Post by Drew on Mar 26, 2016 2:35:26 GMT -5
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EVO FORCE
Background: Benny comes from an alternate Earth, where the battle for supremacy, between humans and mutants, has mostly frozen over as both sides control seperate portions of the earth, thus having equal resources for their military. Organizations that still exist, include the New Age, which -head- the main Governing body of the Mutant Kingdoms, and Evo-Force, a rag-tag mix of mutants and humans, fighting a lonely one-team war for mutant and human cohabitation, while lacking a true home to call their own.. Seeking a mcguffin to end the war, Five-star General Vostak, Head Chair of the New-Age Empire, sends of the best and brightest of the Holy Knights of the New Age's Spec-Op Paladins into the newly accesible time-weave, in search of the Mcguffin on alternate Earths. Benny is one of them. He ends up on Earth (616) and finds himself unable to call back home from anywhere but that jump-spot. So he continues his mission with an incredible and unusual lack of oversight. The hunt for the McGuffin is on. Will he find it? Or will he be trapped here forever?
Fighting----- (#) Benny is a master of a multiple forms/martial arts: Akido, Jujitsu, Krav Maga
Agility------ (#) Benny has superior with training. He has to. Missed disintegration rays are a bad thing.
Strength----- (#) Benny can bench 500lbs. His strength may increase over time, due to the cosmic energies that he is consistantly absorbing, that powers his abilities.
Endurance---- (#) Benny's endurance is the product of intensive exercise
Reasoning---- (#) Benny has the equivilant of a High School diploma.
Intuition---- (#) Benny is remarkably in-tune with surroundings; strong hunches.
Psyche------- (#) Benny has Intensive will, but no mental powers to go with. It's always tempting t go nuts with his disentergration power- to kill rather then disarm. He makes a concious decision with each human target, not to take the easy way out.
Hit Points: Ignore this
Mental health: Ignore this
Resources: None
Source of Income- Unemployed.
Origin of Powers: Mutant
Powers: Benny's core power is Cosmic and Native energy absorption. Free energy particles, and cosmic rays from space are absorbed into his person for a number of reasons that are only partially understood at this time. What -is- understood is that this cosmic energy absorption is quiet, subtle, and only notable by his constant temperature of almost too hot to touch, and occasional shifts in the color of his eyes from silver, to a easily deemed unatural leperous yellow color. However the other chnges to his physiology are quite difficult to note until an incident involving them occurs. Benny's cellular structure feels normal to all intents and purposes (feverously hot, but normal enogh to cuddle, as it where), despite the fact that each cell is capable of absorbing cosmic and native energy particles. This gives access to the following powers below:
Cosmic-Ray Funneling Immunity: Cosmic rays are immensely high-energy radiation, mainly originating outside the Solar System. TO handle the otherwise devastatingly powerfully hot and radioactive nature of these, Benny's flesh and innards have been altered to withstand such energys and side-effects totally. He's immune to radiation, heat, and fire. Totally.
Optic Disintergration-ray Blasts: This is Benny's main-stay power. Benny's body converts the energy he absorbs, into a destructive electron-unmooring-displacing energy beam. This beam fires straight as aimed, only bends at Benny's will. It ignores non-solid and energy based obstacles, leaving an ozone odor in its wake, disrupting anything of equal strength of Titanium, or super-alloy steel, it can be -STOPPED- by any harder then that, or which has enough damage points equal to the power's rating.
*Called Shot: Benny can take a minor hit to his firing score (-1CS), to ensure that even in the heat of battle, he never causes harm to people or destruction he does not wish to do. The beam will circle around the designated safe item, or person, and dissipate harmlessly in thin air once the true target is missed. Benny is calculating on the fly as he fires, taking more consideration on what he DOES NOT want to hit, instead of what he does. An example is, if Benny decides to disarm a man with his eyebeams, he does so at a -1cs to his score, so that he doesn't disrupt a hole in the man, or anyone else in the vacinity, by mistake. Instead the beam harmlessly hits something harmless. Like the ground. If the ground is harmless.
Partial Energy-Absorption Defence: Benny is resistant to any/all energy damage except for Radiation, Heat, and Fire, to which he is totally immune. If the energy assault not stronger then enough to destroy titanium, super-alloy steel and the like, it does him no damage. Which isn't to say that his clothes and such get-away scott-free.
*Energy Sustenance: The naturally absorbed energy that Benny does -all- the time, feeds him and supplants his need to breath. As long as there is native (read: any energy floating about) energy to be had, then Benny does not need to eat, drink or breath. In fact he can exist in space naked and survive happily, until he got mashed into by orbittal debris.
Equipment:
Ceremite & Nautweave hood/mask combo
-Protection: protection vs. Blunt attack
-Starlite Nightvision: Ultra-vision
-Throat Mike/Radio: 10 mile range, uses to keep in touch with Base, Team, various other teams (scrambled and private channel, XX Intensity)
-Audio Processor
-Field-of-View Display Projector
-Inertial GPS System
Ferro-Flex Mesh & Ceremite sheathed Body-Armoret: The Costume gives him the following:
-Body Armor: protection vs. Physica/Energy and especialy hooting.
-Taser: Delivers an electrical shock to anyone who comes into contact with it. This taser is good for two uses before needing recharging.
-Rope.Swingline securer
● (f)Utility Belt: 10 Pouches that carries small items, fail safe in the belt will cause it to explode (Rm damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The Utility Belt contains a wide array of devices such as:
-Universal Tool: Used to aid in electronics work. Tip contains various Phillips and Flathead screwdrivers, wrenches, lock-picking device, drill bits and other implements. Inside the base are full lineman's kit, multi-line analyzers, cell phone analyzers and other electrical analysis gear. Can record and play back audio and video signals. The Universal Tool can be safely used as a hammer.
-Mini-Computer: 3 1/2 by 4 1/2 inches in size, operates as a standard personal computer in game terms. Equipped with fax modem, GPS system and mini-disk rewritable drive.
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
-Rebreather/Gas Mask: 2.5 hours air supply
-Fingerlight: Ty illumination, can project white, red or infrared light
-Magnesium Flare: Rm Illumination
-More Rope.Swingline securer
-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
-Tape Recorder: 2.5 Hours
-Laser Torch: In intense laser that cuts through In material
-Lock-Picks: +1CS to open locks on an Agility FEAT.
-Power-Cuffs: Rm material, Ty entrapment, Negates Most super-powers, capable of escaping the cuffs and NO OTHER powers are altered.
-Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Cowl or Mask of the uniform, HeroWerks computers.
-Taser: Delivers Am Electrical
-Incidentals: Keys, money, lock-picks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
-Rope. Did we mention rope?
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America. Benny would (if he had one) wear it over his heart where it might block a bullet or called shot to the same.
Weaknesses Benny has a few weaknesses. Mostly of the interpersonal and physilogical variety.
*Alien Customs: This doesn't necessarily represent alien mores and such, it simply states that Benny has a different culture than that which is active where he has decided to make his home. At Benny's level of alieness, this becomes a reasonable flaw: Benny comes from a world where mutants rule the high and pretty places of global control, and humans are either ignored, or slaves - always second class citizens, unless they are rebelling against the statis quo. 'Stepping' into a world that's just the opposite will cause some significant hilarity. This is a GM flaw. The GM is responsible for ensuring this suck has a chance to occur.*
*Alternative Lifestyle: This shouldn't be a flaw, but it is. Benny comes from a more 'enlightened' era, where there is a great war for the control of earths natural resources, battles against humans and mutant rebells, and too much going on to give a shit about peoples sexual preferences and natal/natural orientation. Unless someone gets physically, emotionally or spiritually hurt, people either mildly or majorly support a person finding out a new facet of their personality and sexuality. From a golf-clap to a hearty hand clap, everyone generally claps. In Manhattan in the universe he's in now, this shit does not usually fly, and rarely is 'clapping' the results. Benny is Non-Monogamous, Pansexual Polyamorist. When the wrong people hear about this, they should probably go apeshit. This is a GM flaw. The GM is responsible for ensuring this suck has a chance to occur.*
*Attitude: this character has a bad attitude. It permeates everything he says, and everything he does. He's a jokester, a jerk, and perrinally sarcastic. Most importantly, it colors others' perceptions of him. In order to act 'nice', this character must pass a a die roll of some sort, lest he be an asshole at a wrong time. This is a TEAM flaw. The Player must own up to being a jerk, and the GM is responsible for ensuring this suck has a chance to occur; officiating the attribute roll (usually psche at -1)*
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *This is a PLAYER flaw. He must play it, either by himself, orat GM reminding. If this doesn't happen the pc must drop this flaw and get another.*
*Obvious Mutation/Alien Appearance: Characters with this flaw, have one or more non-beneficial (though not necessarily detrimental) cosmetic aspects that differentiate them from baseline humanity. This flaw cannot stack, no matter how outlandish a character becomes, in appearance. Benny has draconic, lizardlike eyes. Eyes that seem to see into your soul... and who also cause occular damage to people who look into them for too long while within a foot or two from him. It is a mild irritation and stinging, but it's enough to make people look away. His leperous, yellow, reptile eyes can only be hidden by expensive mirror shades... and he will quickly burn through those in a week or two. He has wrap around goggles that do the job, but they are special(tm) and difficult to replicate. This is a natural flaw. No Overwatch is required.*
*Unregistered Mutant: Not every mutant who is unregistered has this flaw. This quirk is only for the mutants who have taken a visual stand against mutant registration, and thus are on a known database somewhere. With this flaw comes all sorts of issues for Benny's secret identity, which is a mutant and enemy of all anti-mutant forces. Or he -will- be. Just wait and see. Benny will earn his flaw in channel, and have a lot of issues with either forces wanting him captured or worse, and forces who want to praise, elevate, and fight under his banner. This is a combined GM and Player flaw. The Player must do the acts that start this flaw off, the rest is the GM's perogative.
Contacts:
All Benny's Contacts are in another timeline.
Knowledges: Special things you are educated on that the average person is not. You may or may not get bonuses; just describe how good you are.
*Demolitions (Benny has had powered and unpowered training, masterying the art of bringing buildings, installation, and, yes, even sentinels down to his level)
*Detective/Espionage (Ability to Infiltrate, sabatoge, evade and escape/ and how to notice signs of the same.)
Skills: As above, but with skills.
*Acrobatics: Benny can climb, work the parallel bars, the horse, the balance beam, and can flip out adding a bonus to a basic dodge roll.
*Military: Benny has been through basic training. He learned how to survive and thrive in the worst conditions the war-torn earth could throw at him. He learned how to pilot old and new-world military vehicles, as well as rudimentary hand to hand and full marksmanship training in stationary and mobile military weaponry (and guns! and his eye-beams! ESPECIALLY his Eyebeams!*).
*Special-Forces Training:
*Marksmanship, Weapon Spec: Marksman (Benny is a skilled marksman in every conventional LOS (line-of-sight) missile weapon. This includes laser, plasma, rail, kinetic, and modern ballistic weapons. Most importantly, however, is that it refers to his eyebeams on a major, specialist level).
*Thievery: Benny knows how to sneak, is good at stealth, and is a great rope climber, stealer-in, and burglar. He knows how to get out of hand cuffs and pick locks.
Notable Notes: A word about 'Dark' Benny - the Demolisher. In his grimdark home timeline, it was often the best option to take one's enemies out with dedicated finality. By the time Benny had reached his age, he'd racked up something like 14-16 personal and direct kills, confirmed. The rebellion managed to drill some of that out of him. And he learned -not- to kill people... initially. In game terms this means that Benny will likely do everything feasible to avoid killing an enemy in combat, but when down to the final option, he'll use the final option with little reluctance.
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EVO FORCE
Player:Drew Name: Benjamin 'Benny' Shepard Codename: Basilisk The Demolisher Age: 19 Height: 6'2 Hair: Red Eyes: Unearthly Leperous Yellow Nationality: Alien human from a different Earth/Space. Occupation: At this point in time, Benny is unemployed, as well as being a stranger in a strange land with no identification, social security information, or the like. Appearance: See Pics. Costume: See Pic Personality: Personalities are mandatory. ● TL:DR Version. Benny is an ESTP on the Myers-Briggs personality test. Despite is mental and behavioural flaws, Benny is mostly out-going, realistic, curious, versatile, spontaneous, and pragmatic to a fault. |
Background: Benny comes from an alternate Earth, where the battle for supremacy, between humans and mutants, has mostly frozen over as both sides control seperate portions of the earth, thus having equal resources for their military. Organizations that still exist, include the New Age, which -head- the main Governing body of the Mutant Kingdoms, and Evo-Force, a rag-tag mix of mutants and humans, fighting a lonely one-team war for mutant and human cohabitation, while lacking a true home to call their own.. Seeking a mcguffin to end the war, Five-star General Vostak, Head Chair of the New-Age Empire, sends of the best and brightest of the Holy Knights of the New Age's Spec-Op Paladins into the newly accesible time-weave, in search of the Mcguffin on alternate Earths. Benny is one of them. He ends up on Earth (616) and finds himself unable to call back home from anywhere but that jump-spot. So he continues his mission with an incredible and unusual lack of oversight. The hunt for the McGuffin is on. Will he find it? Or will he be trapped here forever?
Fighting----- (#) Benny is a master of a multiple forms/martial arts: Akido, Jujitsu, Krav Maga
Agility------ (#) Benny has superior with training. He has to. Missed disintegration rays are a bad thing.
Strength----- (#) Benny can bench 500lbs. His strength may increase over time, due to the cosmic energies that he is consistantly absorbing, that powers his abilities.
Endurance---- (#) Benny's endurance is the product of intensive exercise
Reasoning---- (#) Benny has the equivilant of a High School diploma.
Intuition---- (#) Benny is remarkably in-tune with surroundings; strong hunches.
Psyche------- (#) Benny has Intensive will, but no mental powers to go with. It's always tempting t go nuts with his disentergration power- to kill rather then disarm. He makes a concious decision with each human target, not to take the easy way out.
Hit Points: Ignore this
Mental health: Ignore this
Resources: None
Source of Income- Unemployed.
Origin of Powers: Mutant
Powers: Benny's core power is Cosmic and Native energy absorption. Free energy particles, and cosmic rays from space are absorbed into his person for a number of reasons that are only partially understood at this time. What -is- understood is that this cosmic energy absorption is quiet, subtle, and only notable by his constant temperature of almost too hot to touch, and occasional shifts in the color of his eyes from silver, to a easily deemed unatural leperous yellow color. However the other chnges to his physiology are quite difficult to note until an incident involving them occurs. Benny's cellular structure feels normal to all intents and purposes (feverously hot, but normal enogh to cuddle, as it where), despite the fact that each cell is capable of absorbing cosmic and native energy particles. This gives access to the following powers below:
Cosmic-Ray Funneling Immunity: Cosmic rays are immensely high-energy radiation, mainly originating outside the Solar System. TO handle the otherwise devastatingly powerfully hot and radioactive nature of these, Benny's flesh and innards have been altered to withstand such energys and side-effects totally. He's immune to radiation, heat, and fire. Totally.
Optic Disintergration-ray Blasts: This is Benny's main-stay power. Benny's body converts the energy he absorbs, into a destructive electron-unmooring-displacing energy beam. This beam fires straight as aimed, only bends at Benny's will. It ignores non-solid and energy based obstacles, leaving an ozone odor in its wake, disrupting anything of equal strength of Titanium, or super-alloy steel, it can be -STOPPED- by any harder then that, or which has enough damage points equal to the power's rating.
*Called Shot: Benny can take a minor hit to his firing score (-1CS), to ensure that even in the heat of battle, he never causes harm to people or destruction he does not wish to do. The beam will circle around the designated safe item, or person, and dissipate harmlessly in thin air once the true target is missed. Benny is calculating on the fly as he fires, taking more consideration on what he DOES NOT want to hit, instead of what he does. An example is, if Benny decides to disarm a man with his eyebeams, he does so at a -1cs to his score, so that he doesn't disrupt a hole in the man, or anyone else in the vacinity, by mistake. Instead the beam harmlessly hits something harmless. Like the ground. If the ground is harmless.
Partial Energy-Absorption Defence: Benny is resistant to any/all energy damage except for Radiation, Heat, and Fire, to which he is totally immune. If the energy assault not stronger then enough to destroy titanium, super-alloy steel and the like, it does him no damage. Which isn't to say that his clothes and such get-away scott-free.
*Energy Sustenance: The naturally absorbed energy that Benny does -all- the time, feeds him and supplants his need to breath. As long as there is native (read: any energy floating about) energy to be had, then Benny does not need to eat, drink or breath. In fact he can exist in space naked and survive happily, until he got mashed into by orbittal debris.
Equipment:
Ceremite & Nautweave hood/mask combo
-Protection: protection vs. Blunt attack
-Starlite Nightvision: Ultra-vision
-Throat Mike/Radio: 10 mile range, uses to keep in touch with Base, Team, various other teams (scrambled and private channel, XX Intensity)
-Audio Processor
-Field-of-View Display Projector
-Inertial GPS System
Ferro-Flex Mesh & Ceremite sheathed Body-Armoret: The Costume gives him the following:
-Body Armor: protection vs. Physica/Energy and especialy hooting.
-Taser: Delivers an electrical shock to anyone who comes into contact with it. This taser is good for two uses before needing recharging.
-Rope.Swingline securer
● (f)Utility Belt: 10 Pouches that carries small items, fail safe in the belt will cause it to explode (Rm damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The Utility Belt contains a wide array of devices such as:
-Universal Tool: Used to aid in electronics work. Tip contains various Phillips and Flathead screwdrivers, wrenches, lock-picking device, drill bits and other implements. Inside the base are full lineman's kit, multi-line analyzers, cell phone analyzers and other electrical analysis gear. Can record and play back audio and video signals. The Universal Tool can be safely used as a hammer.
-Mini-Computer: 3 1/2 by 4 1/2 inches in size, operates as a standard personal computer in game terms. Equipped with fax modem, GPS system and mini-disk rewritable drive.
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
-Rebreather/Gas Mask: 2.5 hours air supply
-Fingerlight: Ty illumination, can project white, red or infrared light
-Magnesium Flare: Rm Illumination
-More Rope.Swingline securer
-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
-Tape Recorder: 2.5 Hours
-Laser Torch: In intense laser that cuts through In material
-Lock-Picks: +1CS to open locks on an Agility FEAT.
-Power-Cuffs: Rm material, Ty entrapment, Negates Most super-powers, capable of escaping the cuffs and NO OTHER powers are altered.
-Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Cowl or Mask of the uniform, HeroWerks computers.
-Taser: Delivers Am Electrical
-Incidentals: Keys, money, lock-picks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
-Rope. Did we mention rope?
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America. Benny would (if he had one) wear it over his heart where it might block a bullet or called shot to the same.
Weaknesses Benny has a few weaknesses. Mostly of the interpersonal and physilogical variety.
*Alien Customs: This doesn't necessarily represent alien mores and such, it simply states that Benny has a different culture than that which is active where he has decided to make his home. At Benny's level of alieness, this becomes a reasonable flaw: Benny comes from a world where mutants rule the high and pretty places of global control, and humans are either ignored, or slaves - always second class citizens, unless they are rebelling against the statis quo. 'Stepping' into a world that's just the opposite will cause some significant hilarity. This is a GM flaw. The GM is responsible for ensuring this suck has a chance to occur.*
*Alternative Lifestyle: This shouldn't be a flaw, but it is. Benny comes from a more 'enlightened' era, where there is a great war for the control of earths natural resources, battles against humans and mutant rebells, and too much going on to give a shit about peoples sexual preferences and natal/natural orientation. Unless someone gets physically, emotionally or spiritually hurt, people either mildly or majorly support a person finding out a new facet of their personality and sexuality. From a golf-clap to a hearty hand clap, everyone generally claps. In Manhattan in the universe he's in now, this shit does not usually fly, and rarely is 'clapping' the results. Benny is Non-Monogamous, Pansexual Polyamorist. When the wrong people hear about this, they should probably go apeshit. This is a GM flaw. The GM is responsible for ensuring this suck has a chance to occur.*
*Attitude: this character has a bad attitude. It permeates everything he says, and everything he does. He's a jokester, a jerk, and perrinally sarcastic. Most importantly, it colors others' perceptions of him. In order to act 'nice', this character must pass a a die roll of some sort, lest he be an asshole at a wrong time. This is a TEAM flaw. The Player must own up to being a jerk, and the GM is responsible for ensuring this suck has a chance to occur; officiating the attribute roll (usually psche at -1)*
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *This is a PLAYER flaw. He must play it, either by himself, orat GM reminding. If this doesn't happen the pc must drop this flaw and get another.*
*Obvious Mutation/Alien Appearance: Characters with this flaw, have one or more non-beneficial (though not necessarily detrimental) cosmetic aspects that differentiate them from baseline humanity. This flaw cannot stack, no matter how outlandish a character becomes, in appearance. Benny has draconic, lizardlike eyes. Eyes that seem to see into your soul... and who also cause occular damage to people who look into them for too long while within a foot or two from him. It is a mild irritation and stinging, but it's enough to make people look away. His leperous, yellow, reptile eyes can only be hidden by expensive mirror shades... and he will quickly burn through those in a week or two. He has wrap around goggles that do the job, but they are special(tm) and difficult to replicate. This is a natural flaw. No Overwatch is required.*
*Unregistered Mutant: Not every mutant who is unregistered has this flaw. This quirk is only for the mutants who have taken a visual stand against mutant registration, and thus are on a known database somewhere. With this flaw comes all sorts of issues for Benny's secret identity, which is a mutant and enemy of all anti-mutant forces. Or he -will- be. Just wait and see. Benny will earn his flaw in channel, and have a lot of issues with either forces wanting him captured or worse, and forces who want to praise, elevate, and fight under his banner. This is a combined GM and Player flaw. The Player must do the acts that start this flaw off, the rest is the GM's perogative.
Contacts:
All Benny's Contacts are in another timeline.
Knowledges: Special things you are educated on that the average person is not. You may or may not get bonuses; just describe how good you are.
*Demolitions (Benny has had powered and unpowered training, masterying the art of bringing buildings, installation, and, yes, even sentinels down to his level)
*Detective/Espionage (Ability to Infiltrate, sabatoge, evade and escape/ and how to notice signs of the same.)
Skills: As above, but with skills.
*Acrobatics: Benny can climb, work the parallel bars, the horse, the balance beam, and can flip out adding a bonus to a basic dodge roll.
*Military: Benny has been through basic training. He learned how to survive and thrive in the worst conditions the war-torn earth could throw at him. He learned how to pilot old and new-world military vehicles, as well as rudimentary hand to hand and full marksmanship training in stationary and mobile military weaponry (and guns! and his eye-beams! ESPECIALLY his Eyebeams!*).
*Special-Forces Training:
*Marksmanship, Weapon Spec: Marksman (Benny is a skilled marksman in every conventional LOS (line-of-sight) missile weapon. This includes laser, plasma, rail, kinetic, and modern ballistic weapons. Most importantly, however, is that it refers to his eyebeams on a major, specialist level).
*Thievery: Benny knows how to sneak, is good at stealth, and is a great rope climber, stealer-in, and burglar. He knows how to get out of hand cuffs and pick locks.
Notable Notes: A word about 'Dark' Benny - the Demolisher. In his grimdark home timeline, it was often the best option to take one's enemies out with dedicated finality. By the time Benny had reached his age, he'd racked up something like 14-16 personal and direct kills, confirmed. The rebellion managed to drill some of that out of him. And he learned -not- to kill people... initially. In game terms this means that Benny will likely do everything feasible to avoid killing an enemy in combat, but when down to the final option, he'll use the final option with little reluctance.
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