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"The fool calls himself a wise man; while the wise man knows himself to be nothing more than a fool." -I.D.
Gene Dalfont
Reputation Names: The Champion Mercenary
Nicknames: Merc, Saber X


Statistics

Race: Human
Age: 31
Class: Master Jack
Job: Mercenary
Height: 6'5"
Weight: 198 lbs.
Eye Color: Green
Hair Color: Black
Skin Color: Dark Brown
Body Build: Fair, Athletic, Soldier-like
Birthdate: Haot 36 (July 5)
Birthplace: Maunda, Namari
Nationality: Ydonian
Current Residence: Several
Blood Type: AB-
Home Planet: Greatland
Home Plane: Material- Aurk

Alignment: Neutral (Undecided)
Religion: Deist
Elemental Attachment(s): Fire 100%, Ice 100%

Known Familiar(s): None
Current Affiliation(s): None
Past Affiliation(s): The Mishap Mercenaries, Namari Rebellion Act, Ydonian Army- Special Ops, Nous Vos Vendran, Dursaak 18th Garrison- Omega Soldier Division, S.P.A.R.T.A.

Favorite Food: Ceasar Salad, Dursaak's violet mushrooms, Litiga Steak
Favorite Drink: Jinglefruit Juice, 151, Vinca Throatwarmer
Favorite Music: Heavy Punk Metal Rock (Representative Band: Rob Zombie)

Aspiration: To find something worth fighting for
Darkest Fear: To never fullfill his aspiration

Weaponry: Two kodachi, two handguns, an assault rifle, a plasma rifle, magic crossbow & bolts, explosives, mines and traps.

Character Information

Fighting Style: The Champion Mercenary. While few know of him, those who do know his powress in the battlefield. He is ready for anything: long range combat, melee combat, close quarters combat, hand to hand combat, magical combat, psionic combat, strategic combat, stealth combat... you name it, he can do it. He is relentless and aims for the kill since the beggining of the battle, making sure to come in and out of a battle situation as fast as possible. With his wide array of weaponry at his disposal, and all the skills and protective defenses his body hosts, he is a force to be reckoned with.

Special Abilities/Skills: While he cannot control anything persay other than casting spells and using his psi tatoos for psionic assaults, it's more than enough to get him around in a battle. His bionic parts also give him a good couple of abilities, such as scanning his opponents for valuable information on them, using eyebeam rays and using his bionic arm to react towards threats with inhumane reflexes, as well as Night Vision, Thermal Vision, X-Ray Vision, Double Helix String Vision, zooming in and zooming out and other nifty abilities.

Characteristics/Personality: He is of True Neutral alignment, meaning he doesn't care much for anything, not law, not freedom, not goodness nor evil. He simply does what he's asked to do, and is only interested in what he gains from it.
Happy- Usually becomes very cheery and social, though without much interest or motivation to do anything outworldily charitable. He'd have to be -real- happy for that.
Anger- He becomes rather impatient and persistant to get what he wants. Usually already gruff and uncaring, this usual mood becomes intensified when he gets angry. He becomes a real a** real fast.
Sadness- Gene becomes rather quiet, and if asked about it, he will lunge at the inquiring person with anger and disaprooval. Gene would rather hide his weak feelings than let them be known.
Combat- In combat Gene can be very quiet and patient, very distasteful or very exhilarated. Depending on the person he is fighting, he can be in love with the battle and respect the opponent, hate the conflict and the person he is fighting, or, what usually happens when there is no interaction between him and his opponent, he is quiet and patient and executes what seems fitting to the situation.

Advantages: Gene's array of weaponry gives him an edge against any kind of opponent he might be facing as well as his ability to scan them to see what makes them tick, or what weaknesses they may have. Gene has inmense versatility at the expense of having to carry a lot of gear, which he compensates for by dropping it while he is in the battlefield. His overall balanced strength, speed, vitality, stamina, intelligence, magic and psionic powress gives him instant adaptability to any combat situation. His gear also grants him strengths and defenses in any other fields he does not specialize in, giving him an even larger area where he can act upon. In conclusion, Gene can pretty much take any kind of opponent on.

Bio: Since he can remember, Gene has always been into some kind of military faction. At the early age of 12 he was already enlisted as a child soldier put into action in the Namari Rebellion Act, learning the use of the assault rifle and other weapons of trade. At age 16, he managed to escape the senseless acts of violence the political conflicts of his country and found himself being transported to a safer home in Ydonia. Once in Ydonia, and not knowing what to do other than kill, Gene enlisted into the army and under five years become a Special Ops officer, where he honed his skills as a soldier.

After two years in service of the Ydonia Special Ops, he was covertly transferred into a secret planetary defense organization called Nous Vos Vendran, during which he learnt of the technological marvels of the universe. In his stay in this secret organization, he lost his right arm, which was instantly replaced by a cybernetic implant. Within a year or so, he then quits the organization and becomes a mercenary, where he is hired by the Selllein Federation and moved into an interstellar garrison: the Dursaak 18th Garrison. Here he faught against the galactic empire, which was strong enough to take his right eye, also replaced by a cybernetic implant. In three years of fighting for the Selllein Federation, he faced an almost lethal encounter, and was luckily extracted from death by a nearby interplanar organization.

SPARTA was created to protect the interplanar safety of the whole multiverse. Owing them his life, he joined SPARTA. Within this organization, he quickly mastered the arts of magic and began learning psionics. During his four years of stay in the organization, he met several battles that gained him new, arcane and psionic gear he had never though of attaining before. However, by the end of the fourth year, SPARTA becomes disbanded because of internal conflicts, and Gene is forced back into becoming a mercenary. Now he offers his services at the highest bidder. Know that he will slay armies on his own, and having a soldier such as himself within the ranks of any organization comes with a price. A very, very hefty price.

Weapons
Dominant Hand: Ambidexterous.
All weapons noted below have an Arcane Mark embedded into them.

[Weapon #1]
Saber X
Weapon Type & Name: Short Sword- Kodachi
A skillfully crafted weapon with a vibroblade function in a fire/ice set of kodachi.
Blade Height: 2'0" (from handle's top to blade tip)
Blade Width: 0'0" *1 cm (thickness of the blade)
Blade Length: 0'1" (broadside of the blade)
Sword Height: 2'7"
Sword Width: 0'3"
Sword Length: 0'3"
Materials: Steel, Cotton
Weight: 9 lbs.
Resistance: 543 lbs of pressure, 1,370 degrees Celsius (without 2nd Kanji)
Sharpness: 5303 nm
Comfort (Handle): Average
Abilities-
-Vibroblade Function: Within the handle of the kodachi, a power cell charges a vibration generator built into the hilt upon the flick of a button on the short sword's handle. These vibrations move across the blade 934.45 times a second, making it's already laser sharp blade capable of cutting through almost any material.
-Fire Property: A magic rune on the blade gives this weapon the fire elemental attachment. At will, the wielder can cause this blade to ignite on fire or turn to 300 degrees Celsius, giving the blade a red-hot appearance, and causing it to cut easier through metal and cold substances.

[Weapon #2]
Saber Z
Weapon Type & Name: Short Sword- Kodachi
A skillfully crafted weapon with a vibroblade function in a fire/ice set of kodachi.
Blade Height: 2'0" (from handle's top to blade tip)
Blade Width: 0'0" *1 cm (thickness of the blade)
Blade Length: 0'1" (broadside of the blade)
Sword Height: 2'7"
Sword Width: 0'3"
Sword Length: 0'3"
Materials: Steel, Cotton
Weight: 9 lbs.
Resistance: 543 lbs of pressure, 1,370 degrees Celsius (without 2nd Kanji)
Sharpness: 5303 nm
Comfort (Handle): Average
Abilities-
-Vibroblade Function: Within the handle of the kodachi, a power cell charges a vibration generator built into the hilt upon the flick of a button on the short sword's handle. These vibrations move across the blade 934.45 times a second, making it's already laser sharp blade capable of cutting through almost any material.
-Ice Property: A magic rune on this blade causes it to have the ice elemental attachment. At will, the wielder can cause this blade to expell a cold burst of ice or make the blade become threateningly cold down to -300 degrees Celsius, freezing water around it and/or cutting through hot substances or fire with ease.

[Weapon #3]
Callist
Weapon Type & Name: Magical Crossbow- Repeating Crossbow
A crossbow with intricate sigils and runes across it that give it great magical power.
Crossbow Height: 0'" (from bottom of the crossbow handle to string puller)
Crossbow Width: 0'3" (thickness of the bow)
Crossbow Length: 1'9" (from crossbow handle to crossbow end)
Materials: Estoll Hair, Dadaria Tree Bark, Mana Ore
Weight: 5 lbs.
Resistance: 893 lbs of pressure, 345 degrees Celsius
Max Pressure Load: 501 lbs.
Range: 100 ft.
Comfort (Handle): Good
Abilities-
-Somatic Emulator: Emulates hand gestures of spells using the mana ore runes engraved throughout the crossbow. Two magical, transparent, sparkling, gold hands appear on either side of the aim of the bow's arrow, performing somatic components for the wielder.
-Verbal Emulator: Emulates chanting of spells using the mana ore runes engraved throughout the crossbow. Whispers emanate from the crossbow when a verbal spell is required.
-Material Emulator: Emulates all material components of spells using the mana ore runes engraved throughout the crossbow. After fifteen uses, the mana ore is not enough to emulate any more materials, and the caster will have to use the spells' material components.
Ammunition-
-Woodtip Bolts: Standard bolts which's featherless end is sharpened into a piercing tip. Completely made out of ironwood.
-Titanium Bolts: Standard wooden bolts which are headed by titanium tips.
-Explosive Bolts: Bolts tipped with a 4 inch wide gunpowder-filled copper tip with a miniature flintlock match that ignites the gunpowder upon striking a target.
-Poison Bolts: Standard wooden bolts which are headed by poison-filled titanium tips which are secreted out a miniature tube that leads to the outer part of the tip. It secretes 800 mg of pure, focused venom.
-Thunder Stone Bolts: Thunder stone bolts' tips have been made with Thunder Stone. Thunder stone is an alchemical substance that, whenever struck hard against a solid surface, creates a deafening bang that would normally leave a target deaf for about an hour or so. However, these particular thunder stones have been augmented alchemically to blow the eardrums out of any human, leaving the target deaf for life. These bolts are not particularly made to strike the target so much as to strike something near the target to make the thunder stone deafen the target. If a target has armor, striking it would be almost lethal due to the sonic waves possibly breaking the target's balance and sending the target into nerval shock. The thunderclap produced by the bolts have an area of 5 miles in radius, only permanently deafening those within 10 feet of the area of impact (should those within the area not be protecting their auditory organs, in which case they just become deafened for 1 hour only), deafening those within 50 feet of impact for a random time limit (the closer to the initial 10 feet radius, the more time it is, usually starting at around 1 hour of being deaf within the first 20 feet and 1 minute at around 50 feet's worth of distance) and being heard across a total of 5 miles around the strike of the bolt.

[Weapon #4]
Weapon Type & Name: Energy-based Rifle- PH44 Plasma Rifle
A devastating melee range weapon that uses copious ammounts of energy to fire searing plasma at it's targets.
Rifle Height: (from handle bottom to cannon)
Rifle Width: (from handle side to handle side; thick of the rifle)
Rifle Length: (from nozzle to plasma chamber)
Materials: Secondary Adamantium, Silica Aerogel, Carbonyde (composed of 1 , 2, 3), Nanotori (see 1), Titanium, Tungsten and Steel
Weight: 10 lbs.
Resistance: 8823 lbs of pressure, 94,000 degrees Celsius
NTEM-Plasma Shot Capacity: 10 per Clip
Plasma Reload Type: 10 round Charge & Cool Time
Plasma Shot Capacity per Charge: 5
Barrel Type: Bullpup Configuration; Bulky Nozzle
Comfort (Handle): Good
Ammunition-
-NTEM (NanoTori ElectroMagnet) Shots: Shots designed to charge particles in a ray-like emission at a nanoscale level with ultra-high magnetic presence. These shots are fired miliseconds before the actual plasma beam is fired. They are fired via air compression, caused by the plasma's own heat. These shots are around the size of a hand grenade each, and have several 'pores' along their carbonyde/silica aerogel surface, through which they release trillions of intensely charged nanotori along their trip to the target. These charged nanotori create an inmensely focused 'magnetic bottle' as they are released into the air, allowing a safe, non-blooming passage for the plasma beam to pass through. Unfortunately, they have a very poor range of 20 meters, although usually the plasma beam catches up to the shot at around 15 meters, leaving the plasma rifle truly effective only within the 14 meter range.
-Plasma Discharge: The plasma generator within the weapon is a miniaturized version of the VASIMR, within which matter is agitated and kept concentrated in one single spot by several Nanotori tubes and gold & copper magnetic coils surrounding the plasma. Upon firing, the magnetic coils surrounding the barrel become charged with an opposite charge to that of the plasma's containment chamber, and causes the plasma to stream out of the rifle and into the NTEM Shot's nanotori 'magnetic bottle'. The strain each plasma burst causes the rifle is capable of overheating the weapon drastically, even with it's twin liquid gas chamber cooling system. For safety measures, only five plasma discharges are allowed to be shot at a time before letting the weapon cool for atleast a minute (8 posts) before shooting again. Plasma discharges can burn through just about anything, ranging, under normal environment conditions, between a searing 30,000 to 50,000 degrees Celsuis. This weapon is particularly effective and best used in a void or in space. Each charge takes up two Power Cartridges (200%).

[Weapon #5]
Weapon Type & Name: Assault Rifle- MCR-53 (Costumized AK-74)
A powerful assault rifle which's rounds are capable of breaking through cement walls like butter.
Rifle Height: 0'6" (from handle bottom to cannon)
Rifle Width: 0'8" (from handle side to handle side; thick of the rifle)
Rifle Length: 0'1-1/4" (from cannon hole to hammer)
Materials: Steel
Weight: 4 lbs. (no magazine)
Resistance: 482 lbs of pressure, 1,370 degrees Celsius
Caliber: 5.54 mm
Reload Type: Magazine
Round Capacity: 30 Rounds per Magazine
Selective Fire Settings: Safety, Full Auto, Burst & Semi Auto
Barrel Type: Standard
Comfort (Handle): Good
Ammunition-
-Lead 5.54 mm: Standard lead 5.54 mm rounds.
-Titanium 5.54 mm: Titanium 5.54 mm rounds. Made for armor piercing purpouses.
-Arcane 5.54 mm: Enchanted silver 5.54 mm rounds. Upon hitting the target, they create a mana anomaly that propagates a small kinetic explosion with a force of 300 lbs.

[Weapon Set #1]
Weapon Type & Name: Semi-Automatic Handgun- DAFC 2 (Costumized Jericho 941)
Powerful set of handguns designed to kill targets in one or two shots at most.
Gun Height: (from handle bottom to cannon)
Gun Width: (from handle side to handle side; thick of the guns)
Gun Length: (from cannon hole to hammer)
Materials: Steel, Rubber
Weight: 5 lbs. (no magazine)
Resistance: 482 lbs of pressure, 1,370 degrees Celsius
Caliber: .40 S&W
Reload Type: Magazines
Round Capacity: 12 Rounds per Clip
Barrel Type: Standard
Comfort (Handle): Good
Ammunition-
-Lead .40 Caliber: Standard lead .40 S&W rounds.
-Holy .40 Caliber: Silver .40 S&W rounds. They have been blessed by a powerful bishop, causing these rounds to be particularly effective against dark, evil and undead creatures.
-Dark .40 Caliber: Iron .40 S&W rounds. They have been cursed by an evil warlock, causing these rounds to be particularly effective against holy, good and celestial creatures.
-Fire .40 Caliber: Tungsten .40 S&W rounds. They have been dipped in napalm, causing them to explode in flames when they are shot. Upon hitting the target, they will be searing hot and/or possibly still on fire or, whats worse, catch on fire after they have hit the target; however, using this ammunition might cause the rest of the ammunition to explode, and they have high chances of jamming the gun due to overheating.

[Aux. Weapon #1]
Weapon Type & Name: Dagger- Stone Crafted Combat Knife
Gene's personally sculpted knife for use against magnetism manipulators.
Blade Height: 0'6" (from handle's top to blade tip)
Blade Width: 0'0" *1cm (thickness of the blade)
Blade Length: 0'1.5" (broadside of the blade)
Dagger Height: 0'10"
Dagger Width: 0'0.5"
Dagger Length: 0'1.5"
Materials: Stone
Weight: Light (less than 1 pound; irrelevant)
Resistance: 687 lbs of pressure, 1,354 degrees Celsius
Comfort (Handle): Great

Equipment
All the equipment noted below have an Arcane Mark embedded into them.

[Head Gear]
Boldur Helmet
Head Gear Type & Name: Protective Head Gear- Helmet
An breathing biotech helmet that feeds off psionics and protect the user's head.
Materials: Tungsten, Fullerite, Biological Tissue
Weight: 7 lbs.
Resitance: 80560 lbs of Pressure, 6832 degrees Celsius
Protects: Head, Chin
Comfort: Average
Abilities-
-Psionic Protection: This living, breathing biotechnologically-made helmet protects against all psionic waves attempted to reach into the wielder's mind. However, while this helmet is on, the wielder cannot use any psionics from his mind, himself, since this being actually feeds off the wielder's psionic aura.-Breath: The boldur shellfish is actually an amphibious parasite, capable of breathing underwater and over water and allow it's wielder to share it's own air supply, namely working as an airtank and air purifier. It can only purify certain toxic gasses and it can level the oxygen to the wielder's needs, but it cannot purify acids or extremely toxic gasses. Within a void, it can only contain it's breath for 30 minutes, allowing it's host to breathe the air for the duration of it's containment.
-Psionic Visor: Using the host's own psionic energy, a visor can be projected in the opening of the helmet for the user's eyes. This psionic visor allows selective gas entrance, mostly oxygen, nitrogen, hydrogen, carbon dioxide and other common breathable gasses. It otherwise protects against any other elements-- however, this ability does in no way overlap the Breath ability of the helmet.

[Accessory #1]
Scarab of Afterlife
This necklace is said to safeguard the owner in the afterlife...
Accessory Type & Name: Protective Necklace - Amulet
Materials: Gold, Mana Ore, Divine Crystal
Weight: Light
Comfort: Good
Abilities-
-Soul Permanency: Allows the soul of the dead wearer to stay within the amulet until it desires to leave.

[Torsal Gear #2]
Plated Carbonyde Vest
Torsal Gear Type & Name: Protective Bullet Proof Vest
A powerful, bullet-proof vest that withstands bullet shots and minimizes bruising.
Materials: Titanium, Tungsten, Carbonyde
Weight: 8 lbs.
Comfort: Average

[Full Body Uniform]
Ydonian Special Ops
Full Body Uniform Type & Name: Cargo/Protective/Concealing Camoflage Stealth Uniform
Uniform used by Ydonian Special forces, it blends in with the environment using photofiber.
Materials: Reinforced Cotton, Polyester, Photofiber
Jacket Pockets: 4 (two on either side of the front of the jacket)
Pants Pockets: 6 (two on either side of the hips, two on the back, and two on either side of the shins, the ones near the shins bigger than the other four)
Weight: 3 lbs.
Comfort: Good
Abilities-
-Selective Environmental Camoflage: Also called 'SEC' and 'Smart Camo', this uniform's camoflage changes according to the surrounding environment, using photofiber to relay colors from the surroundings and select the most common colors to cause the uniform to change into them.

[Accesory #2]
SPARTA Cloak
Accesory Type & Name: Protective, Cargo Cloak
Powerful cloak used to carry weapons and protect against superpowerful abilities.
Materials: Plane Matter
Weight: 2 lbs.
Holsters: 2
Straps: 4
Comfort: Good
Abilities-
-Planar Protection: This cloak is apparently made of planematter, changing color depending on what kind and on what plane of existance it is. As such, this cloak protects against all physics-changing anomalies that are not related with mana anomalies (magic), such as planar, matter, quantum, time, space and other such hazardous yet powerful manipulation types. The cloak is also naturally fire proof.

[Gripwear]
Psion Gauntlet
Gripwear Type & Name: Psionic Enhancement Gauntlet
Gauntlet that boosts psionic energy with a psiobore orb.
Materials: Studded Leather, Cotton, Psiobore Orb
Weight: 1 lbs
Comfort: Average
Abilities-
Psionic Enhancement: Grants the wearer more psionic power (raises Gene's Psi Power Points to 200).

[Accessory #3]
Accessory Type & Name: Added Protection to the Genital Area- Cup
Ahhh... protecting the ol' children makers, eh?
Materials: Reinforced Plastic, Cotton
Weight: Light
Comfort: Average

[Accessory #4]
Accessory Type & Name: Added Protection to the Shins- Shinguards
I don't want any kids kicking my shins and making me jump up and down in pain...
Materials: Reinforced Plastic, Cotton
Weight: Light
Comfort: Good

Other protective non-observables include a series of magic runes inscribed across his body that protect him against magical diseases, magic transformations, magic instant-death spells, as well as magical enchantments. Psionic tatoos scribed alongside the magical runes in a very intricate manner protect him against any telepathy attacks into his brain, as well as any external (as in, that they don't come from himself) psychometabolisms and psychoportations.

Other non-combat related wearables include a formal long-sleeved black shirt, a white sleeveless undershirt, a pair of boxers, socks and a pair of black metal rimmed rubber boots that ground most electric attacks.

Items
All items and cargo devices have an Arcane Mark embedded into them.

Leather Bag
Cargo Device Description: An 8 inch wide leather belt meant to be strapped across one's torso. It has an easy-slide off buckle that allows it to be taken off with a single finger motion.
Bag Divisions: 3
Pockets: 3

Items : Weight Per Unit : Pocket or Strap
Frag Grenade x5 : 1 lbs : Bag Divison 1
Flashbang Grenade x5 : Light : Bag Division 1
Anti-Matter Bomb x5 : 1 lbs. : Bag Division 1
EMP Bomb x5 : 1 lbs : Bag Division 1
B'neilruun Glop Grenade x5 : 2 lbs : Bag Division 1
SEC Claymore Mine x5 : 1 lbs : Bag Division 2
Bear Trap x5 : Light : Bag Division 2
Caltrop Pouch x2 : Light : Bag Division 2
Lead .40 S&W Magazine x4 : 1 lbs : Bag Division 3
Holy .40 S&W Magazine x4 : 1 lbs : Bag Division 3
Dark .40 S&W Magazine x4 : 1 lbs : Bag Division 3
Fire .40 S&W Magazine x4: 1 lbs : Bag Division 3
First Aid Kit x1 : 1 lbs : Pocket 1
Power Cell x2 : 3 lbs : Pocket 1
Lead 5.54mm Magazine x5 : 2 lbs : Pocket 2
Titanium 5.54mm Magazine x5 : 1 lbs : Pocket 2
Arcane 5.54mm Magazine x5 : 1 lbs
C4 x1 : 1 lbs : Pocket 2
Spells' Material Components x1 : 1 lbs. : Pocket 3

Each .40 S&W magazine has a total of 12 rounds, while the 5.54mm magazines hold a total of 30 rounds each.

Carried in Cargo Jacket : Weight per Unit : Pocket
Box o' Cigs x1 : Light : Right Upper Pocket
Lead .40 S&W Magazine x2 : 1 lbs : Right Lower Pocket
Lead 5.54mm Magazine x2 : 2 lbs : Right Lower Pocket
C4 Remote x1 : 2 lbs : Left Upper Pocket
Fire .40 S&W Magazine x2 : 1 lbs : Left Lower Pocket
Arcane 5.54mm Magazine x2 : 1 lbs : Left Lower Pocket

Carried in Cargo Pants : Weight per Unit : Pocket
Frag Grenades x3 : 2 lbs : Left Shin Pocket
Lighter x1 : Light : Right Hip Pocket
x1 : 3 lbs : Left Back Pocket

Quiver
Description: A quiver that carries all five types of bolts cartridges. It can carry a total of 50 cartridges. It is divided into five parts, each having a different texture and carved patterns to ensure differentiation via touch, not to mention every bolt cartridge is made of different materials. Each cartridge is weights 2 lbs. The quiver holds a false bottom; within, a C4 explosive waits to be detonated in the case that his quiver gets stolen. The strap of the quiver is a one-step take off buckle with the same principle of the explosives bag.
Quiver Divisions: 5

Bolt Cartridges : Quiver Section
Woodtip Bolt Cartridge x10 : Quiver Section 1
Titanium Bolt Cartridge x10 : Quiver Section 2
Explosive Bolt Cartridge x10 : Quiver Section 3
Poison Bolt Cartridge x10 : Quiver Section 4
Thunder Stone Bolt Cartridge x10 : Quiver Section 5

Cartridges have 5 bolts each. Each cartridge weights 2 lbs.

Carried in Cloak : Weight Per Unit : Holster or Strap
DAMC 2 x2 : 6 lbs : Left & Right Holsters
Lead .40 S&W Magazine x6 : 1 lbs : All Easy-Release Straps

A belt around Gene's waist carries a small communications device, a couple of small ration cans, three soda can sized containers filled of chemically designed liquids to satisfy thirst. The belt is fastened by a one-move take off buckle.

The MCR-53 has a one-move removable strap that enables Gene to carry it. A strap wrapped over the right shin carries the combat knife.


Abilities

Physical/Special Abilities

[Bionic Parts]

Bionic Eye
B-I v10.5 Custom
Description: Installed after the squirmish of Eilii II where he lost his normal eye, Gene's bionic eye has been upgraded several times. The last upgrade, made by SPARTA's highest biotech scientists, includes the following features:
Features:
System
-CAOCN, Custom Design- Central Analytical Optical Computer Network installed inside Gene's right side of the forehead, inside the skull, calculates and analyses visuals seen through the bionic eye's many vision types. It is an upgrade from the initial optical computer network in that it can analyse visuals in addition to allowing the eye's features to be controlled via cerebral synapses and is costumized to be connected with Gene's bionic arm. 25% from Power Cartidge.
Visions
-Thermal Vision- Converts Infrared spectrum light readings into visual representations. 0.2% from Power Cartridge.
-Night Vision- Uses image enhancement by catching tiny ammounts of light, including some of the lower portion of the infrared light spectrum inperceptable to human sight and amplifying it so that it becomes visible. 0.4% from Power Cartridge.
-X-Ray Vision- Relays X-Ray emissions and recollects the data from the bounce-back of said X-Rays. It's range is limited to 10 meters. 5% from Power Cartridge.
-DHS Vision- Most power-taxing vision. Double Helix String Vision uses a highly advanced graviton reader and a series of quantum femtoscopes to read the strings in the area where the iris faces. It's range, however, is limited to 5 meters. 15% from Power Cartridge.
Lenses
-Optical Zoom-in- Highly luminance absorbant lenses allow a total of a 5 magnification power with a 90 objective diameter, with a 300 foot field of view at 800 yards.
-Optical Microscope- Series of lenses allow a microscopic view of x1000, allowing a total resolution of about 0.9 micrometers.
-Optical Light-Deafener- Series of refractive, semi-opaque lenses allow vision through blowtorch-intense luminance. Automatically activates upon exposure to excess light.
Modes
-Scan Mode- Uses DHS Vision to analyse string patterns and come up with conclusions. Initiating this mode takes up a lot of energy from the Power Cell, but it also allows the CAOCN to gather information from Gene's surroundings and supply it to Gene. Gene may know one fact about each following subject regarding his surroundings or a specific target each post:
<Physical Analysis> Information regarding materials, substances, muscular structure, age, materially unstable surfaces, material properties and the like of the scanned target.
<Magical Analysis> Information regarding magical properties, elemental attachments, magic assimilation, anti-magical properties, mana anomaly readings and levels and the like of the scanned target.
<Psionic Analysis> Information regarding psionic properties, psychic levels, bodily psionic adjustments, psionic assimilation, anti-psionic properties, psionic signature readings and levels and the like of the scanned target.
<Miscellanious Analysis> Information regarding anything non-magical, non-psionic and non-physical, such as spirit energy readings, some chakra energy readings, and other important facts about the scanned target.
In the case that one analysis type is complete, the COACN can replace the information that would originally be sent into that particular analysis slot with supplementary information from any other analysis slot. 50% from Power Cartridge.
-Eye-to-hand Mode- The COACN, connected to both Gene's bionic eye and arm, can use the visuals recieved from the bionic eye to make the arm react to them in a matter of microseconds. While Gene is quite fast, this mode gives him a particularly inmediate response towards any kind of threat or circumstance using the bionic arm. The control of the responses of the bionic arm are only semi-dependant on Gene's synapses, since the responses are upon proximity or threat of, usually, something extremely fast that requires the fast processing of the COACN's ultra-fast reacting system. Output varies, but usually no less than 70% from Power Cartridge.
-Eyebeam Mode- Using a mixture of the Optical Zoom lenses, Optical Microscope lenses, the X-Ray Vision and special high light focusing mirrors created for this particular mode, an eyebeam can be shot out of the bionic eye at the expense of high power cartridge output. This finite, 2mm diameter beam can range from 900 to 1000 degrees farenheit at a distance of 3 feet, but after this distance it blooms into the surrounding air, slowly declining from 500 degrees Celsuis at 4 feet to 100 degrees Celsuis at 5 feet. This mode is utilized usually for special, delicate cuts in material meant to be fixed or separated, although it can also be used as a last resort weapon, as keeping the beam up for more than a second can cause the eye to malfunction and melt it's own pieces-- not to mention, the power output becomes threateningly high. 90% from Power Cartridge.

Bionic Right Arm
ND Bionic ARM 0.99 Custom
Description: This bionic arm is made up of principally secondary adamantium, carbonyde and titanium. Unlike the Gratan M-Arm, the ND Bionic ARM has no concealing bioplastic to make the arm look humanoid at the expense of better defenses and a much more combat-oriented construction. The arm is able to lift a total of 830 lbs without additional help.
Features:
-Power Cell- The center of Gene's power supply. The Power Cell attached to his bionic arm's shoulder supplies energy to his two bionic parts and his plasma rifle. The Power Cell holds ten Power Cartridges within it. Once only two Power Cartridges are left, a visual display in Gene's bionic eye will warn him of his near-empty status. Changing Power Cells takes a bit of time and concentration, since the systems have to be unplugged and plugged back in manually and carefully as so not to damage the nerval system of the bionic arm, so it takes atleast 30 seconds (4 posts) to successfully change Power Cells.
-Electric Touch- Through the nerval bioplastic, an electric discharge of 1990 volts can be sent to electrecute everything touching the arm. 50% from Power Cartridge.
-Burning Touch- The arm can use the electric touch defense mechanism with added heat-by-electrecution pads to heat the arm up to extreme temperatures. While the temperature is mentally regulated by the owner, making the output vary, the output is still atleast 35% from Power Cartridge with an increment of about 10% per 100 degrees Celsius.
-Laser- At the palm of the hand there is a small opening from which a laser can project through. The laser is highly concentrated and is able to reach 10 meters worth of distance and can melt through steel and titanium. 100% from Power Cartridge per turn used.
-Arm Spikes- Irregularly shaped blades and spikes built into the arm that are laser-sharp made of secondary adamantium. They sprout from the arm at will and are particuarly effective in grapples and melee combat. They are located across all parts of the arm, with particularly large sets of spikes located near the shoulder around the Power Cell and on the top of the forearm which reach the five inch size.

"You lose some, you get some better, you know? It's all about maximizing."

[Psionic Power]
Limiter: Without the Psion Gauntlet, Gene only has 116 Psi Power Points.
Throughout his searches for more abilities to use in combat, Gene stumbled upon the power of the mind. The ability to use psionic frequencies and manifest anomalies with but only thought and mental discipline. While Gene cannot use these with his helmet on, when he takes it off...

Astral Construct
Metacreativity (Creation)

Shaper Level: F
Display: Visual; see text
Manifesting Time: 1 turn
Range: Close (50 ft.)
Effect: One created astral construct
Duration: 10 turns (Dismissable)
Attempted Save: None
Power Resistance: No
Power Points: 1

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.


Minor Creation, Psionic
Metacreativity (Creation)

Shaper Level: F
Display: Material
Manifesting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonpsionic, nonmagical object of nonliving plant matter, up to 10 cu. ft.
Duration: 10 hours (Dismissable)
Attempted Save: None
Power Resistance: No
Power Points: 1

You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per manifester level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the psionic power to fail.


Bolt
Metacreativity (Creation)

Level: 1 (Augmentable)
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: A normal bolt, arrow, or sling bullet
Duration: 10 min.
Attempted Save: None
Power Resistance: No
Power Points: 1

You create a random number (2d4) of ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has an enhancement bonus on attacks.

Augment: For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on accuracy and damage.


Skate
Psychoportation

Level: 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one unattended object (total weight up to 1000 lbs.); see text
Duration: 10 min. (Dismissable)
Attempted Save: None
Power Resistance: Yes (harmless, object)
Power Points: 1

You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed increases by 15 feet per turn. As with any effect that increases speed, this power affects the subject’s maximum jumping distance.

The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an additional 15 feet per turn.

If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.


Synesthete
Psychometabolism

Level: 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 100 min. (Dismissable)
Power Points: 1

You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.

Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.

If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a circumstance bonus on all visual actions. While feeling light, you are immune to gaze attacks.

If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with circumstance bonus on all auditory actions.

Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.

You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).


Control Flames
Psychokinesis [Fire]

Level: 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (200 ft.)
Area: One nonmagical fire source; see text
Duration: Concentration, up to 10 min.
Attempted Save: See text
Power Resistance: No
Power Points: 1

You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted below. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a turn. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a tough, difficult evasion, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the difficulty of the evasion needed to put out the flames increases to formidable difficulty.

This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet per turn. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.

An animated fire can move around freely, despite creatures in the way. If an animated fire enters a square occupied by a creature, that creature can make a dodge to get out of the way, the difficulty of said evasion based on the fire's intensity and the power of the manifester.

A victim on fire takes damage each turn until the fire is put out. Additional turns in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe any time to dodge after the first).

Note: As a Psion Shaper level C, Gene can only increase and control flames up to the size of a Forge (or, rather, flames the size of a normal human being).

Augment: You can augment this power in one or both of the following ways:
1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your manifester level.
2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.


Psionic Repair Damage
Metacreativity

Shaper Level: D
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Attempted Save: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

When laying your hands upon a construct that is atleast not completely destroyed, you reknit its structure to repair damage it has taken. The power repairs a large ammount of damage plus a small additional ammount depending on the power level of the manifester. Constructs that are immune to psionics or magic cannot be repaired in this fashion.

Augment: For every 2 additional power points you spend, this power repairs additional damage.


Energy Stun
Psychokinesis [see text]
Level:
2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (50 ft.)
Area: 5-ft.-radius burst
Duration: Instantaneous
Attempted Save: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing damage to each of them. In addition, any creature that fails its save for half damage must be able to mentally will the pain away or be stunned for 1 turn.

Cold: A stroke of this energy type deals ice damage. The attempted save to reduce damage from a cold stun is of bodily resistance, not agility.

Electricity: Manifesting a stroke of this energy type provides a bonus to the attempted save's difficulty and a bonus on manifester power check for the purpose of overcoming power resistance.

Fire: A stroke of this energy type deals fire damage.

Sonic: A stroke of this energy type deals pressure damage regardless of an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases and it becomes harder to dodge and/or withstand.


Levitate, Psionic
Psychoportation
Level:
2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal or Close (50 ft.)
Target: You or one willing creature or one object (up to 1000 lbs.)
Duration: 100 min. (Dismissable)
Attempted Save: None
Power Resistance: Yes (harmless, object)
Power Points: 3

Levitate allows you to move yourself up and down as you wish. You can mentally direct the recipient to move up or down as much as 20 feet each turn; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a minuscule penalty on overall accuracy, the second more of a penalty, and so on, until it becomes slightly hard to get a good aim. A full turn spent stabilizing allows the creature to begin again at the initial slight penalty on overall accuracy.


Concealing Amorpha, Greater
Metacreativity (Creation)

Shaper Level: D
Display: Material; see text
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 10 turns (Dismissable)
Power Points: 5

Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. The quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.
You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.


Ectoplasmic Cocoon
Metacreativity

Shaper Level: D
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (200 ft.)
Target: One Medium or smaller creature
Duration: 10 turns (Dismissable)
Attempted Save: Reflex negates
Power Resistance: No
Power Points: 5

You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

Cutting or damaging the cocoon can free a victim. The cocoon is as hard as stone and two and a half inches thick, making it hard to penetrate. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items.

The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).

A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.

Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s attempted save difficulty increases.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.

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