The DNAgents

Posted by Jester 
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Jester
The DNAgents
June 19, 2002 05:26AM
The DNAgents

It took the Matrix Corporation five years to create the DNAgents. This is not counting the twenty years of technicallu illegal research and 'borrowing' of patented formulae from other companies. To create the DNAgents required the expenditure of billions of dollars to finance one of the largest scientific development projects in history.

The process began by making living organisms based upon the cell structures of various 'genetic parents'. At the time of conception, advanced boi-engineering techniques were used to make precise and specific alterations oto their DNA codes, producing combinations virtually impossible to achieve through natural breeding. Through these alterations, the organisms were implanted with the potential for specified powers and abilities. they were supplied with a flourocarbon-based solution through their circulatory systems and provided an oxygenated and highly energized environment. The organisms were then given repeated radiation treatments using the rare mineral, Regeneratum. The treatments were designed to nourish the cells and to stimulate growth.

It took several years for them to develop into the more humaniod stages of their evolution. In the final month of their maturation, their minds were being programmed by the Matrix corporation. They were given such vast amounts of information that they would know more than most of the people already in it. But they were also encouraged to develop mindsets that would enable the Corporation to better control them in life.

Finally, just coinciding with their initial activation, some were given minor cybernetic implants to increase the potential to which they could use their powers and to help them use those abilities more safely and effectively. At this time they were also fitted with their commando suits.

The DNAgents were bred to become a commando squad that would take care of Matrix dirty work. This could mean anything from low-level spying to direct paramilitary intervention. Each member of the team has been crisis-trained and programmed to obey Matrix, though they sometimes go inexplicably against this indoctrination. An additional program for 'cautionary judgement' has also been somewhat less effective on some of the agents.

Each agent was designed and constructed along a genetic blurprint which grew from a general concept of what Matrix wanted that agent to be. The entire team was designed at once and engineered so that their abilities would compliment each other. Resultingly, the DNAgents are more than a match for any conventional human forces.

One of the most phenomenal things about them is the rapidity with which they are developing their own personalities. Severla of the agents exhibit a tremendous curiosity about the world around them. They are all strong-willed individuals and, like any normal human being, have a healthy capacity to question orders. Many observers at Matrix have communicated the idea that, perhaps, the DNAgents were made 'too human' for Matrix purposes.

'Real World' History: The DNAgents were the flagship characters from a comic series created by Mark Evanier and Will Meuginot in the 80's and published by Eclipse Comics. They were one of my early comics, finding them in a bargain bin at a book store when I was 17. I loved the concept of artificial lifeforms, and was just finding MSH at the time. It was a natural for me to include the DNAgents in my series. I have decided now, that I'm a tad more seasoned in role-playing and the like, to pen the DNAgents in MSH Classic stats for you all to enjoy.

Using the DNAgents in games: There are several ways one could use the DNAgents in a game. First off, in a timeline, they were created in the 80's and incredibly long-lived. Perhaps they were cryogenically frozen after deciding thet were not 'all Matrix wanted'. Perhaps Matrix went under (bought out by Stark Industries or another group) and found in a hidden storage facility. Or perhaps your PC's are actually the next wave of the BioType Project, artificial lifeforms themselves.

MSH Notes: The DNAgents are a Compound Form of Abnormal Biochemistry/ Breed Mutant/ Android. some of them also have the added form of Cyborg: Mechanical augmentation. All DNAgents share the following advantages and penalties.

*+2 CS Endurance (Max. Unearthly) - From flourocarbon blood and radiation treatments
*+1 CS Reason and Psyche (Max Monstrous) - From mental programming and information dumps
*Monstrous(75) resistance to disease, Amazing(50) resistance to toxins and radiation, and do not age
*All DNAgents are -2CS to Psyche rolls to resist orders given to them by a regonnized superior - Psychological conditioning
*DNAgents cannot recieve normal blood transfusions, and must recieve such transfusions at a facility equipped to deal with DNAgent physiology
*DNAgents have a 50% chance of needing a 'regulator'. A regulator is a device provided by Matrix. A DNAgent requiring a Regulator must select a weakness (power-based) which the Regulator keeps in check. Loss of the Regulator will cause an aspect of the DNAgent's power to either go out of control, have reduced effect, or whatever the player and Referee decide.

Legal Stuff: The DNAgents are copyright Mark Evanier and Will Meuginot and Eclipse Comics. Source material was gleaned from the DNAgents comic and the Villians and Vigilantes DNAgents sourcebook, copyright Jack Herman and Jeff Dee. Used without permission.

The DNAgents

SURGE

Fighting: Remarkable (30)
Agility: Excellent (20)
Strength: Remarkable (30)
Endurance: Monstrous (75)
Reason: Remarkable (30)
Intuition: Excellent (20)
Psyche: Incredible (40)

Health: 145
Karma: 90
Resources: Incredible (40) - Funded by Matrix
Popularity: 0

Known Powers:
EE2: Electrical Generation: Monstrous(75)
Specialization: Lightning
S14: Energy Sheath (Electrical): Incredible(40)

Limitations:
Regulator: Surge must wear his regulator at al times. If it is removed or destroyed, he automatically activates his Energy sheath, and in one turn, releases Unearthly(100) electrical blasts at everything in his area. Surge wears a back up regulator in case his primary is destroyed. His regulator is a small (cigarette pack sized) module on his belt.

Visor: Surge wears a visor to prevent himself from being blinded by his own Electrical attacks

Talents: Martial Arts B, Military, Detective/Espionage

Contacts: Surge is employed by Matrix and can call on them as well as the other DNAgents

Origin & Background: The first of the DNAgents to make it off the drawing board, surge was designed around the concept of the 'Living Dynamo'. Being the first design, Matrix scientists thought they would take a very simple premise and work from there. seeing as how the organisms were grown in a 'highly energized environment', theoretically it should have been rather simple to develop a lifeform that could contain this energy and release it at whim, sort of like an electric eel. After some study it was discovered that the conscious effort to keep such immense amounts of energy in check would be overwhelming, so a Regulator was designed to do the job for the lifeform.

'Surge', as the first DNAgents concept came to be called, would be potentially very powerful, yet at the same time relatively inexpensive and easy to produce. The idea appealed to Matrix President Lucias Krell so much that he volunteered to become Surge's 'genetic father'. Following this was a brief ceremony where he passed out cigars.

Combat Tactics: If he appears to be endangered, Surge will electrify his body. After that he will feel protected and not worry too much about surrounding threats (perhaps this feeling reminds him of being in the 'energized womb'). In a fight he will usually stick to his devastating electrical attacks. If this would make a fight unfair, he will engage an opponent in simple hand to hand combat. also, when he loses his temper, he gains more satisfaction by physically hitting things. surge will never back down from a fight and, once in one, will never surrender.

Personality: Life is a series of confrontations- seems to be surge's personal philosophy and he seeks to win them alll with a fierce aggressiveness. Surge functions on a highly emotional, occasionally child-like level. He often demonstrates supreme self-confidence and egotism. This self-confidence backfires on him the moment he fails at anything. when that happens, he begins to percieve of himself as a total failure. In life you are either a 'winner' or a 'loser' by his way of thinking.


TANK

Fighting: Incredible (40)
Agility: Good (10)
Strength: Amazing (50)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Excellent (20)
Psyche: Remarkable (30)

Health: 200
Karma: 70
Resources: Incredible (40) - Funded by Matrix
Popularity: 0

Known Powers:
D1: Body Armor (Technological): Incredible(40) vs. Physical, Excellent(20) vs. Energy attacks
MCr5: Missile Creation (Technological): 'Blaster Gloves': Fires either standard shells (Remarkable(30) explosive damage - 6 foot radius ) or Armor Piercing shells (Amazing(50) damage, Body Armor reduced by -4 CS). Tank has 36 rounds of regular shells and 2 AP rounds.
DT21: UV vision (Technological): Helmet fit with UV sensors and radio and cell-phone capabilities

Limitations:
Regulator: Tank's body sometimes has issues with the great stresses he places on his body. His Regulator monitors his cardiovascular system. Whenever Tank has to make a RED Strength FEAT roll, his regulator sounds. Game effect is that Tank MUST spend Karma on the roll. If he cannot afford it, he falls unconscious.

Talents: Martial Arts A, C, Detective/Espionage, Military, Blunt weapons, Marksman

Contacts: Tank is employed by Matrix and can call on them as well as the other DNAgents

Origin & Background: Lucias Krell came up with the 'Human Tank' concept himself, as he is often proud to admit. Consequently, this DNAgent is designed for sheer strength. Concurrent with his development, Matrix engineers were working on Tank's special armor and weaponry. Maximum protection and firepower were the operative phrases in their design.

Titanium bone sheaths were surgically fitted to his arms, legs, and spinal column to give his body greater structural durability for lifting, carrying, and throwing massively heavy objects. This plus his heavy, bulky armor puts a great strain on his cardiovascular system, so a regulator was installed in his armor to alert him when he is pushing his physical limits.

Combat Tactics: Tank's main advantage is that he is highly effective as both a hand to hand and a ranged fighter. When facing multiple opponents at further than arms reach, he will usually stick to his 'Blaster' attacks. Generally Tank will use his AP rounds for things like escaping vehicles or heavy artillers. If faced with one main foe, Tank has no qualms what so ever about going toe-to-toe with that foe. He rarely dodges, relying on his armor to protect him.

Personality: Tank finds himself torn between devotion to the DNAgents and a fascination with human women, especially an ex-girlfriend, Casey. Other team members sometimes get the feeling that Tank doesn't devote himself to the team as much as he should and he often feels very guilty over this. Reluctantly, he is a 'big brother' figure for Sham


RAINBOW

Fighting: Remarkable (30)
Agility: Amazing (50)
Strength: Excellent (20)
Endurance: Amazing (50)
Reason: Incredible (40)
Intuition: Amazing (50)
Psyche: amazing (50)

Health: 150
Karma: 140
Resources: Incredible (40) - Funded by Matrix
Popularity: 0

Known Powers:
M32: Telepathy: Monstrous(75)
M20: Mental Probe: Amazing (50)
M12: Hallucinations: Amazing(50)
L16: Sense Alteration: Amazing (50)

Limitations:
Regulator: Rainbow wears a liquid quartz crystal Regulator in her headband. If she does not have her regulator, all of her powers are at -1CS.

Talents: Leadership, Military, Detective/Espionage, Acrobatics, Tumbling, Martial Arts E, Psychology, Resist Domination, Trance

Contacts: Rainbow is employed by Matrix and can call on them as well as the other DNAgents

Orign & Background: It has long been one of Matrix and every other corporations desires to have a 'superspy' under permanent employment with unswerving loyalty to the corporation, so when the DNAgents project got underway, they set out to build themselves one.

It was decides that this spy would be female and she was genetically designed to posess rather exotic good looks. Utilizing the greater psychic potential of the female, she was bred for telepathic ability. For her, there would be no need to plant a listening device or remain within eyesight when following a target. By using her mind, she could pick up more about the world around her with her eyes closed than the most observant human being ever could with their eyes wide open. she would be irrestible in interrigation. By focusing her abilities, she could probe the mind of another person and sort through their memories like a secretary would sort through a filing cabinet. From her, no secret was safe.

A logical extrapolation of her telepathic ability is her ability tp project illusions directly into the minds of others. By rearranging another person's pattern of sensory stimulation, she can make them see, feel, and experience whatever it is she wants them to. Against her, no one would really be sure what they were up against. Since Rainbow utilizes so much of of her brain and employs such a great deal of psychic energy in using her abilities, Matrix scientists designed a Regulatoe for her to take some of the load off of her in these abilities.

Lastly, she was given amazing agility and acrobatocs ability. This makes her very difficult to catch, also a prerequisite for a good spy. It is for the diversity of her talents and the all-around practicality of them (as for her unusual multi-hued hair) that she was given the code-name: Rainbow.

Combat Tactics: Rainbow avoids physical confrontation whenever possible. Rainbow relies upon her issusory abilities to frighten off or confuse any attackers. Her main usefulness in battle is to telepathically take count of the enemy, learn their plans and strategy, and relay that information to the other DNAgents. She also keeps track of where everyone else is to prevent one of the other team mambers from being seperated (especially sham, who may not always be recognizeable) and to avoid walking into ambushes.

Personality: Rainbow is undoubtedly the most mature member if the team. while unafraid of the outside world, she openly questions the practicality of jumping headfirst into it. she is the leader of the team and, hence, everyone else's 'big sister' (A job sometimes indistuingishable from babysitting).


AMBER

Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Amazing (50)
Reason: Excellent (20)
Intuition: Excellent (20)
Psyche: Remarkable (30)

Health: 130
Karma: 70
Resources: Incredible (40) - Funded by Matrix
Popularity: 0

Known Powers:
EC15: Magnetic Manipulation: Amazing (50)
D4: Force Field ve Energy: Incredible (40)
D7: Force Field ve Physical: Incredible (40)
Power Stunts
Can create discs of force field to move solid objects. Treat as Telekinesis
All power stunts listed for Force Field listed in UPB, pg 18
T21: True Flight: Remarkable (30)
EC5: Electrical Control: Incredible (40) Only to control devices.

Talents: Martial Arts B, Military, Detective/Espionage

Contacts: Amber is employed by Matrix and can call on them as well as the other DNAgents

Origin & Background: Amber was built around the concept of the 'electromagnetic agent'. With her magnetic powers she would be able to manipulate electronics and machinery. The talent to bypass security systems, tap into computers and phone lines, and control almost any sort of electrical or mechanical device would make her indispensible to any sort of commando or espionage team. Additionally, she could also move large masses of metal magnetically, a useful skill in combat.

Upon completing the original design work, Matrix scientists had realized that they had designed 'Agent: Amber' better than they had expected. They re-examined her genetic blueprint and came up with a variety of imaginative and esoteric uses for her abilities.

By having her create fields of magnetic repulsion, she could literally repel herself from the ground and fly. Setting up a surrounding repulsor field she could defend herself and others from physical and energy attacks.

Matrix gave the scientific team who had come up with these additional applications of amber's abilities an extra month's vacation, with all expenses paid.

Combat Tactics: Amber prefers to stay airborne during a fight and uses force fields to protect herself. she tends to use her powers more for a frontal assault and physical barrage, not quite having mastered the more subtle uses of her powers just yet. she is learning every day, though. in combat, she usually sticks to pummeling her opponents with magnetically thrown objects.

Personality: Amber is very naive about the world around her. she has an unusually trusting nature and tends to view things as if seen through 'rose-tinted glasses'. She is very outgoing and likes meeting new people, making friends easily.


SHAM

Fighting: Typical (6)
Agility: Remarkable (30)
Strength: Good (10)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Excellent (20)
Psyche: Good (10)

Health: 146
Karma: 50
Resources: Incredible (40) - Funded by Matrix
Popularity: 0

Known Powers:
S18: Human Changeling: Unearthly (100)

Equipment:
Backpack: Filled with a variety of handguns, explosives, and the like. Have the player define the contents before the mission. As the referee, deny any obscene requests, as all weaponry is handed out by Matrix.

Talents:
Guns, Marksman, Military, Performer, Detective/Espionage

Contacts: Sham is employed by Matrix and can call on them as well as the other DNAgents

Origin & Background: sham was built around the concept of the 'Ultimate Imposter'. Despite the simplicity of the concept, he was by far the most difficult and expensive to produce. sham has the most sophisticated genetic code of any living thing ever to exist. for the most part, he contains far more energy than even Surge. This energy is heavily utilized when effecting his transformations. No living thing could eat enough food to produce the calories necessary to burn to produce the massive energy sham needs for even the simplest of his changes. Matrix has even used him as an 'Energizer' in an experiment to create another lifeform.

By forming apicture in his mind, sham is giving subconscious mental instructions that activate the secretion of complex hormones which cause drastic alterations to his own cell structure. These changes follow along the guidelines of the mental image. Through the utilization of his internal energy, these transformations are practically instantaneous (Game Effect: Can change form without spending an action). He can become young or old, male or female, and of varying size and shape. His weight and body mass do not change. sham's own original form is stored in a sort of internal genetic memory and he can revert back as easily as he can discard the mental image of the disguise form he currently employs.

sham has pressed his ability to the point where he can duplicate such things as facial cosmetics or simpole masks, although it is not easy or comfortable to do so at the present time. Easily the agent with the most scientifically advanced design, sham is the most powerful of the DNAgents in his own way.

Combat Tactics: Sham is next to useless in standard hand to hand combat, but more than makes up for it with his proficency with firearms. He almost always carries with him a backpack filled with tricks and weapons. One of sham's most effective tactics is to impersonate one of the enemies in a confrontation and attack them from admidst their own ranks. Where he is also very useful in infiltration as he can simply impersonate anyone that his victims would be ordered to let pass their guards or checkpoints.

Personality: sham has very little sense of self-worth. This is partially due to a dissapointing start as an active DNAgent. Also, due to the nature of his ability, he is having a difficult time establishing his own personal sense of identity. He clings unyeildingly to the team as a surrogate family and exhibits jealousy and dissapointment as they develop relationships outside the team. He seeks affection and tries to coax a father-son relationship with some of the Matrix scientists, to no avail.

Of all the DNAgents, Sham is the only one to actively avoid contact with any outside human beings.
Re: The DNAgents
June 19, 2002 11:07AM
Jester,

Thanks for the DNAgents! I'm not much on modeling existing superheroes and I always appreciate it when someone posts characters that have been out of circulation and can only be found in the back ish boxes at a store.

You seem to be well educated about the DNAgents so unless someone else wants to throw in their two-cents, they seem just fine for gameplay.

I put together some of the stats for Ultraverse characters several months ago but haven't put up any updates in as many months. Since Marvel and Ultraverse can be found together in several back issues, I was able to get both thumbs-up reviews and/or suggestions for "tweaking" a character or two.

I only read the first three or four issues of the DNAgents, but I liked what I saw.

SDI
Jester
Re: The DNAgents
June 20, 2002 12:12AM
Yeah. The DNAgents were my faves early on. the best thing about them is they're roughly X-Men power levels. which means the ycan be easily inserted into a lot of different campaigns.

If anyone has any suggestions (Or even remember) the DNAgents and feels like critiquing my work, please. That was a rough draft and anything can be improved. I'll probably be converting some of the other characters from the series (Lancer, Crossfire, Alexi Vlasov, Positron and Electron, Luger, Stiletto, and everyone's favorite Non-Marvel Mort, the Bungee Jumper! and I'll put something up on the background characters, too. Might not stat them as they're all normal humans. Not sure yet.

Thanks for the input. I love taking hard to find characters and statting them provided i know a good amount about them. Hate throwing in 'Maybe' stats.

Jester
Re: The DNAgents
January 07, 2008 10:38PM
Bump...Good post from one of the older posters.
Re: The DNAgents
January 16, 2008 08:32PM
avatar
The DNAgents were pretty cool. I actually never read the comics, but I got a source book devoted to them for the old Villains and Vigilantes rpg and thought they were really cool.

The DNAgents served, along with Aliens 3 (or was it 4???), as the primary inspiration for my Thunder and Morningstar campaigns... which witnessed a Canadian corporation called GenTech creating super-synthoids and utilizing Brood DNA (amongst toher things) in the process.

We finally getting back into playing some Marvel's, and its about time the the Brood-Queen -- who escaped from stasis in the first Morningstar story arc -- resurfaced. I'm thinking that maybe she has taken control of a joint GenTech/Department H factory dedicated to mass producing the GenTech synthoids... and so, beyond your usual Brood regulars, created from the factories staff, will also have "infected" a number of generic synthoids and even 2 or 3 individuated synthoids!!!

Anyway, yeah, the DNAgents... very cool idea that deserves a tip o' the hat!!!

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Powersurge (history, pics) [www.classicmarvel.com]

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Morningstar (campaign journal) [www.classicmarvel.com]

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"You just decided *all by yourselves* that you are the Earth's protectors. And that you, and *only* you, not your teammates or family, are trustworthy enough to include in the process..."

T'Challa, The New Avengers: Illuminati 1



Edited 1 time(s). Last edit at 01/16/2008 08:33PM by Powersurge.

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