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: Blue
Hair Color: Blonde
Skin Color: White
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
Religion: Deist
Elemental Attachment(s): Fire 100%, Ice 100%
Known Familiar(s): None
Current Affiliation(s): None
Past Affiliation(s): 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)
Orientation: Straight
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, a 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
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
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
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 Arrows: 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 Arrows: 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
Rifle Height: 0'10" (from handle bottom to cannon)
Rifle Width: 0'5"(from handle side to handle side; thick of the rifle)
Rifle Length: 1'9" (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. 100% from Power Cartridge per 1 minute charge.
[Weapon #5]
Weapon Type & Name: Assault Rifle- MCR-53 (Costumized AK-74)
Rifle Height: 1'0" (from handle bottom to cannon)
Rifle Width: 0'2.3" (from handle side to handle side; thick of the rifle)
Rifle Length: 2'11" (from cannon hole to hammer)
Materials: Steel
Weight: 4 lbs. (no clip)
Resistance: 482 lbs of pressure, 1,370 degrees Celsius
Caliber: 5.54 mm
Reload Type: Clips
Round Capacity: 30 Rounds per Clip
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)
Gun Height: 0'8"(from handle bottom to cannon)
Gun Width: 0'1.6"(from handle side to handle side; thick of the guns)
Gun Length: 0'9"(from cannon hole to hammer)
Materials: Steel, Rubber
Weight: 5 lbs. (no clip)
Resistance: 482 lbs of pressure, 1,370 degrees Celsius
Caliber: .40 S&W
Reload Type: Clips
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
Blade Height: 0'4" (from handle's top to blade tip)
Blade Width: 0'0" *1 cm (thickness of the blade)
Blade Length: 0'1.5" (broadside of the blade)
Dagger Height: 0'10"
Dagger Width: 0'1"
Dagger Length: 0'1.5"
Materials: Granite
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
Materials: Tungsten, Carbon Nanotubes, Biological Tissue
Weight: 5 lbs.
Resitance: 1002 lbs of Pressure, 832 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.
[Accessory #1]
Scarab of 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
Materials: Tungsten, Carbonyde
Weight: 8 lbs.
Comfort: Average
[Full Body Uniform]
Ydonian Special Ops
Full Body Uniform Type & Name: Cargo/Protective/Concealing Camoflage Stealth Uniform
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
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
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
Materials: Reinforced Plastic, Cotton
Weight: Light
Comfort: Average
[Accessory #4]
Accessory Type & Name: Added Protection to the Shins- Shinguards
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 which 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 a huge steel link fastened by sliding both of the metal protuberances into their respective holes in the belt on the other side.
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. It holds a one-move take off buckle. The Callist hangs from the belt and over Gene's left thigh.
The MCR-53 has a 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]
*(From here on in, the entries have been briefened for the purpouses of posting it in this Database. Extensive, detailed information can be found in my journal.)
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.
Visions
-Thermal Vision-
-Night Vision-
-X-Ray Vision-
-DHS Vision- Dual Helix String Vision. Views the world through it's building blocks.
Lenses
-Optical Zoom-in-
-Optical Microscope-
-Optical Light-Deafener- Automatically adjusts to light emissions, dissallowing blindess due to flashes.
Modes
-Scan Mode- Using the Dual Helix String Vision, allows Gene to study his opponents.
-Eye-to-hand Mode- Reacts to visuals with the speed of a pre-programmed, ultrafast computer located inside Gene's forehead using the bionic arm linked to the computer.
-Eyebeam Mode- Shoots an eyebeam at the expense of high energy output and possible melting of the bionic eye.
Bionic Right Arm
ND Bionic ARM 9XK Custom
Description: This bionic arm is made up of principally secondary adamantium, titanium and carbonyde with a no nerval bioplastic covering it. 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.
-Electric Touch- An electric discharge of 1990 volts can be sent to electrecute everything touching the arm.
-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.
-Laser- The palm of the hand can shoot a powerful light laser that can melt through steel and titanium.
-Arm Spikes- The arm can release these blades and spikes which are effective in grapples, melee and hand-to-hand combat.
-Electric Assimilation- Any electricity passing across the body or the arm is mostly assimilated into the arm and converted into power energy with an auxiliar electric battery on the inside of the arm (below the Power Cell).
"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
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies.
Minor Creation, Psionic
Metacreativity (Creation)
Shaper Level: F
Creates a nonmagical, unattended object of nonliving, vegetable matter.
Bolt
Metacreativity (Creation)
Level: 1
You create a random number (2d4) of ectoplasmic projectiles.
Skate
Psychoportation
Level: 1
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice.
Synesthete
Psychometabolism
Level: 1
You receive one kind of sensory input when a different sense is stimulated.
Control Flames
Psychokinesis [Fire]
Level: 1
Allows user to control existant flames, increase or decrease them in size.
Psionic Repair Damage
Metacreativity
Shaper Level: D
When laying your hands upon a construct that is atleast not completely destroyed, you reknit its structure to repair damage it has taken.
Energy Stun
Psychokinesis [see text]
Level: 2
Releases a powerful stroke of the chosen type of energy: cold, electricity, fire, or sonic.
Levitate, Psionic
Psychoportation
Level: 2
Levitate allows you to move yourself up and down as you wish.
Concealing Amorpha, Greater
Metacreativity (Creation)
Shaper Level: D
Using concealing amorpha, the manifester weaves a quasi-real membrane around him/herself that blurs his/her actual positioning.
Ectoplasmic Cocoon
Metacreativity
Shaper Level: D
Draws writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy.
Dispel Psionics
Psychokinesis
Level: 3
Ends ongoing psionic powers that have been manifested on a subject or an area.
Touchsight
Psychometabolism
Level: 3
Generates a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings as if using a psionic radar.
Fabricate, Psionic
Metacreativity (Creation)
Shaper Level: D
You convert material of one sort into a product that is of the same material.
Quintessence
Metacreativity (Creation)
Shaper Level: C
Collapses a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence that protects items from wear.
Trace Teleport
Clairsentience
Level: 4
Traces the destination of any psionic or magical teleportation made by others within the power’s area within the last minute.
Freedom of Movement, Psionic
Psychoportation
Level: 4
This power enables you or a creature you touch to move and attack normally for the duration of the power, even under the influence of magic or psionic energy that usually impedes movement.
Hail of Crystals
Metacreativity (Creation)
Shaper Level: C
Shoots a basketball crystal that, upon impact, blows into a thousand sharp shards.
Plane Shift, Psionic
Psychoportation
Level: 5
Moves manifester or some other creature to another plane of existence or alternate dimension.
Adapt Body
Psychometabolism
Level: 5
Body of the manifester automatically adapts to hostile environments.
Psychic Crush
Telepathy [Mind-Affecting]
Level: 5
Manifester's mental will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen.
"The power of the mind is the ability to turn your thoughts a weapon. What better weapon than what you can imagine?"
Magical/Spiritual Abilities
[[Spells]](http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoZ.html)
Limiter: Gene can only cast any spells within any given level a total of six times per level every day.
Gene has learnt enough spells to put a sorceror to shame. Through his powerful Balliarch scythe or his Sagitarius bow, he can channel potent magic and cast it with as much ease as he can shoot a can from a football field away with a handgun:
Arcane Mark
Universal
Level: Trick Art
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. It serves as a means of identification and as a means to summon the item back with the Arcane Summon spell.
Frost Beam
Evocation [Cold]
Level: Trick Art
A ray of freezing air and ice projects from the caster's pointing finger.
Detect Magic
Divination
Level: Trick Art
Allows the detection of magical effects in place and magical auras.
Detect Poison
Divination
Level: Trick Art
Determines whether a creature, object, or area has been poisoned or is poisonous.
Read Magic
Divination
Level: Trick Art
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
Acid Splash
Conjuration (Creation) [Acid]
Level: Trick Art
Fires a small orb of acid at the target.
Disrupt Undead
Necromancy
Level: Trick Art
Directs a ray of positive energy. Effective against undead foes.
Mage Hand
Transmutation
Level: Trick Art
Caster points his/her finger at an object of no more than 5 lbs. and can lift it and move it at will from a distance.
Message
Transmutation [Language-Dependent]
Level: Trick Art
Whisper messages and receive whispered replies from affar.
Endure Elements
Abjuration
Level: I
A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Shield
Abjuration [Force]
Level: I
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of the caster.
Magic Missile
Evocation [Force]
Level: I
Missiles of magical energy dart forth from the caster's fingertip and strikes its target, dealing force damage.
Floating Disk
Evocation [Force]
Level: I
Creates a slightly concave, circular plane of force that follows caster about and carries loads.
Featherfall
Transmutation
Level: I
Affected creatures or objects fall slowly.
Projectile Protection
Abjuration
Level: II
The warded creature gains resistance to ranged weapons.
Gust of Wind
Evocation [Air]
Level: II
This spell creates a severe blast of air (approximately 50 mph) that originates from the caster, affecting all creatures in its path.
Flaming Sphere
Evocation [Fire]
Level: II
A burning 5 foot globe of fire rolls in whichever direction the caster points and burns those it strikes.
Spider Climb
Transmutation
Level: II
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
Minor Image
Illusion (Figment)
Level: II
This spell creates the visual illusion of an object, creature, or force, as visualized by the caster.
Energy Protection
Abjuration
Level: III
Energy Protection grants temporary immunity to the type of energy specified when it is cast (acid, cold, electricity, fire, or sonic).
Lightning Bolt
Evocation [Electricity]
Level: III
Releases a powerful stroke of electrical energy that deals 500000 volts of electricity to each creature within its area.
Flame Projectile
Transmutation [Fire]
Level: III
Turns ammunition (such as arrows, bolts, bullets, shuriken, and stones) into fiery projectiles.
Haste
Transmutation
Level: III
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
Shout
Evocation [Sonic]
Level: VI
Emits an ear-splitting yell that deafens and damages creatures in its path.
Black Tentacles
Conjuration (Creation)
Level: VI
This spell conjures a field of rubbery black tentacles, each 20 feet long from the ground that trap victims near it.
Fire Screen
Evocation [Fire or Cold]
Level: IV
This spell wreathes the caster in flame and causes damage to each creature that attacks him/her in melee.
Wall of Ice
Evocation [Cold]
Level: IV
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.
Dismissal
Abjuration
Level: V
This spell forces an extraplanar creature back to its proper plane.
Passwall
Transmutation
Level: V
Creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.
Telekinesis
Transmutation
Level: V
Moves objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Prying Eyes
Divination
Level: V
Creates twenty semitangible, visible magical orbs (called “eyes”). These eyes move out, scout around, and return as you direct them when casting the spell.
Antimagic Field
Abjuration
Level: VI
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
Move Earth
Transmutation [Earth]
Level: VI
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
Circle of Death
Necromancy [Death]
Level: VI
A circle of death snuffs out the life force of living creatures, killing them instantly.
Reflect
Abjuration
Level: VII
Spells and spell-like effects targeted on the afflicted creature are turned back upon the original caster.
Arcane Summon
Conjuration (Summoning)
Level: VII
You call some nonliving item with an arcane mark from virtually any location directly to your hand.
Vision
Divination
Level: VII
Vision brings to your mind legends about an important person, place, or thing. This spell functions like legend lore, except that it works more quickly but produces some strain on you.
Dimensional Lock
Abjuration
Level: VIII
Creates a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
Iron Body
Transmutation
Level: VIII
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
Sunburst
Evocation [Light]
Level: VIII
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take heavy radiation damage. Particularly effective against undead foes.
Mage Disjunction
Abjuration
Level: IX
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.
Prismatic Sphere
Abjuration
Level: IX
Prismatic sphere conjures up an immobile, opaque globe of shimmering, multicolored light that surrounds the target and protects him/her from all forms of attack.
[color=black]Meteor Swarm
Evocation [Fire]
Level: IX
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.
"And for my next trick...!"
Sentient Companions
The hawk familiar, psi-crystal and the two summoned demons that Gene controls in battle give Gene the ability to outnumber his opponent at any given time. Not only do his companions give him that ability, but they also have abilities of their own.
Fos
Hawk Familiar
Jyx
Single-minded Psicrystal
"The strength of friendsh-- nah, too corny."