top of page

TRAPMASTER

MaraudingMark Mckenzie
00:00 / 01:54
Info

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

​RELATIVE AGE: 

MARITAL STATUS: 

John Doble

Secret

Unknown/Villain

No

Unknown

Unknown

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

RELATIONS:

 

None identified

Agent 500, Master Marauder

Exterminators

NA

NA

Don "Major Deej" Finger

13 Sep 2008

BackToTopButton.png

History

History

Trapmaster, previously known in Baltic Force as Agent 500 before Baltic Force was pretty much destroyed in 1995, is the leader of the current Baltic Force rebranded and renamed "Exterminators" 'Capture Unit'.

 

Up until 1995, as Agent 500, he was renown for his eccentric and unique traps and snares he'd use to capture super-powered being for Baltic Force. He quickly rose up in the ranks, eventually on the verge of becoming a Commander, that is, until the CIA's Secret Agent John Brown infiltrated the primary Baltic Force base outside of Vilnius, Lithuania and obliterated it. Agent 500 eventually hooked up with remnants of Baltic Force and thanks to his astounding hunting and capturing skills, became a key person in entrapping and capturing several dozens of Soltan troopers during the 2000 Soltan Invasion of Earth.  Those capture Soltan troops allowed Baltic Force's scientists to study and experiment on the Soltans, eventually finding a weakness to exploit that Baltic Force eventually shared with the world to help stop the Soltans and force them off of Earth. It is noted that when he wasn't setting up his elaborate traps, 'Master Marauder', as he became known during that time, would also raid Soltan barracks, supply centers and communications outposts and not only destroy them but maraud them for every ounce of food, weapons and technology he and his team could glean from the Soltans.  A lot of the tech he stole he personally reverse-engineered into high tech traps and devices that aided him in his hunter/capture role with Baltic Force (and beyond).

 

After the Soltan Invasion, he finally achieved the rank of Commander, and got retitled as 'Trapmaster' continuing to do what he did best - hunting, capturing and of course trapping.  To that point, he is credited with the most captures of anyone ever in their organization.

 

A few years ago, a new leader, Director 13, came to power and renamed Baltic Force into 'The Exterminators'. He knew Master Marauder/Trapmaster well enough to make him the leader of the new Capture Unit, with the proviso of also being his new third in command in the Exterminators leadership.

 

Today, Trapmaster, as the leader of the Exterminators Capture Unit, continues to lead his highly trained band of trappers and techs in capturing all 'targeted' beings identified by the senior Exterminator leadership.  He is a cunning strategist who's trademark is creating distractions and complex traps to capture super-powered beings is second to none. He normally runs with his special, hand-picked squad of ten Exterminator 'Capture Agents', all highly adept at trapping, imprisoning and immobilizing.

​

Trapmaster's tactics vary depending on his target. He'll usually use distractions or events to draw out his target(s), and then lead them into the capture zone where he and his Capture Agents will have at least three different traps set to contain and/or immobilize their target(s).  Once captured, the Capture Unit either shuts down the target's powers or cages them up in an escape-proof container for transport to one of the Exterminators facilities, where, upon arrival at said facility, he and his team literally 'sign over' the target(s) without reservation; no emotion, no sympathy, no care. He's said to be very smart and doesn't do what he does for money, but instead for the thrill of the hunt and capture. He'd rather lose his entire team to get the chance to bag one super-powered target than not attempt it at all.

​

BackToTopButton.png
Powers

Powers

Power Origin: Natural

​

He has no powers.

​

BackToTopButton.png

Equipment

Equipmen

PERSONAL

  • Body Armor/Jacket, Self-Contained Suit

    • Body Armor/Jacket

      • Provides good protection from magical and mental/psionic attacks

      • Provides excellent protection from physical, toxic/toxin and temperate damage

      • Provides incredible protection against radiation attacks

      • An electron-altering field around him reduces any form of energy attacks at a remarkable rate

  • Self Contained Suit

    • Wears a body suit that provides a self-contained environment in unto itself, providing up to a day's worth of oxygen and food pastes

  • Helmet

    • Electronics Suite

      • Amazingly encrypted computer network with Exterminators network system (and with his own 'MM' network)

      • Amazing protection vs ECM/Electromagnetic and/or Electronic Scrambling attacks

      • Powerful encrypted communications/video system to include unique frequencies, military frequencies and even a tie-in to GUARD frequencies (he hasn't told anyone else he has that capability

    • Visor/Heads-Up Display

      • Provides amazing flash protection

      • Provides normal, infra red, ultraviolet, x-ray, electronic trace and thermal imaging

      • High Res video streaming/data collection/recording of all events; can be turned off at any time

    • Tactical Computer

      • Provides telemetry, data and tactical options based on various inputs like sensors for incredible tactical and sensor array, including data feeds from drones, tracers, robots and his capture team

  • Weapons

  • He retains dozens of unique weapons, some incredibly powerful in their effect with a rare amazing or fantastic level weapon should the need arise. As such he does carry the following routinely:

    • Energy Rifle

      • Excellent energy shot (single target) vs. semi-auto shot (Burst vs. full area effect)

      • Incredible material strength

      • Range 200 yards

    • Energy Rifle Energy Packs (3)

      • 20 shots per pack/5 bursts per pack

    • Full/Semi Automatic Sidearm (2)

      • Typical/Good shooting damage

      • range: 60 yards

    • Sidearm Ammunition Magazines (4)

      • 10 shots/clip (Typical target damage) or 3 semi-auto burst (typical full area effect) or 1 full auto burst (good full area effect)

  • Bandoliers, Belts, Gloves, Backpack and Pouches

    • Carries a variety of devices, grenades, gasses, traps and small miscellaneous items such as:

      • Electronic Scramblers

        • Remarkable level vs electronics

        • 200 foot range max radius

        • When activated, lasts for as long as activated, up to 4 minutes max power charge

      • Motion/thermal detection devices

        • Remarkable level detection

        • 300 yard range max

      • Electronic Tracers (10)

        • Unique frequency transmission once activated

        • 40 mile emitting range/pulse

        • Battery life: 1 day

      • Handheld Tracer Tracking Device (1)

        • Incredible detection/tracking/triangulation vs Tracers

        • Battery life: 2 days

        • 40 mile range

      • Toxic Gas Grenade (2)
        • Remarkable vs. target's endurance

        • Leaves immobilized, choking

        • Lasts 1/2 hour

      • Forget-Me-Not Gas grenade (1)

        • Incredible confusion gas

        • Effects last up to 45 minutes

      • Knock-Out Gas Grenade (2)

        • Incredible vs. Target's endurance

        • 40 minutes max effect

      • Sleep Gas (2 charges)

        • Emits from Mask

        • Incredible vs. Target

        • If target is disturbed, target can and will awaken as if from sleep

        • Lasts up to 40 minutes

      • Stink Gas Grenade (1)

        • Remarkable offal smell vs target's psyche with feeble physical effects over time for over 2 minutes

      • Inflame Gas (2 charges, one from each glove)

        • Emits from gloves

        • Incredible potency vs target's endurance/protections (toxin attack) that creates a poor yet consistent toxin effect over time if breathed in

        • Will inflame target's lungs to point of immobilization

        • Effects can last up to 24 hours

      • Psychedelia Gas (1charge)

        • Emits from helmet

        • Several foot radius effect

        • Incredible toxin gas vs target psyche

        • Puts them in an LSD-like mental state

        • Lasts up to 40 minutes

      • Neural Scrambler (1)

        • Glove activated; actual device in pouch

        • Amazing vs target's psyche; must be within 4 feet for effect to occur

        • shuts down all synaptic activity, leaving target 100% immobile other than breathing and brain processing (all other physical functions are shutdown))

        • Doesn't affect Master Marauder or his capture team (implants in their heads prevent effects)

        • Charge can last a max time of 1 minute or several individual instance uses

      • Remote Activators (2)

        • One is a Handheld Device stored in a pouch; other is Glove-Mounted

        • Can remotely activate any and all forms of traps, devices and even self-destruct charges in drones, robots AND his living Capture Unit team members

  • Boot Jets​

    • Max Speed: 350 mph​

    • Max Altitude: 1500 feet AGL

    • Range: 100 miles

    • Can carry own weight + regular gear (total = 350 lbs) plus an additional 150 lbs; every 50 lbs beyond reduces speed, altitude and range by 20%

​​

SUPPORT EQUIPMENT/TEAM

  • Drones/Drone Control (40 max; usually uses just 5 in the field)

    • Drone Capabilities

      • Remarkable control; 3 mile range

      • Poor armoring

      • Good strength grappling/holding Arms (can carry up to 150 lbs each)

      • Fly speed: 120 mph

      • Battery charge for drone ops: 1 hour; uses solar panels for poor energy recharge (maxed out charge: 1.5 hours)

      • Live hi res video and data streaming via MM Network/Exterminator network

      • Remarkable comms, radar and sensor array that can transmit data via tactical network

    • Weapons/Equipment

      • Stun/Force Beam

        • Good stun and physical damage effect

        • Located on a swivel arm, uses tactical targeting computer

        • Tactical Targeting is remarkable agility/shooting capability

        • range: 100 feet

        • Effects compound with other drone stun beams (i.e., 4 drones w/stun beams = 4x stun effect)

        • Can fire up to 10 shots max

  • Robots/Robot Control (5)

    • Robot Capabilities

      • Remarkable control; 3 mile range

      • Good armoring

      • Incredible strength grappling/holding Arms

      • Ground speed run: max - 40 mph

      • Robot Battery charge: 1 hour; uses solar panels for poor energy recharge (maxed out charge: 1.5 hours)

    • Weapons/Equipment

      • ​Toxic Gas (2)

        • Remarkable vs. target's endurance

        • Leaves immobilized, choking

        • Lasts 1/2 hour

      • Forget-Me-Not Gas (2)

        • Incredible confusion gas

        • Effects last up to 45 minutes

      • Knock-Out Gas (2)

        • Incredible vs. Target's endurance

        • 40 minutes max effect

      • Sleep Gas (1)

        • Incredible vs. Target

        • If target is disturbed, target can and will awaken as if from sleep

        • Lasts up to 40 minutes

      • Stink Gas (1)

        • Remarkable offal smell vs target's psyche with feeble physical effects over time for over 2 minutes

      • Smoke Grenade (1)

        • Thick black smoke, provides remarkable visibility loss

        • Lasts 1 minute

      • Stun/Force Beam

        • Good stun and physical beam

        • Range: 100 feet

        • Effects compound with other drone stun beams (i.e., 4 drones w/stun beams = 4x stun effect)

  • Special Capture Unit Team (10)

  • Each Capture Team member has the following stats and equipment:

    • Individual Capabilities

      • Good physical and mental skills; typical strength

      • Typical body armor vs. physical, energy attacks

      • Incredible vs. toxic/toxins, temperate, radiation attacks

      • Typical vs. psionic/mental attacks

    • Weapons/Equipment

      • Energy Rifle (1)

        • Excellent energy shot (single target) vs. semi-auto shot (Burst vs. full area effect)

        • Incredible material strength

        • Range 200 yards

      • Energy Rifle Energy Packs (2)

        • 20 shots per pack/5 bursts per pack

      • Full/Semi Automatic Sidearm (1)

        • Typical/Good shooting damage

        • range: 60 yards

      • Sidearm Ammunition Magazines (2)

        • 10 shots/clip (Typical target damage) or 3 semi-auto burst (typical full area effect) or 1 full auto burst (good full area effect)

      • Toxic Gas Grenade (1)

        • Remarkable vs. target's endurance

        • Leaves immobilized, choking

        • Lasts 1/2 hour

      • Knock-Out Gas (1)

        • Incredible vs. Target's endurance

        • 40 minutes max effect

        • Lasts up to 40 minutes

      • Smoke Grenade (1)

        • Thick black smoke, provides remarkable visibility loss

        • Lasts 1 minute

      • Goggles​ (1)

        • Provides good flash protection​

        • Provides normal, night, thermal imagery

        • Excellent material

      • Earwig Comms Device

        • Amazing encrypted comms

        • Remarkable, waterproof material

        • Range 25 miles

        • Battery life: 2 days

      • Bandoliers/Belts/Backpacks

        • Capture Team usually carries a variety of traps, devices and trackers, all uniquely rated for target(s):

          • Traps/Immobilization Devices (2 min; 5 max)

            • Incredible immobilization capability max

          • Cable/Binding Device (2)

            • Incredible hold/material strength

          • Power Nullification Device/Collar (1)

            • Incredible/Amazing power neutralizer

          • Survival Kit (1)

            • 2 days of food and water

            • Winter Survival Gear/thermal blanket

            • Wire saw

            • 2 yards of parachute chord

            • Matches/Fuel

            • Mirror

          • Lockpick Set (1)

​

BackToTopButton.png

Talents

Talents
  • Military scientist (Professional)

  • marksman (Professional)

  • Kit-basher (Professional)

  • Weapons Designer (Professional)

  • Hunter/Tracker (Master)

  • Tactics (Master)

  • Logistics (Master)

  • Drones (Professional)

  • Robotics (Professional)

  • Communications (Professional)

  • Weapons/Military weapons (Professional)

  • Military history (Professional)

  • European history (Professional)

  • Martial Arts: +Fighting (Professional)

  • Martial Arts: Dodge/Evade (Professional)

  • Martial Arts: Hold/Escapes (Professional)

  • Martial Arts: +Initiative (Master)

  • Acrobatics (Proficient)

  • Engineering (professional)

  • Academia (Proficient)

  • Leadership (Professional)

  • Stealth (Professional)

  • Languages:

    • Speaks up to 30 different languages professionally, with the following at master levels:

      • English

      • French

      • Spanish

      • Russian

      • Slavic

      • Norwegian/Norse

      • Polish

      • Italian

      • Greek

      • Mandarin Chinese

      • Japanese

​

BackToTopButton.png
bottom of page