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12:20, 28th April 2024 (GMT+0)

Jesse

Jesse

Description:
Age (Early Twenties, 20?), 5'9, and 250LB. Jesse is no super model. He is a overweight glasses wearing Chinese American. Currently wearing Vietnam era tiger stripe jungle BDUs, combat boots, a boonie hat, Giorgio Armani black frame glasses, a silver ring with chain-like pattern on his left ring finger, and a modern armor vest with ammo and gear carriers. He has a bandage wrapped around his left eye and temple, the end of a gash can be seen in peeking out. It looks like the eye was undamaged.

Weapons currently carried:
Colt 1911A1(10rd EXT. Mag, carried cocked and locked) in a right strong side retention holster.
Colt M4 Carbine(30rd STAGNAG magazine, four position fire selector, holographic sight, fore grip-pod,) in a two point sling.
Four M67 frag grenades carried on the chest.

New Abilities:
Strange Personal Timeline/Dimensional Travel Side Effects

Jesse currently experiences flashes and dreams to what he terms his normal self as he travels. His normal self being a normal person rather then a traveler. Sometimes he wakes up with chunks of experiences and memories from this version of himself. Constant dimensional travel has also left his body with a odd biological scheme, effectively slowing his aging to the point of stopping at times with some random small bursts of change. Jesse has also found that this is also connected to his normal self.

"Big Eyes Small Mouth's" Power Flux; Skill Flux, Power Flux, and Creation Flux.
(Duration -3, decreases wait time to free action)

Jesse has received a futuristic implant that has been implanted onto his personal universal frequency and partially in his brain. It is a super computer with basic user AI interface and a "creation" function that allows him to summon non-living objects, such as vehicles, weapons, or supplies such as artificial rations or ammunition. Normally he would have "200 Creation points" to use, but he is currently down to 50 points due to medical usage. Negligible items such as ammunition, food supplies, tactical carrying gear, some necessary equipment, and non-protective clothing can be summoned at no cost. Larger more useful items such as military backpacks do cost. Medical Nanites must tie up points for a set period of time until all aliments are fixed.

The Skill Flux portion of Power Flux represents computerized skill programs and AI assistance that Jesse has available. Effectively it gives him temporary knowledge, training, and muscle memory. Skill Flux have lower pools that have also been weakened. At Optimal Performance, Jesse would have a 40 point pool in Skill, with levels of training being Level 1 for fresh out of training to Level 5 which is world class expert. Higher levels are possible, but may be extremely harmful to the user. Point costs of levels are between 1 to 3 depending on skill. Currently Jesse is at 20 points available and is only able to maintain 12 points of it indefinitely. The other 8 points are on a eight hour time limit with eight hour cool down.

Power Flux represents the implant itself and features unrelated to skills. Such as a integrated heads up display, knowledge databases, environment scanning functions, basic AI user interface, and other such abilities. Currently this is down, with only the Combat H.U.D., Environmental Warning System, Situational Heightened Awareness, and basic AI user interface.

Example of Creation Point Use:

Pistol, Medium
Weapon Level(N*2) 3
Range(1) 2
Sub-Total: 8

Rifle, Assault
Weapon Level 4
Autofire 3,
Range 3
Defect Hands
Sub-Total: 12

Medium Body Armour
Armour Level 8(Cost 2*N) 16
Defect Partial -1
Sub-Total: 15

Grenades, Fragmentation
Weapon Level 6
Area 3
Range 1
Defect Inaccurate
Sub-Total: 15

Total: 50


Example of Skill Point Use:

Medical Training, Level 5
Focus; Emergency Response.
Point Cost 2
Sub-Total: 10

Video Game Playing, Level 4
Focus; World of Warcraft.
Point Cost 1
Sub-Total: 4

Total: 14