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Character Creation: The Crew

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Isto:
Here i post one of the crews i have created for this game. The full post is too long to be posted at once, so i will give own post to each separate crew member.


THE CREW:

The crew have been gathered by The Businessman which can be seen as the leader of this expedition. In ways of war, the Pilot is seen as the leader, having an unspoken authority over others in dire situations. The first official member was the pilot, but the Businessman had conduct a deal with The Doctor even before that. The Assassin and The Soldier were recruited by the Businessman to hire some capable hands on the crew to act as a muscle when needed. It is more likely, that The Priest and The Hybrid have seeked out the crew on their own accord for their personal reasons and seem to surely have some dark secrets they neglect on conversating. Their presence is certainly seen as a risk for the crew, but their usefulness cannot be denied.

When docking on a port, the Businessman usually goes by himself to either conduct business or to seek information regarding their journey. The Pilot and The Soldier usually find themselves in some shady tavern and bar, and are not unheard of causing trouble among the local populace. In cases more common than not, The Businessmann can get them out of any possible troubles they might have caused, by either negotiating or by bribes. For this reason and on certain ports, he usually advices for those two to stay on the ship, sometimes even forcing his way on this matter. The Priest and The Mechanic rarely venture forth from the ship, and if The Mechanic does, he usually does not leave the ship physically, but uses a a Probe or Nanobot as an intermediate. In the rare cases The Assassin leaves the ship, it is for no good or certainly to conduct some shady businesses usually leaving in silence giving no advance on his behaviour. The Hybrid is rarely present on the ship, and will usually stay out of the Underwater Cities and Stations, rather using the time the crew is docking on a port on hunting or exploring the surroundings.

Within the ship, The Mechanic holds his place in the Engine Department, The Soldier and The Pilot are generally seen in The Cockpit. The Priest, The Businessman and The Assassin resides in the Storage Room where The Doctor also keeps his makeshift clinic on a separate and closed compartment. The Hybrid is rarely seen on The Ship but when he does, he usually stays within the Engine Room. The Mechanic constantly speaks of acquiring a new ship, either the Neolith or if possible, Light Frigate Class military vessel. This would give him more options for customization and more space to conduct his experiments. They would also hold enough cargo space to hold an army of autonomous drones, cyborgs or replicators, further aiding their cause.


THE CREW IN THE STORYLINE:

For gaming purpose, this crew might also be used as an NPC team opposing with similar motives to player characters. They would first be introduced by rumors or fame, as the player characters could encounter their names or hear about their actions on certain occasions, and it would be up to the players would they want to gather more intel on these characters or even seek to confront them. Could also be, that they happen to encounter The Pilot and The Soldier on a bar, leading to something or not regardless of any other past or future interactions as they are the most common individuals in the crew to associate with strangers. According to players actions and how they correlate on "the crew's" motives, they could even take interest on the player characters instead and eventually search for them. The players could also have a possibility to cooperate with the crew to some extend. The crew is not straightforward evil, but they are not heroes for sure, each having strong individual or selfish motives to do what they do.

Could also very much be, that the players will ever have interaction but a one or few members of the crew and should anything happen to individual crew members, each other member will react according to the situation and it is entirely possible and depending on the circumstances, that none of them holds any thoughts of individual revenge or retribution.

The strongest bonds within the crew are within The Pilot and The Soldier. The Soldier also feels being indebted to the Doctor for his surgery, but might not act within this thought after his passing.

The Hybrid feels to be within a debt on The Doctor, The Mechanic and The Businessman for his new identity and the chance he have been given, and will carry this debt over their lives if necessary.

Isto:
BUSINESSMAN / THE FACE:

The Businessman is a beautiful young and dark skinned asian man in origin. He is comfortable to look and hear, moving graciously and having a soft and mellow voice. Especially his eyes seem kind and produce trust in others. He is especially good on flattering people and making them feel accepted, emitting an aura of comfort. He has a charisma to draw people in and have a way to get people make the suggestions he wants to hear even on a degree, it may seem magical. It is a better that people think that their actions are from themselves after all. The Businessman always dressed on a black classic suit and hat like a true gentleman would.

The motive for gathering the crew is to get a cure for Fertility Virus behalf of a company which funds their expedition. He was chosen in this position through his qualities and on his individual interested and knowledge on ancient history. Within this company, is the businessman's IMPORTANT ALLY which has a SECRET with the businessman, forcing him to a choice when and if the cure is found, to possibly either fail the trust of his crew or his ally on this matter.

When going to ports, he always leaves the ship to conduct businesses for the crew, managing their financial situation and political situation. Sometimes he takes the Doctor with him, especially if he wants to make the opposing side feel uncomfortable.

NAME: Denis Leng (Leng)
AGE: 29
GEOGRAPHICAL ORIGINS: Major City (Azuria)
SOCIAL ORIGINS: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Business/Managment (1 CP), Sciences/Humanities (1 CP), Law (1 CP)
PROFESSIONS: Trader (15 CP)
ADVANTAGES: Good Memory (1 CP), Shares (2 CP)
DISADVANTAGES: Phobia:Sun (+1 CP), Natural Weakness:Radiation (+1 CP), Secret:Conspiracy (+2 CP), Paranoid:Conspiracies (+2 CP), Slow to React:Overly Calculating (+2 CP)
MUTATIONS:
ATTRIBUTES: 7 CP

STRENGTH: 10
CONSTITUTION: 12
COORDINATION: 10
ADAPTATION: 8
PERCEPTION: 13
INTELLIGENCE: 19
WILLPOWER: 14
PRESENCE: 16

REACTION: 10 (7)
STUN THRESHOLD: 12
KNOCKOUT THRESHOLD: 22
MELEE DAMAGE MODIFIER: +0
DAMAGE RESISTANCE: -1 (+1 Radiation)
NATURAL RESISTANCES: -1
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 13

CONTACTS: 17
ALLIES: 6
IMPORTANT ALLY: 1
OPPONENTS: 4
FAME: 16
SAVINGS: 580 Sol
GEAR: Goggles:Ultraviolet:Antidazzle:Zoomx12, Rope - Cale II, Canteen/Flask, Heavy Handgun Cougar, 8x20 Ammunition, Spider Armor (Full)

10 Bureucracy (INT/INT) = 18
10 Business/Trafficking:Information (INT/PRE) = 17
0 Computing (INT/INT) = 8
15 Education/General Knowledge (INT/INT) = 23
5 Emphatic Analysis (INT/PER) = 11
10 Eloquence/Persuasion (INT/PRE) = 17
5 Finding Information (INT/INT) = 13
10 Forgery (INT/PER) = 16
10 Handgun (COO/PER) = 13
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
5 Knowledge of a Nation/Organization:Coral Rebublic Companies (INT/INT) = 13
3 Knowledge of a Nation/Organization:Red League (INT/INT) = 11
2 Knowledge of a Nation/Organization:The Cape Federation (INT/INT) = 10
1 Knowledge of a Nation/Organization:Kingdom of the Indus (INT/INT)  = 9
1 Knowledge of a Nation/Organization:The Rift States (INT/INT) = 9
1 Knowledge of a Nation/Organization:Amazonia (INT/INT) = 9
25 Languages:Isitacian (INT/INT) = 33 (Root:Azuran = 12 + 8 = 20)
4 Languages:Arkonian (INT/INT) = 12
-2 Languages:Amanean (INT/INT) = 6
4 Observation (PER/WIL) = 8
9 Sciences/Specialized Knowledge:Adminstration/Managment (INT/INT) = 17
5 Sciences/Specialized Knowledge:Economics (INT/INT) = 13
5 Sciences/Specialized Knowledge:Finance (INT/INT) = 13
5 Sciences/Specialized Knowledge:Law/Legislation (INT/INT) = 13
10 Sciences/Specialized Knowledge:History/Archeology (INT/INT) = 18
10 Socializing/Seduction (PRE/PRE) = 16

Thrives on owning larger portions on important corporations and will conduct stock trades on behalf the crew.

INDIVIDUAL GOAL 1: Amass certain amount (5 CP) of stocks on the company.
INDIVIDUAL GOAL 2: Contain the Fertility Cure and represent it to his employer.
INDIVIDUAL GOAL 3: Become the Chairman and / or amass the majority of stocks in the company.

Upon the time of their new ship, The Businessman is supposedly gathered skills as mentioned:

+1 (11) to Business/Trafficking (INT/PRE) = 18
+5 (10) to Emphatic Analysis (INT/PER) = 16
+1 (11) to Eloquence/Persuasion (INT/PRE) = 18
+5 (5) to Computing (INT/INT) = 13
+2 (12) to Forgery (INT/PER) = 18
+1 (5) to Observation (PER/WIL) = 9
+1 (11) to Socializing/Seduction (PRE/PRE) =17
+3 (8 ) to Sciences/Specialized Knowledge:Finance (INT/INT) = 16
+1 (10) to Sciences/Specialized Knowledge:Adminstration/Managment (INT/INT) = 18

= 40 Skill Points = 4 CP (The difference of the characters that were created)

+2 (15) Luck
+1 (17) Fame
+1 (3 CP) Stocks

Isto:
THE DOCTOR:

The Doctor is a skinny, pale, tall and malnourished looking man whose eyes have sunken deep within his sull. His stare tends to make people uncomfortable, drilling steadily on their skull making the people he inspects to feel severe discomfort, thinking those eyes will notice the things they do not want them to notice. Goes without gestures or any shown emotions and is always serious. These proportions make him stand as odd, emitting an heavy, eerie aura round him. He speaks slowly, with a deep and squeaking voice that is all but relaxing to listen.

He is completely dedicated on his work, and on matters of science, does not seem to be restricted by morale of any kind. For this reason, he have gained certain infamy and opposition among the doctors and scientist, and rare are those people who have ever seen him fitting to be a real doctor. In fact, many of his peers in the medical school had gave him the nickname "Dr Frankenstein" and have even gained himself a true enemy, which sees him as too dangerous to be allowed to continue on his research.

When younger, he have put forth many radical ideas about matters of world and sciences, announcing these opinions to public, speaking boldly even of taboos and is in constant need of advancing on such areas of study. Is especially interested on studies of immortality, polaris effects, fertility but his area of expertise is genetic study and body modifications, and it is rumored that he have modified his body so, that any unnecessary functions have been genetically altered or even removing that are seen to distract him in his work.

People who get to know him better, will come to find that deep within he is exactly the same that you would think he is and cares only about his research, seeing other people only as subjects of study.

Instead of using traditional white clothes, but favors a black garment, where the spills and spoils wont show that clearly.

NAME: Mr. Aart Matthews (says: Dr. Matthews, a pleasure)
AGE: 36
GEOGRAPHICAL ORIGIN: Major City (Azuria)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Medical School (1 CP), Sciences/Humanities (1 CP)
PROFESSIONS: Doctor/Surgeon (8 CP), Scientist/Engineer (6 CP)
ADVANTAGES: Training:Rifles (1 CP)
DISADVANTAGES: Frail (+1 CP), Additional Opponents:Questionable Medical Practices (+1 CP), Slow to React (+2 CP)
MUTATIONS: -
ATTRIBUTES: 5 CP

STRENGTH: 10
CONSTITUTION: 12
COORDINATION: 13
ADAPTATION: 10
PERCEPTION: 16
INTELLIGENCE: 19
WILLPOWER: 11
PRESENCE: 7

REACTION: 13 (10)
STUN THRESHOLD: 11
KNOCKOUT THRESHOLD: 21
MELEE DAMAGE MODIFIER: +0
DAMAGE RESISTANCE: -1
NATURAL RESISTANCES: -1 (+0 on Drugs)
SUSPEND BREATHING: 11 Combat Rounds
LUCK: 13

CONTACTS: 5 (Doctor), 5 (Scientist)
IMPORTANT CONTACT: 1 (Scientist)
ALLIES: 2 (Doctor), 3 (Scientist)
OPPONENTS: 2 (Doctor), 2 (Scientist)
ENEMY: 1 (Scientist)
FAME: 15
DATABASES: Level 13 (Genetics), Level 12 (Biology), Level 10 (Botany), Level 10 (Zoology)
PERSONAL MEDICINE CABINET: Level 10
SAVINGS: -71 440 sol

Rifle (Loknar) (2400)
4x20 Rifle Ammunition (920)
Spider Armor (Full) (9000)
Goggles:Ultraviolet:Zoomx12 (6600)
Environmental Analyzer Seryone P250 (6700)
Portable Lab (4800)
Medikit Medi 1,000 (11 000)
Personal Health Monitor (8000)
10xAntirad (800)
6xAnti-infection Patch Fulstar (4800)
5xStabilizing Patch Corzone (5000)
5xUniversal Poison Antidote Patch (12500)
Canteen/Flask (120)

5 Bureucracy (INT/INT) = 13
0 Computing (INT/INT) = 8
12 Education/General Knowledge (INT/INT) = 20
5 Emphatic Analysis (INT/PER) = 12
5 Finding Information (INT/INT) = 13
11 First Aid (INT/ADA) = 16
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 10
10 Knowledge of Nation/Organization:Coral Rebublic (INT/INT) = 18
2 Knowledge of Nation/Organization:The Geneticians (INT/INT) = 10
1 Knowledge of Nation/Organization:The Enderby Confederation (INT/INT) = 9
1 Knowledge of Nation/Organization:New Lemuria (INT/INT) = 9
1 Knowledge of Nation/Organization:Themis (INT/INT) = 9
22 Languages:Isitacian (INT/INT) = 30 (Root:Azuran = 11 + 8 = 19)
-2 Languages:Arkonean (INT/INT) = 6
-2 Languages:Levan (INT/INT) = 6
4 Mental Shield (WIL/WIL) = 6
5 Observation (PER/WIL) = 9
5 Sciences/Specialized Knowledge:Biology/Physiology (INT/INT) = 13
5 Sciences/Specialized Knowledge:Pharmacy (INT/INT) = 13
10 Sciences/Specialized Knowledge:Medicine (INT/INT) = 18
10 Sciences/Specialized Knowledge:Genetics (INT/INT) = 18
5 Sciences/Specialized Knowledge:Bionics/Cybertechnology (INT/INT) = 13
5 Sciences/Specialized Knowledge:Botany (INT/INT) = 13
5 Sciences/Specialized Knowledge:Zoology (INT/INT) = 13
11 Surgery (INT/INT) = 19 (in my opinion COO/INT)
5 Technical Engineering:Bionics/Cybertechnology (INT/INT) = 13
10 Technical Engineering:Biotechnology/Genetic Engineering (INT/INT) = 18
10 Shoulder Mounted Weapons/Rifles (COO/PER) = 15
=140

Will eventually modify his body even more, and install cybertechnology on the crew, especially The Mechanic. The Pilot and The Soldier will also agree on being modified in this way, but The Businessman, The Hybrid, The Assassin and The Priest wont.

Will advance on knowledge of body modifications and science, especially on biology and will develop skill on the Arkonian language.

UPGRADE 1: Organically enchanted senses for all of his five senses. (+3 bonus)
UPGRADE 2: Is able to conduct his body on Regeneration, Reinforced Skeleton and Natural Resistance:Poisons abilities through study of The Diplomats live symbiotes.
UPGRADE 2: Organic Enhancements (+3 to Strength, +3 to Constitution, +3 to Coordination, -3 to Presence) which act as Physical Enchantments without possibility of Breakdown. For some strange reason have not found it compatible with other subjects and have suffered major pain and side effects which slowly faded away. This will also change his appearance and skin color (grey), making him look alien to the human eye.
UPGRADE 3: Separating part of Ternasect brain and planting it on his own brain tissue, gaining improved logical abilities (+2 to Intelligence) and minor Psionic abilities (Thought Probing and Emitting) and +3 to Mental Shield as well.
UPGRADE 4: Immortality Therapy, Making the cells reproduce endlessly. Will not tell anyone about acquiring this modification as sees no one else worthy of such a blessing. Also provides the Regeneration Advantage.
UPGRADE 5: Manipulating his body further through knowledge of Genetic Code, becoming completely alien to human understanding. He will gain more sensory organs, limbs and so on.

DOCTOR SCIENTIFIC PLAN 0: Plans on producing organic enchantments on living subjects.
DOCTOR SCIENTIFIC PLAN 1: Plans on finding a fertility cure.
DOCTOR SCIENTIFIC PLAN 1: Plans to create a life form that is half plant, half animal.
DOCTOR SCIENTIFIC PLAN 2: Create an Immortality Treatment, and devoid it from others than himself.
DOCTOR SCIENTIFIC PLAN 2: Plans on unlocking the genetic code, allowing to freely manipulate and create living organisms.

INDIVIDUAL GOAL 1: Find and successfully produce the Fertility Cure.
INDIVIDUAL GOAL 2: Achieve Immortality.
INDIVIDUAL GOAL 3: Unlock the Genetic Code.

Upon gaining the new ship:

+2 (2) to Computing (INT/INT) = 10
+4 (2) to Languages:Arkonean (INT/INT) = 10
+1 (5) to Mental Shield (WIL/WIL) = 7
+5 (10) to Sciences/Spesialized Knowledges:Biology/Physiology (INT/INT) = 18
+5 (10) to Sciences/Spesialized Knowledges:Bionics/Cybertechnology (INT/INT) = 18
+5 (10) to Technical Engineering:Bionics/Cybertechnology (INT/INT) = 18
+1 (11) to Technical Engineering:Biotechnology/Genetic Engineering (INT/INT) = 19

= 40 Skill Points (4 CP)

+1 (11) Databank Level:Botany
+1 (11) Databank Level:Zoology
+1 (13) Databank Level:Biology
+2 (12) Personal Medicine Cabinet

Isto:
THE MECHANIC:

The Mechanic is a small, hairy dwarf like creature with a twisted and ugly appearance. He will only ever speak with other people with an artificial voice through his AI, following pre generated patterns and responses that are sometimes even automated. The Mechanic is not interested on fellow people, and shares comfort only within Programs and Robots of his own making, being more interested on an social environment he can control. If he puts his mind into something, the need to understand it wont cease and if there are something he cannot perform, he cannot have peace until he does.

He have completely distanced himself from other people, and sees as human interaction as a nuisance and preferaly something to be automated. Like The Doctor, he is completely dedicated on his work but more so, it defines who he is. He is not one to embrace his body, but is in need to rise above such trivial restrictions. In fact, he holds great thoughts about science and possible adaptations and dreams of artificial adaptations on a larger scale that he, or his transmitted conciousnes could oversee until end of times. These kind of thoughts are almost as radical as The Doctors, but unlike him, The Mechanic does not tell anyone about what he thrives for but would rather to keep his objectives on himself.

In the Engineering School, he was always seen as an odd one, even he was the perfect student and sometimes just for this reason. When younger, he had many thoughts about improving the system of study, the society and so, but learned quick that one should be careful around such topics, having a cautious approach on putting forth his studies and later, moving completely independent. If one wants to understand what he does, it is better to just follow what he does than having a conversation. His methods are simple and prone to effectiveness, and he seems to find convenient and simple minded solutions even on unconvinient or complex matters without no one being able to deny the logic behind them. As a person, he always seems to think something, even multiple things at once which of no doubt, have something to do on some of his unfinished projects.

One of his quirks is the seemingly compulsive need to "improve" everything around him as few things are within his mind already so, that he cannot modify or make it better. The ship, the armour, the weapons and the equipment is the crew is almost certainly modified by him in some point of their travels. He cannot stand the fact, that sometimes he have no authority or means to update something he know he should and partially for this reason, he usually does not even bother to ask but tends to "borrow" things that are laying around, especially the ones he likes the most and return them updated without saying a word. This is quite a common occurance and the crew have learned to cope with it. Especially he modifies The Pilots, The Soldiers, The Assassins and The hybrids equipment, feeling Kinship especially on The Hybrid both of them not needing the talk, but are seen as of same kind. Eventually starts to teach the art of Mechanics to The Pilot and will conduct on major updates on The Hybrid.

The outward appearance of the Mechanic is messy and his darker skin tone might as well be the grease or oil rather than his real skin tone, no one can tell.

The reason he enlisted on the crew is to find old and unknown technology or automatons residing deep within the sea and had an opportunity to do so because of the drunken promise of The Pilot, that he ultimately had to respect. At this point the crew consisted only of The Pilot, The Businessman, who saw the usefulness on the newest recruit and The Doctor who didnt care either way. Later on, he and The Doctor have had some real talk about science and matters of the world.

NAME: Kip
AGE: 42
GEOGRAPHICAL ORIGIN: Major City (Arlis)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Engineering School (1 CP)
PROFESSIONS: Technician/Mechanic (12 CP), Scientist/Engineer (11 CP)
ADVANTAGES: Training:Handgun (1 CP)
DISADVANTAGES: Disability:Muteness (+5 CP)
MUTATIONS: Deformities (+3 CP)
ATTRIBUTES: 3 CP

STRENGTH: 12
CONSTITUTION: 10
COORDINATION: 10
ADAPTATION: 16
PERCEPTION: 10
INTELLIGENCE: 19
WILLPOWER: 10
PRESENCE: 6

REACTION: 13
STUN THRESHOLD: 11
KNOCKOUT THRESHOLD: 21
MELEE DAMAGE MODIFIER: +1
DAMAGE RESISTANCE: -1
NATURAL RESISTANCES: +0
SUSPEND BREATHING: 10 Combat Rounds
LUCK: 13

CONTACTS: 12 (Technician/Mechanic), 11 (Engineer)
ALLIES: 5 (Technician/Mechanic), 5 (Engineer)
OPPONENTS: 3 (Technician/Mechanic), 5 (Engineer)
FAME: 15
DATABANK: Level 10 (Robotics)
SPARE PARTS: 3 (Within Ship)
ASSEMBLY: +5 Extra Protection on Light Security Diving Armor (17+5 = 21)
SAVINGS: -123 220 Sol and -36,400 Sol on drone without accessories. Approximately around -170 000 Sol.

Light Security Diving Armor
Armor:Radio/Net Interface
Armor:Goggles:Ultraviolet:Zoomx12:Videocamera
Armor:Sound Recorder/Amplifier
Armor:Gas Filter
Drone Command Center Cerebra A23
Medium Pistol MK 28
5x17 Ammunition
Toolkits:Electrical Toolkit
Toolkits:Mechanical Toolkit
Canteen/Flask

COMBAT DRONE: (Hybrid)
Visual Detection, Ultraviolet LVL 15
Shooting LVL 15
Dodge LVL 10
Infrared (2000)
Sonar (1800)
Blowtoch
Dual Anti-Vehicular Speargun (5D10H / 1D6-1 V-)

5 Armory (INT/INT) = 13
4 Bureucracy (INT/INT) = 10
11 Computing (INT/INT) = 19
11 Computer Hacking (INT/INT) = 19
11 Cryptography (INT/INT) = 19
9 Education/General Knowledge (INT/INT) = 17
11 Electronics (INT/INT) = 19
-2 Finding Information (INT/INT) = 6
10 Handgun (COO/PER) = 12
5 Knowledge of Enviroments:Underwater Cities and Stations (INT/ADA) = 12
10 Knowledge of a Nation/Organization:Polar Alliance (INT/INT) = 18
2 Knowledge of a Nation/Organization:Mediterranean Union (INT/INT) = 10
1 Knowledge of a Nation/Organization:The Azure Alliance (INT/INT) = 9
19 Languages:Renarean (INT/INT) = 27 (Root:Azuran = 9 + 8 = 17)
-3 Languages:Lesarachian (INT/INT) = 5
-3 Languages:Azurean (INT/INT) = 5
0 Observation (PER/WIL) = 2
5 Sciences/Spezialized Knowledge:Physics/Chemistry (INT/INT) = 13
-3 Sciences/Specialized Knowledge:Arms/Weapon Systems (INT/INT) = 5
10 Mechanics:Robotics (INT/INT) = 18
5 Mechanics:Exo-Armors (INT/INT) = 13
5 Mechanics:Ships (INT/INT) = 13
5 Mechanics:Generators/Life Support Systems (INT/INT) = 13
11 Remote Piloting (INT/ADA) = 18
11 Security Systems (INT/INT) = 19
10 Technical Engineering:Robotics (INT/INT) = 18
5 Technical Engineering:Electronics/Computing (INT/INT) = 13
5 Technical Engineering:Programming (INT/INT) = 13
5 Technical Engineering:Telecommunications (INT/INT) = 13
5 Tehcnical Engineering:Nanotechnology (INT/INT) = 13
= 230

Have made long days on fixing expensive equipment to be able to get his hands to the armor which is his most important possession among his drone. Both of these are going to be largely modified and are always on his possession. He will also gain drones that assist him on the mechanical work and survey drones to assist the crew on their search.

Is having thoughts on his own Drone Armies, Nano Armies, Replicating Machines, Sentient AI's and an Exo-Suit that allows him to fly in space.

Will especially advance on weapon systems, finding information and technical engineering. Will gain knowledge on Astronomy and Space adaptations as well as technical engineering on ships and space ships and will most likely build a ship to the crew that is capable to travel in any environment, even space.

Can also begin to interest on Geological survey, especially if the travels of the crew will take them underground.

UPGRADE 0: Neural A Interface Implants. Already Installed. (-9000)
UPGRADE 1: Cerebral Computer Cortex.

MECHANIC SCIENTIFIC PLAN 0: Plans on upgrading the crews equipment.
MECHANIC SCIENTIFIC PLAN 1: Plans on creating an army of droids and cyborgs when the ship have enough space available.
MECHANIC SCIENTIFIC PLAN 1: Plans on building and upgrade an unique and powerful Exo-Armor and wear it at all times, even while asleep making it a second skin.
MECHANIC SCIENTIFIC PLAN 2: Plans on creating a Nano-Cloud and upgrading it several times to a point where it can arrange over the body to act as an additional armor, can stop incoming projectiles, create an electronic static disruptance or form an electron like rotating shield which attacks physically any targets close enough. The Nano Swarm can also be controlled manually or installed within a ship, exo-armor or drone, and the nanites can be used to create various objects by controlling them with thought or program.
MECHANIC SCIENTIFIC PLAN 3: Plans on creating a fully sentient AI.
MECHANIC SCIENTIFIC PLAN 4: Plans on creating a replicating artificial being, who is capable of learning and reproducing endlessly.
MECHANIC SCIENTIFIC PLAN 5: Plans on transferring his consciousness on artificial form, achieving immortality through machines.

INDIVIDUAL GOAL 1: Successfully build his custom build, dream exo.
INDIVIDUAL GOAL 2: Produce a sentient artificial being.
INDIVIDUAL GOAL 3: Achieve immortality through machines - Succesully transfer his consciousness to a machine.
ADDITIONAL GOAL: Build a ship that is capable of traveling in any environment (Sea, Surface, Underground, Space). (20 EXP)

+11 (8 ) to Sciences/Specialized Knowledges:Arms/Weapon Systems (INT/INT) = 16
+1 (11) to Technical Engineering:Robotics (INT/INT)  = 19
+5 (10) to Technical Engineering:Electronics/Computing (INT/INT) = 18
+5 (10) to Technical Engineering:Nanotechnology (INT/INT) = 18
+3 (1) to Finding Information (INT/INT) = 9

= 40 Skill Points (4 CP)

+2 (15) Luck
+2 (12) Databank Level:Robotics
+Numerous Assembly on most of crews equipment, ship, drones, and many applications on the new ship

Isto:
THE PILOT:

The Pilot is a troubled soul, balancing between the duty and his personal problems involving around booze and women. This is also the reason, why he did not qualify for the Navy and lost his old job on the Merchantile Navy which was seen as an opportunity by The Businessman as the man is likable and people speak highly of his skills on the trade. The Soldier is his old acquintance as part of his old job and were introduced to the crew by him. The Pilot is easygoing, relaxed and capable of keeping a good atmosphere. He generally likes people and gets on with everybody. He is also a genuine person, says things straight and has a big heart, you can immediately tell what he is thinking by his face. But when the time comes, he is dependable and relentless on his pursuit, making his fury terrible to behold. As outward appearances go, The Pilot is as easy to like as his temperament. He is tall, lean and good looking, having big and compassionate brown eyes and an Southern European like origin and skin tone. He keeps his hair and facial hair polished, and his clothes are fashionable and clean. This of course, could vary to a large decree after his drinking days, when he might slip to the darker sides of his psyche.

In the crew he associates the most with The Soldier, The Businessman who he doesnt still like that much, thinking he is too calculating and manipulative but understands the value of keeping a genuine conversation, The Priest who he respects and looks up to and The Mechanic, mainly regarding the condition of their ship or other similar work related subjects. He especially neglects the company of The Doctor and The Hybrid, keeping as far of them as possible.

NAME: Roy Ethan Stonegate (always says the full name)
AGE: 33
GEOGRAPHICAL ORIGIN: Major City (Azuria)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Military School (1 CP), Navy School (1 CP)
PROFESSIONS: Naval Officer:Merchant Navy (16 CP)
ADVANTAGES: -
DISADVANTAGES: Fertile (+3 CP), Addiction:Sex (+1 CP), Natural Weakness:Drugs:Alcohol (+1 CP), Phobia:Sex (+2 CP)
MUTATIONS: -
ATTRIBUTES: 9 CP

STRENGTH: 14
CONSTITUTION: 12
COORDINATION: 13
ADAPTATION: 16
PERCEPTION: 13
INTELLIGENCE: 16
WILLPOWER: 13
PRESENCE: 13

REACTION: 14
STUN THRESHOLD: 13
KNOCKOUT THRESHOLD: 23
MELEE DAMAGE MODIFIER: +2
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: -1 (+1 to Drugs)
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 13

CONTACTS: 14 (Mercenary Navy)
IMPORTANT CONTACT: 1 (Mercenary Navy)
ALLIES: 6 (Mercenary Navy)
OPPONENTS: 2 (Mercenary Navy)
FAME: 16
SAVINGS: 321 380
CREDIT: 11,900,000 VESTAL (1% = 119,000) Around 8 Million Sols left to pay for the ship
 
Heavy Pistol MK56
10x8 Ammunition
Spider Armor (Body)
Canteen/Flask
Global Light Merchant Ship (Refitted with Lightweight Goliath A.M Beam and 2 Lures lvl3)

3 Armor Manouvering:Underwater Exo Armors (COO/ADA) = 8
4 Burecracy (INT/INT) = 10
10 Cartography (INT/INT) = 16
4 Computing (INT/INT) = 10
12 Education/General Knowledge (INT/INT) = 18
4 Endurance (CON/WIL) = 7
10 Handguns (COO/PER) = 14
10 Knowledge of Environment:Ocean (INT/ADA) = 16
7 Knowledge of a Nation/Organization:Coral Federation (INT/INT) = 13
2 Knowledge of a Nation/Organization:Hegemony (INT/INT) = 8
2 Knowledge of a Nation/Organization:Red League (INT/INT) = 11
8 Knowledge of a Nation/Organization:Mercenaries (INT/INT) = 14
2 Knowledge of a Nation/Organization:Pirates (INT/INT) = 8
22 Languages:Isitacian (INT/INT) = 28 (Root:Azuran = 11 + 6 = 17)
-1 Sign Language (COO/PER) = 3
10 Leadership (WIL/PRE) = 14
10 Navigation (INT/INT) = 16
5 Observation (PER/WIL) = 9
11 Onboard Weapons/Artillery (INT/INT) = 17
5 Orientation (PER/ADA) = 10
11 Piloting:Light Ships (INT/INT) = 17
1 Sciences/Specialized Knowledge:Arms/Weapon Systems (INT/INT) = 7
10 Soundscan Analysis (INT/ADA) = 16
5 Strategy (INT/INT) = 11
10 Tactics:Naval Combat (INT/ADA) = 16
4 Underwater Maneuvering (STR/COO) = 8

Will start to advance on Mechanical studies and in use of Exo-Armors as well as in single combat.

The Priest will help The Pilot on his addiction, teaching him Meditation and deepening their relations.

UPGRADE 1: Interface Implant.

INDIVIDUAL GOAL 1: Find a woman that deserves his love. (or rather, find a love relationship that lasts)
INDIVIDUAL GOAL 2: Find the rumored lost "Atlantis".
INDIVIDUAL GOAL 3: Pilot a ship like never seen before.

Upon gaining the new ship:

+1 (4) to Armor Maneuvering:Underwater Exo-Armors (COO/ADA) = 9
+1 (5) to Computing (INT/INT) = 11
+1 (5) to Endurance (CON/WIL) = 8
+1 (11) to Knowledge of Environment:Ocean (INT/ADA) = 17
+5 (10) to Observation (PER/WIL) = 14
+5 (10) to Orientation (PER/ADA) = 15
+5 (10) to Strategy (INT/INT) = 16
+1 (11) to Tactics:Naval Combat (INT/ADA) = 17
+1 (5) to Underwater Maneuvering (STR/COO) = 9

= 40 Skill Points (4 CP)

+2 (15) Luck
+2 (18) Fame
+2 Contacts:Mercenary

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