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Character Creation:The Hybrid Pirates

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Isto:
More information on The Hybrid Pirates later on: It is a pirate crew that contains only Hybrid or underwater characters.

Isto:
THE FISHMAN:

Smaller and more Intelligent than normal. Found a way to run from its Ternasect Master.

More information on The Fisman later on.

(The Ternasect have suppressed other Felorms memories of his escape, as to make it seem such a behavior is not possible. Otherwise, he would probably have contacts and enemies within the colony. The contacts that are introduced are only so if he manages to free them and of those, only the Allies are deemed as worthy of such a risk. This however, could very well be something he will ask The Hybrid Pirates to help him with, possibly even gaining new additions for the crew. There is also a distant possibility to liberate the Felorm Colony/Colonies and form a seafaring nation under the Hybrid Pirates flag.)

NAME:
AGE:
GEOGRAPHICAL BACKROUND: Felorm
SOCIAL BACKROUND: Felorm
EDUCATION: Felorm
OCCUPATION: Felorm (11 CP), Pirate (6 CP)
ADVANTAGES: Felorm (2 CP), Claws (0 CP), Natural Armor (0 CP), Amphibian (0 CP), Sharkbond (0 CP), Keen Senses:Underwater Smell (0 CP), Sensitive to Sound (0 CP), Natural Environment:Ocean (0 CP)
DISADVANTAGES: Enemy:Ternasect (+1 CP), Phobia:Ternasects (+2 CP)
MUTATION: -
ATTRIBUTES: 3 CP

STRENGTH: 17
CONSTITUTION: 17
COORDINATION: 17
ADAPTATION: 16
PERCEPTION: 14
INTELLIGENCE: 10
WILLPOWER: 16
PRESENCE: 2

REACTION: 14
STUN THRESHOLD: 17
KNOCK THRESHOLD: 27
MELEE DAMAGE: +3
DAMAGE RESISTANCE: -4
NATURAL RESISTANCE: -3 (-3 for Drugs)
LUCK: 15

CONTACTS: 4 (Pirates), 12 (Old Felorm Colony)
OPPONENTS: 4 (Pirates)
ENEMIES: 1 (Pirates)
IMPORTANT ENEMIES: 1 (Ternasect)
ALLIES: 1 (Pirates), 2 (Old Felorm Colony)
FAME: 16 (as a pirate)
SAVINGS: -
GEAR: Lance, Crude Knife, Underwater Bag, Hydrating Armor

6 Acrobatics/Manouvering (COO/COO) = 12
10 Armed Combat (STR/COO) = 16
11 Athletics (STR/COO) = 17
6 Endurance (CON/WIL) = 12
11 Hand-to-Hand Combat (STR/COO) = 17
11 Hunting/Tracking (PER/ADA) = 16
12 Knowledge of Environment:Oceans (INT/ADA) = 16
9 Knowledge of Nation/Organization:Ternasects (INT/INT) = 11
3 Knowledge of Nation/Organization:Pirates (INT/INT) = 5
10 Language:Ternasects (INT/INT) = 12
7 Language:Neo-Azuran (INT/INT) = 9 (Root:Azuran 3+2 = 5)
11 Martial Arts:Wrestling (COO/ADA) = 17
11 Observation (PER/WIL) = 16
10 Language:Ternasects (INT/INT) = 12
12 Sharkbond (WIL/WIL) = 18
11 Stealth/Silent Movement (PER/ADA) = 15
6 Survival (ADA/WIL) = 11

FELORM: -2 to Intelligence, -8 to Presence for a minimum of 2, +2 to Strength, +3 to Constitution, +2 to Coordination, Amphibian, Natural Environment:Ocean, Claws, Natural Armor, Keen Senses:Smell Underwater, Sensitive to Sounds, Sharkbond.

Amphibian: Felorms are amphibian creatures and do not suffer any penalties on any actions underwater. They can only remain outside water for around two hours and suffer -3 penalty on their actions within the first hour, and -5 penalty within the second. This amount that can be stayed outside water can be extended with use of Hydrating Armor.

Natural Environment:Ocean: Felorm are Oceanborn by native and treat -3 Knowledge of Environment:Ocean skill as Knowledge of Environment:Ocean (without the -3) but treat Knowledge of Environment:Underwater Cities and Stations as -3 Knowledge of Environment:Underwater Cities and Stations instead (with the -3).

Natural Armor: Felorms body is coated with fish like scales, providing them with Natural Armor of 5.

Keen Senses:Smell Underwater: Felorms have the Keen Senses:Smell ability that only works on underwater environment.

Sensitive to Sounds: Felorms are sensitive to sounds, and have the Keen Senses:Hearing outside of water, but suffer -3 on their Damage Resistance and Shock Threshold against Sonic Weapons while outside of water.

Sharkbond: Felorms can develop a special ability called Sharkbond (-3 WIL/WIL) for normal cost. It can be used in the same way than Eloquence/Persuasion, Socializing/Seduction or Intimidation when the target is of any species of Shark.

FELORM BACKROUND: +5 to Knowledge of Environment:Oceans, +3 to Knowledge of Nation/Organization:Ternasects, +3 to Language:Ternasects, +3 to Athletics, +2 to Hand-to-Hand Combat, +2 to Stealth/Silent Movement, +2 to Hunting/Tracking.

The enslavement by The Ternasect left The Fisham with a fobia, and he would never dare to think about rising against a Ternasect. At least, not by himself...

INDIVIDUAL GOAL 1: Free an ally from his former Felorm Colony.
INDIVIDUAL GOAL 2: Free his former Felorm colony from the suppression of Ternasects.
INDIVIDUAL GOAL 3: Form a thriving Felorm nation under several freed colonies.

Will spend his first 5 EXP on +1 to Strength. Then improving on Acrobatics and Endurance and maybe Strength again.

Isto:
TECHNO HYBRID:

This character is the same Hybrid than in "The Crew" but as an alternative version so, that he would have either joined The Hybrid Pirates instead of The Crew or either that he have belonged to The Hybrid Pirates all along and might even betray The Crew calling The Hybrid Pirates in for the loot. (or the other way around or to even act as a medium within their possible alliance)

Depending on does the character also belong to The Crew, he may not get The Doctors and The Mechanics adaptations nor be trained by The Priest.

NAME:
AGE: 33
GEOGRAPHICAL ORIGIN: Middle-Sized Station (Hegemony)
SOCIAL ORIGIN:  Working Class
INITIAL TRAINING: Self Thaught (Survival, Hunting/Tracking, Observation, Endurance)
PROFESSIONS: Techno-Hybrid (15 CP), Military Officer (2 CP), Pirate (1 CP)
ADVANTAGES: -
DISADVANTAGES: Wanted:Hegemony (+3 CP), Age-Old Enemy (+3 CP), Secret (+3 CP), Natural Weakness:Radiation (+1 CP)
MUTATIONS: Techno-Hybrid:Deserter (4 CP), Polaris Effect + 1 Power (6 CP)
ATTRIBUTES: 3 CP

STRENGTH:  19
CONSTITUTION: 19
COORDINATION: 10
ADAPTATION: 13
PERCEPTION: 10
INTELLIGENCE: 13
WILLPOWER: 19
PRESENCE: 7 (3)

REACTION: 10
STUN THRESHOLD: 19
KNOCKOUT THRESHOLD: 29
MELEE DAMAGE MODIFIER: +4
DAMAGE RESISTANCE: -5
NATURAL RESISTANCES: -4 (-2 to Radiation)
SUSPEND BREATHING: 19 Combat Rounds
LUCK: 15

CONTACTS: 2 (Hegemony Military)
ALLIES: 0
IMPORTANT ALLIES: 1 (Hegemony Military)
OPPONENTS: 1 (Hegemony Military)
FAME: 16
SAVINGS: 0 Sol

GEAR: Light Hybrid Diving Armor, Heavy Hammer (Follows Heavy Axe statistics), Hybrid Wrist Launcher, 2x12 Ammunition, Thermoptical Cloak, Ink Canister

10 Athletics (STR/COO) = 15
2 Aquaculture/Breeding (INT/INT) = 6
2 Armor Manouvering:Underwater Armor (COO/ADA) = 5
1 Bureucracy (INT/INT) = 5
-2 Education/General Knowledge (INT/INT) = 2
-2 Electronics (INT/INT) = 2
7 Endurance (CON/WIL) = 15
5 Explosives (INT/WIL) = 11
6 Hand-to-Hand Combat (STR/COO) = 11
10 Heavy Weapons:Melee (STR/STR) = 18
10 Hunting/Tracking (PER/ADA) = 13
11 Hybrid (CON/COO) = 16
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
10 Knowledge of Environment:Ocean (INT/ADA) = 14
7 Knowledge of Nation/Organization:Hegemonian Army (INT/INT) = 11
5 Knowledge of Nation/Organization:Hegemony (INT/INT) = 9
8 Language:Olosakian (INT/INT) = 12 (Root:Azuran 4+4 = 8 )
9 Observation (PER/WIL) = 13
1 Piloting:Underwater Scooters (PER/ADA) = 4
7 Survival (ADA/WIL) = 13
10 Stealth/Silent Movement (PER/ADA) = 13
5 Tactics:Spec ops (INT/ADA) = 9

9 Mastery of the Polaris Effect (WIL/WIL) = 17
7 Polaris Effect:Deadly Whirlpool (INT/WIL) = 13
-3 Polaris Effect:Whirlpool (INT/WIL) = 2

Converted 1 Underwater Maneuvering from Geographical Origin to 1 Hybrid.

The Hybrids way of fighting is especially brutal, exploiting his powerful frame to overpower his opponents. He can perform a special attack called "Full Swing" by raising his hammer high above and dropping it down at tremendous force. This counts as a Preparation action and suffers a -5 penalty on the skill roll. However, if this attack hits the target, the Damage Modifier is doubled and it causes an additional +1D10 shock. This attack can also be used to damage Vehicles and Armor (to some extend / the regular amount).

INDIVIDUAL GOAL 1: ?
INDIVIDUAL GOAL 2: ?
INDIVIDUAL GOAL 3: ?

Isto:
THE TRADER:

NAME:
AGE: 38
GEOGRAPHICAL ORIGINS: Major City (Equinox)
SOCIAL ORIGINS: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Business/Managment (1 CP), Sciences/Humanities (1 CP), Law (1 CP), Political Science (1 CP)
PROFESSIONS: Member of the S.I.G (4 CP) Trader (12 CP), Pirate (2 CP)
ADVANTAGES: -
DISADVANTAGES: Phobia:Sun (+1 CP), Natural Weakness:Radiation (+1 CP), Secret:Conspiracy (+2 CP), Paranoid (+2 CP), Megalomaniac (+2 CP), Slow to React (+2 CP)
MUTATIONS: Geno Hybrid (5 CP)
ATTRIBUTES: 3 CP

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

REACTION: 9 (6)
STUN THRESHOLD: 14
KNOCKOUT THRESHOLD: 24
MELEE DAMAGE MODIFIER: +3
DAMAGE RESISTANCE: -3 (-5 on Water / -1 on Surface)
NATURAL RESISTANCES: -2
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 15

CONTACTS: 8 (S.I.G), 20 (Trader), 1 (Pirate)
IMPORTANT CONTACT: 1 (S.I.G)
ALLIES: 1 (S.I.G), 6 (Trader)
IMPORTANT ALLIES: 1 (Trader)
OPPONENTS: 3 (Trader)
FAME: 16
SAVINGS: 11 900
GEAR: Neural Dagger - Brain, 5x20 Charges, Axe, Light Hybrid Diving Armor, Hydrating Armor, Underwater Bag

10 Armed Combat (STR/COO) = 14
11 Bureucracy (INT/INT) = 19
10 Business/Trafficking:Information (INT/PRE) = 16
3 Computing (INT/INT) = 11
18 Education/General Knowledge (INT/INT) = 26
5 Emphatic Analysis (INT/PER) = 10
11 Eloquence/Persuasion (INT/PRE) = 17
8 Finding Information (INT/INT) = 16
10 Forgery (INT/PER) = 15
10 Hybrid (CON/COO) = 14
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
5 Knowledge of Environment:Ocean (INT/ADA) = 9
8 Knowledge of a Nation/Organization:Equinox (INT/INT) = 16
3 Knowledge of a Nation/Organization:Coral Federation (INT/INT) = 11
2 Knowledge of a Nation/Organization:Hegemony (INT/INT) = 10
2 Knowledge of a Nation/Organization:Red League (INT/INT) = 10
2 Knowledge of a Nation/Organization:Mediterranean Union (INT/INT) = 10
1 Knowledge of a Nation/Organization:Polar Alliance (INT/INT) = 9
1 Knowledge of a Nation/Organization:The Rift States (INT/INT) = 9
2 Knowledge of a Nation/Organization:Cult of the Trident (INT/INT) = 10
1 Knowledge of a Nation/Organization:Fellofwship of the Watchers (INT/INT) = 9
1 Knowledge of a Nation/Organization:The Black Sun Fellowship (INT/INT)  = 9
Languages:Neo-Azuran (INT/INT) = 36 (Root:Azuran = 18)
-1 Languages:Levan (INT/INT) = 7
-2 Languages:Exonese (INT/INT) = 6
-2 Languages:Lesarachian (INT/INT) = 6
-2 Languages:Ternasetian (INT/INT) = 6
-3 Languages:Sign Language (INT/INT) = 5
5 Observation (PER/WIL) = 7
5 Sciences/Specialized Knowledge:Adminstration/Managment (INT/INT) = 13
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 
5 Sciences/Specialized Knowledge:Geography (INT/INT) = 13
5 Sciences/Specialized Knowledge:Political Sciences (INT/INT) = 13
5 Sciences/Specialized Knowledge:Sosiology (INT/INT) = 13
5 Sciences/Specialized Knowledge:History/Archeology (INT/INT) = 13
10 Socializing/Seduction (PRE/PRE) = 14

INDIVIDUAL GOAL 1: Acquire an allied Pirate Group or Organization for The Hybrid Pirates.
INDIVIDUAL GOAL 2: Establish a Pirate Nation that is led by The Hybrid Pirates.
INDIVIDUAL GOAL 3: Become part of one of the worlds most renowed Pirate Groups.

Isto:
THE FARMER:

NAME:
AGE: 31
GEOGRAPHICAL ORIGIN: Small Station (Coral Federation)
SOCIAL ORIGIN: Working Class
INITIAL TRAINING: Aquaculture
PROFESSIONS: Farmer (10 CP), Pirate (10 CP)
ADVANTAGES:
DISADVANTAGES: Fertile (+3 CP), Additional Opponents:Farmers (+1 CP), Deformities (+3 CP)
MUTATIONS: Natural Hybrid (5 CP), Reinforced Skin (2 CP)
ATTRIBUTES: -

STRENGTH: 16 
CONSTITUTION: 16
COORDINATION: 16
ADAPTATION: 16
PERCEPTION: 13
INTELLIGENCE: 13
WILLPOWER: 10
PRESENCE: 6

REACTION: 14
STUN THRESHOLD: 17
KNOCKOUT THRESHOLD: 27
MELEE DAMAGE MODIFIER: +3
DAMAGE RESISTANCE: -5 (-8 on Water / -2 on Surface)
NATURAL RESISTANCES: -3 (-1 for Drugs)
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 13

CONTACTS: 4 (Farmer), 6 (Pirate)
ALLIES: 2 (Farmer), 1 (Pirate)
IMPORTANT ALLIES: 1 (Pirate)
OPPONENTS: 4 (Farmer), 5 (Pirate)
FAME: 13
LAND LOT: 45 Surface Points (Pirate Hideout)
SAVINGS: 280 Sol

Lance (Trident) 
Sabre
Light Hybrid Diving Armor
Heavy Repeater Speargun
10x2 Speargun Ammo
Underwater Bag
First Aid Kit
Stabilizing Patch
2 Anti-Infection Patch
Uniersal Poison Antidote Patch
5 Antirad

5 Acrobatics/Balance (COO/COO) = 11
10 Armed Combat (STR/COO) = 16
11 Agriculture/Breeding (INT/INT) = 15
3 Armor Manouvering:Underwater Exo-Armors (COO/ADA) = 9
5 Craftmanship:Cooking (INT/PER) = 9
0 Education/General Knowledge (INT/INT) = 4
6 Electronics (INT/INT) = 10
5 Endurance (CON/WIL) = 9
10 First Aid (INT/ADA) = 15
7 Hand-to-Hand Combat (STR/COO) = 13
9 Hunting/Tracking (PER/ADA) = 14
10 Hybrid (CON/COO) = 16
8 Knowledge of Enviroments:Ocean (INT/ADA) = 13
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 10
5 Knowlede of Nation/Organization:Coral Federation (INT/INT) = 9
5 Knowledge of Nation/Organization:Pirates (INT/INT) = 9
Languages: (INT/INT) = 14 (Root:Azurean = 7)
10 Martial Arts:Offensive Techniques (COO/ADA) = 16
7 Martial Arts:Wrestling (COO/ADA) = 13
3 Piloting:Underwater Scooters (PER/ADA) = 8
5 Science/Special Knowledge:Biology/Physiology (INT/INT) = 9
5 Science/Special Knowledge:Botany (INT/INT) = 9
5 Science/Special Knowledge:Zoology (INT/INT) = 9
-3 Soundscan Analysis (INT/ADA) = 2
10 Spearguns/Crossbows (COO/PER) =  15
10 Stealth/Silent Movement (PER/ADA) = 15
10 Training (WIL/PRE) = 10
9 Traps (INT/PER) = 13

Converted 1 Unverwater Manouvering from Small Station Origin to Hybrid and 2 Underwater Manouvering from Aquaculture Initial Training to 3 Hybrid.

INDIVIDUAL GOAL 1: Establish a large scale farm within their Pirate Hideout.
INDIVIDUAL GOAL 2: Domesticate a large flock of marine mammals.
INDIVIDUAL GOAL 3: Produce an underwater agricultural empire and cultivate his own strain of psychoactive kelp.

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