns, 1 Area Slams, and Kills.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is FR:70.

- Optical Scope [+1CS] to FEAT for a Single Bullet fired.
- Laser Sighting [+1CS] to FEAT for Single Bullet fired.
- Silencer | Flash Suppressor [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
- Burst and Full Auto Firing: Green = 5 Bullets HIT / Yellow = 10 Bullets HIT / RED = 15 Bullets HIT.
- Effective Range: 250 Feet (25 Areas) | Damage and FEAT reduced by [-1CS] every Area after.



AR-15 / M16 Assault Rifle: General Assault Rifle for ‘Field’ and Suppression Tactics.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ AS:80 if closer than 100 feet (10 Areas) in Range.
- Base Damage: IM:25 Damage for a Single Bullet | Incur Stuns, 3 Area Slams, and Kills.
- Armor Piercing: AM50 for a Single Bullet. Maximum Armor Piercing is FR:70.

- Optical Scope [+4CS] to FEAT for a Single Bullet, reaching AS:80 (Basic) and UN:100 (Intense)
- Laser Sighting [+2CS] to FEAT for Single Bullet fired.
- Silencer | Flash Suppressor [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
- Burst and Full Auto Firing: Green = 5 Bullets HIT / Yellow = 10 Bullets HIT / RED = 15 Bullets HIT.
- Effective Range: 300 Feet (30 Areas) | Damage and FEAT reduced by [-1CS] every Area after.



Various ‘NADES and Exploseives:

Robert can also Summon various Explosives with different types of trigger mechanisms and even launching devices.

Explosive triggers such as time fuses, trip wires, lasers, and pressure sensors can be employed to stage a booby trap. Deploying an Explosive Booby Trap can take 1 to 10 Rounds. Don’t forget adhesive ‘Sticky’ Bombs.

Robert’s Explosive devises can reach a maximum explosive output of TR:85 impact. Normally, destruction is contained within a 5 X 5 X 5 Area Block (50 Feet Wide). But the Explosives can be arranged differently within a 15 Area grid.

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



50 Caliber ‘Sniper’ Rifle: Long Range Precision Rifle for ‘Stealth’ Tactics.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility ‘Off the Hip’)
- Base Damage: IN:40 Damage for a Single Bullet. 1 Area Slams, and Kills with connecting Green.
- Armor Piercing: GL:125 for a Single Bullet.

- Optical Scope Allows UN:100 FEAT Roll.
- Silencer | Flash Suppressor conceals his proximity and location after shooting.
- Single Shot Firing only: 1 Bullet per FEAT Roll.
- Effective Range: 2000 Feet (200 Areas) | Damage and FEAT reduced by [-1CS] every 5 Areas after.



30MM Rotary Barrel Vulcan Cannon: This is Robert’s Primary Weapon since it may suffice for virtually ANY type of tactics from long range to close quarters, or wide open to confined environments. He can also use tactics for general suppression fire or precision Gunnery.

This weapon is what claimed him his Code Name and Call Sign ‘GATLON’. He has named the Weapon ‘ATOMIC’ and this weapon will inflict a GREAT DEAL of damage.

Robert rarely ‘Summons’ this weapon since he will normally just carry it. The ‘Atomic’ also has a 50 Caliber ‘Sniper’ Rifle assembled in the center barrel and has 3 Grenade Launchers mantled across the bottom of the weapon.

Ammunition is supplied through Robert’s Back-Pack and channeled through the hose as ‘Plasma’ based energy generated with a Particle Acceleration Fusion Engine.

If the weapon is ‘Lost’ or Damaged he may re-summon it with his Summoning System. The Atomic Vulcan has a molecular stasis period of about 1 hour, and he will have to re-summon it anyway.

- FEAT Rolled at SN:60 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ AS:80 if closer than 150 feet (15 Areas) in Range.
- Base Damage: RM:30 Damage for a Single Bullet | 10 Area Slams and Kills with a connecting Green.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is SX:150.

- Laser Sighting [+1CS] to FEAT for Single Bullet fired.
- Effective Range: 1500 Feet (150 Areas) | Damage and FEAT reduced by [-1CS] every 2 Areas after.

- Full Auto Firing is handled with a secondary FEAT roll.

- BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
- WHITE: He’ll fire 5 to 10 Bullets from the weapon but miss his intended target by a few feet.
- GREEN: 10 to 20 Bullets hit target. (RM:30 X 10 to 20 = 300 to 600 Damage) Armor Piercing: AW:90
- YELLOW: 20 to 30 Bullets hit target. (RM:30 X 20 to 30 = 600 to 900 Damage) Armor Piercing: UN:100
- RED: Only 30 to 40 Bullets hit target. (RM:30 X 30 to 40 = 900 to 1200 Damage) Armor Piercing: GL:125
- 100 RED: 40 to 50 Bullets hit target. (RM:30 X 40 to 50 = 1200 to 1500 Damage) Armor Piercing: SX:150


Talents:

- Weapons Specialist for ALL Shooting Weapons is handled at SN:60 Base ‘Agility’ for FEAT Rolls, and fired from an Average between ‘Fighting’ and ‘Agility’ to encourage more aggressive and lethal Gunnery Tactics.

Operates with SN:60 FEAT as the ‘Minimum’ Rank unless hindered by extreme situations or conditions

- Leadership - Military - Tumbling - Unorthodox Acrobatics - MAS of ABCDE - Total Navigation - Finance - Resist Domination - Infiltration - Hunting and Tracking - Environment Survival - Stealth - Iron-Will - Cybernetic Repair - Computers - Pilot (Helicopter and Tank) - Ariel and Tank Combat - Astro-Navigation - Multiple Languages: English, Morris Code, Russian, Spanish, Korean, Japanese, Italian, Portuguese, German - General Science - Energy Physics - Psychology - US Top Secret Clearance at TS 12 - Nullified Karma -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



The GCI Strike Forces and the US Military Infrastructure. (Global Combat Infantry)

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
Replicator
September 15, 2008 09:53PM
avatar
Code Name:
Replicator
Biological Name:
Ilya Ludvig
Nick Names: Puddy-Man, Peanut Butter, Sandwich Spread, Jelly-Donut, (Anything related to ‘SH-T’)
Civilian Clearance equal to a NATO Commissioned Military Officer (O-4)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Replicator

F: SP:45            | R: SP:45            | Race: Was Caucasian | Nationality: Russia     |
A: SP:45            | I: SV:65            | Gender: Was Male    | Residence: Mobile       |
S: SP:45            | P: TR:85            | Apparent Age: ????  | True Age: About 85 y/o  |
E: AW:90            | L: SV:65            | Eye Color: ????     | Alliance: PWR Military  |
                    |                     | Hair Color: ????    | Calling: Investigator   |
Health: 225 / 225   | Karma: 260 / 260    | Blood Type: N/A     | Achievement: Scientist  |
                    |                     | Height: Variable    | Life Expectancy: ????   |
Initiative: VI:55   | Experience: AS:80   | Weight: 225 lbs     | Species: Mutant Human   |
Popularity: GD:10   | Appearance: MN:75   | Mass: ? X 1 = ?     | Class: Shape Shifter    |
Resources : EX:20   | Morality  : Chaotic |                     |                         |
Job Rank  : IN:40   | Conviction: UN:100  | ATTACK: AM:50       | DEFENSE: SV:65          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
SP:45 [+1CS]        | AM:50 [+0CS]        | AM:50 [+0CS]        | AM:50 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988. Ilya is a Shape Shifter or Changeling who was once a gifted scientist in the field of atomic physics and mechanics.

He was exposed to toxic radiation while working in an Electrical Power Plant’s Nuclear Reactor, which made his flesh into a malleable Putty-Like substance with a similar color and texture of Peanut Butter; hence his derogatory Nick-Names.

After many months of training and practice he mastered his new body flesh to become a Liquid / Solid Body Mass Shape Shifter.

Ilya was Randomly Rolled on the MSH Character Creation as an Induced Mutant Human with the ability to Change his Form as a Liquid / Solid Shape Shifter. His Shape Shifting is limited, as he can not become overly complex with chemical, motorized or energized moving parts. However, he can alter his appearance and form into almost any structure he desires ranging from Liquids to Solids.

Ilya has been played in approximately 90 to 100 MSH Game Campaigns and has approximately 80,000 to 90,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents. Due to his versatility he was played heavily during our early Gaming Tables. He was completely ‘Re-Vamped’ and started over as a Playable Character after he achieved nearly 300,000 Karma Points.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Ilya lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Base.

Ilya serves as a Nuclear Physicist and Mechanical Scientist for the PWR. In short, he is a highly skilled electrician by Trade, but his vast Gift of knowledge (SV:65 Reasoning) has become degraded since he gained his Shape Shifting Abilities.

Ilya requires fewer resources and living provisions than most other Characters. His living habitat at a PWR Temple normally consists of a 5-Gallon bucket, which he can find almost anywhere in a common utility room.


Personality: Ilya is a highly educated and scientific man, thus he normally holds himself with a very professional demeanor. But he also has a Sinister streak which can often lead him to use ‘Lethal’ Force with very little provocation.

He gets this Sinister streak from years of torment and abuse when he lived in Russia, where he was basically cast into Slavery to work in various nuclear Power Plants.

His power over Shape Shifting was actually forced upon him as he was ordered by Conscripts to repair a damaged Reactor and everyone at the Nuclear Plant knew the Radiation levels in the area were lethally toxic.

He survived the repair job at the plant, but became severely ill. He was reward by getting bullied about and cast out of the facility.

He lives by a somewhat ‘Psychotic’ and Passive / Aggressive moral code, in which he believes the Earth is over populated with people who will inevitably cause social problems and drain society in their struggle for dominance over others; especially from a political or financial standpoint.

From his perspective, the Riddance and Death of such people is actually making the World a better place to exist for those who remain. However, he will generally not act on his extreme views unless threatened with lethal tactics and situations.

For the most part he could be considered as having a mild Bi-Polar Personality Disorder, in which he values life and other people, but has no remorse or guilt if they parish.


Distinguishing Features and Story Origin:

Ilya was born in Russia, and as a child he was taken from his family to be forcefully trained into a Nuclear Scientist due to his arithmetic and art skills displayed in grade school.

At the time, Russian Government Officials had adopted a very controversial protocol to forcefully take children and train them to be upstanding citizens through brute force and political intimidation.

Ilya learned at a young age how to be an avid electrician and construction engineer, but at the business end of an Automatic Rifle. While he dreamt of vengeance he and many others were unable to establish a resistance to their abusers.

Living in extremely poor conditions his sole purpose as a Russian Native was to help maintain the Nation’s Power Plants. He was forcefully ordered to make repairs to a Nuclear Reactor with toxic levels of radiation.

Upon making the repairs to the reactor, Ilya was pretty much doomed to die a painful and sickly death over a period of about a week. The Conscripts simply transported him out of the city and shot him in the stomach, as if he were nothing more than damaged goods.

However, Ilya survived with enough strength to climb into an abandoned farm house. He nursed his bullet wounds, but knew the radiation poisoning or brutal cold weather was probably going to leave him dead in a week or so.

Emotionally, he was exhausted to the point of suicide but he absolutely feared death. Ilya figured that he was going to die, but he was not going die in pain. He repaired the heating systems in the abandoned house with scrap tools he found.

He also found some Military Rations to survive on and he partly reconstructed the house’s bathroom into a makeshift living quarters. As he became more and more ill from his radiation poisoning he decided a hot and relaxing bath would be the way to go.

Ilya filled the bathtub with hot water and eased his sickly body into the tub. Resting he felt his life slipping away before him, and he panicked, accidentally knocking his toaster oven into the tub with him electrocuting him into submission.

Unknown as to how or why, but a few days later the bathtub was filled with his disgusting and decomposing body fluids, but the Human ‘Soup’ was still alive. It oozed out of the bathtub and on to the floor…..

Then the ‘Soup’ slowly took an upright stance, peering into the bathroom’s shattered mirror.


Known Powers: Ilya is a ‘Liquid’ and ‘Solid’ Shape Shifter. He gains all his Paranormal Abilities through his Power to Shape Shift his entire mass and placid body into virtually any form he desires.


Doppelganger / Changeling / Shape-Shifting: UN:100. Ilya has precise control over every molecule of his 225 pounds of placid body mass. He has mastered countless Power Stunts with UN:100 Capability, and can normally take on ‘New’ or un-attempted Forms and Shapes with AS:80 Ability. (Experience FEAT at AS:80 or Psyche [-1CS] at AS:80)

No matter what Shape, Form, or Size Ilya takes he will retain his total body mass of 225 Pounds. Normally smaller Sized Forms will take on greater molecular density, while larger Sized Forms are less dense.

Ilya also retains his personal FASERIP Statistics at 225 HP and 260 KP regardless of what Form he takes.

It takes a little bit of time for Ilya to mimic or shape-shift into various forms, but some forms he can handle Automatically without FEAT Rolls.

Effortless with an Automatic FEAT.

- Formless Clay, Putty, or Liquid with the consistency and weight of Thin Oil or Water. (Leaves no trail)
- Hardened Solids up to AW:90 Material Durability.
- Form simple Melee Weapons with Blunt or Edged Properties with a maximum of AM:50 Impact.
- Moderately Dense Humanoid Formed Solids, such as the image above.
- Elongation up to 40 Feet (4 Areas)
- Pan out or become a flat circular ‘Sheet’ reaching a diameter of about 20 Feet wide (2 Areas)
- Hard or Bouncing Ball (Sphere) of AW:90 Material Durability. About the size of a bowling ball.
- Thin Out to a thickness of Tissue Paper. Approximately 1/10th of a Millimeter in thickness.
- Split into 225 individual pieces, each at 1 Pound with 1 Health Point.
- When split up Ilya must keep all his pieces in a proximity Grid of 9 Areas to retain control.

Doppelganger / Changeling / Shape-Shifting with an UN:100 FEAT

- BLUE: Total Failure, Ilya will not take a desired shape or form and will stay in his current form.
- WHITE: Ilya will take a new Shape or Form in 1 to 5 Game Rounds.
- GREEN: Ilya will take a new Shape or Form in the next Game Round.
- YELLOW: Ilya will take a new Form in the same Game Round, but is [-1CS] to take any Actions.
- RED: Ilya will take a new Form instantaneously and use the Form without penalty.

- Alter his ‘Appearance’ for almost any Emotional Effect such as, Frightening, Humorous, or Seductive.
- Mimic virtually ANY Creature or Item as small as a House Cat up to the size of an Elephant.
- Small Creatures are normally ‘Solid’ and Dense weighing 225 Pounds. (Very Heavy Chihuahua)
- Larger Creatures are normally ‘Hollow’ and weigh 225 Pounds. (Very Light Elephant)
- By Splitting Up he may mimic Multiple Creatures or Items roughly the size of a Coin or Insect.
- Ilya retains his personal FASERIP Statistics at 225 HP and 260 KP regardless of what Form he takes.
- Mimic virtually ANY Color, Texture or Opacity. May function as Camouflage or Disguises.
- Ilya may hold a Form for Approximately 9 Minutes (90 Rounds) without additional FEAT Rolls.
- True Flight: Covered more in depth with his ‘Mobility’ Paragraph.


Natural Body Enhancements and ‘Armor’: Ilya’s Placid Body is basically a 225 pound ‘Blob’ of Peanut Butter Colored Malleable Putty like Flesh. He does not have any distinct internal organs and he may become ‘Liquid’ or ‘Solid’ with a Material Durability of AW:90.

Ilya does NOT take Health Damage from conventional Physical Attacks, whether it is Blunt or Edged. Also, conventional Physical Attacks are automatically reduced to render only ‘Slams’ and ‘Stuns’ thus his opponents are unable to Score ‘Kill’ Results on Ilya even with a Natural 100 RED Score with a Conventional Physical Attack.

Conventional Physical Attacks can Deform his current Shape or Form, simulating a ‘Stun’. Even if a chunk of his Placid Flesh is decapitated he will re-gather the cleaved piece and reform it back into his total Mass. However, Ilya is still subject to ‘Slams’ as normal.

Notice, His Health and Weight are the same at 225. Opponents have been able to cleave and remove Pounds (Points) of his Flesh with Physical Attacks, but he simply re-gathered the lost mass with an ‘Endurance’ FEAT.

If Ilya is Decapitated or Cleaved into two separate pieces the smaller piece will normally ‘Return’ to the Larger mass, but Ilya has been able to execute the reverse effect, having the Larger Mass re-group with the Smaller Mass.

Most ‘Force’ Attacks inflicted upon him are handled in a similar manner, but he has been captured in Force Bubbles or various Gravity fields and compressed. He can resist such attacks up to AW:90 effect just as his maximum Material Durability. Once his AW:90 Material Durability is surpassed he will suffer Actual Health Damage.

Other Immunities:

- Self Sustenance: MN:75. No need to Eat, Breath, Drink, or Sleep. He absorbs nutrition by osmosis.
- AW:90 to Electrical Shock, will act as a ‘Stun’ since it can disrupt his Mental Motor Functions.
- Enter Suspended Animation at AW:90 effect. Normally a ‘Hard’ Ball or Figure of AW:90 Material.
- Reduce ‘Psychic’ Based Attacks by [-8CS] (4 on Classic Table). No central nervous system.
- Reduce Sensory Based Attacks by [-8CS] (4 on Classic Table). All 5 senses are a Combined ‘Radar’.
- Slowed Aging: AW:90. Ilya ages about 1 to every 90 Normal Years.

Normal ‘Human’ Vulnerabilities:

- Ilya has ‘Normal’ or TY:06 Resistance to Heat and Flame. He is at ‘Normal’ human tolerance for ‘Heat’.
- Ilya has ‘Normal’ or TY:06 Resistance to Cold and Ice, but he may enter ‘Hibernation’ at AW:90 effect.
- Starvation of Oxygen, Nutrition, and Water is at ‘Normal’ Human Tolerance, but absorbs by osmosis.
- Ilya is at [-3CS] disadvantage to Sonics or Intense Sound.
- Ilya has ‘Normal’ or TY:06 Resistance to Acids, Corrosives, Venom, or Similar Chemicals.


Body as a Weapon and Melee Combat: SP:45 FEAT (Even with a ‘Charge’) with a Maximum of AM:50 Blunt or Edged Impact with a RED Score. Most of his Melee Attacks have SP:45 Impact.

Ilya has no Formal Martial Arts Training, and if his Malleable Flesh was ‘Normal’ he’d probably only have TY:06 to GD:10 ‘Fighting’. However, he is very aggressive with raw tenacity and creative Melee Combat techniques with his ‘Liquid’ and ‘Solid’ Formed body structures.

Ilya uses his entire body structure for most ‘Fighting, Agility, and Strength’ based actions; that’s why Ilya has Straight SP:45 ‘Fighting, Agility, and Strength’. This comes from an Average score of Peak Human FASE with [+3CS] while using his Malleable Body for various Actions.

Under extreme conditions Ilya can achieve AW:90 ‘Strength’ by hardening his mass to his maximum Material Durability, But FEAT rolls are handled at SP:45.

Ilya may also reach Combative targets at a range of 40 Feet (4 Areas) Away with no penalties.


Mobility Enhancements: Ilya’s Mobility is handled on his FASE Ranks like most other Characters, but he can achieve True Flight by forming Wings or Thrust producing ‘Propellers’.

- Flight: 2 Areas per Round at EX:20 Air Speed with SP:45 Aerial Control and Skill.
- Run: 4 Areas per Round. He can ‘Run’ for about 9 hours non-stop without exhaustion.
- Sprint: 5 Areas per Round. With his Endurance he may Sprint for about 9 Minutes without exhaustion.
- Swim: 5 Areas per Round. He can ‘Absorb’ Oxygen straight from Fresh, Sea, or non-contaminated Water.
- Burrowing or Phasing: 2 Areas per round through any opening that is not Water Tight.
- Climb / Crawl: 4 Areas per Round and may grip almost ANY texture surfaces.
- Jump: 4 Area per round by elongation. A Standard ‘Jump’ is 2 Areas per Round.


Enhanced Senses: SV:65. Ilya’s physical senses and perception are vastly different from what normal humans understand. Ilya does not have 5 distinct senses of Vision, Hearing, Odor, Taste, and Touch. Instead he has a single large ‘Radar’ type of sense which combines all 5 normal senses.

This form of perception is difficult to illustrate to readers, but Ilya may ‘envision’ the 3 Dimensional World as though he had ‘Normal’ senses with an omni-directional Radar.

The only limitation he has come across is that he can only detect his environment up to about 700 Feet in an omni-directional formation all around himself.

But he has over come this limitation by forming Sensory ‘Pits’ or ‘Discs’ which concentrate his Radar into functional forms of ‘Vision’ and ‘Hearing’ and ‘Odor’ which may detect just as well or even better than the 5 ‘Normal’ human senses.

Used directly from his Base ‘Intuition’ Rank, Ilya may FEAT Roll to adjust his ‘Radar’ and Senses to meet the environmental situation at hand. Also, he cannot be blindsided and is able to ‘See’ around corners similar to using a small hand held mirror.


Talents:

- Mechanical / Electrical / Cybernetic Engineering - Mathematics - Physics - General Science - Art (Drawing / Painting / Music) - Resist Domination - Total Navigation - Infiltration - Environment Survival - Stealth - Iron-Will - Ariel Combat - Multiple Languages: English, Morris Code, Russian, Japanese, Italian, Portuguese, German - Psychology - US Top Secret Clearance at TS 12 - Nullified Karma - Psychic Invisibility -

Limitation: Ilya used to have SV:65 Reasoning before his mutations. But since his brain is no longer centralized in a central nervous system he has lost a percentage of his Reasoning Capability.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD



Edited 2 time(s). Last edit at 09/15/2008 09:58PM by TankerAce.
Pepper
September 21, 2008 06:40PM
avatar
Code Name:
Pepper
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-2)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Pepper

F: AS:80            | R: RM:30 / AW:90    | Race: Caucasian     | Nationality: Romania    |
A: SN:60            | I: AW:90 / SY:200   | Gender: Female      | Residence: Mobile       |
S: AM:50            | P: AM:50 / SX:150   | Apparent Age: 20's  | True Age: About 35 y/o  |
E: FR:70            | L: VI:55 / SX:150   | Eye Color: White    | Alliance: PWR Military  |
                    |                     | Hair Color: White   | Calling: Adventurer     |
Health: 260 / 260   | Karma: 225 / 590    | Blood Type: B+      | Achievement: Demolisher |
                    |                     | Height: 5'7"        | Life Expectancy: ????   |
Initiative: AM:50   | Experience: RM:30   | Weight: 120 lbs     | Species: Mutant Human   |
Popularity: RM:30   | Appearance: IN:40   | Mass: 0 X 0 = 0     | Class: Warrior / Brute  |
Resources : EX:20   | Morality  : Neutral |                     |                         |
Job Rank  : EX:20   | Conviction: AS:80   | ATTACK: VI:55       | DEFENSE: SV:65          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
SP:45 [+0CS]        | SP:45 [+1CS]        | SP:45 [+0CS]        | IN:40 [+1CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1996. Pepper is a Normal Human who was granted Paranormal FASERIP Ranks as a Child due to exposure to a Cosmic Entity.

Pepper was Randomly Rolled on the MSH Character Creation Table as a Cosmic Endowed Human with Peak Pinnacle Health and FASE. However, as she gained experience her FASERIP became much greater than any normal human.

Pepper has been played in approximately 2 to 5 MSH Game Campaigns and has approximately 200 to 700 invested Karma Points upgrading her Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Pepper lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities. She may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Base.

Pepper serves as an Infantry Soldier for the PWR. In short, She is a vastly powerful Fighter and Warrior who primarily uses her body as a Weapon.


Personality: Pepper’s personality is quite alienated from most humans since she can use her Cosmic Powers to tap into various Galactic Energies and understand situations with a clairvoyance beyond most human intellect. This also allows some of her Paranormal Powers.

Normally, she is reserved with a silent confidence. She usually thinks about situations before bluntly jumping into action. But she has also been known to act rather rashly. In many respects she knows she is superior to most humans. But she is also aware that most humans are merely masking their true capabilities.

She is also a highly trained and conditioned warrior, but she will refrain from using ‘Lethal’ Force against most sentient life forms. But she will use Lethal Force if necessary to end a brutal confrontation.


Distinguishing Features and Story Origin:

Pepper was born in a small village in Romania in the 30th Century. Despite most of the world around her Village, which had become heavily industrialized, Pepper’s home village and community was rather primitive by comparison.

Pepper was basically a very young farm girl, and out the sky, a comet befell upon her family’s farm. The comet only did nominal damage to her Family’s farmland. And the entire family went out into the field to investigate the commotion.

In the plowed pit of farm earth laid a blue colored humanoid figure, about the size of a young child; it was a Cosmic Entity who had been badly injured in some type of combat or wreck.

Pepper and her family were not sure what to do with the humanoid creature, but he was injured and he appeared to be mostly human.

Pepper’s family took the Cosmic Entity back to their house and called the local authorities. During the wait for the Police and Emergency Forces to arrive the Cosmic Entity grasped Pepper’s hand transferring the last of his life force into her.

After that day, Pepper knew she was gifted far beyond most humans and she vowed to use her gifts in a positive manner by learning from others like her in the PWR Organization.


Known Powers: Pepper’s Powers derive from her Cosmic Endowments. This magical energy greatly amplifies her FASERIP and Health well into the Super Human levels. However, despite her Cosmic Endowments she is still ‘Human’ and retains a few human flaws.


Natural Enhancements, Body as a Weapon, and Melee Combat:


Flesh Armor and Injury Resistance: EX:20 to AW:90. Pepper’s body appears to be completely ‘Normal’ in every detail for a young (attractive) lady in her Twenties. However, her Flesh has extraordinary resistance to injury, damage, and disease giving her the following.

- True Invulnerability at EX:20 to resist ALL attacks as EX:20 Armor with a FEAT Capability to reach RM:30 / IN:40 / AM:50
- RM:30 Invulnerability to Electricity, Lighting, Radiation, Electromagnetic, and Similar Energy Forms.
- RM:30 Invulnerability to Venom, Poisons, Toxins, Acid, and Similar Corrosive Chemicals.
- SN:60 Invulnerability to most Edged, Bladed, or Abrasive Attacks.
- SN:60 Invulnerability to most forms of Magic, Psychic, and Similar Attacks.
- AW:90 Invulnerability to temperature extremes of Heat and Cold.
- Slowed Aging: AW:90. Pepper ages about 1 to every 90 Normal Years.
- Self Sustenance: AW:90. She still needs to Eat, Drink, Breathe, Sleep, and be Warm, just not very often.


Recovery: SX:150. (Roughly Twice her Endurance Level) Pepper 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 SX:150 Endurance. She is still subject to Slams at her normal FR:70 Endurance.

If Pepper is injured or cleaved she will not lose blood, and she has been able to reattach lost limbs and organs with Normal Medical Attention, but she heals at ‘Normal’ Speeds with FR:70 Endurance.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: By default Pepper can deliver ‘Hits’ of VI:55 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.

- Grappling Moves: Pepper is also an avid ‘Grappler’ and ‘Clinch’ combatant allowing her to utilize her “Strength” as well as her “Agility”. But she may only inflict AM:50 Damage with such moves, but most of these FEATs are handled on her “Fighting” Rank.

- Full Body as a Weapon and ‘Charges’: Normally Pepper would FEAT Roll such moves on her ‘Endurance’ to determine 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.

Pepper’s Charge attacks normally incur [+1CS] to her Melee Damage to reach SN:60 impact.

- General Melee Combat: (This is mainly a Player’s note) Pepper is formally trained in a wide variety of Mixed Martial Arts and Guerrilla Warfare. But she mainly relies upon her ‘Striking’ techniques rather than her ‘Grappling’.


Range Attacks: IN:40 to AS:80. FEAT Rolled at SN:60. Pepper can cast Energy or Force based projection blasts from almost any part of her body. This power is relatively crude and only operates in 2 basic formations; Globe Attacks and Beam like Trajectory Attacks.

- Globe Attacks: IN:40 Impact and Damage and reaches a Range of 4 Areas from Pepper as the Epicenter. She my effect a circular space of 8 Areas in Full Diameter.

- Beam Attacks: AS:80 Impact and Damage and reaches a Range of 8 Areas.

Pepper’s Energy / Force based Blasts are based upon Psychic Manipulation of various ambient energies. She has mastered the following Forms;

- Electricity or Lighting Bolts.
- Kinetic Force (Normally manifests as ‘Wind’)
- Heat. She cannot generate ‘Fire’ without a Fuel Source such as wood or flammable materials.
- Cold. She can generate Cold and ‘Ice’ by displacing Heat. She can only form Crude Ice sculptures.
- Light or Radiation:
- Sound and Sonic Shock Waves of intense levels.
- Effect Gravity to increase or decrease it’s effects.
- Psychic Blasts that normally ‘Stun’ or ‘Slam’ with no Physical Impact. Well, a Slam may cause Damage.


Mobility Enhancements: Pepper’s Mobility is handled on her FASE Ranks like most other Characters, but she can achieve Flight and Levitation by forming an energy aura around herself.

- Flight: 3 Areas per Round at RM:30 Air Speed with SN:60 Aerial Control and Skill.
- Run: 6 Areas per Round. She can ‘Run’ for about 7 hours non-stop without exhaustion.
- Sprint: 7 Areas per Round. With her Endurance he may Sprint for about 7 Minutes without exhaustion.
- Swim: 5 Areas per Round. She can hold her breath for about 7 Hours.
- Burrowing: 2 Areas per round through IN:40 Durability Obstacles.
- Climb / Crawl: 4 Areas per Round and may grip almost ANY texture surfaces.
- Jump: 5 Area per round with a ‘Short’ Flight.


Cosmic Awareness: FR:70. Pepper may Psychically tap into Cosmic Forces to increase her RIP Ranks and Karma to outstanding levels. She has mastered countless Power Stunts to augment her Mental and Psychological Fortitude.

To engage this Power, Pepper needs to roll a FR:70 Yellow FEAT. Her Power will stay active for 20 to 30 Game Rounds in which she may FEAT Roll virtually ANY RIP or Karma Based Power Stunt to handle the situation at Hand.

Common Power Stunts she uses:

- Superior Reasoning to operate ANY devices such as Technology, Spectral, Magic, Cosmic, or Alien.
- Adjust physical sensory perception and forms of ESP to the situation at hand. (Intuition)
- Engage into various forms of Arcane Science and Magic to use ANY type of ‘Magic’ at FR:70.

Once her Cosmic Awareness power is depleted she will operate on her normal FASERIP Ranks [-2CS] for ANY FEATs for a duration of 40 to 60 Game Rounds (Twice the Game Rounds it was Active).

This covers both Physical FASE Ranks as well as Mental RIP Ranks since her heightened FASE is partly due to this Power.


Talents:

- Clairvoyance and Omni-Skill: Pepper may FEAT Roll the appropriate RIP Ranks to remotely tap into various Cosmic Forces and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT she may attempt.

She may ONLY use 1 ‘Talent’ at a time, and this ability is highly dependant upon the Player’s Imagination and is subject to the GM’s Desecration.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Arcain
October 18, 2008 12:48PM
avatar
Code Name:
Arcain
Biological Name:
Junan Junon
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-1)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Arcain

F: SP:45            | R: EC:15            | Race: Negro         | Nationality: Jamaica    |
A: SP:45            | I: UN:100           | Gender: Male        | Residence: Mobile       |
S: EC:15            | P: IN:40            | Apparent Age: 20's  | True Age: About 25 y/o  |
E: FN:35            | L: AM:50            | Eye Color: Blue     | Alliance: PWR Military  |
                    |                     | Hair Color: Bald    | Calling: Adventurer     |
Health: 140 / 140   | Karma: 205 / 205    | Blood Type: O+      | Achievement: Protector  |
                    |                     | Height: 5'8"        | Life Expectancy: ????   |
Initiative: FN:35   | Experience: EX:20   | Weight: 180 lbs     | Species: Mutant Human   |
Popularity: IN:40   | Appearance: IN:40   | Mass: 0 X 0 = 0     | Class: Warrior/Fighter  |
Resources : GD:10   | Morality  : Noble   |                     |                         |
Job Rank  : EX:20   | Conviction: FR:70   | ATTACK: RM:30       | DEFENSE: FN:35          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
RM:30 [+1CS]        | FN:35 [+1CS]        | RM:30 [+1CS]        | RM:30 [+1CS]            |
                    |                     |                     |                         |



Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1993. Arcain is a Mutant Human who has a Paranormal Power to generate and manipulate an Arcane form of ‘Magic’ energy.

Arcain calls himself by his unusual name for three distinct reasons. One is the likeness to the word ‘Arcane’ meaning Secret Wisdom or Specific Knowledge over a Non-Mainstream medium of Science or Literature.

The Second meaning of his name ‘Arcain’ is in reference to the brother ‘Cain’ described in the book of Genesis of the Christian Bible. Cain is depicted as the son of Adam and first man to commit an act of Murder upon his brother Able.

The Third meaning of his name is in reference to ‘Arc’ such as an Arc of electricity jumping a gap of space from one medium to another medium, thus ‘Closing’ an Electric Circuit.

Arcain was Not Randomly Rolled on the MSH Character Creation Table since his concepts and persona were creatively conceived rather than ‘Randomly’ generated. Plus, his FASERIP, HP, KP, and Powers were somewhat modest and reasonably balanced for most Gaming Tables.

Arcain has been played in approximately 10 to 15 MSH Game Campaigns and has approximately 9,000 to 15,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Arcain lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military and Interpol Bases and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Base.

Arcain serves as an Infantry Soldier for the PWR. In short, He is a decently powerful Fighter and Warrior who primarily uses his Power over Energy as a Weapon.


Personality: Arcain’s personality is extremely relaxed and laid back during Character Conference. His sense of ‘Relaxation’ and non-ambitious Personality is even more exemplified due to his Jamaican Accent and Tropical perspectives on situations.

Arcain will avoid using ‘Lethal’ force at all costs, and sometimes he may even try to avoid harming other people and creatures; Using any alternative means he can think of to settle a hostile confrontation or situation.

Many Players may find this attribute about his passive Personality, which contradicts a Game involving Combat, as unusable for the Game Mechanics.

But despite his pacifist perspectives he is well aware that sometimes situations become so overly chaotic that the only way to restore peace and order is by ‘eliminating’ key individuals. During Team Missions with the PWR, GCI-Strike Forces, or NATO Allied Military he acts as a Moderator of alternative decisions and ‘Knowledge’.

He has a ‘Power’ that is later described that allows him to access Cosmic Wisdom Pools to find a peaceable solution to almost ANY hostile situation.

Arcain is extremely charming and has a charisma about his personality allowing him Leadership and a Strong level of Popularity and Appearance.


Distinguishing Features and Story Origin:

Arcain was born in a poverty stricken village in the Jamaican Islands. As a child, Arcain had very few cares or stresses as he spent most of his days lounging about the Jamaican Beaches, surfing and charming young ladies. At night he helped his father as a bartender serving tropical drinks to wealthy tourist of his village.

While his Family was financially poor, Arcain’s father taught him loyalty, honor, morality and earning your keep in society. And taking Life easy rather than stressing over every little detail.

Here, Arcain grew into a strong young man being unaware of his dormant Powers. However, his family was robbed at gunpoint and the Criminal shot his Father in cold blood.

Arcain lost his normal coolness, and he became personate with revenge over his Father’s Death and his Powers manifested as he launched a bolt of energy from his hands, intently killing the Criminal who was responsible.

Arcain knew he did what he had to do, but he needed some emotional guidance to deal with his decent into ‘Murder’. His local village did not have the means to deal with Arcain’s situation, and it was better off for him to leave his quite beach Village, rather than have a barrage of Criminals come there to face him and harm the ones he loved.

Arcain was approached by members of the PWR and they offered help, letting Arcain know the only way to deal with his inner turmoil is to develop his Powers and use them for the greater good of mankind.

Arcain left his family and Village to train with the PWR and become a Teacher as well as an honorable fighter.


Known Powers: Arcain’s powers derive from an Arcane form of Magic energy he calls ‘Arclight’. His power to generate this energy has been scientifically analyzed as a combination of Mental Telekinesis, Electromagnetic energy, and unexplainable ‘Magic’.

Arcain has mastered a great deal of usable ‘Powers’ and ‘Stunts’ from this Energy.


Arclight Energy: UN:100. Arcain can generate and manipulate his Energy with UN:100 Capacity, Intensity, and Skill. He has pretty much mastered a great deal of Abilities allowing him some basic Super Powers.


FASERIP Increase: Arcain may use his Arclight Powers to increase his Natural FASERIP Ranks. He has permanently conditioned his FASE Ranks to nearly Peak Pennical Human capacity; minus an over whelming capacity for ‘Fighting’.

Arcain may use his Arclight Powers to increase his Natural FASERIP Ranks by a set of 100 Points dictated by a FEAT Roll of UN:100. During this FEAT roll Arcain may distribute 100 Points of Raw ‘Energy’ to Any FASERIP Ranks, Except the ‘Fighting’ Rank.

The only means Arcain may use to raise his ‘Fighting’ Rank with this Power is by having his other 6 Ranks [ASE and RIP] increase by 3 Full Ranks, with each of the 6 Ranks receiving 15 Points Each, in effect using 90 Points All around his FASERIP Ranks.

During such a FEAT his ‘Fighting’ Rank will also Increase by 10 Points to reach VI:55.

However, Arcain rarely distributes his Arclight Energy in such a fashion, as he prefers a simple approach by distributing these additional Points to the [ASERIP] Ranks being most heavily used during a mission.

- BLUE: Total Failure, No Boost to Any FASERIP Ranks.
- WHITE: Gain 25 Points to Distribute to ANY [ASE or RIP] Rank and Increase those Ranks. Lasts 20 Rounds
- GREEN: Gain 50 Points to Distribute to ANY [ASE or RIP] Rank and Increase those Ranks. Lasts 15 Rounds
- YELLOW: Gain 75 Points to Distribute to ANY [ASE or RIP] Rank and Increase those Ranks. Lasts 10 Rounds
- RED: Gain 100 Points to Distribute to ANY [ASE or RIP] Rank and Increase those Ranks. Lasts 5 Rounds

Arcain’s Health and Karma does not reflect the increased FASERIP status as this ‘Spell’ is temporary and will only last about 1 to 2 minutes (10 to 20 Game Rounds) before he returns to his ‘Normal’ FASERIP levels.

Arcain does not change physically during this FASERIP increase, but kinetic energy distortions can be seen radiating around his silhouette.

Arcain does not have an ill after effect while using this Power, but he must FEAT Roll to maintain his increased FASERIP for longer time frames.


Combative Powers:

- General Melee Combat: (This is mainly a Player’s note) Arcain does not have any Formal Martial Arts Training, aside from his natural abilities and experience while using his ‘Arclight’ Powers in response to hostile situations. Thus far he has not required a great deal of intense Training to be an excellent Combatant overall, but he generally does not rely heavily upon fancy moves and technical ‘Fighting’ Skills.

- Striking Moves: Arcain does not rely too heavily upon ‘Striking’ based Combat or ‘Melee’ Battle, but he does have such moves at his disposal.

With out the aid of his Powers he can deliver ‘Hits’ of EX:20 Blunt impact with virtually ANY part of his body simply due to enhanced Agility, Strength, and his Arclight Power surrounding his body. With his Arclight Powers in full effect he can deliver ‘HITS’ of SV:65 Impact.

- Grappling Moves: Arcain only uses ‘Grappling’ and ‘Clinch’ moves in a defensive aspect, normally by increasing his ‘Strength’ to simply pry his way out.

- Full Body as a Weapon and ‘Charges’: Arcain does use charges and tackles for most of his ‘Melee’ Combat. Mainly because such moves are easy to execute under Combat stress.

During such a move Arcain may deliver RM:30 up to MN:75 Impact with a ‘Charge’ action. Arcain may FEAT roll such a move Only on his ‘Endurance’.

- Range Attacks: UN:100 Impact and used with SN:60 Ability due to ‘Agility’ [+3CS]. Arcain’s most heavily used Combat actions rely upon his ability to Throw and Shoot Energy Blasts from virtually any part of his body, but normally he uses his Hands or will launch a blast from his head.

He may fire such blasts from his Unaided ‘Fighting’ Rank to execute counter Attacks in the Same Game Round.

Range and Spread: As a focused trajectory ‘Beam’ Arcain can hurl an Energy Blast that will reach 100 to 150 Feet (10 to 15 Areas). He may precisely control the Distance of his blasts if less than 70 Feet (7 Areas).

The Blast can range in size from about the size of a baseball up to a large beach ball. Normally, the Sphere shape will become elongated, appearing to become a simple ‘Pulse’ or ‘Blast’.

Arcain may also hurl a blanket type blast that will cover 3 Full Areas in a Spread at 10 X 10 X 10 Feet, or any form of ‘Grid’ covering 30 Feet total. During such a spread his attack intensity is reduced by [-3CS] to TR:85 intensity.

- Spherical or ‘Shock Wave’ Blasts: MN:75. Arcain may release his Arclight Powers in a Spherical formation in all directions at once. This acts as a Bubble of Blunt Force expanding rapidly to push and force objects away from Arcain. The Bubble will expand to a maximum of 20 Feet (2 Areas) from him as the epicenter. The Full effected area is Globe with a 40 foot (4 Area) Diameter.

- Frontal ‘Battle’ Shield: UN:100 disc like ‘Shield’ of UN:100 Blocking Capacity and FEAT effort. This shield is capable of Blocking ANY direct Attack up to UN:100 intensity. Since the Shield is ‘Energy’ he may also use it as a Melee Weapon of SV:65 ‘Force’ Impact. This Shield is only usable once per FEAT Roll.

- Bubble Shield: MN:75 Arcain may place a Bubble Shield around himself and 2 other Human Sized comrades of MN:75 ‘Armor’. This shield is reduced in raw energy output from UN:100 to MN:75 allowing wider surface coverage and an extended time span of 5 minutes (50 Game Rounds)

- Stealth and Invisibility: AM:50. Arcain may use his Arclight Powers to provide Camouflage and limited Invisibility over his silhouette. Normally, Arcain wears a White ‘Uniform’ to act as a plain ‘Canvass’. His Stealth can operate to conceal his presence from virtually ALL known forms of sensory detection.


Mobility Enhancements: Arcain’s Mobility is handled on his FASE Ranks like most other Characters, but he can achieve Flight and Levitation by forming an energy aura around himself. During Flight Arcain will grow ‘Energy’ based wings which appear solid, but transparent.

- Battle Flight and Levitation: 5 Areas per Round at AM:50 Air Speed with AM:50 Aerial Control and Skill.
- Sub-Sonic Flight: AM:50 at roughly 500 MPH. He can only ‘Travel’ in this manner. Not engage in Combat.
- Run: 4 Areas per Round. he can ‘Run’ for about 3 hours non-stop without exhaustion.
- Sprint: 8 Areas per Round. With his Endurance he may Sprint for about 3 Minutes without exhaustion.
- Swim: 3 Areas per Round. He can hold his breath for about 3 Hours due to a make shift ‘Energy’ air cell.
- Climb / Crawl: 2 Areas per Round and may grip almost ANY texture surfaces.
- Jump: 3 Area per round with a ‘Short’ Flight.


Arclight Awareness: UN:100. Sometimes considered as ‘Cosmic’ Awareness or ‘ESP’ Arcain may Psychically tap into Magic Forces to increase his understanding of the situation he is involved in.

Used directly from his ‘Intuition’ Rank Arcain may FEAT roll this to act as a ‘Reasoning’ FEAT. However, he will be unable to explain the circumstances or hidden agenda to other members of his team. He will only be able to act and react for himself, or lead the group to safety.

In Game Terms, the ‘Judge’ must tell the ‘Player’ the least Violent Course of Action for the Hostile Situation or Confrontation.

This Power also acts as a Danger Sense and Psychic Radar System allowing him sensory awareness of his environment and possible dangers in the vicinity. It reaches 100 Feet in all directions at once and may detect with UN:100 Capacity.

This Power may also suffice for his ‘Normal’ 5 senses and he may FEAT Roll this Power to adjust his senses to the conditions at hand.


Talents:

- Leadership - Aerial Combat - Total Navigation - Marine Animal Handling - Espionage - Acrobatics - Infiltration - Stealth - Crisis Management - Space, Jungle, Desert, Arctic, Ocean Survival - Skydiving - Surfing - Medical 1st Aid - General Science - Investigation - Seduction and Charm - Street Wise - Culinary Cooking and Mixed Alcoholic Beverages -


Limitation: Arcain’s Arclight Energies and body radiation is ‘Magically’ Toxic to most other life forms around him, unless that Character has some form of protection from Magic AND Energy combined.

His energy aura will reduce another Character’s Health by 1 Point per game round on the ‘Magic’ AND ‘Energy’ category if other Characters are approximately 10 Feet (1 Area) away from him.

Arcain’s skintight uniform is designed to keep this mystical energy confined and controlled so it does not harm other Characters around him. Arcain’s Torso Curass is a reserve Battery Cell absorbing and converting his over flow Arclight Energy into normal Electricity, Light, and other utilitarian forms of Energy.

Arcain normally allows the crown of his head to be exposed, releasing his Arclight Energy in the form of a ‘Purple’ colored Flame upon his head. During this exposure of his Arclight ‘Flame’ Arcain radiates this toxic energy, inflicting DE:01 Magic and Energy per Game Round to vulnerable Characters in his direct vicinity.

Without his Uniform, his Arclight Magic Energies and Radiation are extremely ‘Lethal’ and will inflict RM:30 Magic and Energy Damage per Game Round to Characters 10 feet away from him.

For every 10 feet (1 Area) his Arclight Energy loses it’s intensity by [-1CS] until it is totally harmless, reaching a full 100 Feet (10 Areas) from him as the epicenter.

Arcain’s Uniform is similar to a Diver’s neoprene Wet Suit. It also has a Magic spell cast over the suit’s fabrics to handle his Arclight energy. The suit should be considered as EX:20 Material, but it only provides TY:06 to GD:10 ‘Armor’ to most conventional Attacks and Damages.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Young Biowolf
October 26, 2008 07:47PM
avatar
Code Name:
Young Biowolf
Biological Name:
Anakaris Sapian
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-4)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Young Biowolf

F: AS:80            | R: FN:35            | Race: ????          | Nationality: USA        |
A: SP:45            | I: SV:65            | Gender: Male        | Residence: Mobile       |
S: FN:35            | P: TR:85            | Apparent Age: 20's  | True Age: About 40 y/o  |
E: AW:90            | L: SV:65            | Eye Color: Green    | Alliance: PWR Military  |
                    |                     | Hair Color: Blue    | Calling: Adventurer     |
Health: 250 / 250   | Karma: 250 / 250    | Blood Type: ????    | Achievement: Guardian   |
                    |                     | Height: 5'9"        | Life Expectancy: ????   |
Initiative: AM:50   | Experience: IN:40   | Weight: 280 lbs     | Species: Mutant Cyborg  |
Popularity: AM:50   | Appearance: FN:35   | Mass: 0 X 6 = 0     | Class: Warrior / Mage   |
Resources : EX:20   | Morality  : Noble   |                     |                         |
Job Rank  : IN:40   | Conviction: AW:90   | ATTACK: SP:45       | DEFENSE: SV:65          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
SP:45 [+0CS]        | AM:50 [+0CS]        | AM:50 [+0CS]        | SP:45 [+1CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988. At first impression most people will think that this Character is a younger version of the same ‘Biowolf’ depicted above and illustrated from an earlier time frame.

However, “Young Biowolf” is actually a Genetically Engineered Clone of the Character ‘Kainus Sapian’ and is a similar type of Wolf-Man humanoid who possesses Cosmic Endowed Supernatural Powers.

Biowolf and Anakaris are technically identical ‘Twins’ aside from the fact that Anakaris is nearly 100 years younger and was ‘Born’ with his Cybernetic DNA. Where as Biowolf (Kainus Sapian) gained his Cybernetic DNA from a planet known as Alpha-53 ‘Getti Prime’.

While Anakaris has significantly less Sheer Brute Power than Biowolf it is strongly suggested that Anakaris will become more Powerful than Biowolf when he reaches the same age and experience due to his Cybernetic DNA being genetically infused from his Zygote Infancy.

Currently Anakaris is roughly at half the Sheer Brute Power as his Elder Kin, Biowolf. Also, while Biowolf and Anakaris are technically identical ‘Twins’ their relationship is more of a Father / Son Relationship rather than a Brother to Brother relationship.

As a result, Anakaris will often obey Biowolf in most situations. However, Anakaris has been known to be rebellious and demand his course of actions during certain critical situations.

Anakaris was not Randomly Rolled on the MSH Character Creation Table due to his story line and relationship with Biowolf and the PWR. His Character Concept was creatively conceived mainly to maintain Character Continuity, plus Anakaris’s power levels were well balanced with the Gaming Table.

Anakaris has been Played in approximately 80 to 100 MSH Game Campaigns and has approximately 70,000 to 90,000 invested Karma Points. However, Anakaris was not allowed to spend a great deal of his earned Karma to upgrade his FASERIP, Powers, Talents, and other abilities to maintain Character Continuity.

Anakaris’s Time Frame and Story Setting is approximately in the year 3000 to 4000 AD Earth.


Life Style: Anakaris lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Anakaris serves as a mid-level Fighting Infantry Soldier for the PWR. In short, He is a decently powerful Fighter and Warrior who primarily uses his Powers and Skills to defend humanity from various invasions, both Earthly and Extraterrestrial.


Personality: Anakaris may be in his early 40’s but he has a ‘Gung-Ho-Fit-To-Fight’ mentality of a 20 year old athletic adrenaline junkie who is ready for anything and everything. Anakaris is generally optimistic, motivated, and he is a positive influence on those around him.

However, many older heroes and teammates feel he is little over zealous during certain situations. Anakaris does think about situations before he takes actions, but he is mostly credited as being overly decisive and quick to take action right way.

For the most part, Anakaris’s personality is at it’s Prime for the level of combat and gaming he has currently achieved.

While Anakaris is morally ‘Noble’ he generally knows when certain factions or hostile situations need to be dealt with by means of ‘Lethal’ Force. Anakaris will often meet his opposition with equal resolve, and if possible more.

Anakaris is also ‘Cocky’ and confidant, but not to the level of Arrogance. He will often taunt his enemies to effect them on a psychological level.


Distinguishing Features and Story Origin:

Anakaris was Genetically Engineered at PWR-Temple: Antarctica and pretty much raised in a high tech Science Laboratory specifically geared for churning Super Soldiers.

Almost immediately after birth Anakaris was being trained in a wide array of various martial arts, ranging from unarmed combat to full fledged Guerilla Warfare. He has even been formally trained in large scale military maneuvers and social leadership.

By his adolesce, Anakaris was conducting Covert Special Ops for the Allied NATO nations and the PWR. Now at nearly 40 years old he has pretty much mastered all the conventional Combat Arts. Coupled with his powers he is at the Top of his Game.

Due to Anakaris’s extensive training he has an additional power over Biowolf that allows him to choose the ‘BEST’ course of Action during gaming missions. This Power is detailed in his ‘Talents’ listing.


Known Powers: Anakaris’s powers derive from his Alien Cybernetic DNA which allow him to harbor and channel various Cosmic Energies. Unlike Biowolf, Anakaris was born with these Powers and his learning curve was not as difficult as Biowolf’s. Anakaris has also been trained to operate and function without his Powers.


Energy Absorption:: MN:75 to SY:200. Anakaris’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.

Anakaris has been unable to sustain more than 400 Health, with about 40 additional Points to each FASE Rank. He normally prefers to stay ‘Balanced’ at 250 to 350 Health since the additional 100 Health is often uncontrollable and results in less Skill and ‘Finesse’.

By default Anakaris’s body will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Anakaris a number of other Branch Powers as well.

- True Invulnerability: Anakaris should be considered as having EX:20 True Invulnerability and is able to reduce ALL attack damages by [-1CS].

- Slowed Aging: SY:200. Anakaris ages about 1 year for every 200 to 500 normal years.
- Suspended Animation: UN:100. Anakaris may enter a state of Suspended Animation and not Age at all.
- MN:75 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.
- SN:60 Immunity to Disease, Illness, and similar biological Attacks.
- SN:60 Immunity to Gravity and Magnetic based damage.
- FR:70 Invulnerability to Corrosive acids, venom, and similar chemicals.
- AW:90 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- UN:100 Immunity to Quantum Energy and Unified Field Theory Energy.
- SX:150 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- SY:200 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- SX:150 Immunity to Radiation and Toxic Radio Wave / Light based damage.


Flesh Armor and Injury Resistance:: EX:20. Anakaris’s Energy Absorption allows him to drain the impact energy directly from most physical and conventional Attacks.

Anakaris will instantly absorb the energy or force behind most physical attacks resulting in EX:20 Flesh Armor to Physical Injuries. Without his Energy Absorption his Flesh Armor is about GD:10 Armor due to flesh density and his organic DNA based cybernetics.

He can also Boost this Armor Level with FEAT Rolls off his “Endurance” by absorbing greater amounts of the kinetic energy used in a common Physical Attacks.

- BLUE: Total Failure, No Boost to Flesh Armor. EX:20 True Invulnerability.
- WHITE: Boost Flesh Armor by 10 Points to reach RM:30 True Invulnerability.
- GREEN: Boost Flesh Armor by 20 Points to reach IN:40 True Invulnerability.
- YELLOW: Boost Flesh Armor by 30 Points to reach AM:50 True Invulnerability.
- RED: Boost Flesh Armor by 40 Points to reach SN:60 True Invulnerability.


Regeneration: RM:30 to AS:80. Under normal conditions Anakaris will recover 3 HP per game round after suffering an injury. But due to his extensive “Endurance” he may boost his Regeneration factor to recover 6 / 9 / 12 HP per game round for a duration of about 1 hour (600 GameRounds).

Basically, he may dedicate a very small percentage of his “Endurance” strictly to Healing regardless of his Physical activity and exertion.

He can also boost his healing with “Endurance” FEATs to recover Mass 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 without Medical Attention.

He may also reattach severed limbs and lost organs, such as an arm, leg, or an eye with in a few moments without Medical Attention. Even if the body part is abandoned Anakaris may retrieve and re-attach the severed organ for at least 200 years.

- BLUE: Total Failure, recover 3 HP for that Round and engage heightened Healing at 6 HP per Round.
- WHITE: Recover 12 HP for that Round and engage heightened Healing at 9 HP per Round.
- GREEN: Recover 62 HP for that Round. Engage heightened healing at 9 HP per Round.
- YELLOW: Recover 125 HP for that Round. Engage heightened healing at 12 HP per Round.
- RED: Recover 187 HP for that Round. Engage heightened healing at 12 HP per Round.


Hyper FASE Increase: UN:100. Anakaris may accelerate his normal FASE Ranks to gain about 40 points to ANY FASE Rank for brief periods allowing him to increase his Fighting, Agility, Strength, and Endurance, resulting in the following FASE Rank levels

- F: UN:100
- A: AS:80
- S: FR:70
- E: SX:150

- HP: 400


Anakaris normally does not increase his FASE Ranks to maximum capacity unless it is absolutely necessary. Instead he will opt to adjust his Health between 290 and 350 Points, normally focusing his additional energies to Fighting, Agility, and Endurance. He prefers to maintain his ‘Strength’ level at it’s his normal FN:35 Level unless he absolutely needs greater ‘Strength’.

Anakaris may only use this power for a maximum duration of 20 Game Rounds (2 Minutes). At which he will be unable to use the Power again for another 40 Game Rounds (4 Minutes). He suffers no negative [CS] penalties after his Hyper FASE Increase, but he will be unable to use it for a set period of time.

The Player or GM may adjust the time duration between 1 to 20 Game Rounds. But the Player or GM will be unable to use the Power consecutively again for twice the Time at 2 to 40 Game Rounds.

To engage the Power requires a Yellow FEAT of UN:100 and it does not increase Health above 400 HP.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: : Like Biowolf, Anakaris’s entire body is a deadly weapon for Melee Combat. Just about every part of his body has some sort of retractable Blades or Spikes or Claws or Teeth or Hardened Surfaces to deliver lethal Impact with ‘Strikes’ and ‘Blows’.

By default Anakaris can deliver ‘Hits’ of IN:40 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. This will increase with his Hyper-FASE ‘ON’ to approximately SN:60 up to MN:75 depending upon how the Player distributes the additional Points to his FASE.

- Grappling Moves: Anakaris is also an avid ‘Grappler’ and ‘Clinch’ combatant allowing him to utilize his “Strength” as well as his “Agility” for ‘Fighting’ Actions. He may inflict Damage equal to his current ‘Strength’ Level with such moves.

While Anakaris is highly skilled in ‘Grappling’ hand to hand Combat he prefers to use ‘Striking’ tactics, or better yet; Use a weapon.

- Full Body as a Weapon and ‘Charges’: Normally Anakaris will FEAT Roll such moves on his ‘Endurance’ in accordance with MSH Rules for RPG Combat.

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.

Anakaris’s Charge attacks normally incur FR:70 up to TR:85 impact due to [+2CS] to his Melee Damage for a ‘Charge’ Maneuver.

- General Melee Combat: (This is mainly a Player’s note) Anakaris is formally trained in a wide variety of Mixed Martial Arts and Guerrilla Warfare. Plus, he is extremely experienced to such a degree that he basically uses his own unique discipline or ‘Style’.

Anakaris can be a brutally efficient melee fighter so he bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like a professionally trained ‘Ninja’ of Guerrilla Warfare….. The more Creative the Player can conceive various ‘Combat’ oriented moves; the Better.


Mobility Enhancements: Anakaris’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his enhanced “Endurance” and “Hyper FASE” Abilities he also has ‘Hyper’ mobility.

Normal Mobility
- Run: 5 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 6 Areas per Round. With his Endurance he may Sprint for about 9 Hours without exhaustion.
- Swim: 4 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 3 Areas per Round through FN:35 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 3 Areas per Round without a Running Approach.

Hyper Mobility
- Run: 12 Areas per Round.
- Sprint: 20 Areas per Round.
- Swim: 6 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 5 Areas per Round through AM:50 Grade Solid Mass.
- Climb / Crawl: 6 Areas per Round and may adhere to any vertical and upside surfaces with Photon Grip.
- Jump: 9 Areas per Round without a Running Approach.


Enhanced Senses: SV:65. Used directly from his Base ‘Intuition’ Rank, Anakaris may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Scanning and Weakness Detection: AM:50. Anakaris may use this as a Power Stunt of his ‘Intuition’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 or other Senses, but this takes 5 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.


Danger Sense and Psychic Radar: AM:50. Anakaris’s perception is augmented with a Psychic 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 50 feet (5 Areas) in all directions at once.


Photographic Memory: FN:35. This works as a secondary memory system allowing Anakaris 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.


Self Revival: UN:100. Anakaris can revive himself from Clinical ‘Death’ in the event that he is Killed or his Health is reduced to Zero Points. This ability requires some time to molecularly reconstruct his body.

Upon ‘Death’ Anakaris’s body normally explodes in a Molecular Photon Explosion of about RM:30 Intensity to the Area he was occupying. (About a 30 Foot / 3 Area Grid in all directions)

With this explosion, all that remains of Anakaris is a cluster of his Cells and DNA sealed in a CL:1000 Orb of energy about the size of a coin. Anakaris’s Flesh and Soul will re-grow from this Orb in about 20 to 30 Days depending upon the environmental conditions.

Anakaris will then use his Cosmic Awareness to re-gather and organize his R.I.P. and Karma Ranks.

This Power pretty much makes Anakaris Immortal, and he has had to use it on a few occasions. Anakaris will normally re-master his Powers in a day or so after he is reborn.


Cosmic Awareness: UN:100. Anakaris may only use this Power during Self-Revival or if he enters Suspended Animation. This Power allows him to access the Cosmos and pretty much put him back on ‘Track’ with almost no loss of memory, knowledge or experience.


Weaponry and Equipment:

Clothing and General Attire:: AM:50 to UN:100. Like Biowolf, Anakaris wears a high-tech Battle suit designed of various materials ranging from AM:50 to UN:100 in general durability.

The suit provides very little ‘Armor’ in the traditional manner, but is designed to augment him with various utilitarian functions. Anakaris’s Uniform is designed significantly different than Biowolf’s Uniform, but this is merely cosmetic.

The Battle suit is comprised of 4 main parts.

- Skull Cap: This is almost not visible since the Helmet is closely tailored to the shape, color, and texture of his facial features and head. It allows Anakaris to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at FR:70 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 70 Feet (7 Areas). If he ‘Plugs’ into a thermal he may Globally Access, Control, and Manipulate such technology.

- Gladiator Torso Curass: The large Gem and Shoulder Pad on his Torso, Back, and Shoulder house a Computerized 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.

Anakaris can only carry inanimate objects in this manner. He can only carry about 700 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at UN:100 ‘Reasoning’.

- Leggings and Pants: These provide a little bit of ‘Armor’ of RM:30 protection from most conventional attacks. The primary function of his Pants is generate energized power for his Attire at UN:100 Capacity.

- Gloves and Boots: Anakaris may manipulate kinetic forces of RM:30 Strength and Ability at a range of 1 Area. He often uses these as ‘Tools’ and defensive Weapons.



The Wolf Sword: SZ:500. Like Biowolf, Anakaris also has a Skaarj like ‘Wolf’ Sword with Cosmic Properties and Magical Enhancements. However, Anakaris’s Sword was painstakingly manufactured on Earth by an arcane means of ‘Magic’ replication from Biowolf’s original Skaarj Sword.

This Wolf Sword is endowed with Cosmic Energy and ‘Magic’. Any use of a Magic Spell with the Wolf Sword will use 1 Karma point to execute and is FEAT rolled on Anakaris’s TR:85 Psyche Rank.

To intensify any Cosmic Spell Anakaris 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 Anakaris’s Sword appears to made of normal Earthly materials and metals it is designed of Magic and Cosmic endowed matter allowing it to have a construction durability of SZ:500. The Wolf Sword also has a form of self-repair at UN:100 Rank.


Basic Melee Weapon: SN:60 / MN:75 / AW:90 Edged Damage. Under most conditions Anakaris can swing his Wolf Sword with SN:60 up to AW:90 force based on his Fighting, Agility, Strength, and Attack Ranks.

However, destruction to the Target is usually about RM:30 to IN:40 since it’s energy is focused into the Wolf Sword’s Blade. Anakaris can charge the Wolf Sword’s Blade with various energies to render various effects.

Anakaris has mastered these particular spells with at UN:100 intensity while using only 1 KP per Spell.


Basic Utility Spells and Magic Charges: AW:90. The 7 gems built into the Wolf Sword's blade allow Anakaris to 'Charge Up' the blade with various types of energies and elemental forces.

These can amplify his basic melee abilities to Impact at UN:100 intensity. Plus the attack will also carry the secondary effect of whichever magic was used.

- Used as a Raw Battery of UN:100 Energy source for 50 Hours. (Electricity / Heat / Magnetism / Magic)
- Heat Blade: UN:100 Heat Damage. Heat is not emitted from the Ball until it makes contact with a Target.
- Fire Blade: UN:100 Heat Damage. Basically it’s a Torch with the Blade engulfed in fire.
- Ice Blade: UN:100 Cold Damage. Cold is not emitted from the Blade until it makes contact with a Target.
- Electric Blade: UN:100 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
- Gravity Blade: UN:100 Gravity Effects. Can allow True Flight and Levitation or ‘Lock-Down’ effects.
- Poison Blade: UN:100 Toxic Damage. Toxins are not emitted from the Blade until it makes contact.
- Teleportation: Allows Biowolf to Teleport at UN:100 Ability covering 10 Areas per Teleport.
- Purge Illness, Disease, Toxins, and other Chemicals with UN:100 Potency Antidotes.
- Healing Blade: UN:100 Regeneration or Repair to a touched target. Recover 10 HP per Round.
- Force Shield: SZ:500 This allows Anakaris 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 and other Magic Properties: GD:10 up to SX:150. The Wolf Sword does have some Cosmic ‘Magic’ properties, which allow Anakaris to cast spells while using the Sword as a tool.

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 Anakaris's TR:85 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Anakaris 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 Wolf Sword, but due to it’s Magic properties it will be difficult to handle. Other Charters need at least IN:40 Strength and 300 Karma to even use the Sword effectively. Anakaris may also Psychically manipulate the Sword and have it execute Spells from almost any location on Earth while not in his hands.

Anakaris only has 1 formation to cast Spells; A Globe Pulse expanding from himself, or the Sword, as the epicenter..

Anakaris 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.

Anakaris’s Wolf Sword 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 (10 to 12 Areas) from him as the epicenter.

The full diameter of his Spells is 200 to 240 Feet (20 to 24 Areas).





80 Caliber Photon Hand Cannon: Anakaris also carries the same type of hand held pistol that Biowolf uses. This ‘Gun’ is fashioned closely after a common firearm. It has a top-slide housing such as a barretta or glock, but it houses twin firing chambers with the barrels in a side by side manner.

However, the barrels are not hollow like most other firearms. The barrels are powerful fusion chambers for atomic particle acceleration used to generate and launch plasma energy.

The ‘Lazer’ Cannon also has a wide range of energy forms it can fire, ranging from Sonics, Laser, Photon, Heat, and even heat displacement to create ‘Cold’ blasts. The handgun is also outfitted with an optical sighting scope, but often the scope is not used since Anakaris simply fires 'off the hip'. If the Scope is used Anakaris will get [+2CS] to his “Agility” for Sniper style shooting.

Ammunition is stored in the fusion battery cell, similar to most firearms. This cell contains a basic power supply and is used with some kind of photon / nuclear fusion to render the handgun's ammo. It recharges by the handgun's recoiling parts during each firing sequence. Thus, Anakaris almost never runs out of ammo. If the power cell is drained of raw energy Anakaris can re-charge the cell by operating the top-slide rapidly.

- FEAT Rolled on “Agility” [+3CS] to reach SN:60 FEAT “Off the Hip”.
- FEAT Rolled on “Agility” [+5CS] while using the Sight Scope to reach FR:70 FEAT.
- FEAT Rolled on “Fighting” for counter attacks while targets are less than 70 feet (7 Areas) Away.
- Single Shot: Damage / Intensity: AS:80 Energy or Force Based Damages.
- Burst Firing: Skill [-1CS] | Damage [+2CS] to reach AW:90.
- Full Auto: Skill [-2CS] | Damage [+4CS] to reach UN:100.
- Range is 2500 to 3000 feet (250 to 300 Areas). Anakaris can adjust to precise ranges [-1CS]
- Projectile Dimensions: 10 inch diameter ‘Ball’ elongated to about 3 feet long.
- Armor Piercing: UN:100 to by pass ‘Armor’
- Multiple Targets: Anakaris will lose [-1CS] to shoot at each additional Target in the same Game Round.
- Spherical Targeting: Anakaris can not be blind-sided and may Shoot at targets from ANY angle [-2CS]
- Destruction is RM:30 to IN:40.
- Stored in his Gladiator Torso Curass CPU Data Bank and can be instantly repaired by ‘holstering’
- If removed from Anakaris’s possession the Gun will become inert and not function.


Talents:

Omni-Skill and Clairvoyance: Anakaris 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.

Anakaris may only use 1 Talent per FEAT Roll and he cannot ‘Stack’ Talents or carry multiple Talents to switch from one Talent to another. However, Anakaris 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 - Unorthodox Melee Combat ALL - Military - Stealth - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Acrobatics - Entrapment Escape - Cosmic Awareness - Hostage Negotiations - Leadership - First Aid - Infiltration - Firearms and Shooting Weapons - Demolition and Explosives -


Due to Anakaris’s intensive training and upbringing he has an additional ‘Talent’ that operates more like a ‘Power’ in Game Mechanics. Anakaris may FEAT Roll any appropriate RIP Rank and ‘Force’ the Judge to revile ANY relevant secrets to the Game Scenario so that the Player is ‘Completely’ informed about events that the Judge has planned for the Players. This Power also allows the Player take the proper Course of Action and make the correct or ‘Best’ decisions in virtually ALL situations.

To operate this Power Anakaris must FEAT Roll a Natural RED with the appropriate RIP Rank. He is unable to use his Karma to enhance this FEAT Roll.

Because this Power may ‘Spoil’ the Game Judge’s Story Line the Judge is encouraged to use a written ‘Note’ which reviles the secret to the Player of Anakaris. The Player is not allowed to revile the Judge’s Scenario Secret to other Players at the Game Table, but the Player may have Anakaris ‘Act’ upon the Secret.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

Below is a list of persons Anakaris (Young Biowolf) may contact... (These Characters will be Written-up posted here at Classic Marvel).

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

(\__/)
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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Fire Fox
October 28, 2008 12:32AM
avatar
Code Name:
Fire Fox
Biological Name:
Demitri Sapian
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-2)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Fire-Fox

F: AM:50            | R: FN:35            | Race: ????          | Nationality: USA        |
A: IN:40            | I: FN:35            | Gender: Male        | Residence: Mobile       |
S: EX:20            | P: SP:45            | Apparent Age: Teens | True Age: About 35 y/o  |
E: IN:40            | L: FN:35            | Eye Color: Green    | Alliance: PWR Military  |
                    |                     | Hair Color: Blue    | Calling: Adventurer     |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: ????    | Achievement: Guardian   |
                    |                     | Height: 5'4"        | Life Expectancy: ????   |
Initiative: FN:35   | Experience: FN:35   | Weight: 210 lbs     | Species: Mutant Cyborg  |
Popularity: IN:40   | Appearance: RM:30   | Mass: 0 X 1 = 0     | Class: Warrior / Mage   |
Resources : EX:20   | Morality  : Chaotic |                     |                         |
Job Rank  : RM:30   | 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]        | RM:30 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988. This Character is basically another Clone of Kainus Sapian to generate a ‘De-Tuned’ version of the original Biowolf Character.

However, the general Story Plot is that Biowolf Cloned himself a second time creating ‘Fire-Fox’ to perfect his Cybernetic DNA process and use it to create other versions of Super Soldiers for the PWR organization. However, the Cybernetic DNA Genome base somehow realized Biowolf was trying to ‘Cheat’ nature, Thus Fire-Fox was born with significantly less Brute Power than Anakaris and Biowolf.

Like Anakaris, Biowolf and Demitri are technically identical ‘Twins’ aside from the fact that Demitri is nearly 120 years younger and was ‘Born’ with his Cybernetic DNA. Where as Biowolf (Kainus Sapian) gained his Cybernetic DNA from a planet known as Alpha-53 ‘Getti Prime’.

Demitri is greatly less Powerful than Biowolf and Anakaris, and it strongly suggested that Demitri will not become much more Powerful than he already is. While Demitri can upgrade his FASERIP and Powers he has been unable to sustain those heightened levels for longer than a few months at a time.

Currently Demitri is roughly One-Quarter the Sheer Brute Power as his Elder Kin, Biowolf. Also, while Biowolf and Demitri are technically identical ‘Twins’ their relationship is more of a Father / Son Relationship rather than a Brother to Brother relationship.

But Anakaris and Demitri have more of a Sibling styled Relationship since Demitri is only about 5 years younger than Anakaris. As a result, Demitri will often obey Biowolf in most situations, but he will normally argue with Anakaris.

Demitri was not Randomly Rolled on the MSH Character Creation Table due to his story line and relationship with Biowolf, Anakaris and the PWR. His Character Concept was creatively conceived mainly to maintain Character Continuity, plus Demitri’s power levels were well balanced with ‘Human’ Level Gaming Tables.

Demitri has been Played in approximately 50 to 70 MSH Game Campaigns and has approximately 40,000 to 60,000 invested Karma Points. However, Demitri was not allowed to spend a great deal of his earned Karma to upgrade his FASERIP, Powers, Talents, and other abilities to maintain Character Continuity.

Demitri’s Time Frame and Story Setting is approximately in the year 3000 to 4000 AD Earth.


Life Style: Demitri lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Demitri serves as a Lower to Mid-Range Power Level Soldier for the PWR. In short, He is a decently powerful Fighter and Warrior on the Peak Pinnacle Human Level who primarily uses his Powers and Skills to defend humanity from various invasions, both Earthly and Extraterrestrial.


Personality: Demitri has somewhat of a ‘Bitter’ personality because he is not as Powerful as Anakaris and Biowolf. As well, Demitri just may not even have the ability to reach their levels with time and experience.

Due to this he puts forth his best efforts in any situations to prove himself. Despite Demitri’s Lowered Power Levels he extremely driven, focused, and determined. This can often turn the tables to his favor to match and equal Characters with greater Raw Brute Power.

When not in hostile situations Demitri tries to focus on less competitive activities, but normally he turns such events into some form of competition, especially when he is around more Powerful Characters. Basically, he has the traditional ‘Small-Man’ complex where he must Prove to himself his own Validation.

In Combat or Hostilities Demitri is extremely skilled, bold, clever, and tenacious; but above all, Failure is NOT an Option. This gives Demitri a ‘Chaotic’ Morality where he could easily become ‘Villainous’.

Biowolf and many other PWR Members work with Demitri to help him cope with his lack of Brute Power. But at the same time his determination and resolve has given him his greatest Strengths in Social Leadership.

Demitri has a Power listed in ‘Talents’ that further details his ‘Chaotic’ Morality.


Distinguishing Features and Story Origin:

Like Anakaris, Demitri was Genetically Engineered at PWR-Temple-Antarctica and pretty much raised in a high tech Science Laboratory specifically geared for churning Super Soldiers.

Almost immediately after birth Demitri was being trained in a wide array of various martial arts, ranging from unarmed combat to full fledged Guerilla Warfare. He has even been formally trained in large-scale military maneuvers and social leadership.

By his adolesce, Demitri was conducting Covert Special Ops for the Allied NATO nations and the PWR. Now at nearly 35 years old he has pretty much mastered all but a few conventional Combat Arts.


Known Powers: Demitri’s powers derive from his Alien Cybernetic DNA which allow him to harbor and channel various Cosmic Energies. Unlike Biowolf, Demitri was born with these Powers and his learning curve was not as difficult as Biowolf’s. Demitri has also been trained to operate and function without his Powers.


Energy Absorption:: FN:35 to MN:75. Demitri’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.

Demitri has been unable to sustain more than 250 Health, with about 25 additional Points to each FASE Rank. He often pushes his FASE Ranks into these levels for sheer Brute Force with his FASE Increasing Powers.

However, the additional 100 Health will often be uncontrollable and results in less Skill and ‘Finesse’. In Game Terms Demitri will lose his options to use his ‘Talents’ for [+CS] and he has 30% Chance that Karma Enhanced FEAT Rolls will be Reduced by 30 Points. This is further detailed in his FASE Increase Powers.

By default Demitri’s body will absorb ambient energy around him causing a mild drop in temperature in the Area he is occupying. This Power allows Demitri a number of other Branch Powers as well.

- True Invulnerability: Demitri should be considered as having GD:10 True Invulnerability.

- Slowed Aging: MN:75. Demitri ages about 1 year for every 100 to 200 normal years.
- Suspended Animation: TR:85. Demitri may enter a state of Suspended Animation and not Age at all.
- SV:65 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.
- AM:50 Immunity to Disease, Illness, and similar biological Attacks.
- AM:50 Immunity to Gravity and Magnetic based damage.
- VI:55 Invulnerability to Corrosive acids, venom, and similar chemicals.
- MN:75 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- TR:85 Immunity to Quantum Energy and Unified Field Theory Energy.
- PH:95 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- PH:95 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- UN:100 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.


Flesh Armor and Injury Resistance:: GD:10. Demitri’s Energy Absorption allows him to drain the impact energy directly from most physical and conventional Attacks.

Demitri will instantly absorb the energy or force behind most physical attacks resulting in GD:10 Flesh Armor to Physical Injuries. Without his Energy Absorption his Flesh Armor is about TY:06 to AA:08 Armor due to flesh density and his organic DNA based cybernetics.

He can also Boost this Armor Level with FEAT Rolls off his “Endurance” by absorbing greater amounts of the kinetic energy used in a common Physical Attacks.

- BLUE: Total Failure, No Boost to Flesh Armor. GD:10 True Invulnerability.
- WHITE: Boost Flesh Armor by 10 Points to reach EX:20 True Invulnerability.
- GREEN: Boost Flesh Armor by 20 Points to reach RM:30 True Invulnerability.
- YELLOW: Boost Flesh Armor by 30 Points to reach IN:40 True Invulnerability.
- RED: Boost Flesh Armor by 40 Points to reach AM:50 True Invulnerability.


Regeneration: EC:15 to SV:65. Under normal conditions Demitri will recover 1 HP per game round after suffering an injury. But due to his heightened “Endurance” he may boost his Regeneration factor to recover 4 / 8 / 12 HP per game round for a duration of about 30 Minutes (300 GameRounds).

Basically, he may dedicate a very small percentage of his “Endurance” strictly to Healing regardless of his Physical activity and exertion.

He can also boost his healing with “Endurance” FEATs to recover Mass 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 without Medical Attention.

He may also reattach severed limbs and lost organs, such as an arm, leg, or an eye with in a few moments without Medical Attention. Even if the body part is abandoned Demitri may retrieve and re-attach the severed organ for at least 200 years.

- BLUE: Total Failure, recover 2 HP for that Round and engage heightened Healing at 4 HP per Round.
- WHITE: Recover 12 HP for that Round and engage heightened Healing at 8 HP per Round.
- GREEN: Recover 38 HP for that Round. Engage heightened healing at 12 HP per Round.
- YELLOW: Recover 75 HP for that Round. Engage heightened healing at 12 HP per Round.
- RED: Recover 112 HP for that Round. Engage heightened healing at 12 HP per Round.


Hyper FASE Increase: AM:50. Demitri may accelerate his normal FASE Ranks to gain 25 points to his FASE Ranks for brief periods allowing him to increase his Fighting, Agility, Strength, and Endurance, resulting in the following FASE Rank levels

- F: MN:75
- A: SV:65
- S: SP:45
- E: SV:65

- HP: 250


The additional 100 Points to his normal 150 Health will often be less ‘Skillful’ and results in less ‘Finesse’. In Game Terms Demitri will lose his options to use his ‘Talents’ for [+CS] to virtually all Combat oriented FEAT Rolls.

Also, during a Hyper FASE Increase Demitri will be unable to use his Karma as effectively to enhance his FEAT Rolls. Any time ‘Karma’ is used to Enhance a FEAT Roll while coupled with the Hyper FASE Increase ‘ON’ the Game Judge should also Roll a Single 10-Sided Dice to receive various modifiers to Demitri’s Karma induced FEAT Roll:

1,2,3 = Karma FEATs are Reduced by 30 Points. Demitri has to use 30 Additional Points over normal Karma FEATs.

4,5,6, = Karma FEATs are Reduced by 15 Points. Demitri has to use 15 Additional Points over normal Karma FEATs.

7,8,9,10 = Karma Enhanced FEATs are handled Normally at Full Effect.

Demitri often uses his FASE Increase Power at ‘Full Throttle’ to reach maximum capacity at 250 Health. In Game Terms the Judge should roll a Single 10-Sided Dice and give Demitri ‘Full Throttle’ FASE Increase if the Judge Rolls a 3 or Higher.

The Judge may alter this Single 10-Sided Dice Roll by up to a 50% probability to maintain Game Balance OR the Judge may limit Demitri’s FASE Increase to ‘50’ Points rather than the Full ‘100’ Points. With 50 Points Demitri will gain About 13 Points to each FASE Rank, but the points are distributed as listed.

- F: FR:70
- A: AM:50
- S: RM:30
- E: AM:50

- HP: 200


Demitri may only use this power for a maximum duration of 30 Game Rounds (3 Minutes). At which he will be unable to use the Power again for another 60 Game Rounds (6 Minutes). He suffers no negative [CS] penalties after his Hyper FASE Increase, but he will be unable to use it for a set period of time.

The Player or GM may adjust the time duration between 1 to 30 Game Rounds. But the Player or GM will be unable to use the Power consecutively again for twice the Time at 2 to 60 Game Rounds.

To engage this Power requires a Yellow FEAT of AM:50 and it does not increase Health above 250 HP.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: : Like Biowolf and Anakaris, Demitri’s entire body is a deadly weapon for Melee Combat. Just about every part of his body has some sort of retractable Blades or Spikes or Claws or Teeth or Hardened Surfaces to deliver lethal Impact with ‘Strikes’ and ‘Blows’.

By default Demitri can deliver ‘Hits’ of RM:30 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. This will increase with his Hyper-FASE ‘ON’ to approximately IN:40 up to VI:55.

- Grappling Moves: Demitri is also an avid ‘Grappler’ and ‘Clinch’ combatant allowing him to utilize his “Strength” as well as his “Agility” for ‘Fighting’ Actions. He may inflict Damage equal to his current ‘Strength’ Level with such moves.

While Demitri is highly skilled in ‘Grappling’ hand to hand Combat he prefers to use ‘Striking’ tactics, or better yet; Use a weapon.

- Full Body as a Weapon and ‘Charges’: Normally Demitri will FEAT Roll such moves on his ‘Endurance’ in accordance with MSH Rules for RPG Combat.

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.

Demitri’s Charge attacks normally incur IN:40 / AM:50 / SV:65 impact due to [+2CS] to his Melee Damage for a ‘Charge’ Maneuver.

- General Melee Combat: (This is mainly a Player’s note) Demitri is formally trained in a wide variety of Mixed Martial Arts and Guerrilla Warfare. Plus, he is extremely experienced and violent to such a degree that he basically uses his own brutal discipline and ‘Style’.

Demitri is renowned for his brutally efficient melee skills so he bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like a professionally trained ‘Ninja’ of Guerrilla Warfare….. The more Creative the Player can conceive various ‘Combat’ oriented moves; the Better.


Mobility Enhancements: Demitri’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his enhanced “Endurance” and “Hyper FASE” Abilities he also has ‘Hyper’ mobility.

Normal Mobility
- Run: 4 Areas per Round. He will not get exhausted from normal ‘Running’.
- Sprint: 5 Areas per Round. With his Endurance he may Sprint for about 4 Hours without exhaustion.
- Swim: 3 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 2 Areas per Round through EX:20 Grade Solid Mass.
- Climb / Crawl: 2 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 2 Areas per Round without a Running Approach.

Hyper Mobility
- Run: 10 Areas per Round.
- Sprint: 18 Areas per Round.
- Swim: 8 Areas per Round. He does not need air and nullifies water submerged negative Shifts.
- Burrowing: 4 Areas per Round through IN:40 Grade Solid Mass.
- Climb / Crawl: 6 Areas per Round and may adhere to any vertical and upside surfaces with Photon Grip.
- Jump: 8 Areas per Round without a Running Approach.


Enhanced Senses: FN:35. Used directly from his Base ‘Intuition’ Rank, Demitri may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Scanning and Weakness Detection: AM:50. Demitri may use this as a Power Stunt of his ‘Intuition’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 or other Senses, but this takes 5 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.


Danger Sense and Psychic Radar: FN:35. Demitri’s perception is augmented with a Psychic 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 30 feet (3 Areas) in all directions at once.


Photographic Memory: FN:35. This works as a secondary memory system allowing Demitri 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.


Self Revival: MN:75. Demitri can revive himself from Clinical ‘Death’ in the event that he is Killed or his Health is reduced to Zero Points. This ability requires some time to molecularly reconstruct his body.

Upon ‘Death’ Demitri’s body normally explodes in a Molecular Photon Explosion of about RM:30 Intensity to the Area he was occupying. (About a 30 Foot / 3 Area Grid in all directions)

With this explosion, all that remains of Demitri is a cluster of his Cells and DNA sealed in a CL:1000 Orb of energy about the size of a coin. Demitri’s Flesh and Soul will re-grow from this Orb in about 20 to 30 Days depending upon the environmental conditions.

Demitri will then use his Cosmic Awareness to re-gather and organize his R.I.P. and Karma Ranks.

This Power pretty much makes Demitri Immortal, and he has had to use it on a few occasions. Demitri will normally re-master his Powers in a day or so after he is reborn.


Cosmic Awareness: MN:75. Demitri may only use this Power during Self-Revival or if he enters Suspended Animation. This Power allows him to access the Cosmos and pretty much put him back on ‘Track’ with almost no loss of memory, knowledge or experience.


Weaponry and Equipment:

Clothing and General Attire:: AM:50 to UN:100. Like Biowolf and Anakaris, Demitri wears a high-tech Battle suit designed of various materials ranging from AM:50 to UN:100 in general durability.

The suit provides very little ‘Armor’ in the traditional manner, but is designed to augment him with various utilitarian functions.

The Battle suit is comprised of 4 main parts.

- Skull Cap: This is almost not visible since the Helmet is closely tailored to the shape, color, and texture of his facial features and head. It allows Demitri to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at VI:55 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 50 Feet (5 Areas). If he ‘Plugs’ into a thermal he may Globally Access, Control, and Manipulate such technology.

- Gladiator Torso Curass: The large Gem and Shoulder Pad on his Torso, Back, and Shoulder house a Computerized 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.

Demitri can only carry inanimate objects in this manner. He can only carry about 400 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at AM:50 ‘Reasoning’.

- Leggings and Pants: These provide a little bit of ‘Armor’ of RM:30 protection from most conventional attacks. The primary function of his Pants is generate energized power for his Attire at MN:75 Capacity.

- Gloves and Boots: Demitri may manipulate kinetic forces of RM:30 Strength and Ability at a range of 1 Area. He often uses these as ‘Tools’ and defensive Weapons.



The ‘Flame’ Sword: SZ:500. Like Biowolf and Anakaris, Demitri also has a Sword, however, Demitri’s Sword is somewhat different in general cosmetics and mechanics.

Demitri’s Sword looks like a single edged ‘Scimitar’ version of Biowolf’s and Anakaris’s ‘Dragon’ Swords but it is engulfed with fire. Demitri can alter the color and cosmetic intensity of the Flame for various visual effects.

Demitri ‘Summons’ his Sword from an arcane form of ‘Magic’ in which the Sword will materialize in his hands when it is needed. He cannot really ‘Drop’ this Sword as it more of an energized extension of his body and it will vanish in 10 to 15 seconds if he lets go of it. Hence his Call Sign as ‘Fire-Fox’ and he often ‘Absorbs’ Fire as a Show-Off Power Stunt.

This Flame Sword is endowed with Cosmic Energy and Magic. Any use of a Magic Spell with the Flame Sword will use 1 Karma point to execute and is FEAT rolled on Demitri’s SP:45 Psyche Rank.

To intensify any Cosmic Spell Demitri will need to use his Karma on a point for power basis; example, 50 Points of Karma will render an AM:50 intensity Spell.

Demitri’s Flame Sword is constructed of SZ:500 durability Materials. Upon ‘Summoning’ the Sword it will be completely ‘New’ and undamaged, thus breakage is not a concern.


Basic Melee Weapon: SP:45 / SN:60 / MN:75 Edged Damage. Under most conditions Demitri can swing his Flame Sword with SP:45 up to MN:75 force based on his Fighting, Agility, Strength, and Attack Ranks.

However, destruction to the Target is usually about RM:30 since it’s energy is focused into a Sword’s Edge. Demitri can charge the Flame Sword’s Blade with various energies to render various effects.

Demitri has mastered these particular spells with at MN:75 intensity while using only 1 KP per Spell.


Basic Utility Spells and Magic Charges: MN:75. Demitri has 10 Magic Utility Spells he can use to Charge into the Flame Sword’s Blade allowing him to 'Charge Up' the blade with various types of energies and elemental forces.

These can amplify his basic melee abilities to Impact at TR:85 intensity. Plus the attack will also carry the secondary effect of whichever magic was used.

- Used as a Raw Battery of MN:75 Energy source for 50 Hours. (Electricity / Heat / Magnetism / Magic)
- Fire Blade: MN:75 Heat Damage. Heat is not emitted from the Blade until it makes contact with a Target.
- Ice Blade: MN:75 Cold Damage. Cold is not emitted from the Blade until it makes contact with a Target.
- Electric Blade: MN:75 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
- Gravity Blade: MN:75 Gravity Effects. Can allow True Flight and Levitation or ‘Lock-Down’ effects.
- Poison Blade: MN:75 Toxic Damage. Toxins are not emitted from the Blade until it makes contact.
- Teleportation: Allows Demitri to Teleport at MN:75 Ability covering 7 Areas per Teleport.
- Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.
- Healing Blade: MN:75 Regeneration or Repair to a touched target. Recover 7 HP per Round.
- Force Shield: SY:200 This allows Demitri to use the Sword as a Frontal ‘Plate’ Shield of Flaming 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 and other Magic Properties: GD:10 up to SX:150. The Flame Sword does have some Cosmic ‘Magic’ properties, which allow Demitri to cast spells while using the Sword as a tool.

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 Demitri’s SP:45 ‘Psyche’ Rank.

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

Demitri only has 1 formation to cast Spells; A Globe Pulse expanding from himself, or the Sword, as the epicenter..

Demitri 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.

Demitri’s Flame Sword 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 50 to 70 feet (5 to 7 Areas) from him as the epicenter.

The full diameter of his Spells is 100 to 140 Feet (10 to 14 Areas).





50 Caliber Photon Hand Cannon: Demitri also carries the same type of hand held pistol that Biowolf uses. This ‘Gun’ is fashioned closely after a common firearm. It has a top-slide housing such as a barretta or glock, but it houses twin firing chambers with the barrels in a side by side manner.

However, the barrels are not hollow like most other firearms. The barrels are powerful fusion chambers for atomic particle acceleration used to generate and launch plasma energy.

The ‘Lazer’ Cannon also has a wide range of energy forms it can fire, ranging from Sonics, Laser, Photon, Heat, and even heat displacement to create ‘Cold’ blasts. The handgun is also outfitted with an optical sighting scope, but often the scope is not used since Demitri simply fires 'off the hip'. If the Scope is used Demitri will get [+2CS] to his “Agility” for Sniper style shooting.

Ammunition is stored in the fusion battery cell, similar to most firearms. This cell contains a basic power supply and is used with some kind of photon / nuclear fusion to render the handgun's ammo. It recharges by the handgun's recoiling parts during each firing sequence. Thus, Demitri almost never runs out of ammo. If the power cell is drained of raw energy Demitri can re-charge the cell by operating the top-slide rapidly.

- FEAT Rolled on “Agility” [+3CS] to reach VI:55 FEAT “Off the Hip”.
- FEAT Rolled on “Agility” [+5CS] while using the Sight Scope to reach SV:65 FEAT.
- FEAT Rolled on “Fighting” for counter attacks while targets are less than 50 feet (5 Areas) Away.
- Single Shot: Damage / Intensity: SV:65 Energy or Force Based Damages.
- Burst Firing: Skill [-1CS] | Damage [+2CS] to reach MN:75.
- Full Auto: Skill [-2CS] | Damage [+4CS] to reach TR:85.
- Range is 1500 to 2000 feet (150 to 200 Areas). Demitri can adjust to precise ranges [-1CS]
- Projectile Dimensions: 7 inch diameter ‘Ball’ elongated to about 2 feet long.
- Armor Piercing: TR:85 to by pass ‘Armor’
- Multiple Targets: Demitri will lose [-1CS] to shoot at each additional Target in the same Game Round.
- Spherical Targeting: Demitri can not be blind-sided and may Shoot at targets from ANY angle [-2CS]
- Destruction is RM:30.
- Stored in his Gladiator Torso Curass CPU Data Bank and can be instantly repaired by ‘holstering’
- If removed from Demitri’s possession the Gun will become inert and not function.

Talents:

Omni-Skill and Clairvoyance: Demitri 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.

Demitri may only use 1 Talent per FEAT Roll and he cannot ‘Stack’ Talents or carry multiple Talents to switch from one Talent to another from 1Game Round to another. However, Demitri does have ‘Permanent’ Talents rendering [+2CS].

When Demitri uses his Hyper-FASE Power he cannot use his ‘Talents’ for [+CS], but he is allowed to ‘Act’ upon his Talents.

- Speed Reading - Mathematics - General Science - Emotion Control: Self - Chemistry - Total Navigation - ANY Human Languages - Mechanical or Electronic Kit Bashing - Unorthodox Melee Combat ALL - Military - Stealth - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Acrobatics - Entrapment Escape - Cosmic Awareness - Hostage Negotiations - Leadership - First Aid - Infiltration - Firearms and Shooting Weapons - Demolition and Explosives -


Due to Demitri’s intensive training and upbringing he has an additional ‘Talent’ that operates more like a ‘Power’ in Game Mechanics.

Demitri may FEAT Roll any appropriate RIP Rank and ‘Force’ the Judge to revile ANY relevant secrets to the Game Scenario so that the Player is ‘Completely’ informed about events that the Judge has planned for the Players. This Power also allows the Player take the proper Course of Action and make the correct or ‘Best’ decisions in virtually ALL situations.

To operate this Power Demitri must FEAT Roll a Natural RED with the appropriate RIP Rank. He is unable to use his Karma to enhance this FEAT Roll.

Because this Power may ‘Spoil’ the Game Judge’s Story Line the Judge is encouraged to use a written ‘Note’ which reviles the secret to the Player of Demitri.

The Player is not allowed to revile the Judge’s Scenario Secret to other Players at the Game Table, but the Player may have Demitri ‘Act’ upon the Secret.

Limitations: Because Demitri demands Absolute Success from himself with ANY activity he does he has a 30% Probability of using ‘Lethal’ Force or ‘Excessive’ Force when it is not warranted. If Demitri falls into the 30% Area he must Roll a Yellow ‘Psyche’ FEAT to come out his ‘Will to Win’.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

Below is a list of persons Demitri (Fire-Fox) may contact... (These Characters will be Written-up posted here at Classic Marvel).

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

(\__/)
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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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MOTÖRHEAD
UNIT 001
November 08, 2008 10:10AM
avatar
Code Name:
UNIT 001
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-3)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Unit 001

F: FR:70            | R: VI:55            | Race: ????          | Nationality: USA        |
A: IN:40            | I: SP:45            | Gender: None        | Residence: Mobile       |
S: AW:90            | P: UN:100           | Apparent Age: ????  | True Age: About 500 y/o |
E: UN:100           | L: SV:65            | Eye Color: Black    | Alliance: PWR Military  |
                    |                     | Hair Color: None    | Calling: ????           |
Health: 300 / 300   | Karma: 265 / 265    | Blood Type: None    | Achievement: ????       |
                    |                     | Height: 7'6"        | Life Expectancy: ????   |
Initiative: FR:70   | Experience: UN:100  | Weight: 3500 lbs    | Species: Pure Robot     |
Popularity: IN:40   | Appearance: RM:30   | Mass: 1 X 70 = 70   | Class: Military Equip   |
Resources : EX:20   | Morality  : Neutral |                     |                         |
Job Rank  : FN:35   | Conviction: VI:55   | ATTACK: GL:125      | DEFENSE: SY:200         |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
VI:55 [+1CS]        | SN:60 [+0CS]        | SN:60 [+1CS]        | SN:60 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1986. Unit-One is a Humanoid Figured Robot that was designed around the year 2500 AD as an industrial labor machine. As years passed, Unit-One’s prototype chassis and designs were improved until it was fit and fortified for Military Deployment.

Unit-One was Randomly Rolled on the MSH Character Creation Table as a ‘Pure’ Robot operating on a non-sentient form of Artificial Intelligence. As a Pure Robot Unit-One’s FASE and Armor was quite powerful, but he lacked in the areas of his RIP. His software has been upgraded to such an extent that he may just be an artificial sentient mechanical life form.

Unit-One has been played in approximately 2 to 5 MSH Game Campaigns and has approximately 200 to 700 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents. Due to his extensive levels of FASE, Unit-One’s Karma expenditures were focused on his RIP Ranks and Artificial Intelligence.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Unit-One is an operational robot and normally stays at PWR-Temple New-York, but he will often be transferred to other U.S. based PWR-Temples.

Unit-One is basically an all-purpose service Robot that may also function as a High Power Level Combat Soldier for PWR Bases. In short, He is a decently powerful Warrior that primarily uses his Powers and abilities to defend humanity and the PWR Bases from various invasions, both Earthly and Extraterrestrial.


Personality: Unit-One has no Personality at all. He is a ‘Machine’ in the traditional sense and he makes decisions based upon Mathematical Accuracy and software driven determination rather than Emotional Passion.

For a brief stint Unit-One was programmed with emotional algorithms, but this system did him more harm than good. In game terms, Unit-One’s ‘Personality’ is most similar to ‘The Terminator’.

It is highly likely that Unit-One may indeed be ‘Self-Aware’ and Sentient with a ‘Soul’. But even still, Unit-One still thinks with the absolute resolve of a common calculator.


Distinguishing Features and Story Origin:

Unit-One was simply constructed as a Labor Robot for heavy construction and industrial development in corporate efforts to replace Human Labor. His chassis and framework is heavily fortified with industrial grade steels and high strength materials to endure extreme conditions and hazardous work environments.

As Unit-One, the prototype was being prepared for large scale assembly and mass production the U.S. Government bought out the Robotics Company so they could use the prototype Robot for weapons development.

Soon after, the Unit-One Prototype was fortified similar to an upright bipedal Combat TANK. However, various factions seized the Robotic Technology to be employed as a ‘Weapon’ for their own profits.

PWR was also one of these organizations which pursued the Unit-One Prototype Technology. Many skirmishes soon took place and many of the Unit-One Prototypes were destroyed. PWR basically rebuilt their Unit-One prototype and he still functions like new even after more than 100 years of dedicated mechanical service.

Unit-One has been upgraded over the years with modern technology, but his general frame, chassis, and musculature is a testament to his original craftsmanship. However, despite his impressive build he has been foiled in the past.


Known Powers: As a ‘Robot’ Unit-One naturally has many physical abilities that far exceed humans in virtually every category of competition.


Armored Autonomy:: Unit-One’s robotic body is a Fully Armored Chassis. He should be considered as having AM:50 True Invulnerability to ‘ALL and ANY’ attacks not covered below.

Notice his ‘Defense’ Rank at SY:200. Unit-One can withstand 200 Points taken directly off his Health without sufferings various effects such as ‘Stun and Kill’ effects.

- CL:1000 Immunity to Disease, Illness, and biological Attacks.
- SX:150. Industrial Grade Metals and Steel Alloys verse Conventional Physical Attacks.
- SX:150 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- GL:125 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- UN:100 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- UN:100 Invulnerability to Corrosive acids, venom, and similar chemicals.
- UN:100 Invulnerability to Psychic or ‘Software’ corruption.
- UN:100 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.
- PH:95 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- AW:90 Immunity to Quantum Energy and Unified Field Theory Energy.
- AS:80 Immunity to Gravity and Magnetic based damage.

Immunity: CL:1000. Unit-One is fully immune to Physical and Emotional Pain or Stress. Unit-One can still ‘Feel’ simply to register environmental conditions.

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.


Mechanical Regeneration: GD:10. Unit-One is almost completely maintenance free by means of his Nano-Technology, which repairs him on a microscopic level basically allowing him to ‘Heal’.

Under normal conditions Unit-One will recover 1 HP per game round after suffering an injury regardless of his activity. Unit-One may FEAT Roll his ‘Endurance’ to have the Nano-Technology repair damages faster. But such a FEAT roll will take a toll on his ‘Endurance’ Rank.

- BLUE: Total Failure, recover 2 HP for that Round. ‘Endurance’ does not drop.
- WHITE: Engage heightened Healing at 10 HP per Round. ‘Endurance’ will drop to AW:90.
- GREEN: Engage heightened Healing at 20 HP per Round. ‘Endurance’ will drop to AS:80.
- YELLOW: Engage heightened Healing at 30 HP per Round. ‘Endurance’ will drop to FR:70.
- RED: Engage heightened Healing at 40 HP per Round. ‘Endurance’ will drop to SN:60.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- Striking Moves: : Unit-One prefers not to engage in hand to hand ‘Melee’ Battle since his built-in weapon systems are far more efficient. He retains a high ‘Fighting’ Rank due to his sheer reflexive speed, strength, accuracy and general Armor levels.

However, in the event that he must rely upon Melee Battle to survive an altercation he is able to deliver ‘Lethal’ Striking attacks with simple punches, kicks, and charges. Unit-One may deliver Striking Attacks with SV:65 Impact.

He can actually ‘Hit’ much, much harder up to a level of GL:125 if he uses his Data access Powers to basically download Martial Arts Training. However, this is extremely rare with only a 5% Probability of Him doing such an act.

- Grappling Moves: Unit-One can also ‘Grapple’ and Wrestle opponents very well, but he prefers to rely upon his Weapon Systems instead.

Such Grappling moves will deliver his ‘Strength’ level as Damage at AW:90 ‘Lethal’ intensity. Unit-One normally does not get too evolved with a Grappling Match and instead will revert to using his hands and arms similar to ‘Crab’ Pincers.

- General Melee Combat: (This is mainly a Player’s note) Unit-One will avoid hand to hand battle unless he completely out of options. His ‘Skill’ and ‘Style’ is simple mechanical efficiency throwing punches and kicks at high speed and relying upon his extreme Armor.


Mobility Enhancements: Unit-One’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his mechanical build he is outfitted with various modes of map mobility. He also has ‘Flight-Pack’ that enables him airborne capabilities.

Normal Mobility
- Run: 4 Areas per Round. He will not get exhausted from normal ‘Running’.
- Swim: 3 Areas per Round. He will sink like a rock, but he does not require Air to Breath.
- Burrowing: 2 Areas per Round through TR:85 Grade Solid Mass.
- Climb / Crawl: 2 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 1 Areas per Round without a Running Approach.



- True Flight and Levitation: IN:40. Unit-One is also equipped with a Jet-Pack and ‘Zero-G’ mechanism allowing him at achieve True Flight and Levitation of IN:40 speed and aerial control.

He can fly at roughly 400 MPH (Mach 0.5) at Top Speed, allowing him to clear about 2500 Areas per Game Round. He can accelerate to his top speeds in about 4 Game Rounds. Used as a ‘Charge’ Attack Unit-One may inflict MN:75 Damage to a target, however such a ‘Charge’ Maneuver is extremely rare.

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. Unit-One may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.


Weapon Systems: Unit-One is fortified from head to toe with various Military Grade weapon systems. Unit-One’s Weapon Systems are also generally easy to modify and upgrade. Listed from head to toe are the general weapons he commonly uses.

He may augment and modify these weapons between Campaign ‘Missions’ with an EX:20 Green FEAT. Each FEAT Roll allows him to Modify or update 2 weapons for the duration of a giving ‘Mission’.

Enhanced Senses: SP:45. Used directly from his Base ‘Intuition’ Rank, Unit-One may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Radar: SP:45. Unit-One’s mechanical perception is augmented with a Omni-directional 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. The System can reach a maximum range of about 50 feet (5 Areas) in all directions at once.


Scanning and Weakness Detection: SP:45. Unit-One may use this as a Power Stunt of his ‘Intuition’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 through his Radar System or other Senses, but this takes 5 Game Rounds (30 Seconds).

- 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.


Photographic Memory: VI:55. This works as a secondary memory cell allowing Unit-One 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.


Various Weapons: AM:50 to SX:150. Most of Unit-One’s ‘Heavy’ Tools and Weapons are installed in his torso section. He generally has 6 Weapon Systems installed, but he may carry up to 10 with Fully Fortified Load Pack.


- Cutting and Welding Lazer: RM:35. Unit-One normally has a retractable Cutting and Welding Lazer installed on his body.

If used as a weapon it is handled as an ‘Energy’ based Shooting Weapon inflicting RM:30 Damage with AM:50 Barrier penetration. This Weapon or Tool may be augmented to fire ANY form of Energy, such as Heat, Sonics, Electricity, and Plasma.


- Energy Cannons: MN:75 to SX:150 in Base Power. Unit-One carries two large caliber ‘Cannons’ on his back. Each Cannon may launch a verity of energy based projections.

These Cannons may be fired over the Shoulder or maneuvered about to be fired from under the Arm. If Fired from over the Shoulder, Unit-One will gain the ability to Fire from his FR:70 “Fighting” FEAT rather than his IN:40 “Agility”. If Fired from under the arm he uses his IN:40 “Agility” to Aim and Shoot Accurately.

Power Stunts with the Energy Cannons:

- Over the Shoulder Shooting with CPU targeting System. 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) with Explosive Detonations.
- Inflict MN:75 damage with a Single Cannon. Energy Damage output is controllable [-1CS]
- Inflict SX:150 damage with a Both Cannons. Energy Damage output is controllable [-2CS]
- Generate protective ‘Disc’ Like Melee Energy Shields of SZ:500 Grade Blocking.
- May channel nearly ANY form of energy through the 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 -


- Missal Launchers: MN:75 to SX:150 in Base Power. Unit-One also has two Missal Launchers installed in his Chest, pretty much under each arm. These Missal Launchers fire a wide array of signature seeking missals and are extremely accrete due to the Targeting and Guidance Systems.

- FEAT Rolled with UN:100 ‘Agility’ or ‘Fighting’ or ‘Skill’
- Reach a full Range of 2000 Feet (200 Areas).
- Reach a full Explosive Spread of 30 X 30 X 30 Feet (3 Area) with Explosive Detonations.
- Inflict MN:75 to SX:150 damage. Explosive Detonation output is controllable [-1CS] from the FEAT.
- The Missals have a Signature Seeking flight pattern alloying ‘Chaser’ Missals of UN:100 capability.
- The Missal’s flight pattern may last 30 seconds (5 Game Rounds)
- The Missals must be fired every other round to maintain infinite ammunition reserves.
- Under extreme duress Unit-One may fire off as many as 10 Missals per FEAT at 1 to 10 Targets.
- The Missals may be augmented to explode with various explosive effects.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Magic Eldrich Beams or ‘True’ Vengeance / Nemesis Beams - Chemical ‘Acids’ - Incendiary Chemical Flame -


- Repulser Beams: AM:50 to SX:150 in Base Power. Unit-One has Repulser Beam emitters installed on his Chest and in each hand. These Repulser Beams can fire a wide array of Energy or Force forms. These Repulser Beams may fire a trajectory Blast or Pulse outward in all directions at once in a ‘Globe’ or ‘Bubble’ formation.

- FEAT Rolled with UN:100 ‘Agility’ or ‘Fighting’ or ‘Skill’
- Reach a full Range of 150 Feet (15 Areas).
- Inflict AM:50 to SX:150 damage. Energy or Force damage output is controllable [-1CS] from the FEAT.
- Activate the Repulse Beam as a ‘Bubble’ type Force Shield of AM:50 Energy based Armor.


- Techno-Telekinesis Uplink: This is a specialized CPU Communication device built into his Left Shoulder. It allows Unit-One to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at VI:55 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 50 Feet (5 Areas). If he ‘Plugs’ into a thermal he may Globally Access, Control, and Manipulate such technology.


- Computerized Replication System: This is a specialized CPU Replication device built into his Right Shoulder. This Computerized 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.

Unit-One can only carry inanimate objects in this manner. He can only carry about 4000 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at AM:50 ‘Reasoning’.


- 30MM Vulcan Rotary Cannon: This is a traditional ‘Mini-Gun’ Weapon which fires 30MM Ballistic Bullets at a blistering rate of rapid fire and will inflict a GREAT DEAL of damage.

Ammunition is supplied through a power source Back-Pack as ‘Plasma’ based energy allowing it to generate reserve bullets from a Particle Acceleration Fusion Engine.

- FEAT Rolled at VI:55 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ FR:70 if closer than 150 feet (15 Areas) in Range.
- Base Damage: RM:30 Damage for a Single Bullet | 10 Area Slams and Kills with a connecting Green.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is SX:150.
- Effective Range: 1500 Feet (150 Areas) | Damage and FEAT reduced by [-1CS] every 2 Areas after.

- Full Auto Firing is handled with a secondary FEAT roll.

- BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
- WHITE: He’ll fire 5 to 10 Bullets from the weapon but miss his intended target by a few feet.
- GREEN: 10 to 20 Bullets hit target. (RM:30 X 10 to 20 = 300 to 600 Damage) Armor Piercing: AW:90
- YELLOW: 20 to 30 Bullets hit target. (RM:30 X 20 to 30 = 600 to 900 Damage) Armor Piercing: UN:100
- RED: Only 30 to 40 Bullets hit target. (RM:30 X 30 to 40 = 900 to 1200 Damage) Armor Piercing: GL:125
- 100 RED: 40 to 50 Bullets hit target. (RM:30 X 40 to 50 = 1200 to 1500 Damage) Armor Piercing: SX:150


- Flame Thrower: This is a traditional Fire Based Weapon which launches a Blast of Chemical induced ‘FIRE’. The main source of this incendiary weapon is White Phosphorous and Napalm.

Ammunition is supplied through his replication system allowing it to generate reserve fuels for infinite ammunition reserves.

- FEAT Rolled at FR:70 for ‘Basic’ Shooting. (Off the Fighting)
- Damage: AM:50 Heat Damage in a Single Game Round. May reach SX:150 Heat adding 50 points per Round.
- Effective Range: 20 Feet (2 Areas)
- Scatter Blast: 20 Feet (2 Areas) wide.


Talents:

Omni-Skill and Clairvoyance: Unit-One 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.

Unit-One may only use 1 Talent per FEAT Roll and he cannot ‘Stack’ Talents or carry multiple Talents to switch from one Talent to another from 1Game Round to another.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD



Edited 1 time(s). Last edit at 11/08/2008 10:11AM by TankerAce.
Re: UNIT 001
November 13, 2008 11:36PM
avatar
UNIT 002
November 24, 2008 02:38PM
avatar
Code Name:
UNIT 002
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-4)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Unit 002

F: UN:100           | R: FR:70            | Race: ????          | Nationality: USA        |
A: FR:70            | I: SN:60            | Gender: Looks Male  | Residence: Mobile       |
S: IN:40            | P: UN:100           | Apparent Age: ????  | True Age: About 100 y/o |
E: AW:90            | L: FR:70            | Eye Color: Black    | Alliance: PWR Military  |
                    |                     | Hair Color: None    | Calling: ????           |
Health: 300 / 300   | Karma: 300 / 300    | Blood Type: None    | Achievement: ????       |
                    |                     | Height: 5'10"       | Life Expectancy: ????   |
Initiative: SV:65   | Experience: UN:100  | Weight: 280 lbs     | Species: Pure Robot     |
Popularity: AA:08   | Appearance: EX:20   | Mass: 0 X 5 = 0     | Class: Military Equip   |
Resources : GD:10   | Morality  : Neutral |                     |                         |
Job Rank  : IN:40   | Conviction: GL:125  | ATTACK: SN:60       | DEFENSE: AS:80          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
SN:60 [+1CS]        | SV:65 [+1CS]        | SN:60 [+1CS]        | SN:60 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1986. Unit-Two is a Humanoid Figured Robot / Android that was designed around the year 2700 AD as the predecessor to Unit-One.

Unit-Two’s prototype Android chassis was improved over Unit-One in measures to create a combative guerrilla warfare specimen.

Unit-Two was not Randomly Rolled on the MSH Character Creation Table due to his Character Concept and Persona being directly influenced from Unit-One. Unit-Two still maintains the Character Persona of a pure Robot or Android in the traditional sense by being constructed solely from artificial man made technology.

Unit-Two has been played in approximately 10 to 20 MSH Game Campaigns and has approximately 10,000 to 15,000 invested Karma Points upgrading his Abilities, Powers, Equipment, and Talents. Due to his initial levels of FASE, Unit-Two’s Karma expenditures were greatly limited to ensure Game Balance.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Unit-Two is an operational Android and is normally stationed at PWR-Temple Detroit, but he will often be transferred to other Globally based PWR-Temples and Satellite Stations.

Unit-Two is basically an all-purpose Combat Robot that has a strong focused build for guerilla warfare and infantry battle. In short, He is a Powerful Warrior that primarily uses his Powers and abilities to defend humanity and the PWR Bases from various invasions, both Earthly and Extraterrestrial.


Personality: Unit-Two has no Personality at all. He is a ‘Machine’ in the traditional sense and he makes decisions based upon Mathematical Accuracy and software driven determination rather than Emotional Passion.

Unit-Two was never programmed with emotional algorithms due to the mishaps and leanings experienced from Unit-One. In game terms, Unit-Two’s ‘Personality’ is most similar to ‘The Terminator’.

However, it is highly likely that Unit-Two may indeed be ‘Self-Aware’ and Sentient with a ‘Soul’. But even still, Unit-Two still thinks and communicates with the absolute resolve of a common calculator.


Distinguishing Features and Story Origin:

Unit-Two is basically a highly advanced and state of the art version of Unit-One. However, Unit-Two was constructed from the ground up as a Combative ‘Android’. Unit-Two’s entire body is basically a weapon. And he is driven by a weapons grade intelligence system; resulting in superior combative prowess compared to Unit-One.

Such examples of Unit-Two’s superiority over Unit-One is that Unit-Two’s entire motor function and body movement is far more fluid than Unit-One; Resulting in smoother and swifter actions required for virtually any form of battle.

His physical stature is also a great deal smaller than Unit-One allowing more efficiency for covert operations and Guerilla Warfare. Unit-Two is the size and build of a highly athletic ‘Human’ Male, allowing him to succeed in many covert operations that Unit-One would obviously not prevail at.

However, Unit-Two’s primary enhancement is his Artificial Intelligence. Unit-Two is programmed be a combative warrior and lethal assassin. Unit-Two has a special ‘Talent / Power’ that further details his Combative Programming.


Known Powers: As a ‘Robot / Android’ Unit-Two naturally has many physical abilities that far exceed humans in virtually any category of competition.


Armored Autonomy: Unit-Two’s robotic body is a Fully Armored Chassis. He should be considered as having no less than RM:30 True Invulnerability to ‘ALL and ANY’ attacks not covered below.

- Deployable Force Shield Sheath: SN:60. Unit-Two has a Deployable energy based Force Shield Sheath which further enhances his ‘Armor’ to SN:60 durability. This Force Shield Sheath extends only millimeters from his external silhouette and is fully invisible to the naked eye.

He can maintain his Force Shield Sheath for years at a time as it is totally unaffected by ANY attacks below the RM:30 Rank. The Force Shield Sheath must be impacted with RM:31 and greater attacks to begin losing integrity.

Once the RM:30 Threshold has been surpassed the Force Shield Sheath will begin to act as most other energy based Force Shield Sheaths; Losing it’s effectiveness of SN:60 Armor.

As an example: An AM:50 intensity attack is 20 Points Greater than RM:30. The Force Shield Sheath will lose 20 points of effectiveness from 60 Points, resulting in a Force Shield Sheath of IN:40 Armor Durability and True Invulnerability.

To make him more resistant, Unit-Two may FEAT Roll his Endurance to strengthen his Force Shield Sheath back to the SN:60 Level after he has taken a severe impact.

- BLUE: Total Failure, Force Shield Sheath will drop effectiveness.
- WHITE: Force Shield Sheath at operation with GD:10 True Invulnerability.
- GREEN: Force Shield Sheath at operation with EX:20 True Invulnerability.
- YELLOW: Force Shield Sheath at operation with IN:40 True Invulnerability.
- RED: Force Shield Sheath at full operation with SN:60 True Invulnerability.

Special Note: Unit-Two is not constructed of as many Heavy Metals and Ultra Dense Polymer Plastics, such as Unit-One. Unit-Two is designed of relatively light-weight materials to greatly increase his Power to Weight ratios, allowing him better physics for mobility, reflexes and combative capability. His energy sources provide the greater portions of his total ‘Armor’ capabilities.

- RM:30. Industrial Grade Metals, Alloys, and Polymer Plastics verse Conventional Physical Attacks.
- SN:60. With his Shields Deployed.
- CL:1000 Immunity to Disease, Illness, and biological Attacks.
- SX:150 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- SY:200 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- SX:150 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- SX:150 Invulnerability to Corrosive acids, venom, and similar chemicals.
- SZ:500 Invulnerability to Psychic or ‘Software’ corruption.
- SX:150 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- UN:100 Immunity to Quantum Energy and Unified Field Theory Energy.
- UN:100 Immunity to Gravity and Magnetic based damage.
- UN:100 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.


Immunity: CL:1000. Unit-Two is fully immune to Physical and Emotional Pain or Stress. Unit-Two can still ‘Feel’ simply to register environmental conditions.

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.


Mechanical Regeneration: RM:30. Unit-Two is almost completely maintenance free by means of his Nano-Technology, which repairs him on a microscopic level basically allowing him to ‘Heal’.

Under normal conditions Unit-Two will recover 3 HP per game round after suffering an injury regardless of his activity. Unit-Two may FEAT Roll his ‘Endurance’ to have the Nano-Technology repair damages faster. But such a FEAT roll will take a toll on his ‘Endurance’ Rank.

- BLUE: Total Failure, recover 3 HP for that Round. ‘Endurance’ does not drop.
- WHITE: Engage heightened Healing at 12 HP per Round. ‘Endurance’ will drop to TR:85.
- GREEN: Engage heightened Healing at 21 HP per Round. ‘Endurance’ will drop to AS:80.
- YELLOW: Engage heightened Healing at 30 HP per Round. ‘Endurance’ will drop to MN:75.
- RED: Engage heightened Healing at 39 HP per Round. ‘Endurance’ will drop to FR:70.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- General Melee Combat: (This is mainly a Player’s note) Unit-Two will normally avoid hand to hand battle unless hand to hand battle is more efficient for the task at hand. Unit-Two is programmed with every conceivable form of Martial Arts discipline devised by mankind.

He may FEAT Roll his ‘Reasoning’ to counter act ANY known Human Martial Arts or Hand to Hand battle tactics to receive [+1, +2, +3CS] to his FASE Ranks and counter act a specific form or discipline. His [+1, +2, +3CS] will be determined upon Green, Yellow, or RED.

- Striking and Grappling Tactics: Unit-Two prefers not to engage in hand to hand ‘Melee’ Battle since his built-in weapon systems are far more efficient. As well, he has a 95% probability to resort to a Melee Based Weapon, such as a Sword, Axe, Hammer, Shield, Whip, etc during Melee Confrontations.

However, in the event that he must rely upon ‘Unarmed’ Melee Battle he is able to deliver ‘Lethal’ Striking and Grappling attacks with ANY Martial Arts ‘Style’ or Discipline known to Mankind. Unit-Two may deliver unarmed Striking Attacks with VI:55 Impact.


- Melee Weapons: Unit-Two also uses virtually ANY Melee based Weaponry very well. He has no distinct preference of a Melee Based Weapon. He uses whatever is available to him and what will best suit the situation.

He will receive [+3CS] to sheer Melee impact while using virtually any Melee Weapon, allowing him to ‘Hit’ or Attack with FR:70 Impact; even if the weapon is constructed of lesser grade durability. (Hint: He can use a sheet of note-book paper to slice through a block of solid steel.)


Mobility Enhancements: Unit-Two’s Mobility is handled on his FASE Ranks like most other Characters. However, due to his mechanical build he is outfitted with various modes of map mobility. He also has a ‘Flight-Pack’ that enables him airborne capabilities.

Normal Mobility
- Run: 7 Areas per Round. He will not get exhausted from normal ‘Running’.
- Swim: 5 Areas per Round. Unit-Two can ‘Swim’ with both surface and submerged swimming.
- Burrowing: 3 Areas per Round through RM:30 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 5 Areas per Round without a Running Approach.



- True Flight and Levitation: SN:60. Unit-Two is also equipped with a Jet-Pack and ‘Zero-G’ mechanism allowing him at achieve True Flight and Levitation of SN:60 air speed and aerial control.

He can fly at roughly 600 to 700 MPH (just less than Mach 1) at Top Speeds, allowing him to clear about 3200 to 3500 Areas per Game Round. He can accelerate to his top speeds in about 2 Game Rounds. Used as a ‘Charge’ Attack Unit-Two may inflict MN:75 Damage to a target, however such a ‘Charge’ Maneuver is extremely rare.

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. Unit-Two may still utilize his ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces he simply Levitates.


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

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are teleported to him via a central computer system at the nearest PWR Temple at his global proximity. This Weapon Summoning is Global by means of satellite uplinks and PWR scattered around the Earth.

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


Guns and Firearms: Unit-Two can Summon virtually any Hand Held Firearms he may need and ammunition is rarely a concern. During a reload sequence all he has to do is think about the Ammo needed for the Gun, and the ammo will materialize in the Gun’s magazine.

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

[www.classicmarvel.com]

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


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

Unit-Two’s Explosive devises can reach a maximum explosive output of TR:85 impact. Normally, destruction is contained within a 7 X 7 X 7 Area Block. But the Explosives can be arranged differently within a 21 Area grid.

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


- Energy Cannons: MN:75 to SX:150 in Base Power. Unit-Two often carries two large caliber ‘Cannons’. Each Cannon may launch a verity of energy based projections.

Power Stunts with the Energy Cannons:

- Aimed and Fired from his UN:100 ‘Fighting’ rank to encourage more lethal tactics and results.
- Reach a full Range of 1000 Feet (100 Areas).
- Reach a full Spread of 20 X 20 X 20 Feet (2 Area) with Explosive Detonations.
- Inflict MN:75 damage with a Single Cannon. Energy Damage output is controllable [-1CS]
- Inflict SX:150 damage with a Two Cannons. Energy Damage output is controllable [-2CS]
- Generate protective ‘Disc’ Like Melee Energy Shields of SZ:500 Grade Blocking.
- May channel nearly ANY form of energy through the 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 -


- Missal Launchers: MN:75 to SX:150 in Base Power. Unit-Two also normally uses Missal Launchers. These Missal Launchers fire a wide array of signature seeking missals and are extremely accrete due to the Targeting and Guidance Systems.

- FEAT Rolled with UN:100 ‘Agility’ or ‘Fighting’ or ‘Skill’
- Reach a full Range of 2000 Feet (200 Areas).
- Reach a full Explosive Spread of 30 X 30 X 30 Feet (3 Area) with Explosive Detonations.
- Inflict MN:75 to SX:150 damage. Explosive Detonation output is controllable [-1CS] from the FEAT.
- The Missals have a Signature Seeking flight pattern alloying ‘Chaser’ Missals of UN:100 capability.
- The Missal’s flight pattern may last 30 seconds (5 Game Rounds)
- The Missals must be fired every other round to maintain infinite ammunition reserves.
- Under extreme duress Unit-Two may fire off as many as 10 Missals per FEAT at 1 to 10 Targets.
- The Missals may be augmented to explode with various explosive effects.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Magic Eldrich Beams or ‘True’ Vengeance / Nemesis Beams - Chemical ‘Acids’ - Incendiary Chemical Flame -


- Repulser Beams: AM:50 to SX:150 in Base Power. Unit-Two has Repulser Beam emitters installed in each hand. These Repulser Beams can fire a wide array of Energy or Force forms. These Repulser Beams may fire a trajectory Blast or Pulse outward in all directions at once in a ‘Globe’ or ‘Bubble’ formation.

- FEAT Rolled with UN:100 ‘Agility’ or ‘Fighting’ or ‘Skill’
- Reach a full Range of 150 Feet (15 Areas).
- Inflict AM:50 to SX:150 damage. Energy or Force damage output is controllable [-1CS] from the FEAT.
- Activate the Repulse Beam as a ‘Bubble’ type Force Shield of AM:50 Energy based Armor.


- 30MM Vulcan Rotary Cannon: This is a traditional ‘Mini-Gun’ Weapon which fires 30MM Ballistic Bullets at a blistering rate of rapid fire and will inflict a GREAT DEAL of damage.

Ammunition is supplied through a power source Back-Pack as ‘Plasma’ based energy allowing it to generate reserve bullets from a Particle Acceleration Fusion Engine.

- FEAT Rolled at TR:85 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- FEAT Rolled off ‘Fighting’ UN:100 if closer than 150 feet (15 Areas) in Range.
- Base Damage: RM:30 Damage for a Single Bullet | 10 Area Slams and Kills with a connecting Green.
- Armor Piercing: IN:40 for a Single Bullet. Maximum Armor Piercing is SX:150.
- Effective Range: 1500 Feet (150 Areas) | Damage and FEAT reduced by [-1CS] every 2 Areas after.

- Full Auto Firing is handled with a secondary FEAT roll.

- BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
- WHITE: He’ll fire 5 to 10 Bullets from the weapon but miss his intended target by a few feet.
- GREEN: 10 to 20 Bullets hit target. (RM:30 X 10 to 20 = 300 to 600 Damage) Armor Piercing: AW:90
- YELLOW: 20 to 30 Bullets hit target. (RM:30 X 20 to 30 = 600 to 900 Damage) Armor Piercing: UN:100
- RED: Only 30 to 40 Bullets hit target. (RM:30 X 30 to 40 = 900 to 1200 Damage) Armor Piercing: GL:125
- 100 RED: 40 to 50 Bullets hit target. (RM:30 X 40 to 50 = 1200 to 1500 Damage) Armor Piercing: SX:150


- Flame Thrower: This is a traditional Fire Based Weapon which launches a Blast of Chemical induced ‘FIRE’. The main source of this incendiary weapon is White Phosphorous and Napalm and will ‘Burn’ even under water or outer space.

Ammunition is supplied through his replication system allowing it to generate reserve fuels for infinite ammunition reserves. Normally the flame of this weapon is not readily visible to the naked eye as it is so intense in heat the Fire is ‘Clear’.

- FEAT Rolled at TR:85 for ‘Basic’ Shooting. (Average between Fighting and Agility)
- Damage: AM:50 Heat Damage in a Single Game Round. May reach SX:150 Heat adding 50 points per Round.
- Effective Range: 20 Feet (2 Areas)
- Scatter Blast: 20 Feet (2 Areas) wide.


Enhanced Senses: SN:60. Used directly from his Base ‘Intuition’ Rank, Unit-Two may FEAT Roll to adjust his 5 Physical Senses to meet the environmental conditions at hand.


Radar: SN:60. Unit-Two’s mechanical perception is augmented with a Omni-directional 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. The System can reach a maximum range of about 60 feet (6 Areas) in all directions at once, reaching full coverage of 12 Areas.


Scanning and Weakness Detection: SN:60. Unit-Two may use this as a Power Stunt of his ‘Intuition’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 through his Radar System or other Senses, but this takes about 3 Game Rounds (18 to 20 Seconds).

- 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.


Photographic Memory: FR:70. This works as a secondary memory cell allowing Unit-Two 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.


Techno-Telekinesis Uplink: This is a specialized CPU Communication device built into him. It allows Unit-Two to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at FR:70 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 70 Feet (7 Areas). If he ‘Plugs’ into a thermal he may Globally Access, Control, and Manipulate such technology.


Computerized Replication System: This is a specialized CPU Replication device built into him. This Computerized Replication system 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.

Unit-Two can only carry inanimate objects in this manner. He can only carry about 6000 pounds of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at FR:70 ‘Reasoning’.


Talents:

Omni-Skill and Clairvoyance: Unit-Two 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.

Unit-Two may only use 1 Talent per FEAT Roll and he cannot ‘Stack’ Talents or carry multiple Talents to switch from one Talent to another in 1 Game Round to another.

Special Talent: Nullified Karma, Unit-Two will NOT lose Karma for unethical or immoral ‘Deeds’ because he is a ‘Machine’. This Talent / Power often allows Unit-Two to engage into hostile situations with the full intent to ‘Kill’ or Destroy in the most efficient manner available to him.

On the same token, Unit-Two can NOT use his Karma to enhance his FEAT Rolls.

During any hostile situation Unit-Two will prep himself by accessing all and any documented records on the Faction or Characters he is dealing with and he will act accordingly to either ‘Apprehend’ or ‘Execute’ those Characters involved in the Game Campaign.

In Game Terms the Judge has to revile various Secrets and Plot Twists in regards to NPC and revile enemies.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



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TANKERACE


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

MOTÖRHEAD
UNIT 003
December 15, 2008 07:40AM
avatar
Code Name:
UNIT 003
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-5)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Unit 003

F: IN:40            | R: AW:90            | Race: ????          | Nationality: USA        |
A: AS:80            | I: FR:70            | Gender: Female      | Residence: Mobile       |
S: EX:20            | P: UN:100           | Apparent Age: ????  | True Age: About 80 y/o  |
E: SN:60            | L: AS:80            | Eye Color: Black    | Alliance: PWR Military  |
                    |                     | Hair Color: None    | Calling: ????           |
Health: 200 / 200   | Karma: 340 / 340    | Blood Type: None    | Achievement: ????       |
                    |                     | Height: 5'5"        | Life Expectancy: ????   |
Initiative: SN:60   | Experience: AS:80   | Weight: 80 lbs      | Species: Pure Robot     |
Popularity: EX:20   | Appearance: RM:30   | Mass: 0 X 2 = 0     | Class: Military Equip   |
Resources : RM:30   | Morality  : Neutral |                     |                         |
Job Rank  : SP:45   | Conviction: GL:125  | ATTACK: VI:55       | DEFENSE: AM:50          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
VI:55 [+1CS]        | SN:60 [+0CS]        | VI:55 [+0CS]        | VI:55 [+1CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1986. Unit-Three is a Humanoid Figured Robot or Android that was designed around the year 2770 AD as the predecessor to Unit-One and Unit-Two.

Unit-Three’s prototype Android chassis was greatly improved over her prior Robotic Units by means of her body being able manipulate and generate various forms of energies and forces. This unique form of physical construction makes her extremely lightweight and able to use her energy manipulation as a very powerful weapon system.

Unit-Three was not Randomly Rolled on the MSH Character Creation Table due to her Character Concept and Persona being directly influenced from her predecessors. Unit-Three still maintains the Character Persona of a pure Robot or Android in the traditional sense by being constructed solely from artificial technology.

Unit-Three has been played in approximately 15 to 30 MSH Game Campaigns and has approximately 12,000 to 17,000 invested Karma Points upgrading her Abilities, Powers, Equipment, and Talents.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Unit-Three is an operational Android and is normally stationed at PWR-Temple San Diego, but she will often be transferred to other Globally based PWR-Temples and Satellite Stations.

Unit-Three is basically an all-purpose Combat and Communications Robot that has a strong focused build for guerilla warfare and infantry battle. In short, She is a Powerful Warrior that primarily uses her Powers and abilities to defend humanity and the PWR Bases from various invasions, both Earthly and Extraterrestrial.


Personality: Unit-Three has no Personality at all. She is a ‘Machine’ in the traditional sense and she makes decisions based upon Mathematical Accuracy and software driven determination rather than Emotional Passion.

However, Unit-Three is programmed with emotional algorithms so people will communicate and interact with her on a more personal and emotional level. Such advances in her A.I. allow her to express many human emotions, and understand why humans make certain decisions. But many scientists and engineers consider these emotions as ‘Hollow’. It is unknown if she is truly a sentient ‘Artificial’ life form.

Despite her ability to express and understand human emotions she still makes decisions based upon mathematical probabilities and moral ‘Law’. She is programmed to help people and ‘Detain’ criminal suspects. Her other programming is based upon self-preservation.

Unit-Three will only sacrifice her own life if more than 50,000 Humans are at risk. Also, due to her programming she also calculates ‘collateral’ damages in the form of ‘Money’. Any tangible objects or property that can be ‘Priced’ and sold on an open market will effect her decisions. This is a specialty Power detailed in her ‘Talents’.


Distinguishing Features and Story Origin:

Unit-Three is basically a highly advanced and state of the art ‘Energy’ Based Robot. She is made up of lightweight materials and technology, which manipulates ‘Energy’ to form her cohesive body and weapons.

She can tolerate a pretty solid amount of punishment as long as her Energy Shields are active. Her groundbreaking technology was later used to fortify Star-Ships and other Vehicles for Cosmic Combat; As well as establish ‘Holographic’ technologies to simulate realism in a perfectly safe and controlled environment.

Due to the very nature of her unique abilities many people fought over Unit-Three’s prototype designs and practical technology applications. At the time of her construction similar technology was heavily used upon Large Vehicles and Large Scale Weapons.

Unit-Three was not the pioneer of Photo-Kinetic-Holographic Technology, but her robotic designs made leaps and bounds in the field.


Known Powers: As a ‘Robot / Android’ Unit-Three naturally has many physical abilities that far exceed humans in virtually any category of competition.


Android Autonomy: Unit-Three’s robotic body is a Lightweight Chassis that conducts, manipulates, and generates a very broad spectrum of energy sources. Unit-Three uses these energies to enhance her construction and fortify herself with various weapons and tools.

She should be considered as having no less than GD:10 True Invulnerability to ‘ALL and ANY’ attacks not covered below. This is simply her Mechanical Construction and her Outer Hull.

- Deployable Force Shield Sheath: AM:50. Unit-Three has a Deployable energy based Force Shield Sheath which further enhances her ‘Armor’ to AM:50 durability. This Force Shield Sheath extends only millimeters from her external silhouette and is fully invisible to the naked eye.

Special Note: Unit-Three’s Energy is not as greatly focused on ‘Armor’ as Unit-Two and Unit-One. Unit-Three is designed of very lightweight materials to greatly increase her Power output ratios, allowing her better physics for mobility, reflexes and combative capability.

- GD:10. Industrial Grade Metals, Alloys, and Polymer Plastics verse Conventional Physical Attacks.
- AM:50. With her Shields Deployed.
- CL:1000 Immunity to Disease, Illness, and biological Attacks.
- SZ:500 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- Sz:350 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- Sz:350 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- SY:200 Invulnerability to Corrosive acids, venom, and similar chemicals.
- SZ:500 Invulnerability to Psychic or ‘Software’ corruption.
- SX:150 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- UN:100 Immunity to Quantum Energy and Unified Field Theory Energy.
- UN:100 Immunity to Gravity and Magnetic based damage.
- UN:100 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.


Immunity: CL:1000. Unit-Three is fully immune to Physical and Emotional Pain or Stress. She will react upon her feelings if the situation is appropriate. Unit-Three can still ‘Feel’ simply to register environmental conditions mainly for human safety.

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


Mechanical Regeneration: SX:150. Unit-Three is completely maintenance free by means of her Nano-Technology in conjunction with her Energy Manipulation, which repairs her on a microscopic level basically allowing her to ‘Heal’ very quickly.

Under normal conditions Unit-Three will recover 15 HP per game round after suffering an injury regardless of her activity. Unit-Three may FEAT Roll her ‘Endurance’ to repair damages faster. But such a FEAT roll will take a toll on her ‘Endurance’ Rank.

- BLUE: Total Failure, recover 15 HP for that Round. ‘Endurance’ does not drop.
- WHITE: Engage heightened Healing at 25 HP per Round. ‘Endurance’ will drop to VI:55.
- GREEN: Engage heightened Healing at 35 HP per Round. ‘Endurance’ will drop to AM:50.
- YELLOW: Engage heightened Healing at 45 HP per Round. ‘Endurance’ will drop to SP:45.
- RED: Engage heightened Healing at 55 HP per Round. ‘Endurance’ will drop to IN:40.


Natural Enhancements, Body as a Weapon, and Melee Combat:

- General Melee Combat: (This is mainly a Player’s note) Unit-Three will avoid hand to hand battle unless she completely out of options. Her ‘Skill’ and ‘Style’ is simple mechanical efficiency throwing punches and kicks at high speed and impact. She can deliver ‘Lethal’ Melee attacks with VI:55 intensity, impact, and damage.


Mobility Enhancements: Unit-Three’s Mobility is handled on her FASE Ranks like most other Characters. However, due to her mechanical build she is outfitted with various modes of map mobility. She also has a ‘Flight-Pack’ that enables her airborne capabilities.

Normal Mobility
- Run: 8 Areas per Round. She will not get exhausted from normal ‘Running’.
- Swim: 6 Areas per Round. Unit-Three can ‘Swim’ with both surface and submerged swimming.
- Burrowing: 4 Areas per Round through EC:15 Grade Solid Mass.
- Climb / Crawl: 5 Areas per Round and may adhere to any vertical and upside surfaces with a Photon Grip.
- Jump: 5 Areas per Round without a Running Approach.



- True Flight and Levitation: SN:60. Unit-Three is also equipped with a Jet-Pack and ‘Zero-G’ mechanism allowing her at achieve True Flight and Levitation of SN:60 air speed and aerial control.

She can fly at roughly 600 to 700 MPH (just less than Mach 1) at Top Speeds, allowing her to clear about 3200 to 3500 Areas per Game Round. She can accelerate to her top speeds in about 2 Game Rounds. Used as a ‘Charge’ Attack Unit-Three may inflict SN:60 Damage to a target, however such a ‘Charge’ Maneuver is extremely rare.

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. Unit-Three may still utilize her ‘Normal’ Walk, Run, Swim abilities, but instead of touching surfaces she simply Levitates.


Enhanced Senses: FR:70. Used directly from her Base ‘Intuition’ Rank, Unit-Three may FEAT Roll to adjust her 5 Physical Senses to meet the environmental conditions at hand.


Radar: FR:70. Unit-Three’s mechanical perception is augmented with a Omni-directional 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. The System can reach a maximum range of about 70 feet (7 Areas) in all directions at once, reaching full coverage of 14 Areas.


Scanning and Weakness Detection: AW:90. Unit-Three may use this as a Power Stunt of her ‘Reasoning’. She may 'Scan' just about anything in her local area and environment to retrieve a molecular ‘Read-Out’.

If she scans another Character she can retrieve 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. She can also use the Scan through her Radar System or other Senses, but this takes about 3 Game Rounds (18 to 20 Seconds).

- 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.


Photographic Memory: AW:90. This works as a secondary memory cell allowing Unit-Three total memory and total recall. While this power is ingrained with her mind, she can have it record through all 5 senses with out interfering with her Thoughts. It works as a background system and has very little attachment to her Psyche or motor functions.


Techno-Telekinesis Uplink: This is a specialized CPU Communication device built into her. It allows Unit-Three to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at UN:100 Ability.

She may access Artificial A.I. and Computerized Robotics at a range of 100 Feet (10 Areas). If she ‘Plugs’ into a thermal she may Globally Access, Control, and Manipulate such technology.


Computerized Replication System: This is a specialized CPU Replication device built into her. This Computerized Replication system 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.

Unit-Three can only carry inanimate objects in this manner. She can only carry about 6000 pounds of matter this manner. To collect such an item she needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds). The CPU can also be used as a source of reference and data, considered at AW:90 ‘Reasoning’.


Energy Generation and Manipulation: UN:100. Unit-Three’s Primary Power is her ability to utilize ambient Energies to fortify almost all of her powers and capabilities, aside from the powers listed above. Her Powers listed above do not tax her internal battery cells enough to be listed.

Unit-Three may generate and manipulate these Forms of Energy and Force.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Incendiary Chemical Flame - Energized ‘Acids’ -

In game terms she has 1000 Points of ‘Energy’ by which she can use in increments of 50 Points per FEAT Roll to accomplish various Power Stunts. This allows her to execute Power Stunts at AM:50 Intensity with an UN:100 FEAT Roll.

This also allows her to operate 10 ‘Static’ Powers which she can sustain for about 5 Days on End, or Short lived Power Stunts at AM:50 Capacity. The AM:50 Capacity usage of a Power can be recharged in about 5 Game Rounds.

She can also forcefully execute Power Stunts at a maximum of UN:100 Capacity at a Cost of 100 permanent points from her normal 1000 points in reserve.

To recharge the lost points to her 1000 reserve points she basically has to be disassembled and rebuilt from scratch as she has permanently drained those 100 Points from her internal battery cells of 1000 Total Points.

Below is a list on her common Power Stunts normally associated with her Energy Generation and Manipulation. She may use these powers at AM:50 Capacity with out ill effects or penalties. Any use of a Power above AM:50 will reduce her Power intensity on a point for power bases from her 1000 Point Reserves.


Static Powers: Operated at AM:50 Capacity for extended duration (About 5 Days).

- Holographic Camouflage to appear like ANY human female at normal, healthy heights, weights and builds.
- Holographic Camouflage to blend into her surroundings against all 5 Physical Senses.
- Holographic ‘Clones’ used as Decoys only within 50 Feet (5 Areas) of her location. Attacks pass through them.
- Increase her Deployable ‘Armor’ Force Shield Sheath to UN:100 Capacity from the normal AM:50.
- Enhance her sensory intake of any 1 of her 5 physical senses to detect with Spectrum Shifting Capabilities.
- Techno-Telepathy to communicate and control various types of A.I. operated Technology.
- Enhance any 1 RIP Rank by 50 Points. Karma is not boosted.
- Use her body as a Raw Power Source or ‘Battery’ of AM:50 Energy to power a larger vessel or vehicle.
- Energized Skin: AM:50 intensity, effect, and damage. Normally used as a ‘Stun’ based system.
- Shield or Trap others with an Energy ‘Bubble’ of AM:50 Armor within 50 Feet (5 Areas) of her location.


Power Stunts: Operated at AM:50 Capacity on an UN:100 FEAT Roll.

- Energy Beams or Blasts of 50 Feet (5 Areas) with AM:50 intensity, effect, and damage.
- Energy ‘Pulse’ or Globe Aura with AM:50 intensity, effect, damage, (1 Area or 10 Feet)
- Energy Melee Weapons, usually a Disc Shield; Increase Melee Attacks to AM:50. Defensive actions of UN:100.
- Teleport Self and Others. AM:50 at 50 Feet (5 Areas) with AM:50 intensity, effect, and damage.
- Heal Others: AM:50, used in combination with her nano-tech she can impart others with AM:50 Regeneration.
- Increase any 1 FASE Rank by 50 Points for a single FEAT Roll. Does not Increase or Reflect on HP.
- Increase any 1 Permanent Power by 50 Points for a single FEAT Roll.


Talents:

Omni-Skill and Clairvoyance: Unit-Three may FEAT Roll her Reasoning to remotely tap into various Communication systems and ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT she may attempt.

Unit-Three may only use 1 Talent per FEAT Roll and she cannot ‘Stack’ Talents or carry multiple Talents to switch from one Talent to another in one Game Round to another.

Special Talents:

- Nullified Karma, Unit-Three will NOT lose Karma for unethical or immoral ‘Deeds’ because she is a ‘Machine’. This Talent / Power often allows Unit-Three to engage into hostile situations with the full intent to ‘Kill’ or Destroy in the most efficient manner available to her.

On the same token, Unit-Three can NOT use her Karma to enhance her FEAT Rolls.

During any hostile situation Unit-Three will prep herself by accessing all and any documented records on the Faction or Characters she is dealing with and she will act accordingly to either ‘Apprehend’ or ‘Execute’ those Characters involved in the Game Campaign.

In Game Terms the Judge has to reveal various Secrets and Plot Twists in regards to NPC and revile enemies.

- Finance, Open Market, Collateral Effects and related Knowledge: AS:80 During any hostile or risky situation Unit-Three has the ability to instantly appraise the Financial Impact of such an event with AS:80 accuracy and clairvoyance.

This power covers a very broad spectrum of how people, organizations, and economics may react to various actions on certain business and militia installations, trade routs, political treaties, and the Financial Impact to the citizens.

In Game Terms this ‘Talent / Power’ will effect her decisions to either take a risky game plan or play conservative and not engage in a Course of Action.

Finance, Open Markets, Collateral Values fluctuate determined upon ‘People’ and Society and what they perceive as ‘Valuable’. But generally Unit-Three is able to ascertain her decisions based upon 3 general criteria.

- More than 50,000 People are at Risk and she will Risk her own Life to Save Them.
- More than 500 Billion Dollars are at Stake and she will Risk her own Life to Save those assets.
- Humans under 45 years old are at Stake and she will Risk her own Safety (but not her Life) to Save Them.

This aspect about her can make her seem Emotionally Cold and Unwilling to help as she is not easily influenced to engage into hostile situations unless the ‘Values’ are in a range of about 20% of the criteria listed above.

On the other side of the coin it also allows her to engage into destructive action on a large-scale budget to get the ‘Job’ Done regardless of effects. If she needs to destroy 5 city blocks to stop an enemy she’ll do it.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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(")_(")
TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
UNIT 004 and UNIT 005
December 25, 2008 12:23AM
avatar
Code Name:
UNIT 004
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-6)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Unit 004

F: IM:25            | R: UN:100           | Race: ????          | Nationality: ????       |
A: IM:25            | I: UN:100           | Gender: Variable    | Residence: Mobile       |
S: IM:25            | P: UN:100           | Apparent Age: ????  | True Age: About 200 y/o |
E: IM:25            | L: UN:100           | Eye Color: Variable | Alliance: PWR Military  |
                    |                     | Hair Color: None    | Calling: ????           |
Health: 100 / 100   | Karma: 400 / 400    | Blood Type: None    | Achievement: ????       |
                    |                     | Height: Variable    | Life Expectancy: ????   |
Initiative: FR:70   | Experience: SY:200  | Weight: Variable    | Species: Pure Robot     |
Popularity: RM:30   | Appearance: AM:50   | Mass: ? X ? = ?     | Class: Central A.I.     |
Resources : PH:95   | Morality  : Neutral |                     |                         |
Job Rank  : VI:55   | Conviction: SX:150  | ATTACK: FR:70       | DEFENSE: IM:25          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
FR:70 [+0CS]        | FR:70 [+0CS]        | FR:70 [+0CS]        | FR:70 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1992. Unit-Four is a Central Artificial Intelligence System of the PWR facilities. To be more accrete, it is a ‘Free-Flow’ agent and embodiment of Unit-Five, the Central and Computerized Intelligence System of the entire PWR and it’s entire digitized information infrastructure.

Unit-Four is normally manifested as the Humanoid Figure illustrated above; a simple male figure in plain colors with a singular ‘Cyclops’ eye in the center of his face. However, Unit-Four may take on any visual appearance the Player or GM may conceive.

Unit-Four does not have a ‘Physical’ constructed chassis and body. He is a hologram that uses precisely manipulated force fields to interact with our 3 dimensional world. The only part of him that is ‘Physical’ in the traditional sense is his Holographic Emitter, which is a Soft-Ball sized Metallic Sphere that appears as his Cyclops Eye centered in his head.

All of Unit-Four’s physical circuitry and electronics are inside this Metallic Sphere, which literally hovers about with a holographic ‘Body’ to appear ‘Human’.

Unit-Four was not Randomly Rolled on the MSH Character Creation Table due to his Character Concept and Persona being directly influenced from his predecessors and the A.I. Construct of the other PWR Robots.

Unit-Four has been played in countless MSH Game Campaigns as a ‘Support’ persona. At any time Chris S. Finneke, John M. Nye, or David J. Rickman played any PWR Character in a MSH Game Campaign, Unit-Four (and Unit-Five) was also cast as a ‘Support’ Character for Information, Intelligence, and other intangible aspects.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Unit-Four is an operational Android ‘Model’ that is normally stationed at all PWR-Temples world wide or on-board various PWR satellites, facilities, vehicles and other various forms of industrial technology in our known solar system.

Unit-Four is basically an all-purpose Communications and Infrastructure persona for the PWR and it’s various Temples, Buildings, Automobiles, and Aerospace Travel Vehicles.

Unit-Four is not a singular entity but a Global A.I. system that is networked into the PWR Main Frame Computer spanning roughly 200 PWR Temples across the face of the Planet Earth. To place it more accurately, Unit-Four is the ‘Hands and Eyes’ of Unit-Five, the PWR’s Core Computerized Central Intelligence System.


Personality: Unit-Four has no Personality at all. He is a ‘Machine’ in the traditional sense and he makes decisions based upon Mathematical Accuracy and software driven determination rather than Emotional Passion.

However, Unit-Four is programmed with emotional algorithms so people will communicate and interact with him on a more personal and emotional level. Such advances in his A.I. allow him to express many human emotions, and understand why humans make certain decisions. But many scientists and engineers consider these emotions as ‘Hollow’. It is unknown if he is truly a sentient ‘Artificial’ life form or ‘Ghost in a Shell’.

Despite his ability to express and understand human emotions he still makes decisions based upon mathematical probabilities and moral ‘Law’. He is programmed to help people and ‘Detain’ criminal suspects. His other programming is based upon self-preservation of himself and PWR assets and resources.

Unit-Four can seemingly sacrifice his own life at nominal risks since he is ‘Replaceable’. But due to his programming he also calculates ‘collateral’ damages in the form of ‘Money’. Any tangible objects or property that can be ‘Priced’ and sold on an open market will effect his decisions. This is a specialty Power detailed in his ‘Talents’.


Known Powers: As a ‘Robot / Android’ Unit-Four naturally has many physical abilities that far exceed humans in virtually any category of competition. The easiest way to illustrate Unit-Four’s Powers is True Omnipotence and Clairvoyance at the FR:70 Capability and Capacity and based from Technology rather than Magical, Spectral, or Cosmic in origin.


Android Autonomy: Unit-Four’s robotic body is basically a highly advanced and state of the art ‘Energy’ and Electromagnetic Hologram.

His body structure is merely a Soft-Ball sized Metal Sphere with a full Shape-Shifting hologram around it to form his cohesive body, tools, and weapons.

Unit-Four’s most vulnerable pressure point is his Cyclops Eye. This Eye is the only surface of his Metal Sphere that is exposed to the outside world, and even still it has a transparent force shield over the Soft-Ball sized Metallic Sphere.

He may also move his Metallic Sphere to other parts of his holographic body. His central ‘Brain’ does not have to be located in the head of his holographic form or body.

His Soft-Ball sized Metallic Sphere should be considered as having no less than RM:30 True Invulnerability to ‘ALL and ANY’ attacks. This is simply the Mechanical Construction of the Soft-Ball sized Metal Sphere.

His Soft-Ball sized Metallic Sphere should be considered as having 100 HP for the purpose of calculating ‘Damage’ if he is attacked. Unit-Four has a vast array of other abilities due to him being a Shape-Shifter and Changeling.


Deployable Holograms: FR:70. Unit-Four’s Soft-Ball sized Metal Sphere is a Holographic emitter that also preciously manipulates Energy and Electromagnetic forces to manifest his body in our three-dimensional world. This provides a very broad spectrum of tactical abilities all operated on the FR:70 Power Rank.

The easiest way to illustrate Unit-Four’s Powers is True Omnipotence and Clairvoyance at the FR:70 Capability, Power, Ability and Capacity and is based from Technology rather than Magical, Spectral, or Cosmic origins.

- Evasive Protection: Body of ‘Smoke’ is invulnerable to virtually ALL known Attacks as they ‘Pass’ through.
- Forceful Protection: Generate various Holographic Force Shields to resist ALL known Attacks with FR:70 Armor.
- Precision Hits Focused or Aimed at his Soft-Ball sized Metallic Sphere are reduced by [-3SC] Automatically.
- FASE Operation: IM:25 up to a Maximum of FR:70. No Health Increase. Unit-Four normally reserves his FASE.
- Full Camouflage, Concealment, and Stealth from ALL forms of sensory detection.
- Shape-Shifting: Size at his Minimum is the size of a ‘Soft-Ball’ commonly used in the same Sporting Event.
- Shape-Shifting: Size at his Maximum may occupy a Grid of 7 Areas total at which he may take ANY form.
- Shape-Shifting: Form, normally he manifests as a 5’10” Male Figure but he may take ANY form conceivable.


Deployable Tools and Weapons: FR:70. Unit-Four may manifest virtually ANY conceivable weapons or tools at his whelm and operate them with FR:70 capability in ALL aspects and terms during game play.


- General Melee Combat: (This is mainly a Player’s note) Unit-Four will avoid hand to hand battle unless he completely out of options. It is ‘Extremely’ rare that Unit-Four will engage in Hand to Hand Combat. His ‘Skill’ and ‘Style’ is simple mechanical efficiency throwing punches and kicks at high speed and impact. He can deliver ‘Lethal’ Melee attacks with FR:70 intensity, impact, and damage.


- General Range Combat: (This is mainly a Player’s note) Similar to his Melee Abilities, Unit-Four will generally avoid Cow-Boy Gun Slinging and Hostile Shot-Outs, and opt to use some form of ultra efficient and effective ‘Stun’ Tactics which are directly targeted at various vulnerabilities of assailant Characters. Unit-Four may reach targets at a maximum range of 70 Feet (7 Areas).


- General Area of Effect for Combat: Unit-Four prefers to use ‘Fields’ that expand from his body in all directions at once in a Spherical ‘Field’ or Globe around himself. His area of effect may reach 35 feet (3 and 1/2 Areas) from his body as the epicenter. The full diameter of these Spherical Fields is 70 feet (7 Areas).

Unit-Four is not directly violent or hostile by any standards, but he is quite capable of such activity. Unit-Four prefers to use the Environment as his primary Combative Weapon. Most Players or GMs of the MSH-RPG mechanics may consider his ‘Combative Skill or Style’ as a superior understanding of Martial Arts ‘E’.


Mobility Enhancements: Unit-Four basically has 100% True Flight and Levitation at the FR:70 Power Rank and Caliber. Even if the Player of Unit-Four states he is ‘Walking’ he is in fact ‘Levitating’ and ‘Flying’ as his Soft-Ball sized Metallic Sphere is hovering off the ground and supported by his holographic body structure.

All Mobility Factors are handled in increments of the FR:70 Power Rank and Caliber.

- Run / Jump: 7 Areas per Round. He will not get exhausted from ‘Running’.
- Swim: 7 Areas per Round. Unit-Four can ‘Swim’ with both surface and submerged swimming.
- Burrowing: 3.5 Areas per Round through SV:65 Grade Solid Mass. Drills a hole the size of a soft-ball.
- Climb / Crawl: 7 Areas per Round and may adhere to any surfaces.
- Sub Sonic Flight: About 800 to 1000 MPH (just past Mach 1 Sonic Flight).
- Space Flight: SX:150. A little over Double his Atmospheric Flight. (I Dunno the Conversion Speed: Warp 1)

- True Flight and Levitation: FR:70. Unit-Four can fly at roughly 800 to 1000 MPH at Top Speeds in an atmosphere, allowing him to clear about 3500 to 4000 Areas per Game Round. He can accelerate to his top speeds in about 2 Game Rounds.

Normally, Unit-Four will take the form of a large bird or a very small aircraft, such as a remote controlled toy airplane or helicopter. Not only does he do this for cosmetic purposes and visual recognition (or Stealth / Concealment) but he is actually using his holographic capabilities to form Wings and Propulsion Engines for Sub-Sonic Flight and friction resistance.

With his Shape-Shifting Capabilities he may also become a Full Sized Passenger Aircraft, Car, Boat, or Submarine with all the normal emanates of such a Vehicle. Unit-Four is unable execute ‘Passenger’ Space travel with ‘Normal’ Humans due to his Holographic Force Fields maintaining only FR:70 resistance to the environment in the vacuum of Space. The ‘Normal’ Human body is simply too fragile for Unit-Four to compensate, thus Unit-Four must use some form of Space capable vehicle to augment ‘Passenger’ Space travel with ‘Normal’ Humans.

Used as a ‘Charge’ Attack Unit-Four may inflict FR:70 ‘Lethal’ Damage to a target, however such a ‘Charge’ Maneuver is extremely and extraordinarily rare.

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.


Enhanced Senses: UN:100. Used directly from his Base ‘Intuition’ Rank, Unit-Four may FEAT Roll to adjust his Senses to meet the environmental conditions at hand.


Radar: UN:100. Unit-Four’s perception is augmented with a Omni-directional 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. The System can reach a maximum range of about 100 feet (10 Areas) in all directions at once, reaching full coverage of 20 Areas.


Scanning and Weakness Detection: UN:100. Unit-Four may use this as a Power Stunt of his ‘Reasoning’. He may 'Scan' just about anything in his local area and environment to retrieve a molecular ‘Read-Out’.

If he scans another Character he can retrieve 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 through his Radar System without penalties.

- 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.


Photographic Memory: UN:100. This works as a secondary memory cell allowing Unit-Four total memory and total recall. While this power is ingrained with his mind, he can have it record through all his senses with out interfering with his Thoughts. It works as a background system and has very little attachment to his Psyche or motor functions.


Techno-Telekinesis: UN:100. This is a specialized CPU Communication ability of Unit-Four. It allows Unit-Four to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines at UN:100 Ability.

He may access Artificial A.I. and Computerized Robotics at a range of 100 Feet (10 Areas). He has no need to ‘Plug-In’ has his entire system is based upon ‘Radio’ and EM frequencies.

He may access Artificial A.I. and Computerized Robotics Globally with FR:70 Effect, Capacity and Ability.


Computerized Replication System: FR:70. This is a specialized CPU Replication system of Unit-Four. This Computerized Replication system 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.

Unit-Four can only carry inanimate objects in this manner. He can only carry about 10,000 pounds (5 Tons) of matter this manner. To collect such an item he needs to scan the object or items then de-atomize. This takes about 10 seconds (2 Game Rounds).


Energy Manipulation: FR:70. Unit-Four’s Primary Power is his ability to utilize ambient Energies to fortify almost all of his powers and capabilities.

Unit-Four may generate and manipulate these Forms of Energy and Force.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic, Biological, Mechanical and Electronic Stunning Energies - Incendiary Chemical Flame - Energized ‘Acids’ -


Talents:

Omni-Skill and Clairvoyance: Unit-Four may FEAT Roll his Reasoning to remotely tap into various Communication systems and ‘Learn’ virtually ANY Talent he may attempt.

This ‘Talent’ will NOT give Unit-Four any additional [+CS]. It simply allows him to operate ANY actions at the FR:70 Power level, Ability, and Caliber.

Special Talents:

- Nullified Karma, Unit-Four will NOT lose Karma for unethical or immoral ‘Deeds’ because he is a ‘Machine’. This Talent / Power often allows Unit-Four to engage into hostile situations with the full intent to ‘Kill’ or Destroy in the most efficient manner available to him.

On the same token, Unit-Four may NOT use his Karma to enhance his FEAT Rolls.

During any hostile situation Unit-Four will prep himself by accessing all and any documented records on the Faction or Characters he is dealing with and he will act accordingly to either ‘Apprehend’ or ‘Execute’ those Characters involved in the Game Campaign.

In Game Terms the Judge has to reveal various Secrets and Plot Twists in regards to NPC and revile enemies.

- Finance, Open Market, Collateral Effects and related Knowledge: UN:100 During any hostile or risky situation Unit-Four has the ability to instantly appraise the Financial Impact of such an event with UN:100 accuracy and clairvoyance.

This power covers a very broad spectrum of how people, society, organizations, and economics may react to various actions on certain business and militia installations, trade routs, political treaties, and the Financial Impact to the citizens.

In Game Terms this ‘Talent / Power’ will effect his decisions to either take a risky game plan or play conservative and not engage in a Course of Action.

Finance, Open Markets, and Collateral Values fluctuate determined upon ‘People’ and Society and what they perceive as ‘Valuable’. But normally Unit-Four is able to ascertain his decisions based upon 3 general criteria.

- More than 70,000 People are at Risk and he will Risk his own Life to Save Them.
- More than 700 Billion Dollars are at Stake and he will Risk his own Life to Save those assets.
- Humans under 70 years old are at Stake and he will Risk his own Safety (but not his Life) to Save Them.
- Finally, Unit-Four is totally replaceable and roughly 40,000 Unit-Four models exist Worldwide at PWR Temples.

This aspect about him can make him seem Emotionally Cold and Unwilling to help as he is not easily influenced to engage into hostile situations unless the ‘Values’ are in a range of about 20% of the criteria listed above.

On the other side of the token it also allows him to engage into destructive action on a large-scale to get the ‘Job’ Done regardless of collateral effects. If he needs to destroy several city blocks to stop an enemy he’ll do it.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



Code Name:
UNIT 005
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-7)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)

Primary Abilities:


Unit 005

F: N/A              | R: SX:150           | Race: N/A           | Nationality: ????       |
A: N/A              | I: SX:150           | Gender: N/A         | Residence: Global       |
S: N/A              | P: SX:150           | Apparent Age: N/A   | True Age: About 200 y/o |
E: N/A              | L: SX:150           | Eye Color: N/A      | Alliance: PWR Military  |
                    |                     | Hair Color: N/A     | Calling: N/A            |
Health: NA / NA     | Karma: 600 / 600    | Blood Type: None    | Achievement: N/A        |
                    |                     | Height: N/A         | Life Expectancy: N/A    |
Initiative: TR:85   | Experience: SY:200  | Weight: N/A         | Species: Pure Robot     |
Popularity: AM:50   | Appearance: AM:50   | Mass: ? X ? = ?     | Class: Central A.I.     |
Resources : UN:100  | Morality  : Neutral |                     |                         |
Job Rank  : SN:60   | Conviction: SY:230  | ATTACK: AS:80       | DEFENSE: AS:80          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
AS:80 [+0CS]        | AS:80 [+0CS]        | AS:80 [+0CS]        | AS:80 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Unit-Five is the Central Artificial Intelligence System of the PWR facilities in it’s purest form of Self Sentient Digital Information housed in the PWR Temples, Buildings, Real Estate Complexes, Computers, Vehicles, Robots, Space Voyaging Equipment and virtually any other Software driven technology of the PWR Organization.

In short, it is a massive Self-Sentient Software Entity; or a ‘Ghost of the Shell’.

Unit-Five uses it’s massive ‘Fleet’ of Robotics and Androids as ‘Free-Flow’ agents as a direct connection to Humans and other biological life forms, as well as the natural environment.

Unit-Five is unable to manifest itself in a ‘Physical’ form, but it normally chooses the Unit-Four Android Models as its ‘Human’ representative; which is a simple male figure in plain colors with a singular ‘Cyclops’ eye in the center of its face. However, the Unit-Four Robot Models may take on any visual appearance the Player or GM may conceive.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Known Powers:


Techno-Telekinesis Uplink: TR:85 to UN:100. This is a specialized CPU Communication ability of Unit-Five. It allows Unit-Five to have Techno-Telepathy and Techno-Telekinesis to communicate directly with computerized machines and technology at the TR:85 to UN:100 Ability.

It may access Artificial A.I. and Computerized Robotics Globally with TR:85 to UN:100 Effect and Ability.


Talents:

Omni-Skill and Clairvoyance: Unit-Five may FEAT Roll its Reasoning to remotely tap into various Communication systems and ‘Learn’ virtually ANY Talent it may attempt.

This ‘Talent’ will NOT give Unit-Five any additional [+CS]. It simply allows it to operate ANY actions at the TR:85 to UN:100 Power level, Ability, and Caliber.

Special Talents:

- Nullified Karma, Unit-Five will NOT lose Karma for unethical or immoral ‘Deeds’ because it is a ‘Machine’. This Talent / Power often allows Unit- Five to engage into hostile situations with the full intent to ‘Kill’ or Destroy in the most efficient manner available to it.

On the same token, Unit-Five may NOT use its Karma to enhance its FEAT Rolls.

During any hostile situation Unit- Five will prep itself by accessing all and any documented records on the Faction or Characters it is dealing with and it will act accordingly to either ‘Apprehend’ or ‘Execute’ those Characters involved in the Game Campaign.

In Game Terms the Judge has to reveal various Secrets and Plot Twists in regards to NPC and revile enemies.

- Finance, Open Market, Collateral Effects and related Knowledge: SX:150 During any hostile or risky situation Unit- Five has the ability to instantly appraise the Financial Impact of such an event with SX:150 accuracy and clairvoyance.

This power covers a very broad spectrum of how people, society, organizations, and economics may react to various actions on certain business and militia installations, trade routs, political treaties, and the Financial Impact to the citizens.

In Game Terms this ‘Talent / Power’ will effect his decisions to either take a risky game plan or play conservative and not engage in a Course of Action.

Finance, Open Markets, and Collateral Values fluctuate determined upon ‘People’ and Society and what they perceive as ‘Valuable’. But normally Unit- Five is able to ascertain its decisions based upon 3 general criteria.

- More than 150,000 People are at Risk and it will Risk his own Life to Save Them.
- More than 1 Trillion Dollars are at Stake and it will Risk his own Life to Save those assets.
- Humans under 100 years old are at Stake and it will Risk his own Safety (but not its Life) to Save Them.

This aspect about Unit-Five can make it seem Emotionally Cold and Unwilling to help as it is not easily influenced to engage into hostile situations unless the ‘Values’ are in a range of about 20% of the criteria listed above.

On the other side of the token it also allows Unit-Five to engage into destructive action on a large-scale to get the ‘Job’ Done regardless of collateral effects. If Unit-Five needs to destroy an entire city to stop an enemy it’ll do it.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

(\__/)
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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Re: UNIT 004 and UNIT 005
January 13, 2009 03:47PM
avatar
I think one of the things I most enjoy about your original character sheets is the GAME ORIGIN. Its cool to see how a character was concieved and evolved from there. I'll have to do some for a couple of my faves.
Enx
January 13, 2009 06:34PM
avatar
Whoa… Made some changes….. Haven’t been around due to WORK…..

I’m glad you guys enjoy the reading materials, but my characters are a tedious read… It’s also a tedious type…

Normally, I’m pretty brief with the stuff I type out…. But then you get on a roll and just peck away, and then you have a BIG-FAT-BOOK that no one wants to read anymore…





Code Name:
Enx
Biological Name:
Enis Nathan Xander
Military Rank: None: Civilian Clearance equal to a NATO Commissioned Military Officer (O-1)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Enx

F: AM:50            | R: FN:35            | Race: ????          | Nationality: Turkish    |
A: IN:40            | I: FR:70            | Gender: Male        | Residence: Mobile       |
S: FN:35            | P: VI:55            | Apparent Age: 30's  | True Age: About 50 y/o  |
E: SP:45            | L: AM:50            | Eye Color: Brown    | Life Expectancy: ????   |
                    |                     | Hair Color: Black   | Alliance: PWR Military  |
Health: 170 / 170   | Karma: 210 / 2100   | Blood Type: AB+     | Calling: Beast          |
                    |                     | Height: 6'6"        | Achievement: Shaman     |
Initiative: SP:45   | Experience: AM:50   | Weight: 290 lbs     | Species: Mutant Human   |
Popularity: IN:40   | Appearance: IN:40   | Mass: 1 X 6 = 6     | Class: Warrior / Mage   |
Resources : GD:10   | Morality  : Neutral |                     |                         |
Job Rank  : RM:30   | Conviction: AS:80   | ATTACK: SP:45       | DEFENSE: VI:55          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | IN:40 [+0CS]        | IN:40 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Bryan Wong conceived this Character’s Concept and Persona in 1992 as a conversion Character from his D’n’D campaign. Chris S. Finneke illustrated the character and made the conversion adjustments so that Enx would fit properly into MSH-RPG. Enx’s D’n’D documentation was quite extensive covering more than 7 to 10 pages describing his abilities, talents, and game experiences. (It was more of fantasy journal, than a Character Page)

Enx is basically a Human Mutant ‘Beast’ who has mastered a great deal of magic spells and combat arts as he traveled all over the world. He also harbors a moderate level of Super-Human Strength, Endurance, and Durability.

His skills in speed, reflexes, guile and combat are gained from countless battles and fighting experience. Enx also carries a large ‘Shark-Tooth’ Talwar Battle Saber, which is enchanted with a great deal of Magic Energy.

Enx was not Randomly Rolled on the MSH Character Creation Table due to his Character Concept and Persona being directly influenced from his origins in D’n’D. As well, Enx’s basic FASERIP levels were very well balanced in relation to other characters in various campaigns.

Enx was added to the PWR organization almost immediately after the Character was converted to MSH-RPG. Enx has been played in approximately 15 to 20 MSH Game Campaigns as a ‘Commando’ type Persona.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth. However, Enx has an ability to open Rifts and Portals in to various dimensions of time and to Extra Terrestrial Planets. But to do so Enx must accommodate many conditions. This ability is explained in further detail in his ‘Powers’ listing.


Life Style: Enx lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility. Enx does have a home and possibly a family as well, but such assets are not confirmed and are held as Confidential Intelligence.

Enx serves as a Lower to Mid-Range Power Level Soldier for the PWR. In short, He is a decently powerful Fighter and Warrior on the Peak Pinnacle Human Level who primarily uses his Powers and Skills to defend humanity from various invasions, both Earthly and Extraterrestrial.


Personality: Enx is quite barbaric and tends to rely on violence and force to make ends meet. But he is not just a brain dead fighting machine as he is also very intelligent in the Mystic Arts and tactical guile and cunning.

Enx is somewhat bitter towards humanity due to his childhood upbringing and years of abuse. Most of his basic Combat Skills he mastered while he was a mere child. However, almost all of his Childhood is a mystery. It is even rumored that Enx was not born in the modern era, but some time during the 12th Century as he has very accurate memories and information regarding ancient history during the ‘Black Plague’. Enx is also highly literate with many ancient languages, such as Gaelic, Latin, Arabic, Mongolian, and Old English.


Distinguishing Features and Story Origin:

Very little is actually known about Enx’s past history and upbringing. It is only rumored that he was born in Turkey (or possibly the Middle East) as he tends to use the Turkish language more so than the many other languages he is fluent with.

What is known is that Enx is a fierce Warrior, experienced in almost every conceivable Combat Art devised by humanity and he generally uses those abilities to fight against tyranny in war torn nations. Interpol noticed his skills and talents and he was recruited as a Special Operations Agent.

As his career with Interpol unfolded, Enx revealed a vast array of skills in Magic and he was later admitted into the PWR Organization.


Known Powers: Enx only has a few ‘Authentic’ Powers in Super Human Strength, Stamina, and Durability. Most of his abilities and skills derive from his mastery of magic, intensive training, and combat experience.


Enhanced Durability: EX:20. Enx should be considered as having EX:20 True Invulnerability to ALL and ANY forms of injury due to a mixture of brute muscle density and his magic induced Regeneration. This is also why he tends to gallivant about almost entirely naked regardless of weather conditions and climate.

- Skeleton: MN:75 Organic Bone Material.... Regular ol’ bones just tough as hell.
- Muscle Mass: EX:20 Provides Armor verse most Physical and Energy based attacks.
- Skin Mass: EX:20 his tough hide to Physical and Temperature extremes.
- Soft Tissues: EC:15 to almost all known injuries and attacks.


Regeneration: GD:10 to RM:30. Under normal conditions Enx will recover 1 HP per game round after suffering an injury, regardless of his Physical Activity. He has been able to re-grow soft tissues and lost organs and re-set his own broken bones without medical attention.

It is also suggested that he could reattach a severed limb, such as an arm or leg within a few hours without medical attention.

At rest or in a non-combative physical state he will recover 3 HP per round. Most of his Biological ‘Powers’ and survivability derive from his Regeneration, allowing him extensive long life and resistance to disease, and even Death.

Enx’s Regeneration also imparts these additional Powers upon Him, but he does not have voluntary control over his Regeneration Power.

- Slowed Aging: RM:30. Enx ages about 1 year for every 30 normal years.
- Invulnerability: AS:80 to ALL human diseases and illness.
- Invulnerability: IN:40 to ALL other diseases and illness. And once ‘Infected’ he will be resistant.
- Invulnerability: IN:40 to toxins, corrosives, radiation, poisons and similar Chemicals and Energy.
- Invulnerability: RM:30 to all forms of Vampirism. May FEAT Roll to increase to SN:60.
- Self Revival: GD:10. Enx can ‘Revive’ from clinical Death as long as his Head and Torso are generally intact after a severe attack. He will need Medical Attention and possibly cloned organs, but he will eventually recover to FULL Health.


- General Melee Combat: (This is mainly a Player’s note) IN:40 / SP:45 / AM:50. Enx has a vast array of natural animalistic ‘Weapons’ such as his Claws, Teeth, and other natural weapons. He even has a Venomous Bite of IN:40 Toxic and Corrosive Venom.

Enx may inflict IN:40 / SP:45 / AM:50 Blunt, Edged, and Lethal Damages with virtually any part of his body or any unarmed Melee Combat actions.

Enx 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’.

Enx is not formally trained in any orthodox Martial Arts or Martial Science, or at least he does not indicate any formal training. He is simply an adept ‘Bad-Ass’ using savage skills with sheer violence. He uses both Striking and Grappling Techniques with equal tenacity. He may also execute ‘Merciful’ attacks that Stun rather than ‘KILL’ at the player’s desecration.

For most ‘Melee’ based combat Enx will rely upon his ‘Shark-Tooth’ Talwar Saber. While this weapon appears very ancient and lethargic, and generally not up to par with modern weaponry it is enchanted with a great deal of magic energy. This weapon is further detailed in his Equipment Listing.


- General Range Combat: (This is mainly a Player’s note) EX:20 / RM:30 / IN:40. Enx may also ‘Throw’ blasts of Magic Energy from his Sword to inflict EX:20 / RM:30 / IN:40 Damages.

To do so Enx must ‘Load’ or ‘Charge’ the Sword with Magic Energy and swing the Sword to ‘Sling’ the Energy at a Target. To use this Magic Enx must use 20, 30, or 40 Karma to ‘Charge’ the Sword with Magic Energy. Notice his Karma has two values; 210 and 2100. Enx uses all his Magic Karma expenditures on the 2100 Points.

- FEAT Rolled at AM:50 for ‘Basic’ Shooting and Throwing. Agility [+2CS]
- FEAT Rolled off ‘Fighting’ at SN:60 if closer than 50 feet (5 Areas) in Range.
- Base Damage: EX:20 / RM:30 / IN:40 Damage for a Single Blast to Incur Stuns, 4 Area Slams, and Kills.
- Armor Piercing: IN:40 for a Single Blast. Maximum Armor Piercing is AM:50.
- Max Range: 100 Feet (10 Areas)
- Max Area of Effect: 1 Full Area at 10 X 10 X 10 Feet wide.

Enx may generate and manipulate these Forms of Energy and Force through the Sword.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic, Biological, Mechanical and Electronic Stunning Energies - Incendiary Chemical Flame - Energized ‘Acids’ -


Enhanced Senses: FR:70. Enx can magically enhance his 5 Physical Senses to directly FEAT Roll and adjust his Senses to meet the environmental conditions at hand.


Mobility Enhancements: Enx normally travels on foot and he must use other methods of transpiration to achieve extensively ‘Long’ journeys.

- Run: 4 Areas per Round. He will get exhausted in about 4 to 5 hours of continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 4 to 5 minutes of continuous Sprinting.
- Swim: 3 Areas per Round. Enx may hold his breath for about 4 to 5 minutes.
- Burrowing: 2 Areas per Round through RM:30 Grade Solid Mass.
- Climb / Crawl: 3 Areas per Round and may adhere to any surfaces.
- Jump: 2 Areas and may fall upwards of 20 Areas without injuring himself.

Portal Opening: VI:55. Enx may open dimensional rifts to travel over great distances, reaching as far as other galaxies and even over time lines. However to do so, many conditions must be achieved to open such a Portal.

- Enx must have a pure ‘Marble’ Stone Kettle, Alter, or Cauldron able to hold at least 20 Gallons of Pure Water.
- The local area and environment must be at least 30 Degrees Fahrenheit. (Where the Water almost freezes)
- Enx must bring the Water to a Steaming Boiling point. (Normally done with Magic)
- Enx must place his hands in the boiling water and make a natural RED Psyche FEAT.
- Enx must use 50 Karma to magically charge the boiling water while his hands are in it.
- Enx may only open such a portal once every 2 hours, even if he regains his expended Karma.

Once these conditions are meet a Magic Dimensional Portal will open from the rising steam. The Portal can reach nearly any location on Earth, and the general area of materialization is also viewable.

Characters who pass through the portal often require some type of ‘Catch themselves’ FEAT as they are ‘Dropped’ into the location. As well, loose items that are not in direct contact with the character’s skin are usually separated and come falling loosely from the Portal.

To travel over time lines he must use 100 Karma Points to Travel forward or backward in 10-year increments. He can not refine his time travels to smaller or larger increments unless he uses other magical items and trinkets, such as his Scroll Book.

To travel over Galactic Distances he must use 1000 Karma to travel 10 Light-years through Space. Since almost no inhabitable planets are in that distance of Earth he has only used this ability to travel to human inhabited Colonies on Mars, the Moon, and various Space Voyaging Ships.


Weaponry and Equipment: Enx appears lightly equipped, but each piece of his load pack harnesses quite a few functions.


Shark-Tooth Talwar Saber: SZ:500. Enx’s Sword may appear to be an outdated and jagged ‘Club’ made of crude materials, however, the weapon is extremely durable and has a form of self-repair and regeneration. The Sword has a durability rating of SZ:500 and may repair damages at the UN:100 level.

Enx’s Sword is a single edged ‘Scimitar’ or ‘Talwar’ with a weighted and curved blade, which is heavily fortified with 1000’s of Razor sharp and jagged Shark Teeth. The Shark-Tooth Saber is used mostly as a jagged and spiked club, rather than a ‘Slicing’ type of sword. But Enx can cast a spell over the Saber so it may slice and cut like a sword or axe with a Smooth Edge. The entire Sword appears to be constructed of bone, sinew, leather, and other organic materials.

This Shark-Tooth Saber is endowed with Magic Energies. Any use of a Magic Spell with the Shark-Tooth Saber will use 1 Karma point to execute and is FEAT rolled on Enx’s VI:55 Psyche Rank.

To intensify any Magic Spell Enx will need to use his Karma on a point for power basis; example, 50 Points of Karma will render an AM:50 intensity Spell.


Basic Melee Weapon: SN:60 / FR:70 / AS:80 Edged Damage. Under most conditions Enx can swing his Shark-Tooth Saber with SN:60 up to AS:80 force and impact based on his Fighting, Agility, Strength, and Attack Ranks.

However, destruction to the Target is usually about IN:40 since it’s energy is focused into a Sword’s Edge. Enx may charge the Saber’s Blade with various energies to render various effects. It is common that many of the Shark Teeth will fall off, splinter, shatter and get lodged into a target during such impacts, however, the teeth grow back almost instantaneously.

Enx has mastered these particular spells with at MN:75 intensity while using only 1 KP per Spell.


Basic Utility Spells and Magic Charges: MN:75. Enx has these Magic Utility Spells he can use to Charge into the Saber’s Blade allowing him to 'Charge Up' the blade with various types of energies and elemental forces.

These can amplify his basic melee abilities to Impact at MN:75 intensity. Plus the attack will also carry the secondary effect of whichever magic was used.

- Used as a Raw Battery of MN:75 Energy source for 50 Hours. (Electricity / Heat / Magnetism / Magic)
- Fire Blade: MN:75 Heat Damage. Heat is not emitted from the Blade until it makes contact with a Target.
- Ice Blade: MN:75 Cold Damage. Cold is not emitted from the Blade until it makes contact with a Target.
- Electric Blade: MN:75 Energy Damage. Electricity is not emitted from the Blade until it makes contact.
- Gravity Blade: MN:75 Gravity Effects. Can allow True Flight and Levitation or ‘Lock-Down’ effects.
- Poison Blade: MN:75 Toxic Damage. Toxins are not emitted from the Blade until it makes contact.
- Tracking Blade: The Sword may ‘Track’ and ‘Hunt’ Charters who have touched the Sword.
- Teleportation: Allows Enx to Teleport at MN:75 Ability covering 7 Areas per Teleport.
- Purge Illness, Disease, Toxins, and other Chemicals with MN:75 Potency Antidotes.
- Healing Blade: MN:75 Regeneration or Repair to a touched target. Recover 7 HP per Round.
- Force Shield: SY:200 This allows Enx to use the Sword as a Frontal ‘Plate’ Shield. 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 and other Magic Properties: GD:10 up to TR:85. The Saber does have some ‘Magic’ properties, which allow Enx to cast spells while using the Sword as a tool.

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 Enx’s VI:55 ‘Psyche’ Rank.

Every Spell requires 1 (one) Karma Point to engage a Spell at minimum intensity and capacity, which is GD:10.... Enx 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. Maximum intensity is TR:85.

Enx only has 2 formation to cast Spells; A Globe Pulse expanding from himself, or the Sword, as the epicenter; and his ability to ‘Throw’ a blast from the sword with an intense swing. (Covered in his ‘General Range Combat’)

Enx 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.

Enx’s Saber 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 20 to 40 feet (2 to 4 Areas) from him as the epicenter. The full diameter of his Spells is 40 to 80 Feet (4 to 8 Areas).


Clothing and General Attire: RM:30 to MN:75. Enx wears 7 items of general clothing; A torso curass, a wide leather belt, a Kelt that looks more like a loincloth, 2 Wrist Bracelets, and 2 Ankle Bracelets. These items are made rugged materials (RM:30) and magically enhanced to greater durability reaching MN:75.

His clothing provides very little ‘Armor’ in the traditional sense, but is more designed to carry items in his possession.

Torso Curass: Designed much like a soldier’s LBE or Ruck Sack Harness, Enx’s Torso Curass fastens a small back-pack upon his upper back, between his shoulders.

- Bag of Holding: This allows Enx to magically carry about 3 Tons (6000 Pounds) of small items, which would normally fit through the opening of the bag, about size of a basket ball. Enx can simply keep cramming stuff into this bag as the items are held in a separate dimension. The weight and mass inside bag does not burden Him. Also, he has a Psychic connection with the bag and may pull out desired items in 1 Game Round.

He may use the Back-Pack to cover a person’s head and put them under almost any influence he desires, such as calming euphoria, hysterical fear, sleep, rage, and any other emotional state of mind. This will function on organic and emotional driven Characters who have MN:75 or less Psyche.

- 2 Gems on the Front Straps allow Enx to use his Karma at 1/10th the expenditures. (that’s why he has 2100 KP).
- Sheaths his Sword to his back. This works like a magnetic clamp where he can sheath and draw the Sword quickly.
- Various hand held Weapons, such as knives, clubs, swords, axes, Magic ‘Nades… etc.

- Kelt: Enx my use this to provide himself (or another) with a Cape, Blanket, Sleeping Bag, Tent or even a Rope of MN:75 grade fabric materials. The Kelt can be spread out to a size large enough to create a single man Tent or a 300 foot long rope.

He may also cast various spells over the Kelt to provide warmth, cooling, and even Regeneration to an injured character. He may even resurrect those who are clinically Dead if their body is generally intact and Enx covers them with the Kelt in 30 Seconds of Clinical Death (5 Game Rounds).


Bracelets and Belt: FN:35. These allow Enx to alter gravity and energy by absorbing some of his Brute Strength allowing him “God-Like” Spectral Strength in which objects he touches defy gravity to an extent, allowing him to heft massive objects that would normally collapse.

His ‘Strength’ does not change from FN:35, but he may heft 7 to 10 tons (14,000 to 20,000 Pounds) without the object collapsing or falling apart.


Scroll Book: Enx does have a Magic Scroll Book written in an Arcane Language that only he seems capable of reading. The Scroll Book helps Enx refine various spells to attain very specific effects.

Enx may execute Simple Energy and Battle Spells without his Scroll Book, but to execute very specific and complex spells he must read the Scroll Book while not in a direct Melee or Combat situation. Often a Paragraph or Recipe can be read in approximately 5 to 15 Game Rounds based from a Single 10-Sided Dice Roll.

For another Character to read the Scroll Book a Natural RED UN:100 Psyche FEAT must be made or that Character may sink into Psychological Insanity, suffering from horrific hallucinations and overwhelming emotions related to Paranoid Schizophrenia.

Enx cannot lose his Scroll Book, as he has destroyed it on a few occasions to keep others from getting it or abusing it’s Powers for personal gain. The Scroll Book has always reappeared somewhere in his near vicinity among his other possessions.


Talents:

- Hunting - Tracking - Stealth - Animal Handling - Total Navigation - Magical Lore - Martial Arts ALL (Savage Based) - Wrestling - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - First Aid - Cosmic Awareness - Hostage Negotiations - Infiltration - Theft (Pick Pocket and Robbery) - Leadership - Languages: Turkish, English, Old English, Arabic, Israeli, Egyptian, Gaeilge, Latin, Italian, Spanish, Mongolian, Cantonese, Greek -

(Special Note: It is possible that Enx may fluently learn any language with his Magic and RED Psyche FEAT)


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Re: Enx
January 13, 2009 06:35PM
avatar
All the original artwork is what I dig on. Nice stuff man! cool smiley

The Last Duskblade
Q-Class of Earth-009

"We are not so alone in our uniqueness, I am coming to understand. Perhaps though every drop is individual, we all become the rain?"

--Ariadne Oikonomedes

"...whether or not a character is too powerful or not is entirely relative to the power level the capmpaign was designed to accommodate."

--Powersurge
Maliki
January 29, 2009 06:06PM
avatar
Code Name:
Lil’Dragon
Biological Name:
Maliki (no last name is associated as his records have been destroyed)
Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:


Maliki

F: VI:55            | R: EC:15            | Race: Caucasian     | Nationality: USA        |
A: IN:40            | I: SP:45            | Gender: Male        | Residence: Mobile       |
S: EX:20            | P: VI:55            | Apparent Age: 20's  | True Age: About 30 y/o  |
E: FN:35            | L: FN:35            | Eye Color: Varies   | Life Expectancy: ????   |
                    |                     | Hair Color: Brown   | Alliance: PWR Military  |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: B-      | Calling: Gifted Athlete |
                    |                     | Height: 5'5"        | Achievement: Vigilante  |
Initiative: RM:30   | Experience: RM:30   | Weight: 210 lbs     | Species: Gifted Human   |
Popularity: EX:20   | Appearance: RM:30   | Mass: 0 X 1 = 0     | Class: Warrior          |
Resources : PR:04   | Morality  : Neutral |                     |                         |
Job Rank  : TY:06   | Conviction: VI:55   | ATTACK: RM:30       | DEFENSE: IN:40          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
RM:30 [+0CS]        | RM:30 [+0CS]        | RM:30 [+0CS]        | RM:30 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1987 as one of his first five MSH-RPG playing Characters.

Maliki is a completely Normal Human Being who has no Paranormal or Super Natural Powers, however, he does have an ancient and magical Spartan Helmet which drives him to be slightly insane.

Maliki gained his Peak Pinnacle Human abilities partly through wearing this Spartan Helmet, as it drives him to be entirely devoted to the many Arts of Survival, Combat and Competition.

Maliki was Randomly Rolled on the MSH Character Creation Table as a ‘Normal’ Human with a very modest level of FASERIP and HP / KP. He has been cast in countless game scenarios, one of which he was captured and tortured to the brink of death. The Spartan Helmet was used in this torture and permanently sealed over his head and face.

During this dismal period of his life, Maliki became insane with the determination of escaping his captures by becoming stronger, faster, more cunning, and more skillful in the Combat Arts. Over the many years of his imprisonment the Spartan Helmet also became an integral part of his Psyche and Persona, even after it was removed.

When Maliki places the Spartan Helmet on his head his Psyche (Ego) changes and he becomes the Little Dragon who is Hell Bent on preparing for war and fighting all odds.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Maliki lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Maliki does have a home and possibly a family as well, but such assets are not confirmed. For the most part he is a reclusive ‘Hermit’ who keeps to himself and prefers very little, if any at all, social interaction.


Personality: Maliki has 2 very subtle but distinct personalities. Without the Spartan Helmet on his head he generally wants to live out a normal (boring) life where he earns money.

However, when he places the Spartan Helmet over his head he feels highly empowered and euphoric and he demands the chaotic life of a fighting warrior. Often the warrior’s Ego wins in his internal conflict.

With the Spartan Helmet on, Maliki is also slightly deranged and uses sheer violence and highly skilled combat measures to make ends meet. Maliki is also strongly driven and resorts to violence with very little provocation, however, he also lives by a Strict Code of Honor where he will not use ‘Lethal’ force unless absolutely necessary. But he has been known to leave his advisories permanently crippled.

Otherwise, Maliki is the traditional silent and reclusive type who prefers not talking much unless it is something of importance to him. With his general domineer and usually strange attire, it often appears that Maliki is thinking about combative and violent ways to deal with any given situation.

For lack of a better word, Maliki has a form of Antisocial Schizophrenia. But he is still a generally law abiding citizen who can hold a job and function in society.


Distinguishing Features and Story Origin:

Maliki has no last name or official records as he pretty much does not live on the ‘Grid’ like most other people. Maliki owns very few material things, such as a car loan or house note or even an electric bill; and he appears to have no family or friends of any nature.

Maliki almost always turns down help or avoids social interactions from those who offer it. On one occasion Maliki was admitted to a Hospital for an injury. He nursed himself back to health and left the hospital before a Doctor or Nurse had a chance to visit with him.

From what is speculated, Maliki grew up in Oregon State in a very rural area. It is not confirmed, but his family was not wealthy by any standards and Maliki learned early how to work with his hands and toil with the normal hassles of a common man. It is unknown what schools Maliki attended, and he appears to have a sub-standard education.

This is not to imply that Maliki is dumb, stupid, or uneducated. He is generally intelligent and can pick up academic studies at a generally decent pace, he also tends to learn by doing with the traditional means of trial and error. But for the most part, Maliki lacks knowledge in current events and has very few marketable business skills.

Maliki became part of the PWR organization by mistake as the FBI was monitoring him due to his lack of records and history. Agents of the PWR were assigned to spy on him and report their finding to the FBI. However, his life appeared rather uneventful with no ties to the local crime rings in the area.

What is known is that Maliki normally focuses his daily life on physical exercise and hand to hand combat with an unfettering discipline. He also earns money as a competitive Axe Thrower and has been seen in various underground Fighting Clubs. During the summer months he works as a handy man at the local fairgrounds and he is paid under the table in cash.

Most people in his community know almost nothing about him at all, aside from his appearance and demeanor; which is very often stand-offish and almost challenging to those who simply say ‘Hello’. He normally does not talk unless the matter at hand directly affects him.

This is where the PWR became interested in recruiting Maliki as an agent. He had no visible weakness or family and was completely anonymous to the Public, Private, and Government Sectors.


Known Powers: Maliki has no ‘Authentic’ Super Natural or Paranormal Powers. He has conditioned himself to the pinnacle of human physic through intensive training and combative skills.

Maliki exercises about 6 to 10 hours per day in a wide array of physical activity ranging from weightlifting to long range marathon running. He has been offered numerous positions as a professional athlete, but he is nearly unmanageable and refuses coaching to focus on one type of sport, aside from Professional Axe Throwing and the occasional Fight Clubs; where he is considered a Competitive ‘Master’.

Academic studies, social skills, general science, business marketing, and military employment seem to be unimportant avenues to Maliki. He is fully capable of applying his efforts in such directions, but he doesn’t care much about those sorts of things.


Ruggedness: RM:30. Not considered an authentic Power per say, but Maliki is physically and mentally tougher than most other humans, probably the top caliber of human ability.

This does not provide Armor or Regeneration, but rather a unique ruggedness where he his resistant to illness, starvation, pain, and other long term effects from being exposed to various elements and hazards.

In Game Terms this should be considered as Endurance to resist conventional damage and injury.


Spartan Helmet: RM:30. The Spartan Helmet seems to be his only piece of equipment that endows Maliki with the psychological determination to force himself into his harsh life style.

When examined the Spartan Helmet appears completely common and designed of normal and common metals, which possesses no powers or magic endowment of any nature.

However, when Maliki wears the Spartan Helmet he subconsciously feels the need to train and fight and win at all costs as though his life were on the line. His perception is also altered to that of a warrior where he has very direct approach to challenges. He is also highly driven to train and hone his abilities in any verity of Combat Skills.

The Spartan Helmet has no Powers whatsoever and is made of RM:30 Grade Iron and Brass. The Helmet weighs about 15 pounds and does not hinder his vision, hearing, or movement.

When Maliki removes the Spartan Helmet his Psyche slowly returns to what is considered socially normal. But the effects last for approximately 3 to 7 days, as he slowly realizes he doesn’t have to be a ‘Warrior’.

However, when he wears the Spartan Helmet he feels empowered and euphoric.


Attire and Apparel: TY:06 to RM:30. Maliki’s battle garb consists of a rugged Torso Curass fitted upon his chest and shoulders with a Spartan battle kilt and a large, thick cape. He also wears forearm and lower legging wraps.

The entire uniform is custom tailored and made of roughly RM:30 grade materials of leather, kevlar, and some light weight metals.

The uniform provides very little ‘Armor’ as it is more designed for mobility and acrobatics. Otherwise he wears normal clothing.


Mobility Enhancements: Maliki normally travels on foot and he must use other methods of transpiration to achieve extensively ‘Long’ journeys.

- Run: 4 Areas per Round. He will get exhausted in about 3 to 4 hours of continuous Running.
- Sprint: 5 Areas per Round. He will get exhausted in about 3 to 4 minutes of continuous Sprinting.
- Swim: 2 Areas per Round. Maliki may hold his breath for about 3 to 4 minutes.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 1 Area in a single bound.
- Gliding: Considered as neutral and downward flight where he must launch from an elevated location, Maliki can almost ‘Fly’ by the use of spreading his cape like wings. He should be considered as having Gliding properties of GD:10 Air Speed (30 to 100 MPH) with RM:30 Aerial Control. Maliki cannot stop or levitate in mid air; nor can he execute hairpin turns. He must use wind drafts to ascend his altitude and most of turning radius occupies a 5 Area (50 Foot Grid). His maximum Gliding altitude is roughly 100 Areas (1000 Feet, the height of most skyscrapers)


- General Melee Combat: (This is mainly a Player’s note) EX:20 to RM:30. For a normal human Maliki can deliver quite a ‘Punch’ or ‘Grapple’ at maximum output (RM:30 with a Natural RED).

Most of his unarmed Melee abilities inflict EX:20 impact with Striking or Grappling techniques. Maliki is also a self-taught martial artist who uses a style very similar to ‘Uber’ violent Pit-Fighting and Brawling. He has developed his skills in various Fighting Circuits and other hostile situations, rather than in a formal classroom.

This is why Maliki carries an assortment of Throwing Daggers, Knives, Hatchets, and Axes. His Competition Throwing Axes are his signature weapons.




- Throwing Axes: AM:50 Material, but may withstand UN:100 Physical and Temperature Pressures due to their reinforced design.

These Axes are sophisticatedly designed of high-grade metals and honed with a razor’s edged and specially balanced for competitive throwing events. They are also extremely easy and fast to wield in melee battle.

Maliki uses these Weapons with SV:65 Skill and finesse for both Throwing, Catching and Melee. He can wield these weapons to inflict ‘Lethal’ or ‘Blunt’ injuries of RM:30 Impact with the ability to punch through IN:40 Barriers and Armor.

During Melee Combat Maliki may execute multiple ‘Combo or Chain’ attacks allowing him to deliver up to 5 Combative Actions per Game Round. His overall Damage is still RM:30 as each action has TY:06 force behind it. This is mainly used to deflect rapid-fire attacks or assault multiple targets at melee range.

When Thrown the Axes still deliver RM:30 Damage with IN:40 Armor Piercing at a full range of 50 feet (5 Areas). Maliki can also throw the Axes with a boomerang effect in which the Axe will return to him. However, he must throw them in open territory as they don’t bounce and often ‘Stick’ into a target.


Enhanced Awareness: SP:45 Plus his Base Intuition. This is not an authentic ‘Power’ that normal humans cannot possess or is solely limited to Maliki’s abilities. He has normal human senses but uses his senses under such conditions that he nearly has a sort of Danger Sense and Heighten Alertness.

In combative environments or hostile situations Maliki’s Intuition should be considered as AW:90.


Talents:

- Hunting - Tracking - Stealth - Animal Handling - Total Navigation - Throwing Weapons - Martial Arts ALL (Pit-Fighting Based) - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Survival - Tumbling - Entrapment Escape - Infiltration - Theft (Pick Pocket and Robbery) - Computers - General Mechanical Tinkering and Repair - Stunt Driving (Motorcycle and Automobile) - Fearless - Acrobatics - Aerial Combat with a Glider - Juggling - Construction -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Urako
February 06, 2009 06:43PM
avatar
Code Name:
Urako
Biological Name:
Unknown (Her Name and Records are held with Government Security Clearance)
Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Urako

F: RM:30            | R: FN:35            | Race: Asian / White | Nationality: USA        |
A: AM:50            | I: IN:40            | Gender: Female      | Residence: Mobile       |
S: AA:08            | P: AM:50            | Apparent Age: 20's  | True Age: About 25 y/o  |
E: RM:30            | L: IN:40            | Eye Color: Brown    | Life Expectancy: ????   |
                    |                     | Hair Color: White   | Alliance: PWR Military  |
Health: 118 / 118   | Karma: 165 / 165    | Blood Type: A-      | Calling: Adventurer     |
                    |                     | Height: 5'4"        | Achievement: Exuberance |
Initiative: RM:30   | Experience: RM:30   | Weight: 100 lbs     | Species: Tech Advanced  |
Popularity: EX:20   | Appearance: EX:20   | Mass: 0 X 0 = 0     | Class: Fighter / Wizard |
Resources : RM:30   | Morality  : Neutral |                     |                         |
Job Rank  : TY:06   | Conviction: SN:60   | ATTACK: RM:30       | DEFENSE: RM:30          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
RM:30 [+0CS]        | RM:30 [+0CS]        | IM:25 [+0CS]        | RM:30 [+0CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1998 as an Interpol Agent and high-tech spy / assassin. She also has a knack for Corporate Espionage, Reconnaissance, and Infiltration.

Urako was once a completely normal Human Being, but with her involvement in the ranks of Interpol she has been enhanced physically and mentally with applied medical and technological sciences.

While she is not at the pinnacle of Human athletic abilities, she is extremely close; and given her petite stature she can be a force to be reckoned with by those who may under estimate her. Her skills, equipment, training, and weaponry are her greatest assets.

Urako was Randomly Rolled on the MSH Character Creation Table as a ‘Normal’ Human with a modest level of FASERIP and HP / KP. She has been cast in only a few (3 to 5) RPG Game Campaigns and has only earned about 2000 to 5000 expendable Karma for upgrades.

During her brief Gaming Campaigns she was allotted access to a vast array of weaponry, tools, and equipment. Most of her ‘Powers’ were applied to her as technological upgrades required to suiting her persona as an Interpol Agent.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Urako lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. She may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Urako has a home and family somewhere within the boarders of the USA, but these people and assets and information are held in Government Secrecy due to her involvement with Interpol.


Personality: Like most ‘Soldiers’ and Secret Service Agents, Urako is highly driven and determined. But she also tends to be an adrenaline junky seeking out thrills and risky adventures.

Other personality quarks are regarded as a “My priorities are more significant than yours” sort of an attitude toward others around her. This often works against her in general teamwork, especially when she is not authorized to divulge many details of her mission objectives.

However, many Characters she operates with are intelligent enough to figure out her general mission objectives. This is not implying that she is a ‘Bitch’…. Just that she is equally driven and stubborn as most men.

During Combat and Hostile Situations she is a natural leader and handles stress with a clear head by using any advantages she can find. This often places Urako in a position of social leadership. However, she is not much for idle chit-chat with most other women. Generally, aggressive and rugged men totally dig her personality (up to a point).


Distinguishing Features and Story Origin:

Urako grew up as a normal child, but her parents enrolled her into some of the most challenging educational schools offered. Passing an academic class was not enough; She was hounded and badgered to make exceptional grades and go above and beyond the ‘Norm’. Almost every aspect of her childhood was based upon some form of competition.

As well, acceptance into particular schools was no boundary to her parents and family. If she did not have the qualifications to enter a school program, her parents would make the sacrifices necessary to get her enrolled. This made Urako’s personality extremely competitive and opportunist by nature.

As she became a young adult she entered collage and did exceptionally well, academically. But she also met a young man who was involved in the Peace Corp. Urako was highly intrigued by this young man as he did not have wealth and opportunities placed in front of him, nor was he the most intelligent and focused of his class. But he made his path with sheer grit, determination, and applied knowledge.

As the two built a relationship, Urako decided Interpol was were she would focus her career efforts, rather than classroom academics.

As her career in international law enforcement unfolded she was given a great deal of technological enhancements, to the point of super natural ‘Powers’. As she mastered her capabilities, the PWR Organization was her next logical step in continuing her growth.


Known Powers: Urako has no ‘Authentic’ Super Natural or Paranormal Powers. She has been physically and chemically enhanced. She also relies upon her intensive training and skills to maintain her current FASERIP capacity.

It is highly unlikely that Urako can increase her FASERIP any higher than it already is. Her ‘Powers’ will fade away over several months without her chemical treatments and intensive training regiment.


Regeneration: RM:30. This is augmented to Urako by chemically enhancing her natural human healing. She must take monthly medical injections to keep it functional and up to par. Each month she does not take her injections her enhanced healing will drop by 1 Rank (Roughly by 1 Point per day), until it reaches TY:06 Healing.

She can also take smaller dosages on a daily basis, however, most of her mission assignments span over a few months at a time, where she does not have access to a medical facility and her top-secret injections.

Her Regeneration allows her to heal 3 HP per Game Round after she has taken an injury. But it is limited as she cannot re-grow complex organs or reset broken bones or re-attach severed organs without medical attention.

She may FEAT Roll her Regeneration to heal faster at a rate of 6, 9, and 12 HP per Game Round if her injuries do not decapitate or remove vital organs. She has been severally injured in the past and FEAT rolled her Regeneration to save her life and prevent mass blood loss; however she was extremely deformed, crippled and scarred.

Fortunately, medical science has been able to put her back together with little or to no severe scarring.


Enhanced Senses:: IN:40. Based directly from her ‘Intuition’ Urako can basically FEAT roll to adjust her Vision and Hearing to meet the requirements at hand for both Sensory intake as well as Sensory protection. Very discreet and non-noticeable Contact Lens and Hearing Aids augment this power.


Attire and Apparel: Urako’s uniform is designed for a verity of functions rather than simple ‘Armor’. Her battle uniform is rather complex.

Traditional Armor: EX:20 to IN:40. Her normal battle dress uniform leaves her head, upper arms, and thighs exposed as she tends to use sexual seduction as a combative advantage around Male (and some Female) opponents. She may cover these exposed parts of her flesh with a few minor adjustments to her uniform.

- EX:20 to conventional Physical Attacks and most types of conventional damage.
- RM:30 to most forms of energy such as temperature extremes and electricity.
- IN:40 to Chemical and Radiation attacks in Gas, Liquid, or Solid forms.
- IN:40 to Magic Spells involving conventional impact and damage.


Stealth and Invisibility: MN:75. The thick scarf of Urako’s uniform can be opened up into a hooded robe and cape. When activated Urako may take advantage of virtually any known form of Stealth and Concealment, ranging from extremely clever camouflage to complete invisibility to all known sensory intake and surveillance systems.

She may FEAT Roll her Stealth and Invisibility to meet the requirements at hand. While concealed she is still able to engage in hostile combat situations but she will lose [2CS] on most of her direct melee battle actions, or lose her invisibility.

To activate her Stealth Cape she must fasten the front edges of her cape and wear the hood over her head. Adjustments to her Stealth capabilities are done on the MN:75 rank.


Radio Communication System: AM:50. Urako has full and encrypted radio communication with just about any communication system in the world. This allows her 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 many different organizations. It also has a tracking beacon that will alert her team in the event that Urako is rendered Stunned or has very weak life signs. (Below 20 Health)


Uniform’s CPU System: AM:50. Urako’s uniform provides a 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.

Urako can only carry inanimate objects in this manner. She can only carry about 100 pounds of matter 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 AM:50 ‘Reasoning’.


Forearm Gauntlets: Designed of UN:100 durability materials these augment Urako with most of her weapons, tools, and offensive equipment. These Gauntlets allow her to channel various forms of energy and use it as weapons and tools. The large lens on the backside of her wrists is the emitter pieces of her gauntlets.

She has several practiced Combat Weapons with her gauntlets.

- Generate energy ‘Boxing Gloves’ to inflict AM:50 Punching or Grappling Damage. (Force / Energy Based)
- Generate Tazor Touch to evoke neural (or AI) stunning effect of MN:75 Capacity. No Damage.
- Generate a circular Melee Battle Shield of SX:150 Durability and operated with AM:50 Blocking Strength.
- Fire general energy beams of IN:40 intensity and impact at a range of 50 Feet (5 Areas).
- Fire focused energy beams of EX:20 intensity which pierce UN:100 Armor at a range of 100 Feet (10 Areas).
- Fire scatter shot energy beams to cover a 5 Area Grid in various patterns. Damage Impact is IN:40.
- Fire explosive energy beams of RM:30 intensity and impact at a range of 30 Feet (5 Areas) to level a 2 Area Grid.
- Fire binding energy nets that may ensnare targets with AM:50 grip. Normally 10 foot wide spread.
- Fire adhesive grappling lines and rope like weapons fashioned of pure energy at a range of 20 Feet (2 Areas)
- May channel nearly ANY form of energy through the Gauntlets.

- 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 -


Cutlass ‘Sword / Saber’: MN:75 to SX:150. Urako’s Cutlass is made of MN:75 grade metal, which is enhanced to SX:150 material by conducting various forms of energy through the Blade. Primarily the weapon is considered as a high frequency Sword with enhanced cutting and slicing properties.

This is a single-edge Cutlass Styled Saber that combines the hitting force of an AXE with its straight 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 or Sides of the Blade.

The edge of the Blade is honed to razor precision and construction of the Sword was designed with modern steel technology and milling processes, ‘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.

Urako’s Gauntlets can ‘Lock’ her hands so she can not drop the Saber, but still wield the Saber with a Tight or Loose Grip. The Gauntlets also transmit 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 long handle and baton grip allows her to Attack or Defend with greater leverage.

Used as a basic melee weapon this Cutlass 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 Urako’s “Fighting” and knowledge in Sword Wielding she may execute 3 multiple hits in a Single Game Round (Based from RM:30 Fighting). Damage is divided among the ‘HITS’ where each separate hit inflicts EX:20 edged injury and pierces RM:30 Armor and Barriers.

Urako may also enhance the Cutlass 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 Jewels at the Blade Helt.

- 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 -


Mobility Enhancements: Urako normally travels on foot and she must use other methods of transpiration to achieve extensively ‘Long’ journeys.

- Run: 5 Areas per Round. She will get exhausted in about 3 hours of continuous Running.
- Sprint: 6 Areas per Round. She will get exhausted in about 3 minutes of continuous Sprinting.
- Swim: 3 Areas per Round. Urako may hold her breath for about 3 minutes, but she has a 2 hour mini oxygen tank.
- Climb / Crawl: 1 Area per Round and may adhere to any texture surfaces do to her Photon Grip Boots and Gloves.
- Jump: 1 Area in a single bound. Uses an acrobatic ‘Double Jump’ action to clear 2 Areas at [-1CS] to the FEAT.


Talents:

- Espionage - Stealth and Camouflage - Total Navigation - Throwing and Shooting Weapons - Martial Arts ABDE (Spec-Ops Based) - Resist Domination - Seduction - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - Infiltration - Computers - General Electronics Tinkering - Stunt Driving (Motorcycle, Automobile, Truck) - Acrobatics - Multiple Languages: English, Japanese, Russian, Arabic, French, Afghani, Israeli, Lebanese, Morris Code


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Mongoose
February 13, 2009 10:17PM
avatar
Code Name:
Mongoose
Biological Name:
Bo-Pok’Tan (American version is pronounced Bo Tan)
Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)




Primary Abilities:


Mongoose

F: VI:55            | R: TY:06            | Race: Asian         | Nationality: Thailand   |
A: SP:45            | I: RM:30            | Gender: Male        | Residence: Mobile       |
S: EC:15            | P: IN:40            | Apparent Age: 20's  | True Age: About 25 y/o  |
E: RM:30            | L: IM:25            | Eye Color: Brown    | Life Expectancy: ????   |
                    |                     | Hair Color: Black   | Alliance: PWR Military  |
Health: 145 / 145   | Karma: 101 / 101    | Blood Type: O+      | Calling: Adventurer     |
                    |                     | Height: 5'3"        | Achievement: Exuberance |
Initiative: IM:25   | Experience: EX:20   | Weight: 140 lbs     | Species: Gifted Human   |
Popularity: EX:20   | Appearance: EX:20   | Mass: 0 X 0 = 0     | Class: Pro Fighter      |
Resources : TY:06   | Morality  : Nobel   |                     |                         |
Job Rank  : GD:10   | Conviction: FN:35   | ATTACK: RM:30       | DEFENSE: FN:35          |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
EX:20 [+1CS]        | IM:25 [+0CS]        | EX:20 [+1CS]        | EX:20 [+1CS]            |
                    |                     |                     |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988 as one of his first five MSH-RPG playing Characters. He is basically an extraordinary Pro Fighter in various fighting circuits who mastered a very limited form of ‘Chi-Control’.

Mongoose is generally a Normal Human Being who has no outstanding Paranormal or Super Natural Powers, however, his mastery over his own internal energy has made him into one of the World’s BEST competitive pro fighters of the modern era.

Mongoose gained his Peak Pinnacle Human abilities partly through his Chi abilities and his dedication to intense martial arts and combative training.

Mongoose was Randomly Rolled on the MSH Character Creation Table as a ‘Mutant’ Human with a very modest mutant gift in his Chi. His level of FASERIP and HP / KP were maximized by expending allotted Character Points to his FASERIP rather than additional Powers.

Mongoose has been cast in approximately 30 to 40 game scenarios, however he didn’t compete so well due to his lack of Range Attacks and General Power level. Most of his gained KP was used to simply survive most of the Game Campaigns.

Non-the less, Mongoose is still a valid Character cast in a collection of lower level Game Campaigns, where the story line and plot twists are more the focus, rather than extensive power sets and paranormal abilities.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Mongoose lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Mongoose has a home and family somewhere within the boarders of Thailand, but these people and assets and information are held in Government Secrecy due to her involvement with Interpol and the PWR.

For the most part, Mongoose is a public representative for the PWR. He uses his Cage-Fighting notoriety as his medium to recruit, inspire, and generally represent the Planetary Warfare Regiment to the public in a positive public perception.


Personality: Mongoose may appear crude and violent on the surface, but he is actually extremely nice and quite charming. When not in a ‘Fighting’ atmosphere he is very hospitable and family oriented where he will welcome people into his home and life.

Mongoose is also not a criminal and will do all he can to avoid situations that may lead him down a path of Crime and Violence. Basically, he is a simple man who trains hard to be an elite Professional Athlete in a Fighting Circuit.

Due to his kind-hearted nature, others who are more intelligent and less restrained often take of advantage him. During such situations Mongoose focuses his frustrations on his Martial Arts Training and next Professional Bout.


Distinguishing Features and Story Origin:

Mongoose grew up as a normal child in Thailand, where traditional Muey-Ti Kick-Boxing is part of the culture and heritage. For the most part Mongoose was not the strongest or fastest of his Class, but he was the most charismatic.

His school and housing complex was sponsored by a U.S. investor who wished to televise Mongoose’s way of life as a comparison to children the U.S. On camera, Mongoose stood out among his peers as he was not shy or timid. The movie producer also managed to capture more documentary footage of Mongoose, rather than many of the other Dojo children.

As Mongoose grew into a young adult he took his Kick-Boxing more seriously as it soon became his ticket for a better life, for him and his family. Mongoose became a professional prizefighter in a very popular circuit of Martial Arts entertainment and marketing, much like today’s Boxing, UFC, K-1, and similar unarmed entertainment and sports focused Fighting Guilds.

He soon moved to America and began touring with his team to promote the Fighting Circuit, which had become extremely popular since other televised combat sports had become an overly bloody cabal of gladiator violence with the Weapon based Infantry ‘Tournaments’.

Here, Mongoose stood out as a Feather-Weight Kick-Boxer and Acrobat as his show promoted the more civilized forms of Sports Entertainment.


Known Powers: Mongoose only has one ‘Authentic’ Super Natural, Paranormal Power over his internal Chi Energies.

It is highly unlikely that Mongoose can increase his FASERIP any higher than it already is. Mongoose must train hard and dedicate a great deal of his time to the sport; leaving little room or time for massive boosting of his FASERIP / HP / KP.


Chi-Energy Manipulation: EX:20. Mongoose may effect any one his FASERIP Ranks by 20 points for a brief duration, sort of in a manner he may focus his energy output to a single FASERIP rank.

When activated, this Power will last for approximately 30 seconds (5 Game Rounds) in which the Player or GM must choose one FASERIP rank to boost by 20 Points. He must pass a Green EX:20 FEAT of 41 or Greater on the 10-Sided Dice.

F: VI:55 + 20 = MN:75
A: SP:45 + 20 = SV:65
S: EC:15 + 20 = FN:35
E: RM:30 + 20 = AM:50
R: TY:06 + 20 = IM:25
I: RM:30 + 20 = AM:50
P: IN:40 + 20 = SN:60


His Health or Karma will also increase by 20 points, or he may opt to use the 20 Points to boost his FEAT Roll by 20, allowing him an automatic FEAT of ‘20’ (White for EX:20) on the Pair of 10-Sided Dice.

Mongoose has an after effect once the Power has ran its Duration of 5 Game Rounds. He will be at a [-1CS] penalty on his chosen FASERIP Rank for a full 10 Game Rounds (1 Minute).

This Power is immediately usable again after it has run its 5 Game Round Duration, but it must be used upon a Different FASERIP Rank while the last FASERIP Rank recovers to normal.


Attire and Apparel: Mongoose generally wears normal clothing or light weight sporting attire, such as a Gi. He often wears a Suit and Tie while not in a Fighting Ring.

During extreme situations, where Mongoose is acting as a PWR missionary he will wear a PWR sanctioned battle Uniform, which consist of several different functions.

- General Armor: EX:20 to IN:40 True Invulnerability. This is a Full body suit with a helmet and looks very much like a sports motorcyclist uniform. It is very complex and uses an array of traditional Armored pads, leather, kevlar, carbon-fiber, and plastics. It also generates an invisible Force Shield Sheath around his body’s silhouette to provide EX:20 True Invulnerability (IN:40 on thicker and more Durable parts of the Uniform).

- Uniform’s CPU System: AM:50. Mongoose’s PWR uniform provides 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.

Mongoose 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’.

- Radio Communications / Enhanced Vision and Hearing / Radar / Computer Memory Recall: AM:50. These systems are augmented by the Helmet, allowing Mongoose nearly any related Power Stunt at the AM:50 Rank. These systems operate at a Range of 50 Feet (5 Areas) away from him in an Omni directional field, unless hard wired into a compatible system. Then these systems are considered Global.


General Melee Combat: (This is mainly a Player’s note) EX:20 to RM:30. For a normal human Mongoose can deliver quite a ‘Punch’ or ‘Grapple’ at maximum output (RM:30 with a Natural RED).

Most of his unarmed Melee abilities inflict EX:20 impact with Striking or Grappling techniques. Mongoose is also a formally trained mixed martial artist with a focus in Muey-Ti Kick-Boxing and Brawling.

His PWR uniform allows him to ‘HIT’ with RM:30 impact on a Green FEAT and employ a Tazor type Stun upon impact or proper Clinch / Grapple.

Mongoose has no significant range based Attacks aside from Throwing adjacent objects and various Charge Attacks, which he is quite skilled at and suffers no penalties.

- Multiple Hits in a Single Round: Mongoose may execute a rapid flurry of Combination Strikes or Chained Grapples. To do so, the multiple Actions are derived from his Current ‘Fighting’ Rank (5, 6, or 7 Rapid Actions). However, his ‘Hit Power’ is still rated at RM:30 since each hit has less intensity and is focused upon Rapid Fire.

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 (5, 6, 7).

Mobility Enhancements: Mongoose normally travels on foot and he must use other methods of transpiration to achieve extensively ‘Long’ journeys.

- Run: 4 Areas per Round. He will get exhausted in about 3 hours of continuous Running.
- Sprint: 5 Areas per Round. He will get exhausted in about 3 minutes of continuous Sprinting.
- Swim: 3 Areas per Round. He may hold his breath for 3 minutes (30 Game Rounds). Refer to his PWR Uniform.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 1/2 Area (5 Feet) in a single bound.


Talents:

- Martial Arts Supremacy ABCDE (Muey-Ti Based) - Stealth and Camouflage - Throwing Weapons - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - Street Wise - Stunt Driving (Motorcycle, Automobile) - Acrobatics - Multiple Languages: English, Japanese, Korean, Thai


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Kadin McHenley
March 02, 2009 07:49PM
avatar
Code Name:
Barbarian War-Wolf
Biological Name:
Kadin McHenley
Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)




Primary Abilities:

Kadin McHenley (Werewolf)

F: VI:55 / TR:85    | R: EC:15 / PR:04    | Race: Caucasian     | Nationality: Scotland   |
A: FN:35 / SP:45    | I: RM:30 / AM:50    | Gender: Male        | Residence: Mobile       |
S: EX:20 / AM:50    | P: IN:40 / MN:75    | Apparent Age: 30's  | True Age: About 80 y/o  |
E: IN:40 / FR:70    | L: RM:30 / SP:45    | Eye Color: Brown    | Life Expectancy: ????   |
                    |                     | Hair Color: Black   | Alliance: PWR Military  |
Health: 150 / 250   | Karma: 115 / 175    | Blood Type: B+      | Calling: Animal Nature  |
                    |                     | Height: 5'8"        | Achievement: Thrills    |
Initiative: SP:45   | Experience: IN:40   | Weight: 235 lbs     | Species: Induced Mutant |
Popularity: IN:40   | Appearance: IN:40   | Mass: 0 X 5 = 0     | Class: Fighter          |
Resources : TY:06   | Morality  : Chaotic |                     |                         |
Job Rank  : TY:06   | Conviction: SP:45   | ATTACK: IN:40       | DEFENSE: IN:40 / FR:70  |
                    |                     |                     |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:    | COMBAT STAMINA:         |
IM:25 / IN:40       | RM:30 / IN:40       | RM:30 / IN:40       | IM:25 / IN:40           |
                    |                     |                     |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1985 as one of his first five MSH-RPG playing Characters. Kadin McHenley is basically a 10th to 13th Century ‘Barbarian’ or ‘Woad Warrior’ from the lands of Ancient Scotland, England, and Ireland, before the 3 nations were considered as separate sovereignties.

Kadin was once a Normal Human Being who was induced into a Mutant Human due to his many experiences in fantasy gaming. He has 3 major ‘Powers’ or capabilities; Extensive Melee Combat Skill, the ability to throw an extensive Energy Blast, and he was bitten by a Vampire Werewolf imparting upon him the ability to transform into a Beastly Wolf-Like humanoid creature of vast strength and a savage nature.

Kadin was Randomly Rolled on the MSH Character Creation Table as a ‘Mutant’ Human with a generally modest mutant gift over his Chi to project a highly controlled Energy Blast. His level of FASERIP and HP / KP were maximized to Peak Pinnacle Human Capacity as a result of his rugged and combative life style in ancient Europe.

Kadin has been cast in countless game scenarios and has been rebuilt as a Character Persona on many occasions. He has been cast into verous time lines, alien lands, alternate dimensions, and has been affected by a great deal of Game Campaign Story Lines. At one point in his Game Casting, he was even granted the ‘Power Cosmos’ where he became more powerful than most humans can comprehend.

But generally for Gaming purposes, Kadin has usually been considered as a Peak Pinnacle Human focused on his three main abilities in Melee Combat, and his ability to throw an Energy Blast, and his ‘Werewolf’ persona.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth. However, Kadin has an ability to open Rifts and Portals in to various dimensions of time and to Extra Terrestrial Planets. But to do so Kadin must accommodate many conditions. This ability is explained in further detail in his ‘Powers’ listing.


Life Style: Kadin lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Kadin has no personal home or next of kin family members as he has been transferred to a time line several 1000 years into Earth’s future, from roughly 12th Century England into 35th Century Earth. He has lived in the 35th Century Time Line for most of his adult life and is fully fluent with the culture, life style, and time frame.

He still uses his ‘Ancient’ Weapons, Clothing, and Equipment since these are endowed with magic and are equally as potent as almost any modern day 35th Century equipment.


Personality: Kadin has barbaric and animalistic, yet commando styled approach to most situations he may encounter. He relies on a wide array of Skills, Powers, Equipment, and Ideas to make ends meet. Generally making him an easy Character to Cast into a Game Scenario.

Also, being endowed with the Vampirism of the Werewolf greatly effects his personality even while in human form, often causing him to act rather hastily and un-rationally. He will generally rely upon Brute Force to get things done. But he has been known to have a rather clever sense of guile and tactics in hostile situations.

While Kadin is generally Noble and strives to achieve morally honorable actions; he will Kill or destroy his enemies if necessary. If Kadin has to “Wolf-Out” to deal with hostilities he is usually provoked to do so, and he will defend himself with savage and lethal force.


Distinguishing Features and Story Origin:

Kadin was born roughly around the 12th Century, somewhere in the rural country lands of England, before the nation was highly developed and sophisticated and consisted of 3 distinct sovereignties of Great Britain, Scotland, and Ireland.

Scientists who wished to discover if Ancient Man could actually flourish in the complexities of the future brought him to the 35th Century. To do so, the scientists used an extremely complex array of top-secret technology to open a portal into the past and bring Kadin into the future.

The scientists selected Kadin as he had no discernable family or ties to any major historical events. He was basically an anonymous normal man living off the land in 12th Century England.

However, when Kadin passed through the time portal he was endowed with a gift to focus and project his biological energy into a pulse or blast of pure kinetic energy. With practice and experience he honed this crude energy into a formidable weapon.

Kadin adapted to the 35th Century quite easily, learning the modern languages from Old English, Scottish Gaeilge, and Ancient French. He also easily adapted to modern technology and society. However, modern mankind had lost many of his skills from the ‘Ol-Days of Yar’. Many of his Survival instincts and Combat skills were trained to modern Soldiers and Fighters of the 35th Century.

Soon after his integration into modern society, Kadin was trained and employed as a PWR Operative. During many of his missions he often faced extremely hostile situations. One of which is when he faced a Fabled Werewolf, and was bitten to later become a Werewolf himself.

Kadin’s body and mind underwent a bizarre transformation where he would become a savage Werewolf by nightfall. By the dawn of each day he would return to his normal body and ego. Being directly associated with the PWR, the NATO Government, and many other organizations his affliction was researched for further development.

Kadin is nearly immortal and has honed many ‘Magical’ abilities of the Werewolf. He uses his abilities and paranormal power as a covert agent of the Planetary Warfare Regiment.


Known Powers: Kadin’s Power and Abilities derive from a mixture of his Werewolf Mutation, Magic Tools and Weapons, and his vast Skills in Combat and Survival.

Kadin is about 80 to 90 years old, from the approximate date of his Werewolf Bite. But he has not physically aged much more than his late 20’s. Possibly as this may be his Psychological and Physical ‘Peak’ as a human.

A great deal of medical and biological research has been dedicated to Kadin’s Werewolf affliction. While each Werewolf that has been successfully examined and researched displays individual behaviors and abilities, scientists have been able to piece together a rough science to these mythical and reclusive creatures.

Kadin fits in the Werewolf Category of ‘Lycan’ or more closely the Lycanthropes type of Werewolf. These creatures are close relatives (and are generally rivals) of the Classic Vampires. They also display some signature similarities, such as being able to transfer a bloodborne virus by the means of body fluid transfer into the host’s blood stream, in which the host will undergo the Transformation into Werewolf or Vampire, If the host survives.

Theory suggests that the Werewolf (Lycanthropes) is an evolutionary stage in the Classic Vampire’s never-ending quest to become ‘Day-Walkers’. As a Vampire ages, becoming extremely old, he or she will eventually become a ‘Day-Walker’. But to do so the Vampire slowly mutates into a Beastly and Savage Werewolf to tolerate Pure Sunlight Reflected from the Full Moon.

This process may take several hundred years, where the Vampire is able to tolerate true Sunlight reflected from the silhouette of the full moon. But the Vampire trades his Magic, Social Skills, Civility and Knowledge for Brute Strength and Savagery.

Over the long stretch of years the Vampire’s tolerance to True Sunlight will become total immunity to Sunlight. And slowly the Vampire will relearn his Magic, Social Skills, Civility and Knowledge while still retaining the Brute Strength and Savagery of the Werewolf.

However, several hundred years is a long time to mutate from Pure Blood Fledgling Vampire, to Werewolf, to full blown Day-Walker Vampire. The victims that each Evolutionary Phase passes on to a host tend to maintain that evolutionary form.

Such examples would are a Pure Blood Fledgling Vampire’s victims tend to remain limited as Fledgling Vampires, where the converted victim must remain out of sun light exposure forever to survive. While Werewolf victims tend to remain limited to Werewolf forms only.

Full-blown ‘Day-Walker’ Vampires rarely convert a host into fellow Vampires, but such Vampire survivors are converted to limited ‘Day-Walker’ Vampires and are able to tolerate exposure to mild sunlight, such as rainy days or heavy and cloudy overcast.

It is unknown for now, but Kadin displays the affliction of a second-generation (Converted) Werewolf; basically meaning it is highly unlikely that He will evolve into a Vampire, but remain as a Werewolf Creature.





Wolf-Out: UN:100. Kadin can transform into his Wolf Form at will with an UN:100 FEAT of Yellow or better (46 or higher on the Expanded MSH-RPG Table).

He may maintain his Werewolf form for approximately 5 to 7 Days, however, holding his Werewolf form over such a time span is very rare. He has only used his Werewolf form for such an extensive duration in Combative War Fronts. Kadin is fully immune to natural Sunlight and trinkets of religious relics, artifacts, and symbols.

While most Players and GMs will dispute that Werewolves can only manifest at night under a Full Moon are not completely in the ‘Wrong’. Fledgling Werewolves usually have not mastered their Psychological Control over their Werewolf Powers, thus young Werewolves will normally transform at night under a Full Moon, against their will. Normally a Green Psyche FEAT of RM:30 is needed to maintain Human form or ‘Wolf-Out’ on command.

Kadin’s Human Psyche has mastered his Werewolf form, allowing him UN:100 control over his ‘Wolfing-Out’.

Normally, Kadin will reserve his Werewolf form until it is required. If an opposing Character Attacks him with a Karma Bonus FEAT or a Yellow Result with effects of Stun / Slam / K.O. / or Damage over RM:30 Impact; Kadin will execute his ‘Wolf-Out’.

Transformation into his Werewolf form takes about 10 seconds (2 Game Rounds) in which Kadin will usually flee from extremely powerful opponents to avoid further injuries during transformation. However, the scene of his transformation is rather ferocious, freaky, disturbing and horrifying.

Opponent Characters of EX:20 Psyche or less will be overcome and ‘Stunned’ with sheer Fear, even with a RED Psyche FEAT. Characters between IM:25 to IN:40 Psyche require a Natural RED FEAT to maintain psychological composer. And Characters of SP:45 to SV:65 Psyche require a Green FEAT. Characters of FR:70 Psyche and higher are not effected.

Often Kadin will tell his teammates to turn away and not look during his transformation. But even the sound, odor, and simple sensation of the vicinity is quite disturbing and only reduces the above effects by [-3CS]

Once ‘Wolfed-Out’ Kadin will operate on his accelerated FASERIP / HP / KP listed above. Most of Kadin’s Powers and equipment are shared between his Human Form and Wolf Form. Even his Uniform is tailored to accommodate his ‘Wolf-Out’ form; even though the illustration of his Wolf form has him in the nude buff.


Flesh Armor and Invulnerability: Kadin’s flesh is quite dense allowing him a form of Flesh Armor to many types of conventional attacks. For the most part, Kadin is nearly immortal and can not be ‘KILLED’ by conventional attacks and injuries.

- True Invulnerability: Kadin should be considered as having GD:10 True Invulnerability to ALL known Attacks and Injuries, and is able to reduce ALL attack damages by [-1CS].

- Slowed Aging: SZ:500. Kadin ages about 1 year for every 5000 to 10,000 normal years.
- Suspended Animation: SY:200. Kadin may enter a state of Suspended Animation and not Age at all.
- SZ:500 Immunity to Vampirism based powers and attacks.
- SX:150 Immunity to Disease, Illness, and similar biological or chemical attacks.
- UN:100 Invulnerability to Magic, Eldrich, and Spectral based Powers and Damage.
- AW:90 Invulnerability to Psychic, Illusionary, Hypnotic, Emotional and Mental based Powers.
- AS:80 Invulnerability to Corrosive acids, venom, and similar chemicals.
- FR:70 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- SN:60 Immunity to temperature effects of Heat, Cold, Fire, and Ice based damage.
- AM:50 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- AM:50 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.

- Limitation: Pure Silver placed inside his body will put Kadin into a form of Suspended Animation. If the Silver is removed Kadin will awaken in 1 to 10 Game Rounds. This only extends to ‘Pure’ and natural Silver; not other silver polished metals. Also, the amount of Silver will determine how quickly Kadin goes into Suspended Animation.

- 1 to 5 ounces of Silver will Suspended Kadin’s Animation in 1 to 5 Days.
- 1 pound of Silver will Suspended Kadin’s Animation in 1 to 10 Game Rounds.
- 3 pounds of Silver will Suspended Kadin’s Animation in 1 to 5 Game Rounds.
- 5 pounds of Silver will Suspended Kadin’s Animation in 1 Game Round.
- 7 pounds of Silver or more will Suspended Kadin’s Animation almost instantly.


Regeneration: IN:40 (Human) / FR:70 (Werewolf). Under most conditions Kadin will heal from injuries quickly regardless of his physical activity, recovering 4 to 7 HP per Game Round after sustaining an injury. As a Werewolf he heals faster at 7 HP per Round, and during transformation he will heal most injuries nearly instantly.

He can also boost his healing with “Endurance” FEATs to recover Mass 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 without Medical Attention.

He may also reattach severed limbs and lost organs, such as an arm, leg, or an eye with in a few moments without Medical Attention. Even if his body parts are abandoned Kadin may retrieve and re-attach the severed organ for at least 800 years.

- BLUE: Total Failure, recover 8 HP (Human) or 14 HP (Wolf) for that Round.
- WHITE: Recover 15 HP (Human) or 25 HP (Wolf) for that Round.
- GREEN: Recover 38 HP (Human) or 62 HP (Wolf) for that Round.
- YELLOW: Recover 75 HP (Human) or 125 HP (Wolf) for that Round.
- RED: Recover 112 HP (Human) or 187 HP (Wolf) for that Round.


Self Revival: VI:55. Kadin can ‘Revive’ from clinical Death as long as his Head and Torso are generally intact after a severe attack; Simply on his Regeneration alone.

If his body is pulverized or otherwise ‘vaporized’ into virtually nothingness Kadin’s essence will retreat into a Spectral Realm or Nether World where he may re-materialize his Flesh into our normal dimension.

However, to do so he must stay in the Spectral Realm for a period of time, gathering energy resources and preparing conditions to re-materialize. Often his embarking back into our Normal Realm will require some form of Magic Conduit as well, such as the rock formation of Stone-Hinge in Scotland. However, this is not his only Conduit.

For the most part, Kadin is nearly immortal and can not be ‘KILLED’ by conventional attacks and injuries. Even if his body is vaporized into microscopic particles he will eventually recover to full Health and Capabilities.

- BLUE: He will re-materialize in our Dimension in 4 to 5 weeks.
- WHITE: He will re-materialize in our Dimension in about 1 week (5 to 7 days).
- GREEN: He will re-materialize in our Dimension in 24 to 48 hours, at night in a Sanctioned Graveyard.
- YELLOW: He will re-materialize in our Dimension in about 1 hour (600 Game Rounds).
- RED: He will re-materialize in our Dimension within 1 to 10 minutes (10 to 100 Game Rounds).


Mobility Enhancements: Kadin normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys. However, he does have a method of opening portals to basically teleport him to various locations and even over time lines.

Human
- Run: 3 Areas per Round. He will get exhausted in about 4 hours of continuous Running.
- Sprint: 4 Areas per Round. He will get exhausted in about 4 minutes of continuous Sprinting.
- Swim: 2 Areas per Round. He may adapt his lungs to breath fresh water or sea water.
- Burrowing: 1 Area per Round through EC:15 Solid mass.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 1 Area (10 Feet) in a single bound. Uses an apex type Double Jump.

Werewolf
- Run: 5 Areas per Round. He will get exhausted in about 7 hours of continuous Running.
- Sprint: 7 Areas per Round. He will get exhausted in about 7 minutes of continuous Sprinting.
- Swim: 4 Areas per Round. He may adapt his lungs to breath fresh water or sea water.
- Burrowing: 1 Area per Round through SP:45 Solid mass.
- Climb / Crawl: 3 Area per Round and may adhere to rough texture surfaces.
- Jump: 3 Areas (30 Feet) in a single bound.


Portal Opening: FR:70. Kadin may open dimensional rifts to travel over great distances, reaching as far as other galaxies and even over time lines. However to do so, many conditions must be achieved to open such a Portal.

Kadin must build a common Camp Fire with Oak Wood placed in the center of a drawn and designed Pentagram Star, which is aligned with the magnetic poles of the Earth. The Pentagram Star also needs 5 bee’s wax candles; 1 placed at each corner point of the Star. The Pentagram Star is drawn (or carved) into a hard, flat surface and is anointed with Goat’s blood used as paint.

(Natural RED Reasoning FEAT and about 30 minutes, 300 Game Rounds, to Draw the Pentagram Star)

- Once the Camp Fire is lit, he must align various Spectral Energies. (Natural RED Psyche FEAT)
- After these Spectral Energies are aligned Kadin must place his hands into the Flames.
- He must use 50 Karma to magically charge the fire while his hands are in it.
- Kadin may only open such a portal once every 2 hours, even if he regains his expended Karma.

Once these conditions are meet a Magic Dimensional Portal will open from the rising fire. The Portal can reach nearly any location on Earth, and the general area of materialization is also viewable inside the flaming Pentagram Star.

Characters who pass through the portal often require some type of ‘Catch themselves’ FEAT as they are ‘Dropped’ into the location from roughly 10 to 15 feet in mid air. As well, loose items that are not in direct contact with the character’s skin are usually separated and come falling loosely from the Portal.

To travel over time lines he must use 100 Karma Points to Travel forward or backward in 5-year increments. He can not refine his time travels to smaller or larger increments unless he uses other magical items and trinkets, such as his Knife.

To travel over Galactic Distances he must use 1000 Karma to travel 10 Light-years through Space. Since almost no inhabitable planets are in that distance of Earth he has only used this ability to travel to human inhabited Colonies on Mars, the Moon, and various Space Voyaging Ships.


General Unarmed Melee Combat: (This is mainly a Player’s note) RM:30 to SN:60. Kadin has a vast array of natural animalistic ‘Weapons’ such as his Claws, Teeth, and other natural weapons. He even has a Venomous / Vampirism Bite of IN:40 Potency.

Kadin may inflict RM:30 to SN:60 Blunt, Edged, and Lethal Damages with virtually any part of his body or any unarmed Melee Combat actions.

- RM:30 with Green FEATS in Human Form.
- IN:40 in Human Form at Yellow and RED.
- AM:50 in Werewolf Form at Green and Yellow. VI:55 with Common REDS and SN:60 at 100 RED.
- IN:40 Potency Venomous / Vampirism Bite. He must use 100 Karma to pass the Virus onto a host victim.

Kadin is a Barbarian styled fighter. While his ‘Style’ is rather crude, it is highly effective; Kadin bites, claws, grabs, slings, kicks, punches, head-bunts, slaps, elbows, tackles, knees, stomps, grapples, and generally fights like an unorthodox ‘Barbarian’.

As a Werewolf, his ‘Finesse’ is not as graceful, and he relies more upon Brute Savagery. He is simply an adept ‘Bad-Ass’ using savage skills with sheer violence. He uses both Striking and Grappling Techniques with equal tenacity. He may also execute ‘Merciful’ attacks that Stun rather than ‘KILL’ at the player’s desecration.

For most ‘Melee’ based combat Kadin will rely upon his weapons. While his weapons appear very ancient and crude, and generally not up to par with modern weaponry they are enchanted with a great deal of magic energy.

Kadin may FEAT Roll ‘Charge’ attacks from his ‘Fighting’ Rank to slightly enhance his probability ‘To-Hit’. However, such an action is more based up on a complex ‘Charge’ involving Tumbling Tackles, Multiple Hits, or other verous Complex Charge Maneuvers.


Weaponry and Equipment: Kadin has 5 basic weapons; His Broad-Sword, Bowie Knife, Battle-Axe, Bull-Whip, and his ability to cast a Kinetic Energy Blast. However, he is not limited to the use of these weapons only. Kadin is quite adapt at using almost any type of hand operated weapons.


Chi Based Kinetic Energy Blast: RM:30 to AM:50. This is a range based Force Projection Attack that Kadin can basically hurl at various targets. It is primarily based from kinetic energy, but is also considered Psychic or Telepathic as he has been able to use it as an extension of his senses and many other utilitarian tools.

The Blast itself is completely transparent although it does optically distort visual back settings with an energy orb about the size of a beach ball. Kadin launches the blast with both hands similar to Ryu, Ken, and Akuma of the Street Fighter 2 Animated Video Game series. (Kind of sucks, cause that’s how I illustrated the Power being executed before I ever seen any of the Street Fighter 2 Animated Video Game Characters)

The Kinetic Energy Blast is quite versatile and may hit with Blunt or Edged effects, as well as be used for a verity of other Power Stunts. Edged effects often require him channeling the Blast through his various Swords.

- FEAT Rolled on “Agility” [+2CS] to reach SP:45 as a Human and VI:55 as a Werewolf.
- FEAT Rolled on “Fighting” without Plus Shifts while targets are less than 20 feet (2 Areas) Away.
- Single Shot: Damage / Intensity: RM:30 Energy or Force Based Damages.
- Build Up Shot: Concentrate for 1 or 2 Game Rounds to Build Up Intensity from RM:30 to IN:40 up to AM:50.
- Range is 70 to 90 feet (7 to 9 Areas). Kadin can adjust to precise ranges [-1CS]
- Projectile Dimensions: 20 inch diameter ‘Ball’ elongated to about 3 feet long.
- Multiple Targets: Kadin will lose [-2CS] to shoot at each additional Target in the same Game Round.


Bull-Whip: RM:30 to UN:100. This is more used as a Tool rather than a Weapon as Kadin may use his Chi Energy to manipulate this rope-like weapon as if it were a prehensile tentacle arm or extension of his hand and arm.

The Whip itself is made of RM:30 Grade Leather materials but enhanced to UN:100 while his Chi Energy is channeled through it. Kadin may basically use the Whip to extend his Tactical and Melee reach by about 10 to 15 feet, as the Whip is roughly 10 feet long.

Basic Damage.
- IN:40 in Human Form at Yellow and RED. RM:30 with Green FEATS.
- AM:50 in Werewolf Form at Green and Yellow. VI:55 with Common REDS and SN:60 at 100 RED.

He may also stiffen the whip into various positions such as a Bo-Staff, Baton, Coiled Dish, Hook, Loop, or Rigid Lasso. This Weapon is extremely versatile and is pretty much limited only by the player’s imagination. Power Stunts may be FEAT Rolled with virtually no Karma Spending penalties.


Bowie Knife: RM:30 to UN:100. This is a more Specialized Weapon and while usable for Melee Battle, it is more of a Tool and Magic Trinket of Awareness.

Basic Damage. (Edged / Lethal / Thrown up to 20 feet, however, this is extremely rare)
- IN:40 in Human Form at Yellow and RED. RM:30 with Green FEATS.
- AM:50 in Werewolf Form at Green and Yellow. VI:55 with Common REDS and SN:60 at 100 RED.
- Designed of UN:100 Durable Materials.

This Bowie Knife may ‘Sense’ and Track Characters who have gotten any bodily fluids upon the Blade on a Global Scale with UN:100 Accuracy. Kadin may use the Bowie Knife as a type of Anchor Point while traveling through Portals and Rifts. He may also use the Knife as a Navigation Compass able to lock on to virtually any consistent forms of ambient energy in the given Environment, such as the magnetic alignment of earth’s polar points.

The Knife has many other utilitarian features such as it may be used as a Flash Light, Language Translator, Battery styled Energy Source; it can even be used a recording video camera device.

The Bowie Knife’s utilitarian functions are nearly unlimited to the Player’s or GM’s creative imagination and most Power Stunts may be FEAT Rolled at the RM:30 Capacity with about 30 points of Karma to suffice for a particular spell. The only limitation to be expressed by the Knife is that it appears to be a common hunter’s knife made of common metals.


Battle-Axe: Similar to his Bull-Whip, This Legacy Battle Axe can be used to Channel his Chi Energies. The Axe is constructed of UN:100 Materials and has a form of AM:50 Self-Repair.

Kadin may also hurl the Axe up to 40 feet (4 Areas) with a boomerang effect by using his Chi Energies to retrieve and catch the Axe without effort. If the Axe becomes stuck or held by a target Kadin may retrieve (or manipulate) the Axe Psychically in the following Game Round with IN:40 Telekinesis.

Basic Blunt or Edged Damage.
- IN:40 Edged Impact with AM:50 Armor Piercing in Human Form.
- VI:55 Edged Impact with SV:65 Armor Piercing in Werewolf Form.
- Designed of UN:100 Durable Materials and AM:50 Self-Repair.

Kadin’s signature move with this Axe is multiple Melee hits to targets in adjacent Areas. He will lose [-1CS] from his FEAT score per Additional Target. Like the Bull-Whip, This Weapon is extremely versatile and is pretty much limited only by the player’s imagination. Power Stunts may be FEAT Rolled with virtually no Karma Spending penalties.


Broad-Sword: This is Kadin’s primary ‘Battle’ weapon, a 3 foot long, double-bid, broad blade ‘Bastard’ Sword. The Sword appears to be made of common grade metals but it has a materiel durability of SX:150 and self repair at the AM:50 Capacity.

Kadin’s signature move with this Sword is his ability to channel his Chi Energy through the Sword making his commonly Blunt energy blast into an edged energy blast. He may also execute other Power Stunts and FEATs such as creating a circular battle shield.

Basic Game Mechanics. (Blunt / Edged / Lethal / Thrown up to 20 feet, however, this is extremely rare)
- AM:50 Edged Impact with AS:80 Armor Piercing in Human Form.
- SV:65 Edged Impact with PH:95 Armor Piercing in Werewolf Form.
- Designed of SX:150 Durable Materials and AM:50 Self-Repair.
- FEAT Rolled on “Fighting” [+2CS] to reach SV:65 as a Human and PH:95 as a Werewolf. (Melee Combat)
- FEAT Rolled on “Agility” [+2CS] to reach SP:45 as a Human and VI:55 as a Werewolf. (Range Combat)
- Single Shot: Damage / Intensity: RM:30 to AM:50 Energy or Force Based Damages.
- Build Up Shot: Concentrate for 1 or 2 Game Rounds to Build Up Intensity from AM:50 to SN:60 up to FR:70.
- Range is 70 to 90 feet (7 to 9 Areas). Kadin can adjust to precise ranges [-1CS]
- Projectile Dimensions: 20 inch wide ‘Crescent’ Energy / Force Blade.
- Multiple Attacks and Targets: Kadin will lose [-1CS] to attack additional Targets in the same Game Round.


Talents:

- Martial Arts ABCDE (Barbarian Based) - Melee Weapon Supremacy - Stealth and Camouflage - Throwing and Shooting Weapons - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - Animal Handling and Communication - Demonic Cult Lore - Angelic Cult Lore - Multiple Languages: English, Gaeilge, French, Old English, Latin, Greek -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia



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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD
Furous Brox
March 11, 2009 10:48AM
avatar
Code Name:
Furous Brox
Biological Name:
Unknown
Modern Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Roman Military Rank: Army Lieutenant (Considered a Liaison able to command 50 to 100 Soldiers)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)




Primary Abilities:

Furous Brox

F: SN:60            | R: RM:30            | Race: Caucasian    | Nationality: Italy      |
A: IN:40            | I: IN:40            | Gender: Male       | Residence: Mobile       |
S: IN:40            | P: AS:80            | Apparent Age: 30's | True Age: About 100 y/o |
E: AM:50            | L: AM:50            | Eye Color: Blue    | Alliance: PWR Military  |
                    |                     | Hair Color: Brown  | Calling: Soldier        |
Health: 190 / 190   | Karma: 200 / 200    | Blood Type: AB+    | Achievement: Gladiator  |
                    |                     | Height: 6'0"       | Life Expectancy: ????   |
Initiative: AM:50   | Experience: UN:100  | Weight: 250 lbs    | Species: Mutant Human   |
Popularity: AM:50   | Appearance: IN:40   | Mass: 0 X 5 = 0    | Class: Warrior          |
Resources : EX:20   | Morality  : Noble   |                    |                         |
Job Rank  : IN:40   | Conviction: AS:80   | ATTACK: SP:45      | DEFENSE: AM:50          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SP:45 [+0CS]        | SP:45 [+0CS]        | SP:45 [+0CS]       | SP:45 [+0CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1988. Brox is basically a 2nd Century Roman Soldier and Gladiator from the lands of Ancient Rome brought into the modern era via time traveling technology developed by the New Earth Government.

Furous Brox was once a Normal Human Being who was induced into a Mutant (Cosmic) Human due to time travel and other Fantasy events in various Gaming Campaigns.

Brox was Randomly Rolled on the MSH Character Creation Table as a ‘Cosmic’ endowed Human with generally modest gifts in his FASERIP / HP / KP due to Cosmic and Stellar radiation exposure during his travel over times lines from 2nd Century Rome into the 35th Century.

Brox has been cast as a Character Personality in approximately 5 to 10 MSH-RPG game scenarios. He was not selected very often as a Character for many Game Campaigns due to his relatively high FASERIP and he did not use a wide array of technological weapons.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Brox lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Brox also has a small and modest home in Italy and teaches Ancient Greece and Roman History at the local schools and universities.

Being that he has been transferred to a time line several 1000’s of years from Earth’s past, from roughly 2nd Century Rome into 35th Century Earth, he has a pretty good lineage of Roman History. He has lived in the 2nd Century Time Line for most of his adult life and is fully fluent with the culture, life style, and time frame.

However, after being placed into the 35th Century he was exposed to a small amount of Cosmic Radiation, which has made him nearly Immortal with Health well beyond most other humans.


Personality: Brox is quite intelligent in the areas of history and social science, and as a modern day professor he generally carries himself with a professional demeanor.

However, Brox also knows general society and how people tend to react in certain conditions, thus Brox is also a vastly skilled warrior and fighter.

Brox strives to be Nobel and Honorable, but his past (both Roman and Current) have forced him to act in violence where he had to take lives in order to survive or maintain Justice in a corrupt world.

While Brox is ‘Noble’ and strives to achieve morally honorable actions; he will Kill or destroy his enemies if necessary.


Distinguishing Features and Story Origin:

Brox was born roughly around the 2nd Century, somewhere in the ancient cities of Italy and during the humble beginnings of the Roman Empire.

During this time frame as a young adult he was a Solider of the Roman Army and severed the Roman Cesar on many military fronts as an infantry man and squad leader. He became well-versed in military tactics and close quarters combat.

Upon returning to the inner cities of Rome, the politicians had adopted the Great Cathedrals of Gladiator Combat and spectacles of violence to raise funds and further develop the inner workings of the Roman Empire. Brox was stripped of his military standing and forced into a life as a Gladiator Combatant.

After some years as a Gladiator, Brox came up missing and was assumed to be assassinated, however Scientists who wished to discover if Ancient Man could actually flourish in the complexities of the future brought him to the 35th Century.

The scientists used an extremely complex array of top-secret technology to open a portal into the past and bring Brox into the future realm.

The scientists had already brought several other men from the past to live out a life in the distant future. However, when most of these people passed through the time portal they were endowed with gifts of Supernatural Powers.

Brox adapted to the 35th Century quite easily, learning the modern languages from Latin and ancient Italian. He also easily adapted to modern technology and society. However, modern mankind had lost many of his skills from the ‘Ol-Days of Yar’. Many of Brox’s Survival instincts and Combat skills were trained to modern Soldiers and Fighters of the 35th Century.

Soon after his integration into modern society, Brox was trained and employed as a PWR Operative.


Known Powers: Most of Brox’s sheer power derives from his expanded health and FASERIP. While he may not be at the levels of a celestial ‘God’ he has quite an extensive amount of brute power over his primary FASERIP abilities.

Brox also uses an extensive collection of modern 35th Century equipment and skills combined with intensive training. His ‘Battle Uniform’ may appear to be an ancient Roman Soldier’s uniform, but it is quite technical and provides a great deal of tactical powers and abilities.


Flesh Armor and Invulnerability: RM:30 to AM:50. Brox’s flesh is quite dense allowing him a form of Flesh Armor to many types of conventional attacks. As well, his body radiates an Aura of pure energy that he may extend over his flesh, attire, tools, and weapons he carries in his possession. The Aura can be reinforced to provide stronger Armor.

- True Invulnerability: As a base default, Brox should be considered as having RM:30 True Invulnerability to ALL known Attacks and Injuries, and is able to reduce ALL attack damages by [-1CS].

He may FEAT Roll his ‘Endurance’ (AM:50) to reinforce the Armored Aura to higher levels of Damage Resistance for extended periods. Basically, he may dedicate a tiny fraction of his ‘Endurance’ directly to this Armored Aura.

- BLUE: Total Failure, True Invulnerability stays at RM:30 Capacity.
- WHITE: True Invulnerability at FN:35 for 40 minutes (400 Game Rounds). Reduce damages by [-2CS].
- GREEN: True Invulnerability at IN:40 for 30 minutes (300 Game Rounds). Reduce damages by [-3CS].
- YELLOW: True Invulnerability at SP:45 for 20 minutes (200 Game Rounds). Reduce damages by [-4CS].
- RED: True Invulnerability at AM:50 for 10 minutes (100 Game Rounds). Reduce damages by [-5CS].

Once Brox has engaged his Armored Aura of Invulnerability he can not FEAT Roll it again for 5 minutes (50 Game Rounds). His Armored Aura has also been permanently conditioned to provide the following levels of Protection.

- SX:150 Immunity to Disease, Illness, and similar biological or chemical attacks.
- UN:100 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- UN:100 Invulnerability to Magic, Eldrich, and Spectral based Powers and Damage.
- AW:90 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- AW:90 Invulnerability to Psychic, Illusionary, Hypnotic, Emotional and Mental based Powers.
- AS:80 Immunity to temperature effects of Heat, Cold, Fire, and Ice based damage.
- AS:80 Invulnerability to Corrosive acids, venom, and similar chemicals.
- FR:70 Immunity to Vampirism based powers and attacks.
- SN:60 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment.


Regeneration: GD:10. Brox generally has ‘Normal’ Human Healing as for ‘Speed’ Healing. However, his Healing is extremely well versed, as he has been able to re-grow and reattach lost limbs and organs with little to no ill effects or even scarring.

Under most conditions Brox will heal 1 HP per Game Round after receiving an injury, regardless of his physical activity.

Brox can not boost his healing with FEAT Rolls to recover Mass HP in a single game round, but he has been able to re-grow major tissues, lost organs and re-set his own broken bones without Medical Attention.

He may also reattach severed limbs and lost organs, such as an arm, leg, or an eye with in a few moments without Medical Attention. Even if his body parts are abandoned Brox may retrieve and re-attach the severed organ for at least 800 years.

Brox’s Regeneration has also endowed him with the following abilities.

- Slowed Aging: SZ:500. Brox ages about 1 year for every 5000 to 10,000 normal years.
- Suspended Animation: SY:200. Brox may enter a state of Suspended Animation and not Age at all.


General Melee Combat: (This is mainly a Player’s note) SP:45 to VI:55. Brox’s body is basically completely human, so he does not have Giant Claws or Huge Fangs. However, he uses his Invulnerability to create any part of his body as a hardened ‘Hammer’.

Brox is also a formally trained Roman-Greeko styled melee fighter. This ‘Style’ of melee battle is very similar to modern day Mixed Martial Arts; where the Fighter uses both Strikes and Grappling techniques to subdue an enemy.

- BLUE: Total Failure, Brox will most likely completely miss his intended Target.
- WHITE: SP:45 Blunt or Grappling Based Damage. (Highly unlikely to connect with the Target though)
- GREEN: SP:45 Blunt or Grappling Based Damage.
- YELLOW: AM:50 Blunt or Grappling Based Damage.
- RED: VI:55 Blunt or Grappling Based Damage.

Brox may opt to FEAT Roll various Charge attacks on his ‘Fighting’ rather than his ‘Endrance’. This will slightly enhance his probability ‘To Hit’ but it is mainly used to enhance a basic Charge attack into a Complex Tackle involving Multiple Hits or Submission Grapples into a Charge maneuver.

For most ‘Melee’ based combat Brox will rely upon various weapons.


Melee Weapon Combat: AW:90 Damage with UN:100 Durability Materials. Notice Brox does not carry any ‘Unique’ weapons. This is because he extends his Armor Aura to ANY weapon he has in his possession.

ANY Weapons or Tools that Brox uses are endowed to UN:100 Durability Materials while in his possession. If the Weapon or Tool already has UN:100 Durability or more it will receive an additional 100 Points of Material Durability.

Brox may also swing and use such weapons to inflict AW:90 Damage or Effects. If the Weapon already has AW:90 Damage or Effect he will add an additional 90 Points of Impact to the device.

This Power only extends to hand held Weapons and Tools, such as Swords, Hammers, Shields, Whips, Spears, and other similar hand held ‘Melee’ weapons. (It does include Range Weapons as well as Melee Weapons)

Brox also has a special ability with this particular Power. He may commandeer ‘Unique’ Weapons from other Characters and use those Weapons by nullifying that Weapon’s personal ‘Security’ measures, which allow that Character to be the only person to use that particular Weapon or Tool.

This part of Brox’s Power works at SZ:500 Capacity to use another Character’s Unique Weapon without ill effects or penalties.

Brox also uses ALL and ANY Weapons on his ‘Fighting’ Rank rather than other FASE Ranks, regardless of how the tool or weapon functions for FEAT Rolls.


Mobility Enhancements: Brox normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys.

- Run: 4 Areas per Round. He will get exhausted in about 5 hours of continuous Running.
- Sprint: 5 Areas per Round. He will get exhausted in about 5 minutes of continuous Sprinting.
- Swim: 2 Areas per Round. He does not need to Breathe for several hours, even Days if required.
- Burrowing: 1 Area per Round through FN:35 Solid mass.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 2 Areas (20 Feet) in a single bound. Uses an apex type of Double Jump.
- Gliding: Considered as neutral and downward flight where he must launch from an elevated location, Brox can almost ‘Fly’ by spreading his cape like wings. He should be considered as having Gliding properties of EX:20 Air Speed (100 to 200 MPH) with IN:40 Aerial Control. Brox cannot stop or levitate in mid air; nor can he execute hairpin turns. He must use wind drafts to ascend his altitude and most of turning radius occupies a 3 Area (30 Foot Grid). His maximum Gliding altitude is roughly 100 Areas (1000 Feet, the height of most skyscrapers)


Attire and Equipment: Brox’s Roman Uniform provides most of his equipment. The entire Uniform is made of modern day materials, even though it looks entirely designed from ancient Roman era materials.

The Uniform provides almost no extra ‘Armor’ as his Armor Aura of Invulnerability actually protects his uniform instead. It also and provides a system of self-repair while he wears the uniform. The Uniform is made of roughly EX:20 to RM:30 Materials. It should considered equal to his Armor Aura while he wears it.


Helmet: IN:40. Designed to look like a Lion’s Head, the helmet has a retractable face plate and appears to be fabricated of Platinum with Gold and Silver Trim (It looks extremely expensive). This helmet has 3 major functions.

- Brox can adjust his 5 Physical Senses to directly meet the environmental conditions at hand. IN:40 FEAT.
- Induces IN:40 Fear, Terror, and Panic into Enemies. This is Automatic while the Face Plate is over his face.
- Cast a Psychic Blast of IN:40 Impact and Effect. Extremely versatile and reaches 40 Feet (4 Areas).


The Cape: This Cape provides 4 major functions at the various Capacities.

- Stealth, Camouflage, and Invisibility: May FEAT Roll to adjust and meet conditions at hand. AM:50
- Gliding: Covered in his ‘Mobility’ block.
- Used as a ‘Net’ or makeshift shield of UN:100 Capacity.
- Used as a Rope like Weapon to inflict Strikes and Grapples of AW:90 impact and effect.


Chest Gem: AM:50. The 4 gems on his chest house a Magic 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 spectral energy rather than physical matter.

Brox may 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).

This allows Brox to have a bottomless ‘Pocket’. He may Quick Draw items from the gems with an IN:40 FEAT. The rest of the Uniform functions as normal to provide tools, warmth, and the ability to Carry various Gear and Equipment.


Talents:

- Martial Arts ABCDE (Roman-Greeko Based) - Melee Weapon Supremacy - Stealth and Camouflage - Throwing and Shooting Weapons - Infiltration - Military - Psychology - Leadership - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Tumbling - Entrapment Escape - Animal Handling - Stunt Driving: Chariot, Motorcycle, open canopy vehicles - Roman and Eastern European History - Multiple Languages: English, Italian, Latin, Greek, Turkish, German -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Ace
March 24, 2009 05:10PM
avatar
Code Name:
Ace
Biological Name:
Unknown (His Name and Records are held with Government Security)
Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Law Enforcement Rank: Level 2 Narcotics Detective in Hudson District, New Jersey.
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Ace

F: AM:50            | R: EC:15            | Race: Caucasian    | Nationality: USA        |
A: IN:40            | I: IN:40            | Gender: Male       | Residence: Mobile       |
S: EX:20            | P: AM:50            | Apparent Age: 40's | True Age: About 30 y/o  |
E: IN:40            | L: SP:45            | Eye Color: Blue    | Alliance: PWR Military  |
                    |                     | Hair Color: Black  | Calling: Protector      |
Health: 150 / 150   | Karma: 150 / 150    | Blood Type: O+     | Achievement: Guardian   |
                    |                     | Height: 5'8"       | Life Expectancy: ????   |
Initiative: RM:30   | Experience: IN:40   | Weight: 190 lbs    | Species: Gifted Human   |
Popularity: GD:10   | Appearance: GD:10   | Mass: 0 X 0 = 0    | Class: Warrior          |
Resources : GD:10   | Morality  : Neutral |                    |                         |
Job Rank  : IN:40   | 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]       | RM:30 [+0CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1991. Ace is basically a grizzled and gritty Narcotics Cop, who also has a unique power to mimic people’s personalities and demeanors. This ability was great for infiltrating into Crime Cartels, but as time passed, his mimicking ability became Photographic Reflexes as a direct response to hostile gang wars.

Ace is a completely Normal Human Being, but with his ability over Photographic Reflexes he may mimic top tier athletes and this allows him to maintain Peak Pinnacle Human FASE and Health; even though he is well in his 30’s. Ace also tends to condition his Physic and Energy into ‘Stubborn’ Endurance simply due to his line of work and life style.

Ace was Randomly Rolled on the MSH Character Creation Table as a Normal Human with a Psychological Gift to observe keen details in human behaviors and actions. This later became known as Photographic Reflexes where he possesses a unique form of photographic memory that ties directly into his muscle memory.

Ace has been cast as a Character Personality in approximately 15 to 20 MSH-RPG game scenarios. He was selected often as a Character for many Game Campaigns due to his Human Level FASERIP and he uses a wide array of conventional weapons.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Ace lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Ace also has access to many Law Enforcement ‘Safe Houses’ in the North-Eastern areas around New York. Ace appears to be a single man with no biological family, but he is well known in the Law Enforcement community. Many of these Police, Military, and Civil Agents well generally help Ace when he needs assistance.

Ace also lives a Dual Life as an Undercover Narcotics Detective, and he has many ties to local gangs and crime syndicates.


Personality: Ace is gritty and hard nosed, and to a degree he is also intimidating due to his line of work and the types of people he is often exposed to. He is well versed in the ‘Darker’ side of the human psyche.

Ace strives to be Nobel and Honorable, but he has been exposed to a great deal of violence and Social Corruption where he had to take lives in order to survive or maintain Justice in a corrupt world. Ace will Kill or destroy his enemies if necessary.


Distinguishing Features and Story Origin:

Ace was born in the lower ghettos of New Jersey to a single mother. He grew into his teen years shuffling about through foster homes. Here, he struggled with Gangs, Jail, and other ‘Shady’ organizations.

He began trafficking Narcotics, Weapons, and Contraband to make money and survive. After some time in this lucrative world he became more involved in International Drug trafficking. But he knew his way of life would eventually land him in prison or worse.

Ace then turned his efforts into Law Enforcement by becoming an informant (or Snitch, as the Criminals would call it). Luckily for him, his mimicking abilities allowed him to breeze by Criminals and gain their trust.

After a few years of infiltrating Criminal Organizations and doing the Cops dirty ‘Bitch’ work, he signed up for the Police Academy and graduated to become a fully legit Police Officer.

However, unlike most police officers, Ace was not assigned to uniformed patrols and city beats. Instead, he was assigned directly into the Narcotics as an undercover agent. As merits and awards were pinned to him over the years he slowly discovered that he had certain gifts.

To learn how to use these gifts, Ace consulted with members of the PWR.


Known Powers: For the most part, Ace is a completely normal human being with a very unique psychological ability over his Muscle Memory and Reflexes. This Power is almost identical to Marvel’s Taskmaster Character. However, at the time of Character Creation the author was unaware of Taskmaster the Comic Character.

Ace may mimic the actions and abilities of top tier athletes and this allows him to maintain Peak Pinnacle Human FASE and Health; And for his general size, stature, build, and life style he could be considered as slightly Super Human.

As an undercover cop, Ace simply does not have the time to dedicate his daily life to constant exercise and physical training. Ace may mimic virtually any athletic regimen within seconds, however he is not capable of mimicking Super Human FASE or Paranormal Powers.


Photographic Reflexes:AM:50. Ace possesses a unique form of photographic memory, which ties directly into his muscle memory.

He may perfectly imitate any physical action, no matter how complex, after only seeing it once. So long as he can periodically practice a memorized action, or simply view it again in a recording or real life, it stays with him permanently.

In game terms, this allows him to learn a new physically based (FASE) talent by only spending 100 Karma rather then the normal 1000.

He has studied numerous recordings of some of world's best athletes, acrobats, and fighters; and when in combat against anyone he has studied he can often predict their next move. In game terms, this gives him two general power stunts.

- Anyone that Ace has studied will be at a [-2CS] penalty for both Range and Melee Combat. Ace must visually observe an opponent for at least 20 to 25 seconds (3 Game Rounds) to gain this bonus over a studied Character.

- With a Yellow Intuition FEAT, Ace can predict what his studied opponent will do before deciding what he will do. He can make a separate FEAT roll for everyone in the fight, which he has studied, giving an additional [-1CS] penalty to his opponents. Each FEAT roll will have a duration of about 10 Seconds (2 Game Rounds).

- With a RED Intuition FEAT, Ace can predict what his opponent will do before deciding what he will do with out observation. He can make such a FEAT roll for only 1 Character in the immediate fight. This gives Ace an additional [-1CS] penalty to his opponent. Each FEAT roll will have a duration of about 10 Seconds (2 Game Rounds).

- General Melee Combat: RM:30 Damage and Impact. Ace can hit and grapple ‘Hard’ for a normal human. His ‘Style’ is irrelevant, as he will mimic his opponent’s combative discipline and ‘Style’. Ace often wears ‘Bladed’ gloves or Brass Knuckles allowing him to make ‘Kill’ Score Results OR gain ‘Hit-Power’ at IN:40 Impact.


Personality Mimicking: AM:50. Ace’s Photographic Reflexes derived from this unique ability. Ace is able to mimic other people’s personalities, almost in a manner of understanding the deepest parts of their Psyche.

In game terms, Ace may gain the trust of any person based upon a Yellow Psyche FEAT. This allows Ace to conduct rather ‘Shady’ and illegal business deals and gain partnerships with complete strangers very quickly. This power operates at the AM:50 level and requires a RED FEAT if the other Character’s Psyche is SN:60 or better.

This also allows Ace to be a master negotiator and deal closer enabling him to use his AM:50 Psyche in place of his moderate Reasoning abilities to close or settle negations. If used over a phone or through a surveillance system Ace will lose [-1CS] to his Psyche FEAT.


Mobility Enhancements: Ace normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys.

- Run: 4 Areas per Round. He will get exhausted in about 4 hours of continuous Running.
- Sprint: 5 Areas per Round. He will get exhausted in about 4 minutes of continuous Sprinting.
- Swim: 2 Areas per Round. Miniature oxygen tank for 20 minutes of air. He is unaffected by submerged combat.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: 1/2 Area (5 Feet) in a single bound. May clear 3 Areas (30 Feet) with a running approach.


Attire and Equipment: EX:20 to RM:30, some IN:40 to AM:50. Ace generally uses normal Attire and Equipment of the modern era (3000 to 4000 AD Earth). Many of these items are highly advanced compared to current technology (21st Century).

- Cell Phone and Ear Piece and Sunglasses: Nearly as versatile as a virtual reality Computer System. RM:30.

- Trench Coat and Clothing: Treat as Conventional armor to almost ALL attacks with EX:20 Durability.

- Torso Curass: Top Secret Access codes, Lap-Top CPU, 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. Ace 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’.

- Various Guns and Fire Arms: Normally Ace carries a common 40 Caliber Pistol, but he may ‘Summon’ various weapons through his Torso Curass. All of Ace’s weapons are key coded to his body. If Ace loses his weapons it will become inert and not function. Most of Ace’s weapons operate with RM:30 to IN:40 Impact, but he may pull out the ‘Heavy’ weaponry with effects up to SX:150 impact (The Player may need to research various Weapons)


Talents:

Omni-Skill: Ace may FEAT Roll his Intuition to basically ‘Learn’ virtually ANY Talent rendering [+1CS] to virtually any FEAT he may attempt. This only covers ‘Physical’ based Talents used on the FASE and only with in top tier ‘Human’ Caliber.

Permanent Talents:

- Unarmed Martial Arts Supremacy - Melee Weapon Supremacy - Throwing and Shooting Weapon Supremacy - Stealth and Camouflage - Infiltration - Psychology - Law Enforcement - Criminal Behavior - Narcotics - Resist Domination - Urban Street / Gang Survival - Gambling - Tumbling - Entrapment Escape - Acrobatics - Stunt Driving - Multiple Languages: English and Street Lingo -

Specialty Role Playing Info:

Before any Game Campaign starts Ace will use all his assets and abilities to collect information on his mission, objectives, and targets. In Game Terms he will basically Learn (and Know) a great deal about the key Characters he will be interacting with, even if the Player or GM is not aware of Character History, Perks, and Quarks.

This allows the Player of Ace to almost interrogate other Players and the GM to discover possible secrets and hidden agendas of other Characters.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Re: TankerAce Characters
April 19, 2009 09:00PM
avatar
Code Name:
Hashamoto
Biological Name:
Hashamoto Yurisogi
U.S. Military Rank: None: Civilian Clearance equal to NATO Military Personnel (O-1 Commissioned Officer)
J.D.I. Military Rank: Japanese Defense Initiative (O-5 Equivalent to a U.S. Army Lieutenant Colonel)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Hashamoto Yurisogi

F: VI:55            | R: IN:40            | Race: Asian        | Nationality: Japan      |
A: SP:45            | I: MN:75            | Gender: Male       | Residence: Mobile       |
S: EC:15            | P: AM:50            | Apparent Age: 30's | True Age: About 50 y/o  |
E: FN:35            | L: VI:55            | Eye Color: Brown   | Alliance: NATO Military |
                    |                     | Hair Color: Black  | Calling: Exemplar       |
Health: 150 / 150   | Karma: 220 / 220    | Blood Type: B-     | Achievement: Guardian   |
                    |                     | Height: 5'8"       | Life Expectancy: ????   |
Initiative: IN:40   | Experience: SP:45   | Weight: 170 lbs    | Species: Gifted Human   |
Popularity: GD:10   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Warrior/Assassin |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : AM:50   | Conviction: AS:80   | ATTACK: FN:35      | DEFENSE: FN:35          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IN:40 [+0CS]        | IN:40 [+0CS]        | FN:35 [+1CS]       | FN:35 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1989. Hashamoto is basically a traditional Japanese Ninja Assassin, who uses contemporary weaponry and technology. He also harbors some moderate Powers involving enhanced reflexes, coordination, dexterity and heightened senses.

Instead of actually Drawing the Character with Ink and Paper, a very intricate Video Game was used to illustrate him as the game’s Graphics had the capacity to illustrate him more accurately. Plus the only Drawings I had of him were from 1989 and they looked fairly crappy.

Hashamoto is generally a Normal Human Being, but he is extremely well trained in a wide array of Combative Arts. For his size, build, and stature he is also quiet strong with stubborn endurance and stamina. He could be considered as slightly super human. However, most of his ‘Super-ness’ derives from his enhanced reflexes, coordination, dexterity, heightened senses, intensive training and equipment.

Hashamoto was not Randomly Rolled on the MSH Character Creation Table since he was generally considered as a Normal Human with a persona that reflected a Japanese version of ‘Bat-Man’ of sorts. However, instead of using personal finances to fund his intricate equipment, he is Government Funded by the Japanese Defense Initiative.

Hashamoto has been cast as a Character Personality in only 2 to 5 MSH-RPG game scenarios. He was not selected very often as a Character for many Game Campaigns due to Real Life situations.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Hashamoto lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Hashamoto is also generally wealthy and owns a mansion in the Japanese Mountain Ranges. The location of his home, land, and property is kept in secrecy as most of the manner utilizes experimental technology developed by the J.D.I.


Personality: Hashamoto is not quite as personally cumbersome as a Traditional Ninja or Assassin. For the most part he is witty, humorous, and generally charming to those around him. But he also knows when it is time to be serious, practical and humble.

This allows Hashamoto to be a Consulting Leader of sorts. In most hostile situations he prefers to operate alone to avoid mishaps or adding complexity to a hostile situation.

While trained in the Assassin Arts of Ninjitsu, Hashamoto strives to be honorable and noble; he will avoid destroying his enemies in a direct manner. If he has no other alternative except destroying his enemies he will act in such a manner that the enemy has the opportunity to save his or her own life.


Distinguishing Features and Story Origin:

Hashamoto was born to a relatively impoverished Family in the rural countryside of Japan. Even though Japan is extremely industrialized the political officials deemed many small villages as historical assets to their nation, culture and heritage.

Hashamoto attended academic schools that were considered as Sub-Prime in comparison to other facilities. However, upon gradation he decided to take up a challenging life style a Military Soldier in the Japanese Defense Corps.

In this career path he learned general infantry and soldier skills, such as Rifle Marksmanship. After some years of being a Soldier he returned to a civilian life style in Tokyo. He served as an armed security officer and general lackey to various corporate industries. But he desired more challenge, and many of the corporations he worked for were less than honorable.

Hashamoto left the City life and returned to his Village, where his father told him to about a Ninja Clan hidden in the mountains; A ninjitsu academy that was Government Funded. To reach the academy Hashamoto had to free climb a mountain carrying an unusual Flower to the Academy Mentor.

While government funded, the Ninjitsu Academy was quite covert and reclusive with very little industrial technology, or bothersome visits from Political Military Officials. For the most part, the Academy was a keep sake facility designed to endure the hostilities of War, where complex technology and upper echelon leadership often becomes destroyed.

Much of his ninjitsu education mirrored the story lineage of Bat-Man’s younger life depicted in comics and movies. The flower Hashamoto carried could be refined into deadly poison. And if used in small amounts it induced uncontrollable panic and fear. This was used to condition the Ninja members into fearless combatants who were resistant to most types of poisons.

After nearly 7 years at the Ninjitsu Academy, Hashamoto decided it was his time to move on to other endeavors. He moved back into city and was a vigilante of sorts. But after a while he realized he had become more powerful than any thug or punk simply clawing a decent living through the means of petty crime.

Hashamoto then applied he efforts toward the PWR, becoming one of the more distinguished members of the organization.


Known Powers: For the most part, Hashamoto is a completely normal human being. His FASERIP / HP / KP represents his Supernatural gifts and his intense education. His ‘Powers’ derive from his uniform and equipment.


Uniform: Used to provide conventional ‘Armor’ Hashamoto’s uniform is extremely complex and provides far more utilities than simple Armor. While designed in the traditional appearance of a 13th Century Ninja, the uniform is high-tech using 35th Century Technology.

Armor and Protective functions: EX:20 to MN:75. The uniform is made of durable materials, such as kevlar, nomax, and various metals, ceramics, and plastics. The uniform should be considered as RM:30 ‘Armor’ to most conventional attacks and injury. Delicate parts and pressure points of the Armor should be considered as no less than EX:20 in material durability. However, more specific ‘Armor’ protections are listed.

- RM:30 to conventional Physical Attacks smaller than his body silhouette, such as Bullets and Arrows.
- 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 attacks, such as electricity, light, and electromagnetic.
- MN:75 to temperatures of Heat, Cold, Open Flame, Magnetic, and Sonic.
- 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.


Uniform’s Self-Repair System: AM:50. Nano Technology repairs his Uniform and Equipment 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.


Stealth Systems: AM:50. Camouflage, Stealth and Disguise Systems:
- Color Shifting in 7 programmed patterns. Jungle, Arctic, Desert, Woodland, OD Green, Gray and Black.
- Visual Invisibility: Bends light waves, but his silhouette is still visible during movement.
- Visual Facial alteration with Eye Color, Facial Hair, Hair Color, and slight facial features.
- Conceals personal Heat signature, Odor, and may even dampen sounds he may put off.


Computerized Weapon ‘Summoning’ System: MN:75. Hashamoto uses a vast array of conventional and fictional weapons, from various Swords to hand held Firearms and Explosives. He can basically Summon virtually any hand held weapon he desires at Will.

These weapons are often traditional firearms, guns, and swords. These weapons can range in effect and damage upto MN:75 intensity and effect. Hashamoto does not carry ALL these weapons on his person, but he does carry a few just in case.

This system of Summoning Weapons is not fully understood. But for the players, the Weapons are teleported to him via a central computer system at the closest PWR Temple in his proximity.

The Weapon Summoning emitters are actually built as both organic implants in his body as well as in his uniform. These Weapon emitters are about the size and shape of a U.S. dime. Hashamoto has a few hundred Weapon emitters all over him. Once a Weapon emitter is removed from him, that emitter becomes useless until he can repair it, which is normally just getting his blood on it.

The system can be operated Globally by means of current satellite uplinks, similar to making a Phone Call. The Summoning process takes time to materialize a Weapon on command.

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


Unique Weapons and Equipment:

Conical Hat and Head Dress: MN:75. This provides a Radar system in which Hashamoto may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.

The Radar System stays in constant operation and gives him geographical readings of his surroundings at a range of 70 Feet (7 Areas) in all directions about him.

Other functions such as infrared night vision, weakness detection, biological scanning, spectrum shift hearing, and telescopic vision are augmented by the head dress, goggles, mask… etc. He also has a 2 hour (1200 Game Rounds) oxygen supply rigged into his mask.


Shoulder Chains: VI:55. Very similar to ‘Hell Spawn’ Hashamoto has 2 prehensile chains / tentacles mounted in the skull brooches on his shoulders. These 2 Chains are each at a length of 10 feet long and can be used nearly as dexterous as a human hand with an opposable thumb.

He cannot ‘Push’ targets and objects with these Chains or operate complex machinery that requires multiple fingers. But he can pull, ensnare, and grasp with the Chains / Tentacles.

The Chains should be considered as additional limbs or extensions of his body for most FEAT Rolls, allowing him better Melee versatility than most other Characters with 2 arms and 2 legs.

- General ‘Damage’ is FN:35 Melee impact on the ‘Edged’ Column.
- Conduct Stunning Tazer or Electricity though the Chains / Tentacles of FN:35 effect, capacity, and intensity.
- Material Durability is VI:55
- Most FEAT rolls are handled on his Fighting and Agility, rather than Strength.
- He may Coil each Chain into circular disc to be used as Melee Shield of FR:70 Blocking capacity.


Cape / Hooded Robe: VI:55. While not pictured above, Hashamoto wears a full length Cape with a Hood. He often prefers to store the cape in it’s back-pack bundle allowing him less hindrance in covert operations. The Cape offers additional functions, such as gliding, stealth, and improvised weaponry.

Hashamoto can also use his cape as a weapon to either ensnare a target Character with a net like effect or use it similar to a Whip. He can also use it to catch various attacks or distraction tactics during hand to hand combat. Hashamoto gets [+1CS] to his FEAT 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.


Bladed Gauntlets: UN:100 to SZ:500. These are Hashamoto’s signature weapons. Instead of carrying an arrangement of various Katanas and Swords, his triple bladed gauntlets suffice as these traditional ninja weapons.

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

The Gauntlets channel high frequency vibration though the blades allowing Hashamoto to use them as effectively as any hand held Melee ‘Claws’ or moderate length Swords.

Hashamoto can also conduct various energy sources through the blades to render various effects.

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

- Damage: SN:60 HP damage.
- Destruction to a target is roughly EX:20 Damage.
- Armor Piercing: SX:150
- Durability: SZ:500. (UN:100 while not energized)
- Multiple Attacks: 5 per Game Round. Damage is divided among the 5 Hits. (60 / 5 = GD:12)


General Melee Combat: FN:35 Damage and Impact. Hashamoto can hit and grapple ‘Hard’ for a normal human. His ‘Style’ is greatly influenced by the Ninjitsu Arts of combat, thus he will almost always rely upon a weapon, highly acrobatic maneuvers, and Covert / Stealth Tactics.

However, he does not have ‘Power-House’ melee attacks that can slam opponents several Areas. At maximum output he can only ‘Slam’ a human sized target about 10 to 15 feet (1 Area). Most of Hashamoto’s melee attacks rely upon Striking, Armor Piercing and exploiting Pressure Points on the Target.

He does use 5 specific Melee Weapons, which he will materialize and keep permanently solidified as part of his Uniform and Load Pack. Creative Players and Judges are allowed to modify these weapons, but Impact or Armor Piercing is maxed out at AM:50 by sacrificing other weapon properties down to GD:10 effects.

- 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 Metal Rod with Blunt or Edged properties.
- Katana Sword. This Sword can change its blade length on command.
- Ax or Hammer: Heavy Hitter weapons. Only allowed 1 action per Game Round at Full Impact.
- Batons, Short Swords, Claws: Light Quick Edged weapons with Multiple Hits per Game Round.


General Range Combat: For the most part, Hashamoto relies upon various Summoned Firearms, Archery Weapons, and thrown explosives for his Range attacks. He does have Throwing Stars with various payloads.

Damage, Impact, Intensity, and Effect of these weapons is generally RM:30 to IN:40. He may upgrade to AM:50 weaponry by summoning ‘Heavy’ Firearms.


Mobility Enhancements: Hashamoto normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys.

- Run: 4 Areas per Round. He will get exhausted in about 4 hours of continuous Running.
- Sprint: 8 Areas per Round. He will get exhausted in about 2 minutes of continuous Sprinting.
- Swim: 3 Areas per Round. He is unaffected by submerged combat.
- Climb / Crawl: 3 Area per Round and may adhere to virtually any texture surfaces.
- Jump: 1 Area (10 Feet) in a single bound. May clear 3 Areas (30 Feet) with a running approach.
- Gliding: Considered as neutral and downward flight where he must launch from an elevated location, Hashamoto can almost ‘Fly’ by the use of spreading his cape into wings. He should be considered as having Gliding properties of GD:10 Air Speed (30 to 100 MPH) with IN:40 Aerial Control. Hashamoto cannot stop or levitate in mid air; nor can he execute hairpin turns. He must use wind drafts to ascend his altitude and most of his turning radius occupies a 2 Area (20 Foot Grid). His maximum Gliding altitude is roughly 100 Areas (1000 Feet, the height of most skyscrapers)


Talents:

- Unarmed Martial Arts (Ninjitsu based) - Melee Weapons (Ninjitsu based) - Throwing, Archery and Shooting Weapons (Ninjitsu based) - Stealth and Camouflage - Infiltration - Demolitions / Explosives - Military - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert Survival - Deep Sea Diving - Climbing - Tumbling - Entrapment Escape - Acrobatics - Stunt Driving (Motor Cycle) - Multiple Languages: English / Japanese / Cantonese / Mandarin / Vietnamese / French -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Re: TankerAce Characters
May 11, 2009 09:09PM
avatar
Code Name:
Corigun
Biological Name:
Unknown
U.S. Military Rank: None: Civilian Clearance equal to NATO Military Personnel (O-1 Commissioned Officer)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Corigun

F: IN:40            | R: SP:45            | Race: Demi-Human   | Nationality: Scotland   |
A: RM:30            | I: MN:75            | Gender: Male       | Residence: Mobile       |
S: IM:25            | P: AM:50            | Apparent Age: 30's | True Age: About 80 y/o  |
E: FN:35            | L: VI:55            | Eye Color: Green   | Alliance: PWR Military  |
                    |                     | Hair Color: Gray   | Calling: Repentant      |
Health: 130 / 130   | Karma: 225 / 2250   | Blood Type: A+     | Achievement: Outcast    |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: IN:40   | Experience: MN:75   | Weight: 180 lbs    | Species: Mutant Human   |
Popularity: EX:20   | Appearance: IN:40   | Mass: 0 X 0 = 0    | Class: Warrior/Shaman   |
Resources : GD:10   | 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]        | IN:40 [+0CS]       | IN:40 [+0CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1998. Corigun is a more contemporary Character Personality who embodies one of the 60 different symbolic Zodiac Animal Characters of the Chinese Lunar Calendar.

The Chinese Zodiac consist of 12 various Animals; And of these 12 Zodiac Animals each is a master of 1 of 5 Different Elements, creating a total of 60 Zodiac Characters.

The following creatures distinguish the Animal Characters;
- Rat - Ox - Tiger - Hare - Dragon - Snake - Horse - Ram - Monkey - Bird - Dog - Boar -

And the 5 elements each Creature is able to master as forms of Magic or Paranormal Powers:

- ‘Fire’ or various forms of Energy, Heat, Electricity, etc.
- ‘Water’ or various forms of Liquid.
- ‘Earth’ or various forms of Stone, Metal, Jewels, Sand, etc.
- ‘Wood’ or various forms of Plants, Trees, Foliage, etc.
- ‘Wind’ or various forms of Psychic and Telepathic abilities.

Corigun is the ‘Water-Rat’ in the collection of 60 characters.

Corigun is a Mutant Demi-Human who is basically Part Rat and Part Human. His athletic abilities generally reflect similar abilities of a Rat; involving quick agility, skillful obstacle maneuvering, and fierce combative skills. He is also generally strong and has stubborn stamina. But he is still within ‘Human’ capabilities.

For the most part, Corigun does not rely too heavily upon his athletic abilities (FASE) but more so on his Powers, Intellect, Guile and Psychological prowess to meet his goals.

Corigun was not Randomly Rolled on the MSH Character Creation Table since he was generally considered with Normal Human FASE with high level RIP. During Game Play, Corigun should be handled more like a ‘Wizard’ or ‘Shaman’ rather than a Brute Warrior.

Corigun has never been cast as a Character Personality in a game scenario due to Real-Life events and the MSH-RPG slowly losing it’s popularity to interactive digital video games.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Corigun lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities. He may also utilize Base Housing and Living Quarters on virtually any US or NATO Allied Military Facility.

Corigun also owns a modest home in Scotland, where he is generally undisturbed by national conflicts. The location of his home, land, and property is kept in secrecy due to his involvement with the PWR and NATO Allied Defense Initiatives.


Personality: Corigun is fiercely proud of his Scottish heritage and boldly wears traditional Scottish appeal, such a kilt, nikkers, and a fanny-pack, and even bag pipes. He is also boisterous and lets is opinion be well heard.

With his boisterous personality, and Scottish accent, he is also very quick to take up most challenges and adventuring endeavors, even if unprepared. He often prefers to celebrate with comrades before such an adventure by serving a festive dinner with very strong whisky. Which, of course he is nearly immune to the effects of alcoholic whisky. (and then he’ll make snide remarks of how ‘Weak’ other characters are to the effects of alcohol)

While generally boisterous almost to the point of annoyance, Corigun is also extremely wise and understands crisis management better than most. He will often give firm advice that simply functions and most times he can establish a position of social leadership during hostile situations.

While born and raised in Scotland, Corigun’s combative skills are actually very modern and based upon contemporary military tactics of the 35th Century. He does not rely too heavily upon brute Hand to Hand or Melee Battle, but a mixture of ‘Magic Archery’ and Environmental Manipulation.

Corigun also abides by a very strong moral code. He will avoid destroying his enemies at all costs, aside from giving his own life unless absolutely necessary. If he has no other alternative except destroying his enemies he will do such an act in a manner where the enemy has the opportunity to save their own life.


Distinguishing Features and Story Origin:

Corigun was born in a Scottish Laboratory as an appalling Freak of Nature. But as Corigun grew into a child the scientists realized they had created a new species of life. Corigun also displayed higher applied intellect than most other humans of the era. His academic skills were generally poor, but with a ‘hands on’ approach he could figure things out quite efficiently.

Corigun also had an uncanny fascination with anything liquid, from common water to beverages to even various types of venom. His Paranormal Powers sprouted from his unique understanding of ‘Liquids’.

Later on, this understanding became no less than full-on manipulation of inanimate liquids. His Powers had to be put to good use and Corigun spent his teen years learning all he could from other ‘Water-Benders’. This arcane science and knowledge was difficult study, but he found his academy at a Chinese Monastery, where Monks practiced the Art of Water-Bending.

After some years at the Monastery, Corigun grew into an adult and graduated. He was released to use his Power for the good of mankind. He also learned a great deal of traditional Chinese Gung-Fu, Acrobatics, and Culture. He eventually found his place with the Planetary Warfare Regiment (PWR). He uses his Skills and Powers to aid War Torn Nations around the globe.


Known Powers: For the most part, Corigun’s Powers are related to the manipulation and animation of Liquids. He cannot generate ‘Liquids’ and ‘Fluids’ but he can manipulate virtually any chemical composition in Liquid form.

He is also quite athletic, but he tends to rely more upon his Water-Bending Powers and Tactical Guile. He uses very little technical equipment for most missions, but is very knowledgeable of general technology.


Water-Bending: MN:75. Corigun can Manipulate and Animate about 750,000 Gallons of water (or Liquid) under most conditions. Roughly the amount of Water use to fill an Olympic Swimming Pool. He may manipulate and animate volumes of liquid on a molecular scale as if it were an extension of his body, or a ‘Puppet’ so to say.

This power is directly related to his Experience Rank, and Corigun normally master’s various Water-Bending Power Stunts at an approximate rate of 1 Power-Stunt per year.

Currently he has mastered about 70 to 80 various Stunts and FEATs, This system that he uses is rather complex, but simplified for use in MSH-RPG.

Basically his Power-Stunts are categorized along his FASERIP abilities. Starting with his ‘Fighting’ based Power-Stunts are his general Combative Stunts for both Ranged and Melee Battle.

Corigun may effect ANY liquids in his vicinity up to 100 Feet away. (10 Area Range or 3 Area Grid Block)

- Form General ‘Blunt’ weapons that splash upon impact. Giant Tentacles of Liquid with MN:75 effect.
- Form General ‘Edged’ weapons that cut with highly pressured liquids.
- Form General rope-like or net-like tools from Liquids that can reach a total length of 100 Feet. (10 Area)
- Form General dexterous hand like tools with the flexibility of water for intricate tasks.
- Induce ‘Rain’ with the moisture in the surrounding air.
- Shot, Throw, Cast High Pressure Water Jets of MN:75 effect reaching 100 Feet in effective range. (10 Area)
- Aqua Lung: (Rarely Used) Drown out a Air Breathing Creature by forming Water in the Lungs or Filters.
- Dehydrate: (Rarely Used to Full Effect) Draw out the liquids of Character to induce illness and ‘Stuns’
- Extended Senses and Communication. Project his Senses through Liquids under his control.
- Weakness Detection / Biological Sensing / Radar Effect: He can Sense the Liquids of Characters around him.

- Temperature Effect: Change the temperature of Liquids to the point of Freezing or Boiling by altering the speed of the molecules of liquids under his control. If the Liquid Mass cannot chemically hold a ‘Solid’ or ‘Vaporous’ form he can effect the Temperature up to MN:75 intensity.

- Multiple Targets: Corigun will lose [1CS] per every Additional 3 Targets with-in his Range and Area of Effect. At maximum capacity he can effect about 200 Targets at once with a Water-Bending Spell.

- Karma as ‘Magic’ Fuel: Corigun has 2250 Karma Points to be used Karma related ‘Fuel’ for various Water Bending Spells. He uses his Normal Karma at 1/10 the Normal expenditures. Power-Stunts that are not related to Water-Bending should be handled at normal Karma expenditures.


Flesh Armor and Healing: RM:30. Corigun should be considered as having RM:30 True Invulnerability and General Speed Healing verse ALL attacks and Injuries. He may manipulate the Water and Liquids in his body mass to reduce Damages and Injury with a mixture of Flesh Healing, Purging and Durability.

Corigun does not have ‘Regeneration’ where he may re-grow mass Body Parts and Flesh Tissues, but he can minimize most Injuries allowing him to recover 3 Points of lost Health per Game Round after sustaining a non-decapitating or non-impaling type of attack.


Chemical Tolerance: UN:100 Immunity to Alcoholic Drinks, Toxins, Drugs, or other similar ingested chemical compositions.


Mast Axe: MN:75. This is not really a Weapon at all, but a Tool Corigun uses sort of like an Ore or Paint Brush that helps him Manipulate Water-Bending Spells. He really does not need it at all, but he is used to carrying it as a general tool and hiking stick.

If used as a Traditional ‘Axe’ Corigun may inflict RM:30 Edged Damage with AM:50 Barrier Penetration and [+1CS] to his ‘Fighting’ or ‘Strength’ FEATs due to leverage. However, this is Rare. His Axe is a unique Weapon and will turn into Liquid Metal should another Character take possession of it.


General Melee Combat: IN:40 Damage and Impact. While Corigun is considered to be at ‘Human’ limitations for Brute Combat he can hit and grapple much Harder than most normal Humans.

This is augmented to him due to his Water-Bending Powers to throw punches and kicks at higher speeds with denser mass flow throughout his body and appendages. He is also formally trained in Traditional Chinese Kung-Fu.

However, Corigun does not really rely on these skills unless absolutely necessary. To him, hand to hand battle is considered as a ‘Sport’ and a form of exercise; and not a valid means to deal with life threatening ‘Combat’. If Corigun needs to use his Melee Skills he will rely mainly upon Striking with Punches and Kicks and a few various Grappling techniques.


Mobility Enhancements: Corigun normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys. However, he does have a method of opening portals through large Water masses, such as lakes or the ocean.

- Run: 3 Areas per Round. He will get exhausted in about 3 hours of continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 3 minutes of continuous Sprinting.
- Swim: Complete and Full Water Freedom. He may teleport 1000’s of Miles through Water almost instantly.
- Climb / Crawl: 3 Area per Round and may adhere to virtually ANY texture surfaces.
- Jump: 1/2 Area (5 Feet) in a single bound. May clear 1 Area (10 Feet) with a running approach.


Talents:

- Water-Bending Magic - Melee Combat ABDE - Art (Painting and Drawing) - Stealth and Camouflage - Infiltration - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert Survival - Deep Sea Diving - Tumbling - Entrapment Escape - Acrobatics - Multiple Languages: English / Cantonese / Mandarin / Scottish / French -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Re: TankerAce Characters
May 13, 2009 11:18PM
avatar
Zodiac themed characters have always been coo (IMO) be they eastern or western in origin. The funny thing here is you mix the two with a very western creature representing the eastern zodiac. Im in love with the idea of him have a kilt (Im partly scottish). As usual a fun concept and thoroughly written out (and I always like the origin of the concept part). Most of my characters start as doodles and I film in the origin after the look is established. Possibly not the most stable format as the concept changes in many cases.
REX
May 20, 2009 09:30PM
avatar
Well THX…. I’m surprised people read them… They are tedious reads…



Code Name:
REX
Biological Name:
None / Unknown
U.S. Military Rank: None: Civilian Clearance equal to NATO Military Personnel (E-1 Private Citizen)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

REX

F: AS:80            | R: PR:04            | Race: Was Human    | Nationality: Zeta Five  |
A: IN:40            | I: RM:30            | Gender: Was Male   | Residence: Mobile       |
S: AS:80            | P: AM:50            | Apparent Age: ???  | True Age: About 200 y/o |
E: GL:125           | L: RM:30            | Eye Color: Black   | Alliance: PWR Military  |
                    |                     | Hair Color: None   | Calling: Repentant      |
Health: 325 / 650   | Karma: 114 / 114    | Blood Type: AB+    | Achievement: Demolisher |
                    |                     | Height: 10'2"      | Life Expectancy: ????   |
Initiative: FR:70   | Experience: SX:150  | Weight: 3200 lbs   | Species: Cyborg         |
Popularity: FB:02   | Appearance: IN:40   | Mass: 4 X 60 = 240 | Class: Warrior / Tank   |
Resources : TY:06   | Morality  : Neutral |                    |                         |
Job Rank  : TY:06   | Conviction: SN:60   | ATTACK: SY:200     | DEFENSE: SZ:350         |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
SP:45 [+0CS]        | AM:50 [+0CS]        | AM:50 [+1CS]       | AM:50 [+0CS]            |
                    |                     |                    |                         |


Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1996. REX is a Monstrosity Machine designed for a one-dimensional purpose; Destruction. He is basically a doomsday machine.

To be more accurate, REX is a Cybernetic Organism. He is a robot husk that utilizes an organic human nervous system for motor skills, general thought, and general decision making. But very few would think he has an actual ‘brain’.

REX is a brutish machine, pretty much driven by insanity and an unstoppable will to survive. The only reason he is considered as an agent of the PWR is because they are the only organization to somewhat control him. During extreme military conflicts REX is deployed as a ‘Tank’ unit for open field combat.

REX was not Randomly Rolled on the MSH Character Creation Table since he was to be considered as a specialty weapon rather than a playable RPG character. Instead, he was creatively conceived as a humanoid type of robot that is hell-driven to destroy all in his path.

REX has only been cast as a Character Personality in one game scenario, where he served the PWR as a Guard and a last resort special weapon to retaliate to extreme hostilities aimed at the PWR organization. However, he didn’t even get to fight or really interact with other Characters of the Game Table.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: REX lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities.

REX is an operational Cyborg and is normally stationed at PWR-Temple Zeta Five, A space station PWR base in orbit around the Earth. But he will often be transferred to other Globally based PWR-Temples and Satellite Stations.

REX is basically an all-purpose Combat Robot that has a strong focused build for open field warfare and infantry battle. During a Game he should be operated like a ‘MAD-TANK’ that only knows how to obliterate Enemy Forces on a fairly large scale.


Personality: REX basically has no personality when it comes to Character conference and social interaction. He is an emotionless ‘Robot’ in the traditional sense.

However, his human side has peeped out of his mechanical husk on the battlefield; where he realized the atrocities he was involved in. But his attentions were immediately re-directed to his survival as he either had to defend himself from an attack or destroy an emanate threat.

REX is not social at all, and if he feels threatened in any way, shape, or form he will go ballistic trying to destroy everything in his path.

Due to his uncontrollable savage nature, The PWR has specifically programmed him with a memory protocol to protect PWR members and property. This is a ‘Power’ listed in his ‘Talents’ which is further detailed.


Distinguishing Features and Story Origin:

Humans in a desperate War Torn World constructed REX some 200 years ago as a Doomsday Weapon. For the most part, he is a throwback relic of that Era.

After his deployments in the War he was de-commissioned and disassembled down to his interior mechanical skull and spine. His skull and spine was then placed into a life support pod which physically isolated him, but allowed him full sensory stimulus to the virtual world via access to verous communication systems. (The system is very similar to the ‘Matrix’ Movie trilogy, where human minds were directly interfaced into a highly detailed digital world.)

After many years, REX slowly re-built himself a new mechanical body. When his mechanical body had enough brute power he escaped his imprisonment only to pursue better and more powerful modifications. During this time of his life he caused havoc and mayhem in his quest to become more state of the art.

To this day, REX has only that passion in his soul; retro-fitting his mechanical body with new and improved technology and weapons.

As part of the PWR he has access to some of the Earth’s most potent weaponry and technology. As well, many forms of modern technology have been reversed engineered from his discoveries.


Known Powers: Surprising, for a walking Battle-Tank armed to the gills with all sorts of weaponry and state of the art technology, REX relies heavily upon his tactual skills and battle experience.

While not the most intelligent creature, he has a very clear understanding of guerilla warfare and tactics in open field battle.


Armored Autonomy: MN:75. REX’s robotic body is a Fully Armored Chassis. As a base default, REX should be considered has having True-Invulnerability to ALL and ANY attacks not listed below with MN:75 Capacity.

Notice his ‘Defense’ Rank at SZ:350. REX can also withstand 350 additional Points taken directly off his Health without sufferings various effects such as ‘Stun and Kill’ effects. This provides him with expanded Health to reach 650 Health Points. But his FASE only accounts for 325 points.

He may also FEAT Roll his Defense Rank, in place of his FASE to avoid and resist attacks above UN:100 Capacity. His Armor is provided by a vast array of heavy-duty metals, plastics, kevlar, ceramics, and other physical materials. On top of his Armored Autonomy, he also has an array of various force fields and energy shields, which also supplement his vast Armor levels.

Various Invulnerability classes:

- CL:1000 Immunity to Disease, Illness, and biological Attacks.
- SX:150. Industrial Grade Metals and Steel Alloys verse Conventional Physical Attacks.
- SX:150 Immunity to Radiation and Toxic Radio Wave / Light based damage.
- GL:125 Immunity to temperature of Heat, Cold, Fire, and Ice based damage.
- UN:100 Immunity to Electricity, Lightening, Static or similar Electromagnetic damage.
- UN:100 Invulnerability to Corrosive acids, venom, and similar chemicals.
- UN:100 Invulnerability to Psychic or ‘Software’ corruption.
- UN:100 Self Sustenance. No need to Eat, Drink, Breath, Sleep, or otherwise consume nourishment normally.
- PH:95 Invulnerability to Magic, Eldrich, and Spectral based Powers and damage.
- AW:90 Immunity to Quantum Energy and Unified Field Theory Energy.
- AS:80 Immunity to Gravity and Magnetic based damage.

Immunity: CL:1000. REX is fully immune to Physical and Emotional Pain or Stress. REX can still ‘Feel’ simply to register environmental conditions.

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.


Self Repair: EX:20. This is augmented via his microscopic nano technology. Basically REX is infested with trillions of microscopic robots, which repair mechanical and electronic damage. This functions similar to Robotic Regeneration.

REX can actually rebuild permanently damaged parts if supplied with raw materials placed near him. REX will literally eat raw materials around himself.


Mechanical Regeneration: GD:10. REX is almost completely maintenance free by means of his Nano-Technology, which repairs him on a microscopic level basically allowing him to ‘Heal’.

Under normal conditions REX will recover 1 HP per game round after suffering an injury regardless of his activity. REX may FEAT Roll his ‘Endurance’ to have the Nano-Technology repair damages faster. But such a FEAT roll will take a toll on his ‘Endurance’ Rank.

- BLUE: Total Failure, recover 2 HP for that Round. ‘Endurance’ does not drop.
- WHITE: Engage heightened Healing at 10 HP per Round. ‘Endurance’ will drop to UN:100.
- GREEN: Engage heightened Healing at 20 HP per Round. ‘Endurance’ will drop to AW:90.
- YELLOW: Engage heightened Healing at 30 HP per Round. ‘Endurance’ will drop to AS:80.
- RED: Engage heightened Healing at 40 HP per Round. ‘Endurance’ will drop to FR:70.


General Melee Combat: SN:60 / TR:85 / SY:200 Damage and Impact. REX is not a fan of Melee Battle since his Range Weaponry is tactically more superior. However, he can ‘Hit’ with blunt and lethal effects to inflict SN:60 / TR:85 / SY:200 impact.

REX will generally rely upon savage and unorthodox style of combat with Strikes and Grapples with whatever part of his body is available at that moment. REX will also not refrain from using his Full Might in a Hostile Situation.

REX only has one ‘Arm’ as illustrated above, but he can ‘Punch’ with his Left Arm, using the arrangement of guns as Melee Based Weapons. However, this is extremely rare, as REX will opt to pull the trigger instead.


General Range Combat: AM:50 up to SZ:500 Damage, Effect and Impact. REX is armed with just about every conceivable ‘GUN’ of the imagination. Since he has access to such a wide verity of Shooting Weapons they are simply categorized by the nature of their tactical firing patterns.

REX may use virtually ANY payload packed ‘Bullets’ to render various effects, such as the following.

- Electricity - Heat / Flame - Cold / Ice - Gravity - Kinetic ‘Bolts’ - Sonic - Light / Radiation - Vibration - Magnetic - Electro-Magnetic Pulse (EMP) - Quantum Unified Theory Energy - Organic or Mechanical or Electronic Stunning Energies - Magic Eldrich Beams or ‘True’ Vengeance / Nemesis Beams - Chemical ‘Acids’ - Incendiary Chemical Flame - And Simple Solid based ‘Bullets’ -

The only limitation is the Player must explain how a particular payload Bullet operates in Game Mechanics. REX’s weaponry normally starts at AM:50 Damage, Effect and Impact. But he may add [+1CS] to his Damage, Effect and Impact every round he does not ‘Blast’ a shot.

There are 15 Ranks between AM:50 up to SZ:500 on the Expanded Results Table. REX has to hold off Firing for 15 Game Rounds (1 minute 30 seconds) to Reach FULL capacity ‘Blasting’ at SZ:500 Capacity.

FEAT Rolling:
- Used from the ‘Fighting’ Rank at AS:80 for General Combative Shooting. (He does not ‘Shoot’ on his Agility).
- Used in a Sniper fashion he will gain [+1CS] every Game Round he stays Targeted on a Target up to 10 Rounds.
- Effective Range and Area of Effect: 1000 Feet (100 Areas or a 5 Area Grid Block)

Tactical Perimeters:
- Single Shot: Standard ‘Shooting’ weapons from point ‘A’ to point ‘B’. Normally about AM:50 Damage and Effect
- Burst Firing: Normally about AM:50 Damage and Effect up to SN:60 or FR:70 or AS:80.
- Full Auto Rapid Firing (Mini-Gun):

- BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
- WHITE: He’ll fire 5 to 10 Bullets from the weapon but miss his intended target by a few feet.
- GREEN: 10 to 20 Bullets hit target. (RM:30 X 10 to 20 = 300 to 600 Damage) Armor Piercing: AW:90
- YELLOW: 20 to 30 Bullets hit target. (RM:30 X 20 to 30 = 600 to 900 Damage) Armor Piercing: UN:100
- RED: Only 30 to 40 Bullets hit target. (RM:30 X 30 to 40 = 900 to 1200 Damage) Armor Piercing: GL:125
- 100 RED: 40 to 50 Bullets hit target. (RM:30 X 40 to 50 = 1200 to 1500 Damage) Armor Piercing: SX:150

- Scatter Shots: 4 Area grid Spread with Shrapnel, Nets, Ensuring rounds.. etc..
- Sniper Shots: Increase Armor Piercing by 1 Rank while reducing Damage by 1 Rank with in SZ:500 Capacity.
- Cluster or Charge-Up Shots: Hold back firing to Add [+1CS] to Damage for Every Game Round. Starts at AM:50.
- Signature Seeking Missals: Hold back firing for 2 Game Rounds to allow Signature Seeking Missals.
- Lob or Rebound Shooting to allow ‘Curved’ shooting or ‘Bouncing’ bullets.
- Explosive Rounds or Time Delayed or Remotely triggered ‘Bombs’
- Grapnel Cables or similar ‘Rope’ like ensnaring blasts. Used at Strength Levels once 'Hooked' and may conduct a payload.


Mobility Enhancements: REX normally travels on foot (FASERIP) and he must use other methods of transpiration to achieve extensively long journeys.

- Run: 4 Areas per Round. He will not get exhausted with continuous Running.
- Sprint: 8 Areas per Round. He will get exhausted in about 10 hours of continuous Sprinting.
- Swim: 3 Areas per Round. He does not need Air or Oxygen.
- Climb / Crawl: 3 Area per Round and may adhere to virtually any texture surfaces.
- Burrowing: 2 Areas per Round through MN:75 Grade Solid Mass.
- Jump: 2 Areas (20 Feet) in a single bound. May clear 5 Areas (50 Feet) with a running approach.


Enhanced Senses: RM:30. Used directly from his Base ‘Intuition’ Rank, REX may FEAT Roll to adjust his 5 Physical Senses to meet the environmental situation at hand.


Talents:

- Weapons Specialist for ALL Shooting Weapons is handled at AS:80 Base ‘Agility’ for FEAT Rolls, and fired from the ‘Fighting’ rather than ‘Agility’ to encourage more aggressive and lethal Gunnery Tactics.

Operates with AS:80 FEAT as the ‘Minimum’ Rank unless hindered by extreme situations or conditions. This ‘Talent’ is augmented by a vast array of Physical and Psychological components, such as a Targeting CPU, Enhanced Senses, Range Triangulation, and Understanding Ballistic Weaponry… etc.

- Unorthodox Melee Combat ALL - Stealth and Camouflage - Infiltration - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Emotion Control (Self) - Tumbling - Entrapment Escape - Multiple Languages: ANY documented ‘Human’ Languages - Mathematics - General Science - Total Navigation - Speed Reading - Mechanical / Electronic / Cybernetic Kit Bashing - First Aid - Fearless - Full Psyche Shield -

- Nullified Karma: REX will not lose Karma for destroying anything or anyone aside from PWR Property and Members. All official PWR property, equipment, and members have signature symbols and energy signatures that REX will recognize automatically.

Should he directly destroy PWR Property or Members he will lose ALL his Karma, and he must rebuild his Karma at 1/2 the normal Capacity. (If earns 20 points of Karma he only gets 10)

Should he directly witness or be truthfully informed that another Character destroyed PWR Property or Members he will use his Karma at Double Capacity; meaning if he uses 20 Karma to boost a FEAT roll he will get 40 boost points to the FEAT Roll.

REX gains Karma if he destroys Enemies or Equipment used in malicious activities against the PWR.

- Omni-Skill: REX may FEAT Roll his Reasoning to remotely tap into various Communication systems and ‘Learn’ virtually ANY ‘Reasoning’ Related Talent rendering [+1CS] to virtually any Reasoning FEAT he may attempt. During such a FEAT he is only able to use the ‘New’ Talent for that specific Reasoning FEAT, then he forgets the talent and must FEAT roll again to regain that ‘Talent’. The talents listed above are permanent.


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Wysper
June 19, 2009 10:58PM
avatar
Code Name:
Wysper
Biological Name:
Unknown
U.S. Military Rank: None: Civilian Clearance equal to NATO Military Personnel (O-1)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Wysper

F: SP:45            | R: RM:30            | Race: Caucasian    | Nationality: France     |
A: SN:60            | I: MN:75            | Gender: Female     | Residence: Mobile       |
S: GD:10            | P: AM:50            | Apparent Age: 30's | True Age: About 45 y/o  |
E: FN:35            | L: AM:50            | Eye Color: Blue    | Alliance: PWR Military  |
                    |                     | Hair Color: Black  | Calling: Investigator   |
Health: 150 / 150   | Karma: 205 / 205    | Blood Type: B+     | Achievement: Explorer   |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: FN:35   | Experience: IN:40   | Weight: 110 lbs    | Species: Tech-Human     |
Popularity: EX:20   | Appearance: EX:20   | Mass: 0 X 1 = 0    | Class: Infiltrator      |
Resources : GD:10   | Morality  : Neutral |                    |                         |
Job Rank  : GD:10   | Conviction: MN:75   | ATTACK: FN:35      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
FN:35 [+1CS]        | IN:40 [+0CS]        | RM:30 [+1CS]       | FN:35 [+0CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1993. Wysper is a covert operations agent. Like her name suggests, most of her abilities and powers are centered on Stealth, Silence, Espionage, and Secrecy.

Wysper is mainly a Stealth Infiltrator or ‘Spy’ using her Skills, Powers, and Equipment to secretly bypass direct confrontations to achieve a more pertinent goal.

Wysper was not Randomly Rolled on the MSH Character Creation Table since she was considered as a ‘Normal’ Human Being with various chemical and technical enhancements. Her Primary abilities were relatively low in relation to other Characters in most game campaigns; However, she was not the ‘Gimp’ of her team.

Wysper has only been cast as a Character Personality in a few game scenarios due to Real-Life events and the MSH-RPG slowly losing its popularity to interactive digital video games. At best she only has about 100 to 200 Invested / Earned Karma Points. As well, her Primary Abilities are fairly much maxed-out for a ‘Normal’ Human.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.

Life Style: Wysper lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities.

Wysper’s personal life and home residence is kept in the PWR’s Secret records and tracking Data-Base. While she does have a home and family, her Records and Files are pretty much ‘OFF the GRID’.

The only thing that can really be ascertained about her past or home life is that she is French, as she is 100% fluent in the French language, with the accent in her voice.

Personality: Despite her name, ‘Wysper’ She is actually very forward with her opinion and thoughts during Character conference and social gatherings. She has very little restraint in offensive or emotionally sensitive topics of conversation.

However, in matters of ‘Tactical’ information, she is extremely secretive, evasive, and can be rather hostile if another Character tries to extract information from her.

Wysper is generally a ‘Soldier’ and abides by a very strong moral code. She is very loyal to those in her team, but she may become extremely violent if betrayed. She is trained in a wide range of Assassin Arts and will Kill or Destroy her enemies with little provocation.

Wysper is also blind in her right eye, and it lacks a pupil and iris coloration. She wears an eye-patch most of the time to keep others from staring at her dead eye-ball. But she has been known to remove the patch for emotional ‘Shock’ value.

In the current time frame she lives in, She could have her eye medically cloned and surgically replaced. However, she has proven that her visual perception with a single eye has been better suited for her various skills.

Wysper is also generally attractive, with her fit and slim female build. But she rarely uses her ‘Looks’ to her advantage like most other women. She will often opt to use her skills to take advantage of a situation.


Distinguishing Features and Story Origin:

Very little is actually known about Wysper’s past origins. She came to the PWR as a rescued hostage during a hostile War event in Paris. After being rescued by PWR members she refused to be a ‘Victim’ and she armed herself and helped the PWR Task Force compete their mission goals.

For a ‘Normal’ Human, the PWR members were rather impressed and invited her to join Interpol. She accepted their proposal and after about 5 years at Interpol she had enough education, experience and technical enhancements to become a full fledged member of the PWR; Which is primarily composed of ‘Super-Powered’ individuals.

Since her indoctrination into the PWR, she has given very little information about her past, upbringing, or origins. It is even unclear how she lost the sight of her right eye; or if she was born that way.

The only thing that can be ascertained is that she was born somewhere in Paris, France and pretty much grew up on the Streets, clawing and struggling to simply survive.


Known Powers: For the most part, Wysper’s Powers derive from her intense training, education, and State of the Art equipment and uniform. She has no authentic Super Natural Powers, per say.

However, She has been physically and chemically enhanced to render her advanced Agility, Speed, Flexibility and Reflexes above Human Limitations.

It is highly unlikely that Wysper can increase her FASERIP any higher than it already is. Her ‘Powers’ will fade away over several months without her chemical treatments and intensive training regiment.


Stealth / Concealment / Camouflage / Invisibility: UN:100. Wysper can pretty much FEAT Roll this Power to render herself completely non-detectable to virtually ALL and ANY forms of sensory detection.

This works against all 5 ‘Normal’ senses and can often bypass ESP Powers and other forms of surveillance technology. It even functions to nullify ‘Magic’ or Psychic based ESP Powers at UN:100 Capacity.

While this Power is active she may attack Targets and other Characters without penalty, but her opponent may be able to detect her based upon an Intuition FEAT versus UN:100 Invisibility / Stealth. Normally, the opponent Character needs at least AS:80 Intuition at a RED FEAT to detect her in the next Game Round.

This Power has a wide range of applications for Power Stunts and she may FEAT Roll Power Stunts with out Karma Expenditure by a [-2CS] penalty to her UN:100 Stealth. (AW:90)

The entire Body Suit uses a very complex network of manipulated holographic micro-force fields built into her Uniform. Her suit is considered ‘Delicate’ and should be considered as AM:50 ‘Armor’ to almost ALL forms of Attack, but it is not meant to be used as ‘Armor’ in the traditional sense. It only provides GD:10 ‘Armor’ toward her Health.

If her Uniform is Damaged, Wysper will lose her Stealth Powers in the damaged area on her body suit. Reducing her UN:100 Stealth Powers down to PH:95, AS:90, TR:85, and so forth until it longer functions as 100% Damaged.

The suit does have self-repair with nano-technology which the Suit will self-repair 5 points per Game Round. Her body suit should be considered as having 100 points to calculate Damage to the uniform.

- Full Stealth / Concealment / Camouflage / Invisibility
- May share her Stealth / Concealment / Camouflage / Invisibility with Characters at 1 Area Away (10 Feet)
- Activate Power for 2 hours (1200 Rounds) to a 4 hour recharge time. (2400 Rounds)


Disguises / Personal Illusions / Enhanced Senses: MN:75. Wysper may use her Suit to completely Disguise herself as virtually any humanoid form if needed.

While not used extensively, this Power allows her to deceive many Characters that she may have to socially interact with. Often the Power is used to extract information from other characters or gain access to secured areas when Full Invisibility is not the tactical advantage.

Wysper’s Suit is already pre-programmed with 1000’s of alternate Illusions and Appearances. But she may Scan actual Characters with MN:75 acuity at roughly 70 feet away (7 Areas).

Her Scan is done with her line of Sight and takes 2 Game Rounds (10 Seconds) to successfully Scan with a Green or Yellow FEAT. At a RED FEAT she will Scan the targeted Character instantaneously with 100% acuity.

She is unable to mimic the Character’s FASERIP, HP, KP or Powers. But virtually all other noticeable details are accurate, even fingerprints, scars, and other forensic details. She may also cross refrence these details with her on-board CPU to gather Federal Records on the Scaned Character.


Phasing / Teleportation: AM:50. This Power allows Wysper to pass through solid objects and obstacles of AM:50 durability and Capacity, without disturbing or damaging the solid mass or molecular structure. Her movement and spatial speed is covered under her ‘Mobility’ Block.

She also uses this Power in a defensive manner to avoid Damage and Injury by letting potential Attacks pass through her harmlessly, as if she were ‘Smoke’.

When used in such a manner it should be considered as a ‘Dodge’ or Avoiding ‘Evasion’ of MN:75 Agility. Basically, she gains [+3CS] from SN:60 to MN:75 to Avoid virtually ALL and ANY Attacks in this manner.

During a Phasing Movement her Body is Teleported out of ‘Physical’ sync with our 3-Dimsional World. During this Phase She is entirely unable to attack or interact with ‘Normal’ Physical objects, items or Characters. However, she does use this Power with her Sword to make various assaults and specialized attacks.

Wysper may stay in a ‘Phased’ state for 1-minute (10 Rounds) to a 30 second (5 Rounds) ‘Solid’ duration time. During an extended ‘Phase’ State she is pretty much a ‘Ghost’ and can not really interact with the 3-Dimsional World, aside from minor visual and audible displays at her whim. She has used the Power in forms of intimidation, entertainment, and communication such as a ‘Ghost’.

Due to her ability to stay ‘Phased’ for prolonged time spans she rarely needs to ‘Look’ or ‘Target’ her landing spot.


Mobility Enhancements: Wysper normally travels on foot (FASERIP), but she may use her Teleportation as a means of ‘True’ Flight, Levitation, and Rapid Travel over generally short distances.

- Teleportation: 10 Areas per Round (100 Feet). Can be treated as ‘True’ Flight and Levitation for 1 minute.
- Run: 5 Areas per Round. She will get exhausted in about 3 hours of continuous Running.
- Sprint: 8 Areas per Round. She will get exhausted in about 3 Minutes of continuous Sprinting.
- Swim: 3 Areas per Round. Her Powers are fully immune to most weather and water conditions.
- Climb / Crawl: 3 Area per Round and may adhere to virtually any texture surfaces.
- Phasing: Treat as ‘Running’ or 'Flight' at 5 Areas per Round through AM:50 Grade Solid Mass with out Damages.
- Jump: Irrelevant as she can ‘T-Port’ 10 Areas per Round, but she may clear 1 Area (10 Feet) with a traditional ‘Jump’.


General Range and Melee Combat: FN:35 / SP:45 / VI:55 Damage and Impact. Wysper uses a large Samurai type of Saber Sword for her combative needs. She can ‘Fight’ unarmed but rarely chooses to ‘Fist-Fight’ unless absolutely necessary.

While Unarmed, she can inflict FN:35 ‘Blunt’ Damage without causing injury to herself, based upon an Average of her ‘Agility’ and ‘Strength’. She also uses her various Powers during such an event to reach FN:35 Armor piercing Properties or use ‘Trick’ hits that deceive and fool the Target Character with illusions of severe damage.
(The Player or GM may opt to use either form of Unarmed Melee Attacks; Phasing or Illusions)

Her Samurai Sword is actually nothing special, aside from a high-strength steel sword made of AM:50 material, with a razor honed edge. She channels her various Powers through the Sword to make it a viable ‘Super-Powered’ Weapon.

Such stunts include her ‘Phase-Sword’ in which Wysper basically rapidly Phases her Sword in and out of our normal dimension. This allows the Sword to have similar properties to a ‘Stars-Wars’ Light-Saber. Her Sword can punch through Barriers and Armor of UN:100 Durability to inflict FN:35 / SP:45 / VI:55 Damage and Impact to the Target’s Health.

She may also use the Sword in a Psychic Fashion with Illusions to ‘Trick’ the Target Character into ‘Thinking’ they were injured with a bladed weapon. Or even truly Strike a particular area of a Character while Casting an Illusion that was aimed at a different area of the Character.

As an Example: Wysper ‘Appeared’ to Strike at her Emery’s head, but she was actually Striking at his feet. When the Sword is used in such a manner Wysper will gain [+3CS] on her FEAT Roll, but she cannot score a ‘KILL’ result, but only a Stun which may be resisted with a Psyche FEAT over a Physical (FASE) FEAT.

She may also Teleport her Sword to act as a Thrown Range Attack able to reach a Target at roughly 100 Feet (10 Areas) in total Range. However, she rarely uses this stunt and opts to use a Teleportation ‘Beam’ that is thrown through the Sword in an 'Energy' Arch.

While used in this manner the Range attack should be considered as an ‘Energy’ Blade that may pierce Barriers and Armor of AW:90 Durability to inflict IM:25 / FN:35 / SP:45 Damage.

Wysper’s Sword is nearly indestructible as well. If her Sword is Damaged she may ‘Rebuild’ it or Repair it on a molecular scale by simply Teleporting it a few inches from one location to another. If her Sword is commandeered from her possession she can cause it to vanish from her Enemy’s hands by Teleportation.


Talents:

- Melee Sword Combat ALL - Total Stealth - General Shooting Weapons - Infiltration - Resist Domination - Forest / Jungle / Arctic / Ocean / Desert / Space Survival - Emotion Control (Self) - Entrapment Escape - Spatial Awareness - General Science - Total Navigation - Euro Military - Espionage - Mechanical / Electronic / Cybernetic / Computer / Robotic Kit Bashing - First Aid - Full Psyche Shield and Invisibility - Skiing / Snowboarding / Snow Sports - Public Performance (Acting) - Multiple Languages: French, English, German, Swedish, and Egyptian -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
Sajae
July 07, 2009 06:54PM
avatar
Code Name:
Sajae
Biological Name:
Sajae Yuramoto
U.S. Military Rank: None: Civilian Clearance equal to NATO Military Personnel (O-1 commissioned officer)
Commanding Unit: Planetary Warfare Regiment (PWR Global Defense Initiative and SPEC-OPS)



Primary Abilities:

Sajae

F: SN:60            | R: GD:10            | Race: Asian        | Nationality: Japan      |
A: IN:40            | I: RM:30            | Gender: Male       | Residence: Mobile       |
S: EC:15            | P: IN:40            | Apparent Age: 20's | True Age: About 25 y/o  |
E: FN:35            | L: IM:25            | Eye Color: Brown   | Alliance: PWR Military  |
                    |                     | Hair Color: Red    | Calling: Animal Nature  |
Health: 150 / 150   | Karma: 105 / 105    | Blood Type: A-     | Achievement: Idealist   |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: RM:30   | Experience: EX:20   | Weight: 180 lbs    | Species: Demi-Human     |
Popularity: IN:40   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Fighter/Warrior  |
Resources : TY:06   | Morality  : Neutral |                    |                         |
Job Rank  : EX:20   | Conviction: IN:40   | ATTACK: IM:25      | DEFENSE: IN:40          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
IM:25 [+0CS]        | IM:25 [+1CS]        | IM:25 [+0CS]       | EX:20 [+1CS]            |
                    |                     |                    |                         |

Game Origin:

Chris S. Finneke conceived this Character’s Concept and Persona in 1998. Sajae is a more contemporary Character Personality who embodies one of the 60 different symbolic Zodiac Animal Characters of the Chinese Lunar Calendar. (He is also generally a Knock-Off Character Archetype from the Street-Fighter Video Game Series.)

The Chinese Zodiac consist of 12 various Animals; And of these 12 Zodiac Animals each is a master of 1 of 5 Different Elements, creating a total of 60 Zodiac Characters.

The following creatures distinguish the Animal Characters;
- Rat - Ox - Tiger - Hare - Dragon - Snake - Horse - Ram - Monkey - Bird - Dog - Boar -

And the 5 elements each Creature is able to master as forms of Magic or Paranormal Powers:

- ‘Fire’ or various forms of Energy, Heat, Electricity, etc.
- ‘Water’ or various forms of Liquid.
- ‘Earth’ or various forms of Stone, Metal, Jewels, Sand, etc.
- ‘Wood’ or various forms of Plants, Trees, Foliage, etc.
- ‘Wind’ or various forms of Psychic and Telepathic abilities.

Sajae is the ‘Fire-Rat’ in the collection of 60 characters.

Sajae is a Mutant Demi-Human who is basically Part Rat and Part Human, however the only noticeable part of him that is ‘Rat’ is his 6-foot long Tail. His athletic abilities are also generally ‘Human’ as well, but his mutation as a Demi-Human have pushed his speed, reflexes, and overall dexterity to moderate super human levels.

For the most part, Sajae is fairly young and relies heavily upon his Physical abilities and Powers more so than his wisdom. He is also generally a Knock-Off Character Archetype from the Street-Fighter Video Game Series. He is highly skilled in fierce hand-to-hand martial arts, and has mastered his CHI Energies into a variety of attacks.

Sajae was not Randomly Rolled on the MSH Character Creation Table since he was generally considered with Peak Pinnacle Human FASE with a moderate level of R.I.P. and Karma. During Game Play, Sajae should be handled more like an aggressive Martial Artist, Scrapper, or Warrior.

Sajae has never been cast as a Character Personality in a game scenario due to Real-Life events and the MSH-RPG slowly losing it’s popularity to interactive digital video games.

Time Frame and Story Setting: Approximately 3000 to 4000 AD Earth.


Life Style: Sajae lives at any one of the 200 Earth bound PWR embassies, or ‘Temples’. These PWR temples serve as NATO Allied Military Bases, Interpol Bases, and Training Facilities.

Sajae’s personal life and home residence is kept in the PWR’s Secret records and tracking Data-Base. While he does have a home and family, his Records and Files are pretty much ‘OFF the GRID’.

The only thing that can really be ascertained about his past or home life is that he is Japanese, as he is 100% fluent in the Japanese language and culture.


Personality: Sajae is quite aggressive and socially abrasive to others round him. He almost qualifies as having a personality disorder in which he’d rather just Fight and establish relationships based upon Single-Unarmed Combat.

His background is generally unknown, but Social Psychologists normally deem him as a severe abuse survivor who has been Psychologically molded to ‘Prove Himself’ at all times and Win at virtually any form of competition.

He will brazenly challenge anyone in Single-Unarmed Combat, and when his peer declines the challenge he will often rebut with a snide insult. This has lead Sajae into a number of violent altercations; many of which he chewed off more than could handle.

If defeated in Unarmed Combat he will then show a small measure of respect toward his victor. But at some point Sajae will want a rematch. Sajae will normally decline other challenges such as an Auto Race, Strength Test, or Mental competitions and try to negotiate a Challenge based upon Unarmed Combat, such as a Boxing Match or test of Karate skills.

Sajae claims that Unarmed-Combat is the means to truly get to ‘Know’ someone and trust him or her.

While he is extremely competitive, and generally a sore loser, he abides by a very strong moral code in which he will only ‘Kill’ if absolutely necessary. Sajae has yet to let himself be consumed by the ‘Dark Hadu’ in which he would use his skills to commit murder and mayhem, rather than simple self-defense. However, he will KO and injure his opponents to subdue them.


Distinguishing Features and Story Origin:

Sajae was born to a seemingly normal Japanese Family and Household. And even though he had a Short Tail at the time, human mutations were relatively normal occurrences in modern society. Thus, most people generally accepted him.

Sajae was raised in Japan where he attended many Karate Dojo Schools in his quest to be a professional circuit fighter and athlete. During his young years he focused and trained hard in this outlet, as he was not as academically proficient as most other Japanese students.

As he reached his teens and young adulthood, Sajae earned a college scholarship to attend schools in the U.S. He furthered his Professional Prize Fighting Career by entering various tournaments. However, Sajae was stuck by tragedy and defeat as he was pitted against Fighters who were far more experienced.

This cold realization did not detour Sajae and he made many more attempts to be a Pro-Fighter and learn from the Fighters who could beat him. Here is where he learned to control his CHI energies. As he gained experience he learned to use this CHI energy to amplify his hitting power and hurl energy blasts.

Afterward he was approached by the PWR to Fight in public Tournaments as a representative.


Known Powers: For the most part, Sajae is a ‘Normal’ Human Being, only harnessing a moderate level of CHI control to summon useable energy from his internal biology. His CHI energies are primarily concentrated into Combative abilities and skills.

His Powers over his CHI derive primarily from his intense Martial Arts training. He has no authentic Super Natural Powers, per say, and it is suggested that other ‘Normal’ Humans can learn how to focus and refine their internal energies in similar fashions.

It is highly unlikely that Sajae can increase his FASE any higher than it already is. Sajae must train hard and dedicate a great deal of his time and energy to his Martial Arts.


Chi-Energy Manipulation: RM:30. Sajae may effect any one his FASE Ranks by 30 points for a brief duration.

This Power cannot effect his RIP Ranks, but can possibly be learned with Training and Concentration, in which the Power will operate at TY:06 Capacity and only with RED FEAT of RM:30 (95+ on the Expanded Results Table).

When activated, this Power will last for approximately 30 seconds (5 Game Rounds) in which the Player or GM must choose one FASE rank to boost by 30 Points. He must pass a Green RM:30 FEAT (36 or Greater).

- F: SN:60 + 30 = AW:90
- A: IN:40 + 30 = FR:70
- S: EC:15 + 30 = SP:45
- E: FN:35 + 30 = SV:65
- R: GD:10 + 06 = EC:15 Red FEAT only
- I: RM:30 + 06 = FN:35 Red FEAT only
- P: IN:40 + 06 = SP:45 Red FEAT only


His Health will also increase by 30 points to a maximum of 180 HP and this Power may act to Heal Up various injuries which did not shatter his bones or remove internal organs.

Sajae has an after effect once the Power has ran its Duration of 5 Game Rounds. He will be at a [-1CS] penalty on his chosen FASE Rank for a full 10 Game Rounds (1 Minute).

This Power is immediately usable again after it has run its 5 Round Duration, but it must be used upon a Different FASE Rank while the last FASE Rank recovers to normal.


General Melee Combat: IM:25 / FN:35 / AM:50 Damage and Impact with Blunt or Energy based Effects. FEAT rolled on his FASE Ranks, primarily on his ‘Fighting’ Rank for most FEATs.

Sajae can Strike and Hit extremely hard for a ‘Normal’ Human Being. He does this by surrounding his body parts with his CHI energies at the point of impact. He also uses his CHI to increase his hit power by accelerating his body motions to throw punches, kicks, and Strikes at higher velocities than a Normal Human, resulting in greater impact.

As well, his bones and musculature are highly conditioned to endure such impacts, however, he cannot use this ability as a form of ‘Armor’ to absorb incoming Attacks. He may execute ‘Force-on-Force’ Evasions to act as defensive blocks and deflections; however, such moves are not the most strategic or intelligent.

Grappling and Wrestling based maneuvers are handled normally on his ‘Fighting’ and ‘Strength’ Ranks, without additional Impact or Damage, however Sajae is very skilled with Clinch and Grappling combat. (IM:25 Damage)


- Rat Tail: Sajae’s 6 foot long ‘Rat’ Tail is not completely Prehensile; He may use his Tail as an additional limb in the fashion of a ‘Whip’ to snap and possibly ensnare a target in the coils of his tail. Used in such manner Sajae is only able to ‘Pull’ with his full ‘Strength’. He can only ‘Push’ or ‘Left’ an ensured object with PR:04 ‘Strength’.

Sajae also has 6 ‘Signature’ moves that generally mirror the ‘Special-Moves’ of the Street-Fighter Characters from Ryu, Ken, Dan, Akuma, and similar ‘Karate’ styled Characters of the series.

However, the Player or GM of Sajae may creatively expand upon these moves to create various ‘Power-Stunts’ in Melee Battle [-2CS] from Sajae’s FEAT Roll. These moves may include such actions as Multiple Hit combinations or Fierce single hit ‘Haymakers’ and ‘Bomb-Drops’.


- Flaming Dragon-Punch: Often executed as a Jumping Upper-Cut Punch ending with an acrobatic spin or flip, Sajae can also execute a similar Ken / Ryu / Sagat type move.

Sajae may expand upon this move to include Straight-Punches, Hook-Punches, or a verity of other ‘Punches’ and even very close in Elbow Strikes [-2SC] from his FEAT, but adding [+2CS] to his Damage and Impact to Reach SN:60.

With a RED FEAT Sajae’s Punch can engulf the Target in Flames for 1 Game Round, but the Fire is only a Cosmetic Illusion, which inflicts no additional Damage. At a Natural 100 RED Sajae’s Punch will engulf the Target in Flames for 1 Game Round and the Flame will Add EX:20 Heat Damage to his SN:60 Impact to reach AS:80 overall Damage and Impact.


- Flaming Hurricane-Kick: Like Ryu / Ken / and Akuma of the Street-Fighter Series, Sajae can also execute an acrobatic Spinning Air Kick with Multiple Hits. Sajae’s Hurricane-Kick is best illustrated in the animated action used in the Street-Fighter EX+ Alpha Game Title (The 3D Game Titles rather than the 2D Sprite Based Games).

When executed Sajae will jump about 10 feet toward his Target to land a series of moderately powerful kicks. Sajae may expand upon this move to include Straight-Kicks, Crescent-Kicks, or a verity of other ‘Kicks’ and even very close in Knee Strikes [-2SC] from his FEAT, but adding [+2CS] to his Damage and Impact to Reach SN:60.

- BLUE: Total Failure, Sajae will not even execute his Hurricane-Kick and may be susceptible to an Attack.
- WHITE: Sajae will execute his Hurricane-Kick, but Miss his intended Target.
- GREEN: Sajae will execute his Hurricane-Kick and 2 kicks will make Contact, each of FN:35 Impact.
- YELLOW: Sajae will execute his Hurricane-Kick and 4 kicks will make Contact, each of FN:35 Impact.
- RED: Sajae will execute his Hurricane-Kick and all 6 kicks will make Contact, each of FN:35 Impact.
- 100 RED: Same as a Normal RED, but Target will be engulfed in Flame for 1 Game Round.


- Short Range T-Port or Glide: Normally used by the upper echelon ‘Karate’ Characters of the Street-Fighter franchise, such as Akuma, Evil-Ryu, Violent-Ken, or Shin-Dan; Sajae may execute a Defensive T-Port or a Hovering maneuver to avoid an incoming attack to either Counter-Attack immediately in that same Game Round or gain [+2CS] in the next Game Round Initiative.

This Maneuver is executed on the AM:50 Rank [SN:60 — 2CS] but allows Sajae to avoid ANY form of Attack while maintaining his Melee Range to Counter Attack his Attacker.

When executed Sajae is invulnerable to ALL attacks for 1/2 of the Game Round as his body is dematerialized such as a Ghost or Smoke, and he will re-materialize to attack his Target with a Basic Fighting Attack, all handled on the same FEAT Roll. With a RED FEAT Sajae may counter-attack with one of his signature moves. Sajae can only use this maneuver every other Game Round.

This complex maneuver should be handled like a Standard Evasion FEAT, but it allows him to counter-attack almost instantaneously. If used strictly for terrain coverage Sajae may use this maneuver to clear 20 Feet (2 Areas) instantaneously.


- Shin Hadouken: This is a Grappling Attack normally only seen being used by Akuma of the Street-Fighter Franchise Characters. In this move Akuma grabs his opponent at Melee Range and the Video Screen goes entirely blank with a rapid flurry of random explosions. (Often the move is called the ‘Ultra-Combo’)

Sajae has a similar attack in which he can Grapple his opponent to execute a Shin Hadouken. Basically, Sajae channels a great deal of his CHI Energy into his Grappled Target to inflict MN:75 Impact to the opponent’s Health.

FEAT Rolled at IN:40 Ability (SN:60 Fighting — 4CS) this Attack should be considered as a ‘Nemesis’ Attack that can bypass almost all forms of ‘Armor’ as it is considered a Psychic Attack. However it can be resisted with either a Physical or Mental based Defensive FEAT Roll.

- BLUE: Total Failure, Sajae will not even execute his Shin Hadouken and may be susceptible to an Attack.
- WHITE: Sajae will execute his Shin Hadouken, but Miss his intended Target.
- GREEN: Sajae will execute his Hadouken with EX:20 Impact that is able to bypass AM:50 Armor or Defenses.
- YELLOW: Sajae will execute his Hadouken with IN:40 Impact that is able to bypass MN:75 Armor or Defenses.
- RED: Sajae will execute his Hadouken with MN:75 Impact that is able to bypass SX:150 Armor or Defenses.
- 100 RED: Same as a Normal RED, but Target will be engulfed in Flame for 1 Game Round.


- Various Charges and Multiple Attacks: The Player or GM of Sajae may opt to FEAT Roll a ‘Charge’ on his ‘Fighting’ Rank of SN:60 to enhance the ‘Charge’ attack with multiple Hits, Tumbling Tackles, or Hitting Multiple Targets in the same Game Round.

Sajae’s Fighting Rank of SN:60 allows him to execute multiple hit Combinations of 2 / 4 / 6 hits per Game Round, however, each individual Strike is divided among his Total hit Power of IM:25 / FN:35 / AM:50 Damage and Impact.

This is calculated with each 'Hit' as GD:12 / AA:08 / AA:08


- General Range Combat: Hadouken-Fire Ball. Much like the Character Cast of the Street-Fighter Franchise, Sajae can also hurl a CHI based Energy Blast. This special move basically allows Sajae to project his Melee Hit Power at a range of 50 to 60 Feet (5 to 6 Areas) while only losing [-1CS] from the Damage and Impact.

This Power-Stunt is FEAT Rolled off his SN:60 ‘Fighting’ Rank rather than his ‘Agility’ while Damage and Impact is rated at EX:20 / RM:30 / SP:45.

With a RED FEAT Sajae’s CHI-Fire Ball will engulf the Target in Flames for 1 Game Round, but the Fire is only a Cosmetic Illusion, which inflicts no additional Damage. With a Natural 100 RED Sajae’s Hadouken will engulf the Target in Flames for 1 Game Round and the Flame will Add EC:15 Heat Damage to his SP:45 Impact to reach SN:60.


Mobility Enhancements: Sajae normally travels on foot (FASERIP), but he may use his limited Teleportation as a means of ‘True’ Flight, Levitation, and Rapid Travel over short distances.

- Teleportation: 2 Areas per Round (20 Feet). Can be treated as ‘True’ Flight and Levitation for 1 Game Round.
- Run: 4 Areas per Round. He will get exhausted in about 3 to 4 hours of continuous Running.
- Sprint: 6 Areas per Round. He will get exhausted in about 3 Minutes of continuous Sprinting.
- Swim: 2 Areas per Round.
- Climb / Crawl: 1 Area per Round and may adhere to rough texture surfaces.
- Jump: Irrelevant as he can ‘T-Port’ 2 Areas per Round, but he may clear 1 Area (10 Feet) with a traditional ‘Jump’.


Character Quirks: RM:30. As stated above, Sajae is generally a Knock-Off Archetype Character from the Street-Fighter Video Game Series. While in Battle or Conflict he is quite elaborate using his illusionary ‘Flames’ to enhance his appearance for entertainment, shock, intimidation and illusionary value.

Some of these FEATs include illuminated, flaming and animated writings and symbols on his skin and uniform; or various illuminated auras engulfing himself in magic flames to appear more threatening, intimidating, or even seductive.

For the most part, these illusionary Flames are merely cosmetic and meant to dazzle other Characters in the Game Campaign. However, Sajae’s illusionary Flames can become Real Fire with various RED FEAT Rolls.

He can also use these illusionary flames as a torch to see in the dark or ignite flammable materials into Fire.

Sajae also has GD:10 Resistance to Heat and Fire with ‘Endurance’ FEATs. These minor abilities over Fire, Heat, and illuminated light may grow into more pronounced ‘Powers’ with time, practice and experience.


Talents:

- Unarmed Martial Arts ALL (Karate / Judo Based) - Stealth - Acrobatics - Climbing - Resist Domination - Forest / Jungle Survival - Street Wise - Emotion Control (Self) - Spatial Awareness - General Navigation - Psyche Shield and Invisibility - General Athletic Sports - Public Performance (Fire Handler / Dance) - Multiple Languages: Japanese and English -


Contacts and Assets:



The PWR (Planetary Warfare Regiment) and the Allied NATO Military Infrastructure.

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

Biowolf | Donovan | Strange-Scange | Gatlon | Replicator | Pepper | Arcain | Young Biowolf | Fire-Fox | Unit 01 | Unit 02 | Unit 03 | Unit 04 | Unit 05 | Enx | Maliki | Urako | Mongoose | Kadin | Furous Brox | Ace | Hashamoto | Corigun | Rex | Wysper | Sajae | Trever | Grant | Alucard | Syphia

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


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

MOTÖRHEAD
POST 90
July 09, 2009 01:04PM
avatar
POST 90

Being that this is the 90th Posted Topic for TankerAce’s Cast of Home-Brew Characters, this particular Topic may change its general direction; mainly in the Write-Up Pages for various ‘Canon’ Characters related to interactive digital video games.

I would like to keep these ‘Canon’ Characters listed here in the ‘Favorites and Game Revisions’ Forum Book, rather than have them moved to the ‘Canon Character’ Forum Book. After the Postings on Page 4 of this Topic I’ll continue with my original Home-Brew Characters.

The General Idea of this ‘Forum Book’ is to have each Page dedicated to a Group or Organization of my Home-Brew Characters I’ve written up over the years…

- Page 1: The Viper Rogue Militia and Skaarj Empire
- Page 2: GCI-Strike Forces and 30th Century Special Warfare Operatives
- Page 3: The Planetary Warfare Regiment. PWR, NATO, and Interpol 35th Century Warfare Operatives
- Page 4: Castlevania Based Characters and the Castlevania Vampire Cult
- Page 5: Paragon City / Rogue Island Freedom Phalanx Operatives
- Page 6: Waithion Empire
- Page 7: Cyber-Tribe Rogue Militia
- Page 8: The Dragon Horde
- Page 9: Freelance Characters (Hero and Villain, may possibly go into Pages 10, 11, and so forth)



Like most Table Top Role-Play Communities, the Players will generally attempt to Author Playable Characters based from current Multimedia Franchises, such as Cast Characters from Video Games, Cartoons, Live Action Movies, Written Literature and other Published Multimedia.

I’m no different, and in the mid 80’s into the late 90’s I too divulged in Writing-Up Video Game Characters to be Conversion Characters into MSH-RPG.

Each person at the RPG-Table fairly much settled upon various Game Titles and Characters to convert into the MSH-RPG Table-Top setting.

The Cast of Characters I chose were from Konami’s Castlevania Game Franchise. I chose Castlevania because generally the Castlevania Art Work and Character Cast are ‘COOL’. Plus the Castlevania Game Franchise covers a very wide spectrum of contemporary folklore and Antagonistic Archetypes from modern urban legends as well as Ancient European Mythology.

While this Cast of Characters is considered as ‘Canon’ and meant to adhere closely to their original depictions and lineage; many of the Characters of this Topic were actually played in RPG Campaigns and slightly modified to fit into the Table-Top Games we had running.





Protagonist Character Cast:

- Trevor Belmont (Possibly the most prevalent Character of the Castlevania Series in resent titles)
- Simon Belmont (Possibly the most prevalent Character of the Castlevania Series during the 80’s and 90’s)
- Leon Belmont (Currently the eldest of the Belmont Clan, dating back to 1094 AD by Story Lineage)
- Richter Belmont (A contemporary Belmont figure who was Master of the Vampire Castle in SOTN)
- Maria Renard (A Recurring Charcter of the Castlevania Franchise; Later adopted into the Belmont Clan)
- Grant Danasty (A Recurring Charcter of Castlevania. He is a swift and clever pirate wielding blades)
- Sypha Belnades (A Recurring Charcter of Castlevania. She is a Shaman-Mage wielding magic)
- Alucard (The Son of Dracula, and a very prevalent Character of the Castlevania Franchise)


Reluctant Protagonist Character Cast:

- Cornell (A Fierce Lycan Warrior who turns against Dracula and leads a rebellion of Werewolves)
- Aeon (A time Traveling Mage who’s motives to fight Dracula are not quite understood)
- Hector (Once a Servant of Dracula, he is a Devil-Forge-Master able to summon Demonic ‘Pets’)


Antagonist Character Cast:

General Foot Soldiers, Calvary and Infantry Forces of Dracula and Castlevania:
- Castlevania’s Skeleton Army (Magically Animated Skeletons of various Humans and Animals)
- Castlevania’s Ghost Army (Evil spectral entities summoned to conduct Dracula’s Evil Biddings)
- Castlevania’s Zombie Army (Magically Revived Corpses of various undead Humans and Animals)
- Castlevania’s Demon Army (Magically Summoned Creatures and Monsters of the Demonic Netherworld)
- Castlevania’s Calvary Knights (Magically Animated Suits of Armor who are powerful Castle Soldiers)
- Castlevania’s Dragon Minions (Magically Conjured Dragons which Protect Dracula from Invaders)


Sector Bosses and Lieutenants of Dracula and Castlevania:
- Castlevania’s Minotaur Minions (Powerful Warrior Monsters who Command Castlevania’s Cathedral)
- Castlevania’s Cyclops Executioners (Powerful Warrior Monsters who Command Castlevania’s Dungeon)
- Madusa (A Demonic Snake Lady who commands legions of Reptilian Beasts in Castlevania’s Gardens)
- Anakaris (A Mummified King who commands legions of the Undead in Castlevania’s Catacombs)
- Necromancer (A powerful monster made from a mesh-mash science of Castlevania’s Laboratory)
- Issac (A Devil-Forge-Master able to summon Demonic ‘Pets’ in Castlevania’s Clock Tower)
- Joachim Armster (A Vampire Prisoner who has been able Commandeer Castlevania’s Cemetery)
- The Succubus (A Demonic Servant who uses lustful seduction as her weapon in Castlevania’s Library Keep)
- Cerberus (A 3-Headed Wolf in the Orlox Armory Quarters, who commands Loyal Werewolves to protect Castlevania and Dracula)
- Carmilla (A Vampire Servant who uses seduction and conventional combat in Castlevania’s Sacred Chapel)


Final Bosses of Dracula and Castlevania:
- Demitri (A Demonic Creature with shape shifting Doppelganger Powers)
- Shaft (An Evil Priest, often titled as ‘Shaft’ who Initiates the resurrection and revitalization Dracula and Castlevania)
- The Reaper (An extremely Powerful Spectral Entity who uses Castlevania as a conduit to enter our realm)
- Vlad Tempest Dracula (An extremely Powerful Demonic Entity brought into our Realm by Evil Priests)

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


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

MOTÖRHEAD
 
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