M.A.R.S.

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M.A.R.S.

Appears in: Galactic Underground
Strengths:
Weaknesses:
Description: M.A.R.S. is a new version of a Rebel hitman. As an I-Bot, he can pass as a Gen-Human and does not make mistakes regarding his false identity. Each mission, he is assigned a new identity and his fingerprints and retinal signature altered. So far, he has been extremely efficient. However, employing I-Bots is extremely expensive, so the Rebels only use M.A.R.S. in situations where the I-Bot will have a chance of effecting an escape.

M.A.R.S. became operational in 2275. His age of 25 is merely his apparent age as a Gen-Human. The Rebels have employed M.A.R.S. against a variety of low-level Alliance officials and businessmen. However, after each mission, the Rebels have eliminated his memories of the assassinations. M.A.R.S. has no choice but to comply with all orders given to him by the Rebel commanders. Currently, M.A.R.S. is operating as an SSDC employee. The I-Bot was able to pass through the routine bio-scans with the assistance of another Rebel agent, who was the SSDC employee taking the scans. While M.A.R.S. does not currently have a target, the Rebels can transmit him a mission at any time. Until he is given an assassination order, he has been instructed to obey all SSDC orders normally. However, should any of those orders conflict with Rebel goals, M.A.R.S. will attempt to covertly sabotage the mission. If ordered to directly engage Rebel forces, M.A.R.S. will turn against SSDC completely. He will attempt to conceal any damage he takes, so as not to be discovered as an I-Bot. Should anyone discover his true nature, M.A.R.S. will eliminate those person(s) and attempt to escape if necessary.

Race Sex Height Weight SC BP IM Sighting Mod. TOTAL XP
I-Bot (Gen-Human) M 6' 230lbs 6 18 -1 +75 20,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
101 90 100 90 120 80 20 50 35 95 50 35


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
90 80 100 90 100 85 20 40 35 85


Combat Skill Package Level UPS
Weapon: Beam 7 BW
Weapon: Energy 1 BW
Weapon: Direct Fire 1 BW
Weapon: Pulse 3 BW
Weapon: Beam Gunnery 1 BW
Weapon: Missile Gunnery 1 BW
Hand to Hand 8 BW
Infiltration 8 150
Camouflage 3 100
Det. Concealment 4 110
Tank 6 125
Basic Med. 3 100
Hand Radio 2 90
Land Navigation 2 90
Set Traps 2 85
Throwing 2 -


Weapon UAN MN SS ROF Q Dam P D Other
BC-Violator 120/120/110/80/55/30/20 99 88 1 25 4-16 - - NA
M-20 91/69/34/14/-16 97 85 1 25 4-24 - - NA
Wrist Pulse Unit 100/80/30/15 100 95 1/2 10 4-16 - - NA
Grenades 103/93/73/53/43/33/23/13 - - - Var. - - - M-95 (5)


Armor THR AI AR ELE EMP FIR CLD CRT Other
Bear 5 30/30/30/60 26/26/26/52 75 50 60 60 - Ablative Liner: 5/5/5/5; Corrosive Protection; QSU; Rad Liner; Camo Unit; Grappling Hoist; Gyro Stabilizers; Jump Pads
Shalkon 10 15 8 55 70 60 55 - Ablative Liner: 5

Equipment: Grenades: M-95 (5); Flex Rope (50m); Digital Compass; Web Gear; Backpack; Mega Glue; Flashlight; Glowbars (5); Power Shunt; P-38; Motion Detector; Acidizer; Handcuffs; COH: 50cr

Cybernetics: EMP Shielding (100%); Electrical Insulation (100%); Wrist Pulse Unit; Night Vision; Target Acquisition; Language Analyzer; Increased Reflexes (2); Talons (L/R hands)





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