Kreiger

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February 27, 2008 03:13AM
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Distinguishing Physical Features:

Kreiger is not human at all. He is an Extra Terrestrial Alien. He does have some similar body structures as a human, such as a head, torso, two arms, and two legs. But other than these similarities he is far from ‘Human’.

Kreiger has two large, exposed upward pointing fangs on his lower jaw. These Fangs can be quite lethal in a wrestling match; but for the most part these fangs are a distant throw back to his species evolutionary development.

His neck, shoulders, and back are also heavily over developed with muscles and bones giving him a great deal of upper body strength as compared to a human of equal stature. Not to mention, his hands are armed with both finger tipped Claws and a retractable ‘Blade’ at the hill of each hand. These Claws on his hands are another ancient evolutionary development of his species.

Kreiger also has a short tail extending from his tailbone. Human scientists theorize that his species probably had longer tails years and years ago, but since then the tail has evolved into a stub since it serves no purpose any more.

He walks upright like a human, but can perform many athletic feats far beyond human abilities.

Origin:

Kreiger is a ‘Skaarj’ Extra Terrestrial Alien raised from birth into adulthood under human supervision and scientific research. Unlike humans, which are born and simply grow, the Skaarj have multiple metamorphic life form phases, which is comparable to many species of insects.

This means Kreiger was hatched from an egg as a larva. Then after a brief life term he cocooned himself for a week or so and became an adolescence; then he lived for several more years then reached another stage of life by cocoon to become an adult.

Kreiger has only reached his third life phase; from Larva, Adolescence, to his current form. However, many of his Skaarj species progress much further as they age. Kreiger’s next metamorphic phase may come around during his 100 to 120 birthday. He is currently around 60 years old. He can delay his metamorphic growth to a certain extent, but eventually he will need to cocoon himself and let his body progress into its next stage.

According to the science labs that raised him, Kreiger’s next life phase may be one of two very different directions. He will either continue as a Male Skaarj Warrior. Or there is a very slim chance he could become a fertilized female at which he would become the Queen of a Hive. In either direction, as a Warrior or a Queen, Kreiger will be endowed with more power and abilities than he currently has.

It is unknown yet, but most likely Kreiger’s next life phase will grant him with a pair of large bat like wings and the ability to manipulate certain forms of raw energy without the aid of technology. Many other Skaarj Males often gain a third arm that is frail compared to the other two normal arms. But this third arm is comparable to a Wizard’s magic staff, allowing the Skaarj to cast powerful energy attacks. As a Skaarj becomes more experienced with his third arm he’ll often adopt a certain form of Weaponry, such as an organic rocket launcher or a flame-thrower or some other form of “Death-Ray-Lazer”. Most Skaarj have been witnessed with a vast assortment of organic shooting and range based energy weapons.

Since humans raised Kreiger he has some general respect toward humans, but his true bloodline, the Skaaj, is a bloodthirsty society. The Skaarj civilization lives off carnage and chaos. And while the Skaarj is quiet developed as an intelligent and technologically advanced Alien race, they live to conquer, enslave, and consume the resources of other societies, then move on to the next.

As well, the Skaarj civilization lives in a Collective ‘Hive’ format for their social hierarchy. A Shaarj hive may consist of 500 thousand to One-Million individuals, but each individual is completely loyal to the collective goals of the hive. And if that hive joins forces with another hive it is often a very smooth transition.

A Skaarj hive will normally consist of one or two; maybe even 3 Queens, and a single King Drone. Normally, a Skaarj Hive King will have phenomenally outstanding powers, nearly rivaling most Cosmic Entities. While Skaarj Queens are not quite as ferocious in sheer power as a Skaarj King, the Queens are not without their share of fearsome abilities. Skaarj Queens command legions of loyal troops on a psychic level.

According to many reports a Skaarj King and Queen take actions that benefit the hive as a whole. Legions of Soldier Skaarj are often ordered into suicide missions, sacrificing themselves so the collective hive may prosper. Even a Skaarj King will sacrifice himself to have his Queens and Children prosper at the throne of fearsome power. And with the Death of one King, another Skaarj Male will take his place soon after.

Kreiger has had a great deal of this hive mentality conditioned out his psyche, but non-the-less his instinct remains. One of the main reasons why Kreiger has not joined a Skaarj Hive Collective is because his home world is about 800 Billion Light Years away from Earth. However, the Skaarj Civilization conducted an experiment to strengthen their barbaric grasp on the galaxy. They literally launch select groups of their eggs into the Cosmos; in hopes that the eggs will survive and land on various planets. Once the eggs land into a hospitable environment it will hatch, awaiting reinforcements.

Kreiger’s egg landed on Earth. Unknown for the time being, but Kreiger’s Skaarj Civilization may send regiments to Earth. However, such a migration would take the Skaarj several Billion years. As well, a few humans of the Space Exploration Industry have witnessed the Skaarj Civilization in action. Humanity has chosen not to dispose of Kreiger as he may become a vital key to establishing a co-existence with the Skaarj. But the few humans who have experienced the Skaarj, and survived, tell a story of the Skaarj being a savage and brutal Civilization with nearly unraveled power.


Life Style: Kreiger lives in any one of Viper-Xan’s seven Earth bound Temples. Viper-Xan has personally witnessed the Skaarj Society, and he was astonished by the Skaarj’s ability to overthrow other Civilizations; both as individuals and as a Hive Collective. When Viper-Xan discovered Human Scientists had possession of a Skaarj egg, he let humans raise Kreiger into adolescence. Then Viper-Xan did every thing he could to secure Kreiger as a loyal soldier. Viper-Xan was successful in his 20-year mission. Kreiger now serves Viper-Xan as a Tournament combatant.

Normally, Kreiger travels from Temple to Temple as a means of touring; such as Musicians would tour to promote a newly released album. But Kreiger’s tour is all about promoting the Sanctioned Combat Tournaments. The entire “Tournament” is a global entertainment industry and often, recognizable combatants become famous Celebrities.

Kreiger is one of these Tournament Celebrities. Kreiger does not pursue ‘Leisure’ activities. For Kreiger the pursuit of happiness is defeating his enemy in battle, and reaching his next level of ascension. If Kreiger is defeated in battle he will flee so that he may be better prepared for his next engagement with his enemy.

“Be a Coward so to say; Live to Fight another Day.”


Personality: Kreiger is extremely savage, brutal and ruthless. While he fights for Viper-Xan and generally the positive aspects of humanity as a whole, he will not even blink an eye about murdering a human, or hordes of humans, or any other living creatures. About the only thing Kreiger will not go ‘Cut-Throat’ on is Children or Women baring a child. He knows Children are the future, thus he will let a human Child run free; in hopes he may recruit that Child at a later date.

Kreiger has been captured and locked up, but every time he has either escaped or been bailed out due to judicial circumstances. Tournament Fighters of the 27th Century are often set apart from normal jurisdiction. They are kept alive and allowed to train as fighters since the prison system gains massive profits from the Sanctioned Tournaments. The entire prison industry churns out some really nasty Tournament Fighters.

For Kreiger, Prison sentencing means he gets a welcomed opportunity to Play Rough. However, Kreiger will also work very well within an organized team, or Crew, as he calls it. But trust and loyalty has to be established for Kreiger. And his standard for trust and loyalty is highly elevated. For Kreiger to trust a person he will often utilize a form of psychic Hazing.

Kreiger also talks a lot of ‘Trash’ and ‘Smack’ to antagonize other Characters, both Friend and Foe. If another Character becomes overly offended by his Rude talk he will ‘Test the Bluff’ by challenging that Character in battle.


Known Physical Powers:

Autonomy: Kreiger’s entire body structure is vastly different from a Human Being, even though he has a generally similar body build as a human. Kreiger’s body and mind has evolved for combat. His flesh is heavily armed with many forms of weapons. As he gets older and ascends into his next Life Phase he will most likely be re-born with energy based projection weaponry.

Extended Life Span: Kreiger’s life span is expected to reach nearly 500 years old. So for now, he’s basically a baby at only 60 years old. Also, his Skaarj biology allows him to grow stronger as he ages; unlike humans who generally become weaker. Most Skaarj males meet their demise around 200 to 300 years old. At this age a Skaarj Male goes though an intense Life transformation from Common Warrior into a ‘War-Lord’. If this transformation does not kill the individual Skaarj, intense combat will.

Cocoon and Transformation: Kreiger has only reached his 3rd Phase of Life. Around 100 to 120 years old Kreiger will instinctively search to find a peaceful nesting area. If he cannot find a suitable nesting area he can postpone his biology for about 5 years before the urges rise again. This is not under his voluntary control. If Kreiger is under intense combat stress his body will postpone his biology. In a Skaarj Civilization the Hive King and Queen will normally build a hardened bunker to serve as a nursery. Normally the Queen, or Queens, will protect the nursery in a direct fashion. Where as the Skaarj King and his Soldiers look for ground to expand their Hive and livelihood.

During a cocoon phase Kreiger will wrap his body in a thick slime which hardens into a tough and jagged shell. Fragments of the organic shell can be refined into very strong and permanent materials, such as raw resources for Armor, Weapons, and other building materials. A good deal of the Skaarj Civilization’s technology is constructed from this cocoon material which can reach a maximum durability of SZ:500. This cocoon material in its raw form becomes more resilient to damage and injury as it gets attacked, up to SZ:500. The cocoon shell material will soften up over a period of 4 to 6 months if it is not in a hostile and damaging environment.

Approximate Skaarj Life Phases:

+ Egg: About the size and shape of a Basket Ball, and weighs about 300 pounds. Shell is SY:200 to SZ:500.
+ Pupa: About the size and weight of a house cat, but looks like a Slug with nasty fangs and sharp spines.
+ Fledgling: More humanoid formed and FASERIP is about straight RM:30 to IN:40. Will avoid Heavy Combat.
+ Adult: Very similar to what Kreiger is now. FASERIP is about straight AM:50 to MN:75. Will engage in Combat.
+ Warrior: Lethal version of what Kreiger is now. Often has mastered some form of energy weaponry and flight.
+ War-Lord: VERY Lethal version of what Kreiger is now. Can fly and has mastered multiple energy weapons.
+ King: Top Rung Skaarj War-Lords standing 12 to 15 feet tall with vast powers in energy weaponry.
+ Queen: Vast powers in energy weaponry. Can command ten’s of thousands of Skaarj Warriors.

Specific Stats for each Skaarj Life will be presented with other Character Write-ups, but onward to Kreiger’s personal powers and such.

Invulnerability: MN:75 to Toxins, Corrosives, Drugs, Disease, or similar chemically induced illnesses.

Skeleton: Tremendous 85 Organic Bone Material. His bones are flexible, but can be broken under extreme forces. This allows him to reduce most bone injuring attacks by [-1CS] on top of his TR:85 bone durability.

Muscle Mass: Remarkable 30. Provides Armor verses most Physical and Energy based injuries.

Skin Mass: Fantastic 35. He has tough, scaly hide to Physical and Temperature extremes.

Soft Tissues: Exceptional 15 to almost all known injuries and attacks.

Uniform: GD:10. Kreiger wears traditional Skaarj attire based from various surveillance footage of his Race. Clothing and attire has very little relevance to most Skaarj individuals. Most Skaarj only wear a loincloth, boots, and maybe a skimpy torso curass with shoulder pads. Often the attire is only a means of expressing Social Rank or the Hive the individual was born into. Many Skaarj fledglings are totally nude until they conquer in battle, and are awarded a social position of rank and authority.


Kreiger fashioned his attire from domestic earth bound leather and very durable kevlar fabrics. His uniform provides only GD:10 Armor since it only covers a small percentage of his body. Kreiger’s next uniform will be fashioned from his Cocoon Shell, in which he will construct a light suit of armor. Most of his Cocoon Shell will be utilized to fashion various weapons.



Regeneration: AM:50. Under most conditions Kreiger will recover 5 HP per game round after suffering an injury regardless of his activity. He can also boost his healing with Endurance FEATs to recover more HP in a single game round. He has been able to re-grow soft tissues and small internal organs; and on very rare events he has re-set his own injured bones with little effort. His regeneration is suggested to even allow him to re-grow or re-attach an amputated limb without medical attention.

+ BLUE: Total Failure, recover 5 HP for that Round.
+ WHITE: Minor Failure, recover 6 to 8 HP for that Round.
+ GREEN: Recover 55 HP for that Round.
+ YELLOW: Recover 110 HP for that Round.
+ RED: Recover 165 HP for that Round.



Body Augmentation | Natural Enhancements: Keiger was born with a number of natural body weapons, such as claws and teeth. While these weapons do serve a function, they pretty much pail in comparison to some of his other powers.

Melee Weaponry: Teeth, Claws, and Brute Force. Under most conditions Kreiger can inflict IN:40 blunt or edged impact via punches, kicks, biting, or almost any other hand to hand combat maneuvers. He can reach a maximum of AS:80 for delivering damage. Kreiger is formally trained in Martial Arts A, B, C, D and E. But this training is just simple redundancy. While engaged with opponents of lesser FASE Attributes Keiger is not allowed Bonus Shifts in hand to hand battle. If Keiger locks horns with a more formidable opponent this training kicks in.

+ Blue: Failed or Missed.
+ White: IN:40 blunt or edged impact
+ Green: IN:40 blunt or edged impact
+ Yellow: AM:50 blunt or edged impact
+ RED: FR:70 blunt or edged impact
+ 100 RED: AS:80 blunt or edged impact

Venom: Kreiger’s Fangs and Claws are also augmented with an organic ‘Venom’ which can act as toxic acid to most materials. His venom has GD:10 potency and can stay chemically acidic for about 1 hour (600 Rounds). A victim of the venom will suffer GD:10 Toxic or Acid damage per Game Round until the venom is purged or nullified. This Venom is rarely used for direct combat. Most Skaarj use this Venom as a means to mold and shape other tools and weapons. After the Venom’s acidic properties nullify it can be used as a form of Glue or molding Polymer Plastic. During Kreiger’s metamorphic life phases this venom becomes his Cocoon Shell approaching SZ:500 material durability.



Mobility Enhancements: Most of Kreiger’s Mobility FEATs are handled on his SN:60 Agility Rank. While Kreiger is a pretty big guy, he is extraordinarily acrobatic. Flips, Tumbles, Summersaults, and other extraordinary feats of Agility and Coordination are routine maneuvers for him.

+ Walk: 4 Areas per Round. He rarely walks, he prefers to run or jog just about any where.
+ Run: 6 Areas per Round. With his Endurance he can Run for 5 to 8 hours without exhaustion.
+ Sprint: 10 Areas per Round. He can maintain a full-bore sprint for 5 to 8 minutes. (50 to 80 Rounds)
+ Swim: 5 Areas per Round. He can hold his breath for 5 to 8 minutes.
+ Climb or Crawl: 4 Areas per Round.
+ Jump: 3 to 4 Area per Round.
+ Hyper Jump: With a Sprint approach Kreiger can jump to clear 100 to 150 feet (10 to 15 Areas)


Reversed Karma: Kreiger earns Karma if he ‘KILLS’ a sentient creature he perceives as his enemy. To him, and the Skaarj Race, the death of an enemy is perceived as ‘Victory’ and serving the ‘Honor’ of the Skaarj Hive or his current ‘Clan’. Destruction of non-Skaarj built property is also a form of Honor to the Skaarj. Even though Kreiger was raised with human moral standards and education, his instincts prevail during combat and his Skaarj brutality surfaces. He gains emotional and psychological strength during combat. And if victory shines upon him; Kreiger will gain Karma.

However, this Reversed Karma is a double-edged sword for him. Kreiger will lose double the normal amount of Karma if his teammates are Killed within his presents. Due to his Skaarj instincts, defeat without Death is merely a minor delay in his goals. If a teammate or Kreiger is defeated, but not killed in combat it is a ‘Learning’ experience and often a small amount of Karma is earned.

+ Death of Teammate: Kreiger loses the teammate’s Karma Level times 2.
+ Defeat of a Teammate: Kreiger gains 10 to 20 Karma.
+ Losing a Teammate to disloyalty or defection: Kreiger loses the teammate’s Karma Level.
+ Recruiting a new Trusted Teammate: Kreiger gains their Karma Level.
+ Destroying property: Kreiger gains 20 to 30 Karma.
+ Defeating or Forcing an Enemy to retreat: Kreiger earns the enemy’s Karma Level.
+ Killing an Enemy: Kreiger earns the enemy’s Karma Level times 2.
+ Converting an Enemy into a Skaarj or Viper Asset: Kreiger earns the enemy’s Karma Level times 3.

Most other Karma based aspects of MSH will effect Kreiger’s Karma normally.



Psychics: Vicious 55. Kreiger does have some Psychic abilities with touch contact. He mainly utilizes this ability to sense a person’s true motives via telepathy. With touch contact and a RED Psyche FEAT he and the person he is in contact with can enter a Psychic realm. This Psychic ream is so acute in detail it can suffice as a virtual reality to most other creatures during a Psychic Bond.

He can also use telekinesis to a short degree to manipulate and generate various forms of energy, such as Electricity, Gravity, Heat, Cold, Photon, and Kinetic Force. He is unable to project these energies, but as he grows into his next life stages he will be able to utilize this a shooting or spherical type attack. He can use this ability to upgrade his athletic FASE attributes by [+3CS]. And to a limited degree he can raise his RIP by using another person as a conduit. His Health will not reflect the boost of his FASE. He may activate this power with a Psyche FEAT.

+ Blue: Failed
+ White: Failed
+ Green: FASE operates at [+1CS] for 1 to 10 Game Rounds.
+ Yellow: FASE operates at [+2CS] for 10 to 20 Game Rounds.
+ RED: FASE operates at [+3CS] for 20 to 30 Game Rounds.

After effects of using this ability are nominal. With the Green Psyche FEAT he can Roll again in following rounds to achieve better FASE. With a Yellow or RED he cannot boost his FASE until his Energized effects wear off. Kreiger will not suffer other penalties.



Kreiger’s Weapons: Kreiger uses a 6 distinct hand held shooting weapons. These weapons will most likely become obsolete when Kreiger cocoons himself to take on his next life phase. His weapons will most likely become organic extensions of his hands. However, for the time being Kreiger has to use technology based weapons. These Weapons use Kreiger’s Psychic powers as raw fuel and ammunition, which manipulate his Psychic powers into various types of ‘Bullet’ styled projectiles.

Like many of the other VIPER members, Kreiger can ‘Summon’ weapons. But Kreiger does not have to FEAT roll to Summon his 6 specific weapons. The molecular code to each weapon is built into his wrist bracelets. These bracelets are made of UN:100 Armor Material.

Kreiger may use his ‘GUNS’ on SV:65 Skill Rank for either ‘Fighting’ or ‘Agility’ [+1CS].




Rocket Launcher: This weapon launches self propelled Explosive Rockets. These Rockets are possibly his most sophisticated and destructive ‘Bullets’. The Rocket’s Explosive charge render UN:100 Damage to a 2 X 2 X 2 Area Grid. Every area beyond this Grid and the intensity will be reduced by one Column Shift.

These Rockets can be used as hand tossed Impact Explosives (Which ignite when they hit something) or Time delayed Bombs with either a remote triggered fuse or time fuse of 20 Minutes (200 Game Rounds). Kreiger can throw up to 3 of these Explosives per round on his SN:60 Agility for about 40 feet (4 Areas). For each Explosive he removes from the throwing FEAT he can add 10 feet (1 Area) of range, between ‘Toss’ and ‘Base-Ball Pitch’

The Rocket Engine allows the Impact Explosives to be self propelled and guided by a miniature seeker system of MN:75 capability. The effective Combat Range is about 1000 to 1500 feet (100 to 150 Areas) The rockets can chase a given target for 10 seconds, (2 Game Rounds) before depleting its fuel and exploding.

Kreiger can launch these Rockets 2 at once without penalty to his FEAT roll or the guidance system. For each additional Rocket launched he will get [-1 CS] to his FEAT roll, but the guidance system will gain [+1 CS]. Kreiger can launch a maximum of 6 Rockets simultaneously.




Shock Rifle: This gun allows Kreiger to shoot a blast of lethal Plasma Photon Energy at a combat range of 500 feet (50 Areas). The Blast can be fired as a ‘Ball’ or a trajectory ‘Beam’. The weapon will inflict AS:80 Energy Based Damage, but it can be used with a Power Stunt to explode upon target contact with a confined 1 Area Grid with SX:150 impact. This weapon can also be used as a Melee energy sword or ‘Light Saber’ which will inflict SX:150 Damage and Armor piercing. But only does RM:30 Destruction.

+ BLUE: Total Failure. He will not even fire the gun.
+ WHITE: He’ll shoot, but miss his intended target. Also, his explosive bullet can not ignite.
+ GREEN: He’ll Hit either 2 separate targets in the same area at AS:80 Damage OR land 1 explosive bullet.
+ YELLOW: He’ll Bull’s Eye 2 separate targets with AS:80 Damage OR land 1 explosive bullet.
+ RED: He’ll land 2 explosive bullets, each at SX:150.




Sniper Rifle: This gun allows Kreiger to compress his Psychic energy into a fine point armor piercing ‘Bullet’ or Energized ‘Beam’. Damage of this weapon is only EX:20, but it is capable of piercing SX:150 Armor at ranges in excess of 2000 feet (200 Areas). The beam or bullet can also be charged with various energy types to render heat, cold, electricity, explosives, corrosives, or toxic effects. This gun can be fired twice per Game Round, but only at targets within 45 degrees of his line of sight. Kreiger will get other Plus Shifts for using various methods of marksmanship, such as the optical scope or sniper tactics.

+ Shooting at Multiple Targets must be done within 45 degrees of his line of sight.
+ Shooting while Standing: [+1CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Kneeling: [+2CS] to FEAT Roll due to Talents in Marksmanship.
+ Shooting while Prone or Supported: [+3CS] to FEAT Roll.
+ Strafing, Running, or Jumping, while simultaneously shooting: [-2SCS] to FEAT Roll.




Bio / Glue Gun: This gun allows Kreiger to shoot a glob of sticky adhesive gel. This Gel can be used as ‘Glue’ or can be charged with various compounds to render explosives, corrosives, or toxic poisons. He can use this weapon in 2 basic shot patterns; A sticky steam of Gel launched fire hose style rendering AM:50 intensity Glue, with either explosives, corrosives, or toxic effects to ignite in the following Game Round. He can coat a 1 Area Grid in one Game Round with this Gel. The other shot pattern is to ball-up a large beach ball sized glob of Gel and fire it at a single target with SX:150 intensity Glue, with optional explosives, corrosives, or toxic effects to ignite in the following Game Round. Range of this weapon is about 100 feet (10 Areas) with a 1 Area Grid destruction capacity.




Fully Automatic Plasma Gun: This gun allows Kreiger to shoot a blast with a fully automatic ‘Chain-Gun’ effect. This is possibly his most devastating Gun overall since he will shoot about 50 bullets per FEAT roll. Each separate bullet will inflict RM:30 Damage and Armor Piercing. Range of this gun is about 100 feet (10 Areas).

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent.
+ WHITE: He fires 5 to 10 Bullets from the weapon but misses the intended target by a few feet.
+ GREEN: 10 to 20 Bullets hit the target. (RM:30 X 10 to 20 = 300 to 600 Damage | RM:30 Armor Piercing)
+ YELLOW: 20 to 30 Bullets hit the target. (RM:30 X 20 to 30 = 600 to 900 Damage | IN:40 Armor Piercing)
+ RED: Only 30 to 40 Bullets hit the target. (RM:30 X 30 to 40 = 900 to 1200 Damage | AM:50 Armor Piercing)
+ 100 RED: 40 to 50 Bullets hit the target. (RM:30 X 40 to 50 = 1200 to 1500 Damage | SN:60 Armor Piercing)




Molecular Disintegration Gun: Pound for pound this gun is Kreiger’s most lethal weapon. It disintegrates physical mass and matter on the molecular level. Due to its sheer destructive potential it will score KILL results to any target with a simple hit of a White, Green, Yellow, or RED FEAT because a general body shot will remove layers of the victim's mass on a molecular level. The weapon has a slow rate of rapid fire, but the projected beam travels at near light speed velocity once out of the muzzle.

Damage for a single Hit is calculated by a secondary Damage FEAT Roll: Standard Damage is considered as CL:1000 - Class 1000 because it simply disintegrates 1000 points of mass or matter on a single target hit. However, the Blast Zone or Area of Destruction is only about RM:30 - Remarkable since it only leaves a hole about 1 foot in diameter. Accurate Combat Range is about 200 to 400 feet (10 to 20 Areas)

Rate of Fire per Game Round is 1 shot per Game Round. Due to a split second laser lag Kreiger will have a penalty of [-2SCS] upon shooting at a target which is aware of him. If the target has a reasonable means of evasion or escape from the beam.

The Disintegration beam can be reduced to half its power with an Energy or 'Magic' based shield, barrier, or equivalent weapon; such as a Star Wars light saber. However, that Energy or Magic based tool will collapse and have to be restarted.

(Special Notes to Players and Game Judges) This weapon is frequently used in Standard and Sanctioned Tournament Bouts since combatants can Re-Spawn with out true DEATH. But in a normal Game environment the Game Judge holds a 3 to 1 vote priority to even allow usage of this weapon.

+ BLUE: Total Failure. He will not even fire the weapon. Initiative goes to his direct opponent
+ WHITE: He fires the weapon but misses the intended target by a few feet.
+ GREEN: Disintegrate 400 Points of Mass (SZ:350 - Shift Z Damage)
+ YELLOW: Disintegrate 600 Points of Mass (SZ:500 - Shift Z Damage)
+ RED: Disintegrate 800 Points of Mass (SZ:500 - Shift Z Damage)
+ 100 RED: Disintegrate 1000 Points of Mass (CL:1000 Damage)


Kreiger’s Talents:

Total Navigation | Martial Arts ABCDE | Stealth | Tumbling | Acrobatics | Weapons Master | Hazardous Environment Survival | Confinement Escape | Tracking | Reversed Karma | Tribal Cult Lore | Art: Armor Invention | Aircraft Pilot | Aerial Combat | Infiltration | Collective Social Science | General Science | Energy Physics



Contacts and Assets:

The Viper Clan. This is a networked ‘Tribe’ of Space Tournament Fighters of 27th and 28th Century Earth. A Single Member named Viper-Xan heads this ‘VIPER’ Clan as the Social Leader. And it is suggested that the VIPER Clan is merely a section platoon as part of a massive brigade.

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

Viper-Xan is the Clan leader who has set forth 7 section leaders in a strict leadership hierarchy.
Kommander: This Guy is mainly a ‘Warrior’ type Character. His Body is actually a Space Ship.
Nali: This Guy is an Extra Terrestrial Creature and has ‘Warrior’ based powers and abilities.
Ivan Guard Necro: This Guy is a Human and has vast intelligence.
Seven: This Guy is another Human, His powers are focused on Speed.
Brock: This Guy is another Human and has ‘Warrior’ based powers and abilities.
Dawg: This Guy is an Mutant Creature. Vastly strong and a talented fighter.
Krome: This Guy is Human Mutant, Vastly strong and a talented Fighter.
“M” : This Guy is a Human Cyborg with technological based powers.
Viper: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Cobra: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Python: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Rattler: This Guy is a Human, and has ‘Warrior’ based powers and abilities.
Snake: This Guy is a Human, and has ‘Warrior’ based powers and abilities.

HOLY SHIX.... A Seven Page Book, but this guy is an Extra Terrestrial Alien.



www.TankerAce.com | www.Arcain.com | www.Viper99.com
Subject Author Views Posted

TankerAce Characters

TankerAce 209 January 26, 2008 12:17AM

Viper

TankerAce 60 February 04, 2008 01:47AM

"M"

TankerAce 42 February 10, 2008 03:12AM

Re: "M"

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TankerAce 29 February 17, 2008 04:22AM

Re: TankerAce Characters

RAGNARoK 12 February 17, 2008 02:49PM

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Re: Dawg

Redman II 9 February 23, 2008 03:17PM

Thanks, all three; LDB, Ragnarok, and Red……

TankerAce 11 February 23, 2008 06:28PM

Re: Thanks, all three; LDB, Ragnarok, and Red……

Nightmask 8 February 23, 2008 07:22PM

Re: Thanks, all three; LDB, Ragnarok, and Red……

TankerAce 6 February 23, 2008 09:22PM

Re: Thanks, all three; LDB, Ragnarok, and Red……

Nightmask 6 February 24, 2008 03:09AM

Kreiger

TankerAce 22 February 27, 2008 03:13AM

Brock

TankerAce 19 March 03, 2008 02:14AM

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TankerAce 11 March 12, 2008 04:06AM

'EVIL' Captain America >=)

TankerAce 17 March 15, 2008 12:36AM



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