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Auteur Sujet: Character Creation: The Crew  (Lu 7727 fois)

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Hors ligne Isto

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Character Creation: The Crew
« le: 18/07/2021 - 15:31:38 »
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.
« Modifié: 19/07/2021 - 21:57:34 par Isto »

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Re : Character Creation: The Crew
« Réponse #1 le: 18/07/2021 - 15:32:12 »
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
« Modifié: 14/08/2021 - 19:58:51 par Isto »

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Re : Character Creation: The Crew
« Réponse #2 le: 18/07/2021 - 15:32:27 »
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
« Modifié: 15/08/2021 - 00:56:33 par Isto »

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Re : Character Creation: The Crew
« Réponse #3 le: 18/07/2021 - 15:32:42 »
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
« Modifié: 14/08/2021 - 19:59:20 par Isto »

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Re : Character Creation: The Crew
« Réponse #4 le: 18/07/2021 - 15:33:05 »
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
« Modifié: 14/08/2021 - 23:24:33 par Isto »

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Re : Character Creation: The Crew
« Réponse #5 le: 18/07/2021 - 15:33:23 »
THE SOLDIER:

An old Special Commando from the Red League, who suffered serious injury within an explosion and were falsely accused on the subject. Keeping honor to his heart, would no comply on this false trial and deserted his post instead. The matter itself was not serious enough to gain additional attention from his superior, but serious enough for him ever be able to serve under Red Legion's flag. For this reason, he started to travel and ultimately found himself on the Coral Federation where he felt as accepted, and found an employer within the Merchant Navy where his strong stature and skill were highly appreciated. Still, there are some old soldiers on the Red Legion who remembers him, and what he stands for.

Nevertheless, the explosion itself caused a mental trauma which haunts him even still, and he is often seen as joining The Pilot on his times of addiction. The Doctor hopes to give him his hearing back and some arrangements regarding that have already been made and The Priest hopes to get him past his mental traumas. Strangely enough, he might be the one to understand The Doctor the most but sees The Priest as a hypocrite.

He have always held a fascination on the surface world, and does not feel home at the sea. There is something unnatural for a man to live under the seas, when he should be bathing in the sun and feeling the air on his lungs. He is also often having dreams, where he bathes in the sun, there is strange creatures around him, possibly seeing glimpses of the old surface world and even smelling the flowers around him.

The Soldier is a hard and simple man, and does not keep empty promises. The acquaintaces know that his word can be trusted and that he is as capable as he is dependable. He likes to keep a Beard and relatively long hair, and when outside of his armor, rarely wears any shirts letting his intimidating physique to reinforce the image. He is a large man, but his outward appearance was ruined by the explosion making him to look even macabre or evil. There have also been discussions with The Doctor for a surgery to give back some of his older appearance, but he seems rather used to how he looks, and graves no for what he was but rather what he can become.

NAME: Hadeon (Hadon)
AGE: 38
GEOGRAPHICAL ORIGIN: Small Station (Red League)
SOCIAL ORIGIN: Working Class
INITIAL TRAINING: Mines
PROFESSIONS: Soldier/Militiaman (17 CP), Elite Soldier:Surface Commando (6 CP)
ADVANTAGES:
DISADVANTAGES: Disability:Deafness because of Explosion (+5 CP), Phobia:Explosions (+2 CP), Slow to React (+2 CP)
MUTATIONS: Resistance to Radiation (1 CP)
ATTRIBUTES: 5 CP

STRENGTH: 16
CONSTITUTION: 14
COORDINATION: 16
ADAPTATION: 13
PERCEPTION: 13
INTELLIGENCE: 10
WILLPOWER: 13
PRESENCE: 7

REACTION: 14 (11)
STUN THRESHOLD: 14
KNOCKOUT THRESHOLD: 24
MELEE DAMAGE MODIFIER: +3
DAMAGE RESISTANCE: -3
NATURAL RESISTANCES: -2 (-1 on Drugs, -5 on Radiation)
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 13

CONTACTS: 10 (Soldier) 12 (Surface Commando)
IMPORTANT CONTACTS: 1 (Surface Commando)
ALLIES: 4 (Soldier), 1 (Surface Commando)
OPPONENTS: 3 (Soldier), 1 (Surface Commando)
FAME: 15
SAVINGS: 60 Sol (30 unused Professional Points)

Spder Armor (uses when in civil)
Vanguard Medium Hybrid Exo-1 Armor
Molecular Dagger - Pulsar
2xBatteries for Molecular Dagger
Neural Dagger - Barin
2xBatteries for Neural Dagger
Heavy Axe (2 MH)
Heavy Submachine Gun Paloma II
10x35 Ammunition
Light MSWS
4x4 Ammunition,
2x4 Armor Piercing Ammunition
Minicannon Manta V
Powered Harness
8x12 Minicannon Rounds
Medikit
Universal Poison Antidote Patch (1)
Anti-Infection Patch Fulstar (2)
Stabilizing Patch Corzone (2)
Antirad (3)
Canteen/Flask
Underwater Bag Ventura

10 Armed Combat (STR/COO) = 16
5 Athletics (STR/COO) = 11
10 Armor Maneuvering:Atmospheric Exo-Armor (COO/ADA) = 15
10 Armor Maneuvering:External Exo-Armor (COO/ADA) = 15
10 Armor Maneuvering:Underwater Exo-Armor (COO/ADA) = 15
5 Climbing (STR/COO) = 11
-2 Education/General Knowledge (INT/INT) = 0
-2 Electronics (INT/INT) = 0
6 Endurance (CON/WIL) = 10
-2 Explosives (INT/WIL) = 1
10 First Aid (INT/ADA) = 13
9 Hand-to-Hand Combat (STR/COO) = 15
5 Handguns (COO/PER) = 10
5 Heavy Weapons:Melee (STR/STR) = 11
11 Heavy Weapons:Shooting (COO/PER) = 16
10 Hunting/Tracking (PER/ADA) = 14
5 Knowledge of an Environment:Underwater Cities and Stations (INT/ADA) = 8
5 Knowledge of an Environment:Underground (INT/ADA) = 8
4 Knowledge of an Environment:Surface (INT/ADA) = 7
5 Knowledge of Nation/Organization:Red League (INT/INT) = 7
5 Knowledge of Nation/Organization:Red League Army (INT/INT) = 7
8 Languages:Olakarian (INT/INT) = 10 (Root:Azuran = 4 + 2 = 6)
11 Martial Arts:Offensive (COO/ADA) = 16
4 Martial Arts:Defensive (COO/ADA) = 9
10 Martial Arts:Wrestling (COO/ADA) = 15
6 Mechanics:Exo Armor (INT/INT) = 8
1 Mechanics:Vehicles (INT/INT) = 3
7 Observation (PER/WIL) = 11 (Lip Reading 5 = 9)
5 Orientation (PER/ADA) = 9
2 Piloting:Underwater Scooters (PER/ADA) = 6
-1 Piloting:Underground Vehicles (INT/ADA) = 2
1 Piloting:Ground Vehicles (PER/ADA) = 4
5 Stealth/Silent Movement (PER/ADA) = 9
6 Survival (ADA/WIL) = 10
5 Tactics:Special Ops (INT/ADA) = 8
5 Tactics:Ground Combat (INT/ADA) = 8
9 Underwater Maneuvering (STR/COO) = 15
= 220

According to his position and on a professional point of view, he gets by with The Pilot, The Sharpshooter and The Hybrid on the military perspective but deep inside, he does not get along with The Hybrid, who he sees as consumed of self-hatred and as a negative aspect of the crew.

He will continue to advance on skills regarding his occupation, especially underwater combat, tactics, athletics, endurance and exo-armors.

UPGRADE 0: Organic Replacement:Ears. Already conducted as part of the deal for joining the crew.
UPGRADE 1: Organically Enchanted Senses. Volunteers as a test subject to gain the Advantage Keen Senses:Hearing for feeling indebted to The Doctor.
UPGRADE 2: Hormonal Synthesis Gene Splicing. Will pay a fee for the doctor for this to eventually reach total Strength of 20 (+4).

Will also store Nanoprobes and Nanobots on his body that are provided by The Mechanic.

INDIVIDUAL GOAL 1: Prove his innocence and restoring his honor within The Red League Military. (which he already have given up on)
INDIVIDUAL GOAL 2: Find the Fertility cure, and be able to sire children. (which is one of the reasons to join the crew)
INDIVIDUAL GOAL 3: Become the Red League champion within the combat sports. (which he knows aint happening)

Upon new ship:

+4 (9) to Athletics (STR/COO)  = 15
+1 (11) to Armor Maneuvering:External Exo-Armor (COO/ADA) = 16
+1 (11) to Armor Maneuvering:Underwater Exo-Armor (COO/ADA) = 16
+4 (10) to Endurance (CON/WIL) = 14
+1 (10) to Hand-to-Hand Combat (STR/COO) = 16
+1 (5) to Martial Arts:Defensive (COO/ADA) = 10
+1 (11) to Martial Arts:Wrestling (COO/ADA) = 16
+1 (10) to Underwater Maneuvering (STR/COO) = 16
+2 to Willpower = 15

= 30 Skill Points + 2 Attribute Points (4 CP)

+2 (15) Luck
+1 (16) Fame
+1 Contacts:Mercenary (his and pilots bar expeditions)
« Modifié: 14/08/2021 - 19:59:50 par Isto »

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Re : Character Creation: The Crew
« Réponse #6 le: 18/07/2021 - 15:34:09 »
THE HYBRID:

The Hybrid is an old Hegemonian Soldier within the Underwater Special Unit that were captured on holding disagreements with his superiors on sensitive matters of the state. Acting on an impulse and on purpose to take distance on these charges until things have cooled off, he saw an opportunity to escape which was in fact a test of loyalty on his part which he supposedly failed. Resulting as several dead soldiers, an important and dead figure of the Hegemony and a missing prisoner.

His psyche is scarred by the transformation he took on younger than usual which was enhanced further by awakening of his latent powers within the ambush on his escape. These traumatic events have made his psyche inhuman, being devoid of normal human qualities like compassion or normal emotional response. The aura around him is of dread, and his piercing stare is cold and static as stone.

The Hybrid is already modified by The Doctor and The Mechanic to be unrecognizable as his own self. The fact that he have ran away from Hegemonian Army is known to the crew and part of their dealings. If the situation comes to that, he has a mutual agreement with the crew that being thankful of the help he gets, he will not let the dangers of his past to fall among the crew. For this, and personal reasons he rarely stays within the crew and instead acts as a forward observer outside their ship, and rarely accompanies the crew on other than their underwater journeys.

He approached the crew after careful study and observation, believing he might acquire the secret of fertility by staying within the crew and possibly offer it to the Hegemony to atone for his past mistakes. The life within the military is the only life he ever knew, and the only life he can be satisfied with. He will endlessly accuse himself of what he did, will never speak of it and will forever wish that things would have turned out different.

This contradicts him deeply, and when the time comes the choice is surely not to be an easy one. This is also a reason to keep distance from the crew, to keep them as possible assets to be tossed away if the need arises.

For all of the crew, he is starting to develop a deeper understanding with The Mechanic which troubles him deeply, as he is the only person he cares about outside of his old life. He also feels some similarity with The Sharpshooter and The Priest regarding their past, resulting in a shallow understanding of their motives. He also feels, that The Businessman has a similar motive to be in the crew that he have, and that they both would rather be silent about the subject. Even he does not like The Doctor, he feels that he have to repay the debt he owns to him in some honorable, but yet unknown way.

The Fame that he has, is of his own life him being a renowned underwater commando within Hegemonian Military and cannot be used in his new life, where people do not know who he is or cannot connect him with the person he once was.

The Hybrid is a gruesome figure and can more likely to be seen as monster than a human being. He will most likely automatically fail any normal conversations between people that are not accustomed to such dangers, and his sole presence would surely to be reported as a threat.

NAME: (Answers with Silence - gave a military code number for The Businessman which was tattooed on his neck)
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)
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 (20)
COORDINATION: 10
ADAPTATION: 10
PERCEPTION: 10
INTELLIGENCE: 10
WILLPOWER: 19 (20)
PRESENCE: 7 (3)

REACTION: 10
STUN THRESHOLD: 19 (20)
KNOCKOUT THRESHOLD: 29 (30)
MELEE DAMAGE MODIFIER: +4
DAMAGE RESISTANCE: -5 (-8 with Subdermal Plates)
NATURAL RESISTANCES: -4 (-2 to Radiation) (-5/-3)
SUSPEND BREATHING: 19 Combat Rounds (20)
LUCK: 13

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) = 4
2 Armor Manouvering:Underwater Armor (COO/ADA) = 4
1 Bureucracy (INT/INT) = 3
-2 Education/General Knowledge (INT/INT) = 0
-2 Electronics (INT/INT) = 0
7 Endurance (CON/WIL) = 15
1 Explosives (INT/WIL) = 6
6 Hand-to-Hand Combat (STR/COO) = 11
10 Heavy Weapons:Melee (STR/STR) = 18
8 Hunting/Tracking (PER/ADA) = 10
11 Hybrid (CON/COO) = 16
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 7
10 Knowledge of Environment:Ocean (INT/ADA) = 12
7 Knowledge of Nation/Organization:Hegemonian Army (INT/INT) = 9
5 Knowledge of Nation/Organization:Hegemony (INT/INT) = 7
8 Language:Olosakian (INT/INT) = 10 (Root:Azuran 4+2 = 6)
7 Observation (PER/WIL) = 12
1 Piloting:Underwater Scooters (PER/ADA) = 3
7 Survival (ADA/WIL) = 12
10 Stealth/Silent Movement (PER/ADA) = 12
5 Tactics:Spec ops (INT/ADA) = 7

9 Mastery of the Polaris Effect (WIL/WIL) = 17
7 Polaris Effect:Deadly Whirlpool (INT/WIL) = 12
-3 Polaris Effect:Whirlpool (INT/WIL) = 1

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).

Will advance on mastery of the polaris effect and has a possibility to gain more powers and / or even to learn to control the flux. The Priest might help him on this, but is a matter of does their relationship keep distant or do they find a common tone as this is a subject, the Priest is not fond of parting his knowledge. If the priest is willing to teach him, he is also able to learn the Body Control ability through his training. If the Hybrid acquires a third power, it will most certainly be Molecular Healing.

While under the guidance of The Priest, The Hybrid can advance his Master of the Polaris Effect and Polaris Powers with 1x skill cost.

DOCTOR UPGRADE 0: Mimetic Mask. Already installed with an additional -2 penalty on tests to notice the difference as the body and machinery as a whole have been changed and altered.
DOCTOR UPGRADE 0: Subdermal Plates Level 3 (for a total damage reduction of -8). These plates were installed within the transformation.
DOCTOR UPGRADE 1: Hormonal Synthesis Gene Splicing for a final Strength of 24.

MECHANIC UPGRADE 0: Injection system capable of Injecting Nanobots and Drugs on the system at will.
MECHANIC UPGRADE 0: Poison and Air Filter. Both this and Injection system were installed within the transformation.
MECHANIC UPGRADE 1: Nano Cloud, that is described within The Mechanics scientific plans. The Mechanic will upgrade The Hybrid for free, but The Doctor asks for different kind of services as a payment. Among these upgrades, it is also possible to upgrade his Dermal Platings to offer more protection (-5 to damage resistance) and resistance to extreme Heat and Cold (+3).

INDIVIDUAL GOAL 1: Change his appearance and identity. (already achieved while joining the crew)
INDIVIDUAL GOAL 2: Re-establish his rank and honor within the Hegemonian Military.
INDIVIDUAL GOAL 3: Find a way to alter the production of Techno Hybrids, making the procedure less gruesome for the subjects.

Would use the 10 EXP from Individual Goal 1 for +1 to Constitution and +1 to Willpower.

Upon new ship, the priest have still not accepted him and maybe never will:

+3 (10) to Endurance (CON/WIL) = 19
+4 (5) to Explosives (INT/WIL) = 13
+2 (10) to Hunting/Tracking (PER/ADA) = 12
+1 (11) to Knowledge of Environment:Ocean (INT/ADA) = 13
+3 (10) to Observation (PER/WIL) 16
+3 (10) to Survival (ADA/WIL) = 15
+1 (-2) to Polaris Effect:Whirplool (INT/WIL) = 2
+2 to Adaptation = 12

= 30 Skill Points and 2 Attribute Points (4 CP)

+2 (15) Luck
« Modifié: 14/08/2021 - 20:00:12 par Isto »

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Re : Character Creation: The Crew
« Réponse #7 le: 18/07/2021 - 15:34:22 »
THE SHARPSHOOTER:

Not much is known of The Sharpshooter and not much escapes his lips, but it is rightfully assumed that he is part of some sinister past. It is known to the crew that he is associated with Organized Crime and having connections on high tier smuggling operations. To the more intelligent eye, it is clear that he is running from extreme danger and maybe just happened to see the crew as an easy escape route, finding the cause convenient on his situation.

He stays as a mysterious, and distant figure on the crew and many of the crew still holds wary thouhgts about him, but when the time goes, he will prove to be a dependable part of the crew expecting the same when the time goes for them also. As a person, he is one to hold a grudge to the grave and first and foremost goes by the honor, which he saw as compromised on his earlier post, resulting as an high ranked Enemy within the Organized Crime and a Bounty on his head. This is not known within the crew, who might be in for an unpleasant surprise in where the loyalities will be weighted.

His face is a mask, not letting out any emotion and in many ways, resembles a statue. He is by no means easy to look at, keeping a hard and unflinching stare. It is clear that if something needs to be done, he will do it without a thought.

The Sharpshooter have respect for The Hybrid and The Soldier, with a possibility to form a real connection. The rest of the crew is of no personal concern of his and as it goes, is just business.

NAME: Ces Haart (Ces or Cessie, hating the Cessie as it reminds him of his childhood - Is a name that not many know of)
AGE: 29
GEOGRAPHICAL ORIGIN: Middle Sized Station
SOCIAL ORIGIN: Slums
INITIAL TRAINING: Deliquency/Crime
PROFESSIONS: Thief/Criminal (12 CP), Assassin (10 CP) (starting young)
ADVANTAGES: Keen Senses:Sight (1 CP)
DISADVANTAGES: Fertile (+3 CP), Wanted:Crime Lord (+3 CP), Secret:Organized Crime (+3 CP), Additional Opponents:Crime Family (+1 CP),
MUTATIONS: Feline Trait (2 CP), Night Vision (1 CP), Claws (0 CP)
ATTRIBUTES: 4 CP

STRENGTH: 15
CONSTITUTION: 8
COORDINATION: 19
ADAPTATION: 13
PERCEPTION: 16
INTELLIGENCE: 10
WILLPOWER: 10
PRESENCE: 8

REACTION: 14
STUN THRESHOLD: 11
KNOCKOUT THRESHOLD: 21
MELEE DAMAGE MODIFIER: +2
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: +1 (+0 to Drugs)
SUSPEND BREATHING: 9 Combat Rounds
LUCK: 13

CONTACTS: 12 (Thief/Criminal), 10 Assassin
IMPORTANT CONTACTS: 1 (Thief/Criminal)
ALLIES: 3 (Thief/Criminal), 3 (Assassin)
OPPONENTS: 11 (Thief/Criminal), 10 (Assassin)
ENEMIES: 1 (Thief/Criminal)
SMUGGLING NETWORK: Level 15 (Azuria)
HIDEOUT/CACHE: Level 11 (Azuria)
FAME: 13
SAVINGS: -98 320

Spider Armor (9000)
Molecular Dagger (1000)
2 Pulsar Batteries (1200)
Neural Dagger (3000)
4 Brain Batteries (1200)
Sniper AV (12 000)
Scope x6 (36 000)
Tripod (600)
4x5 Sniper AV Bullets (4 800)
2x5 Sniper AV AP Bulles (4 800)
Heavy Assault Rifle FAV 76 (4 200)
Laser Sight (2 500)
6x30 Rifle Bullets (2 700)
Thermoptical Cloak (65 000)
Canteen/Flask (120)
Underwater Bag (400)
Universal Poison Antidote Patch (2 500)
Anti-Infection Patch Fulstar (800)

10 Acrobatics (COO/COO) = 18
5 Athletics (STR/COO) = 11
11 Armed Combat (STR/COO) = 17
6 Armor Manouvering:Underwater Exo-Armors (COO/ADA) = 12
6 Business/Trafficking:Illegal Goods (INT/PRE) = 7
1 Bureucracy (INT/INT) = 3
7 Camouflage/Concealment (PER/ADA) = 12
5 Climbing (STR/COO) = 11 (14 for claws)
5 Discretion/Shadowing (PER/ADA) = 10
5 Disguise/Deception (ADA/PRE) = 7
5 Escape (COO/WIL) = 10
-1 Electronics (INT/INT) = 1
5 Finding Information (INT/INT) = 7
1 Handguns (COO/PER) = 8
6 Hand-to-Hand Combat  (STR/COO) = 12
1 Intimidation (WIL/PRE) = 2
5 Knowledge of an Environment:Underwater Cities and Stations (INT/ADA) = 8
7 Knowledge of Nation/Organization:Coral Federation (INT/INT) = 9
7 Knowledge of Nation/Organizations:Organized Crime (INT/INT) = 9
5 Knowledge of Nation/Organization:Smugglers (INT/INT) = 7
7 Languages:Isitacian (INT/INT) = 9 (speaking +3 = 12) (Root:Azuran = 3 + 2 = 5)
11 Martial Arts:Offensive (COO/ADA) = 17
5 Martial Arts:Wrestling (COO/ADA) = 11
5 Observation (PER/WIL) = 9
5 Orientation (PER/ADA) = 10
8 Pickpocketing (COO/ADA) = 14 (11 for claws)
2 Piloting:Underwater Scooters (PER/ADA) = 7
4 Science/Specialized Knowledge:Poisons (INT/INT) = 6
6 Security Systems (INT/INT) = 8
11 Sharpshooting (PER/WIL) = 15
10 Shoulder-Fired Weapons/Rifles (COO/PER) = 17
10 Stealth/Silent Movement (PER/ADA) = 15
5 Survival (ADA/WIL) = 8
5 Traps (INT/PER) = 9
6 Underwater Maneuvering (STR/COO) = 12
= 220

Will advance his study on the Hand-to-Hand techniques on supervision of The Soldier, which also strengthens their relationship. Will also certainly advance on Underwater Combat and Exo-Armors, as well as on any skills relevant to his profession. Staying within the crew, might also get him to open up and to develop on Social skills.

The Sharpshooter is especially known for sniping his targets while hanging on the ceiling. For this reason, and his seemingly magical ability to scale even surfaces he is also known as "The Spider".

Is by nature suspicious of any enchantments, but will occasionaly use Rege+ or Super Rege+ before taking action.

INDIVIDUAL GOAL 1: Clear his honor within the trade. (*SHHhhh...* Heard u been talking... -With a knife pressed on their lips-)
INDIVIDUAL GOAL 2: Settle the matter with the Crime Lord once and for all.
INDIVIDUAL GOAL 3: Find the Fertility Cure and stop the abuse of Fertile people.

Upon new ship:

+3 (10) to Camouflage/Concealment (PER/ADA) = 15
+5 (10) to Climbing (STR/COO) = 16 (20 for Claws)
+5 (10) to Discretion/Shadowing (PER/ADA) = 15
+1 (6) to Escape (COO/WIL) = 11
+1 (6) to Traps (INT/PER) = 10
+2 to Willpower = 12

= 30 Skill Points and 2 Attribute Points (4 CP)

+2 (15) Luck
+3 (16) Fame
« Modifié: 14/08/2021 - 20:00:49 par Isto »

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Re : Character Creation: The Crew
« Réponse #8 le: 18/07/2021 - 15:34:33 »
THE PSYCHIC:

The Psychic is by far the most dangerous individual on the crew. He is a danger to their enemies, danger to the crew and even dangerous to himself. The forces he is associated are dangerous enough on itself, but would the crew know about his past and the people he is involved with, they would never accept him as a fellow crew member. There will be a time, when he will become either their salvation or their doom and a time, when they will either be a shield or a knife on his back.

As a man, he is ascetic and reserved, choosing carefully when, how and to whom he speaks. Little is known of his ancient tradition and even less about the depths he is involved. As within the Cult of the Trident, he was a rising and important figure to be even thought as a future leader of their organization. However, there is a dark calling on his soul, and he is a part of a secret organization called The Black Sun Fellowship which was not known to his superior acting on both of their behalf. This escalated in a way, where when he had to choose, he chose neither of them, gaining both of them as an enemy even among the highest of ranks. Opening the rift, he managed to escape this situation and is now searched far and wide to be held accountable of his actions.

Among the lower ranks of the cult, The Priest and his deeds are known as legendary and the aspect of his betrayal is only known to the higher ups, as the matters it resolves around cannot be made to public. For this reason, his mere existence is a threat to both of these organization and as long as he resides within the crew, he also knowingly puts them to danger. This creates a contradiction within himself as he feels, that he holds an important destiny even within his people and must not perish, and that his mere existence puts those around him on grave danger. He is the newest addition to the crew and is yet to truly speak to any of the members. In a way, he is observing the situation and the crew, and building trust by aiding in any way that he gain.

For this restrain on his character, especially The Mechanic and The Hybrid immediately liked as he is but especially The Sharpshooter and The Businessman have him on their radar as the most suspicious member on the crew.

NAME: Natnael Winston
AGE: 32
GEOGRAPHICAL ORIGIN: Major City (Equinox)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Education
HIGHER EDUCATION: Political Sciences (1 CP), Sciences/Humanities (1 CP)
PROFESSIONS: Priest of the Trident (20 CP)
ADVANTAGES: -
DISADVANTAGES: Age-Old Enemy:From The Black Sun Fellowship (+3 CP), Additional Opponents:Within Cult of the Trident (+1 CP), Hallucinations:Flashbacks, Visions and Vivid Dreams (+2 CP), +1 Natural Weakness:Drugs (+1 CP), Secret:Regarding Black Sun Fellowship (+3 CP)
MUTATIONS: Polaris Effect (5 CP)
ATTRIBUTES: 3 CP

STRENGTH: 13
CONSTITUTION: 13
COORDINATION: 13
ADAPTATION: 10 (13)
PERCEPTION: 8 (10)
INTELLIGENCE: 16
WILLPOWER: 16
PRESENCE: 10 (13)

REACTION: 11
STUN THRESHOLD: 14
KNOCKOUT THRESHOLD: 24
MELEE DAMAGE MODIFIER: +1
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: -1 (+0 to Drugs)
SUSPEND BREATHING: 14 Combat Rounds
LUCK: 13 (15)

CONTACTS: 6 (Priest)
IMPORTANT CONTACT: 1 (Priest)
ALLIES: 5 (Priest)
OPPONENTS: 4 (Priest)
ENEMIES: 1 (Priest)
FAME: 18
SAVINGS: 43 580 Sol
GEAR: Spider Armour (Full), Neural Dagger - Brain, Lance (Trident), Canteen/Flask

10 Armed Combat (STR/COO) = 14
4 Bureucracy (INT/INT) = 10
-2 Body Control (CON/WIL) = 3
0 Computing (INT/INT) = 6
12 Education/General Knowledge (INT/INT) = 18
2 Finding Information (INT/INT) = 8
5 First Aid (INT/ADA) = 9
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
7 Knowledge of Nations/Organizations:Equinox (INT/INT) = 13
2 Knowledge of Nations/Organizations:Coral Federation (INT/INT) = 8
1 Knowledge of Nations/Organizations:Hegemony (INT/INT) = 7
3 Knowledge of Nations/Organizations:Rhodia (INT/INT) = 9
2 Knowledge of Nations/Organizations:Fuego Liberdad (INT/INT) = 8
8 Knowledge of Nations/Organizations:Cult of the Trident (INT/INT) = 14
2 Knowledge of Nations/Organizations:The Fellowship of the Watchers (INT/INT) = 8
6 Knowledge of Nations/Organizations:The Black Sun Fellowship (INT/INT) = 12
22 Language:Neo-Azarean (INT/INT) = 28 (Root:Azarean = 11+6 = 17)
-2 Languages:Gatean (INT/INT) = 4
-3 Languages:Gashklarian (INT/INT) = 3
5 Leadership (WIL/PRE) = 9
-3 Martial Arts:Defensive Techniques (COO/ADA) = 0
5 Meditation (WIL/WIL) = 11
5 Mind Shield (WIL/WIL) = 11
2 Sciences/Spezialized Knowledge:Law/Legislation (INT/INT) = 8
5 Sciences/Spezialized Knowledge:Geography (INT/INT) = 11
2 Sciences/Spezialized Knowledge:History/Archeology (INT/INT) = 8
10 Sciences/Spezialized Knowledge:Political Sciences (INT/INT) = 16
5 Sciences/Spezialized Knowledge:Sociology (INT/INT) = 11
5 Sciences/Spezialized Knowledge:Psychology (INT/INT) = 11

11 Mastery of the Polaris Effect (WIL/WIL) = 17
5 Mastery of the Polaris Echo (INT/WIL) = 11
10 Polaris Effect:Mind Control (INT/WIL) = 16
10 Polaris Effect:Drain Energy (INT/WIL) = 16
10 Polaris Effect:Crossing (INT/WIL) = 16

Wants to advance on conversational abilities, and to advance his Meditation, Mind Shield and Body control further. Sees also the need to advance on Martial Arts and later on, his ability to lead people.

Will probably advance on Adaptation on part of his Martial studies and on Presence on part of his awaken ambition to lead.

When acquiring his fourth power, it is Mental Imprisonment.

INDIVIDUAL GOAL 1: Either evade, convert or confront The Black Priest. (+2 to Fame)
INDIVIDUAL GOAL 2: Find a way to either disperse or to help on dispersing The Fellowship of The Black Sun.
INDIVIDUAL GOAL 3: Become the leader of The Cult of The Trident.

Upon gaining the new Ship:

+7 (5) to Body Control (CON/WIL) = 10
+9 (6) to Martial Arts:Defensive (COO/ADA) = 9
+5 (10) to Meditation (WIL/WIL) = 16
+5 (10) to Mind Shield (WIL/WIL) = 16
+1 (11) to Polaris Effect:Mind Control (INT/INT) = 17

= 40 Skill Points (4 CP)

+2 (15) Luck
« Modifié: 14/08/2021 - 20:02:22 par Isto »

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Re : Character Creation: The Crew
« Réponse #9 le: 19/07/2021 - 20:33:04 »
I am currently creating at least two new crew members. They could join the crew after they have advanced in experience and are thus created using 46 Attribute Points instead of only 38. They would join the crew after the crew have accumulated its second ship, the Neolith. (or rather a bigger one, even a cruiser as The Prince will introduce a Fighter Ship on the crew, which cannot be ported on the Neolith or then, The Prince and The Diplomat are characters that join on the third stage of the crews adventures on which they change their ship again, making on the same time room for The Mechanists scientific advancements and this new ship could also be a ship they find on their travels, possibly even containing highly advanced facilities)
« Modifié: 21/07/2021 - 20:07:57 par Isto »

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Re : Character Creation: The Crew
« Réponse #10 le: 21/07/2021 - 20:08:27 »
THE SUBMARINER BROTHERS 1 - THE HELMSMAN:

The Helmsman is the eldest brother of infamous Mercenary Brothers who are known to cauase trouble on any crew they are hired on. It is even rumored that they killed and ate a certain captain that refused their services without a solid reason. Work for them is rare and hard to find, and more often than not, the kind that no one else dares to accept. They are usually seen in portside taverns and bars of the worst kind, pouring their frustration on fellow seafarers.

The Helmsman looks much like a Hyena, having small and pressuring eyes that tell of cunning and mischief. He has a habit of being suspicious of new people, sniffing, inspecting and intimidating them closely. The other brothers seem to follow his command and as he is the loudest, he is seen as the leader. The eldest and the middle brother have been practicing wrestling together on their youth, and the middle brother remembers his childhood defeats, gaining a -3 penalty when Wrestling with the eldest. Their individual situation resembles that of a master and a servant as the middle brother seems to follow his command unquestionably, and the youngest from the necessity. This fact, that he has the two loyal brothers backing him up, makes him even more rude and reckless. In situations where he finds himself alone without the backing of his brothers, he seems to think what, and to whom he says and when feeling pressured, he keeps a habit of mentioning his brothers on those who know what they stand for.

When being more closely associated with fellow men, the eldest will usually search where they stand for. This is usually done by trying to oppress them with feigned threats for example: When at least the middle brother is around the eldest has a habit to ask the target about "What he say about momma ?" or "On what you did with the momma ?" squinting his eyes and bringing his face forward in a challenge. At the same time, asking about momma acts as a sign for the middle brother to stand up flexing his muscles. Regarding on how this goes, he might then ask that "Well, as you seem to know momma so good, maybe you can give us a little gift ?" and for example "What about those cigarettes, aint seen you smoking a lot lately" even the subject would be smoking at the time. If this succeeds, this kind of behaviour is sure to repeat on the given subject.

The Three Brothers were hired on the crew by The Businessman when searching and interviewing possible candidates on the new ship and their growing expedition, no one seemed to mind, welcoming the much needed manpower.

They tried their stunt on The Soldier at the first day on the ship, who immediately smacked the eldest straight to the face, standing up imposing: "And then what ?", resulting as a burst of laughter from The Pilot, smile from The Businessman and complete silence within all of the three brothers. The eldest were then brought on The Doctors clinic and when he got back, was completely pale and wary. Still, after a few days, all of the brothers were seen laughing on the cockpit with The Pilot, The Soldier and The Prince.

The eldest seem to squint The Priest, The Diplomat and The Sharpshooter. When either of them is present, he seems to think what he says and choose his words carefully, even avoiding to talk with them directly. In fact, the middle brother, The Hunter tried something with The Sharpshooter after few days on the ship, maybe he was looking him funny or maybe not - resulting on a strong and absolute command from the eldest to conduct silence and to never bother The Sharpshooter again, who only responded with a slow and barely noticeable nod.

As for The Doctor and The Hybrid, he seems to be utterly afraid of both of them and feels nervous on their presence, especially The Doctor. None of the brothers seem to mind about The Mechanist, but The Hunter seems to hold some kind of compassion towards The Mechanic.

NAME: Cafa Robinson
AGE: 36
GEOGRAPHICAL ORIGIN: Nomadic Ship
SOCIAL ORIGIN:  Working Class
INITIAL TRAINING: Self Taught (Intimidate, Athletics, Acrobatics/Maneuvering, Martial Arts:Wrestling)
PROFESSIONS: Submariner (20 CP)
ADVANTAGES: -
DISADVANTAGES: Fertile (+3 CP), Mental Disorder:Hotheaded (+2 CP), Diminished Sense:Hearing (+1 CP), Additional Opponents:Mercenaries (+1 CP), Disliked:Two Less Allies (+1 CP)
MUTATIONS: Canine Trait (2 CP), Fangs (0 CP), Enchanted Sensory Organ:Smell (1 CP)
ATTRIBUTES: 5 CP

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

REACTION: 13
STUN THRESHOLD: 15
KNOCKOUT THRESHOLD: 25
MELEE DAMAGE MODIFIER: +3
DAMAGE RESISTANCE: -3
NATURAL RESISTANCES: -3 (-2 on Drugs)
SUSPEND BREATHING: 15 Combat Rounds
LUCK: 15

CONTACTS: 20
IMPORTANT CONTACTS: 1
ALLIES: 3
OPPONENTS: 8
FAME: 18
SAVINGS: 16 680 Sol

Spider Armor
Shock Glove
3x30 Shock Glove Battery
Assault Rifle Bedlam II
5x30 Assault Rifle Ammunition
Mechanical Toolkit
Canteen/Flask

10 Acrobatics/Maneuvering (COO/COO) = 16
9 Athletics (STR/COO) = 15
11 Armor Manouvering:Underwater Exo-Armors (COO/ADA) = 16
-2 Education/General Knowledge (INT/INT) = 2
10 Endurance (CON/WIL) = 15
10 Hand-to-Hand Combat (STR/COO) = 16
9 Intimidate (PRE/WIL) = 12
6 Knowledge of Environment:Oceans (INT/ADA) = 10
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
5 Knowledge of Nation/Organization:Coral Rebublic (INT/INT)  = 9
5 Knowledge of Nation/Organization:Mercenaries (INT/INT) = 9
8 Languages:Neo-Azurean (INT/INT) = 12 (Root:Azurean = 4+4 = 8 )
11 Martial Arts:Wrestling (COO/ADA) = 16
8 Mechanics:Ship (INT/INT) = 12
5 Navigation (INT/INT) = 9
11 Observation (PER/WIL) = 15 (23 Smell)
11 Onboard Weapons/Artillery (INT/INT) = 15
5 Piloting:Light Ships (INT/INT) = 9
7 Piloting:Underwater Scooters (PER/ADA) = 10
11 Shoulder-Fired Weapons/Rifles (COO/PER) = 15
10 Soundscan Analysis (INT/ADA) = 14
10 Underwater Maneuvering (STR/COO) = 16

The genetic animal traits lets all of the three brothers to advance on their Self Thaught skill as they would be professional skills.

The Brothers have been using their employers Exo-Armor, never able to muster their own pieces.

UGRADE 1: Ear Surgery, losing the negative attribute Diminished Senses:Hearing, but not the habit of asking about his momma.
UPGRADE 2: Hormonal Synthesis Gene Splicing for total Strength of 20. The first procedure is part of their deal on joining the crew, rising the Strength to 18.

INDIVIDUAL GOAL 1: Find the Fertility Cure and present it to everyone. (Looking down on us)
INDIVIDUAL GOAL 2: Gain Fame or Legendary status (at least 23 Fame) among The Mercenaries. (Looking down on us)
INDIVIDUAL GOAL 3: Elevate the global rights of The Mutants, and stop the discrimination against his kind. (Looking down on us)



THE SUBMARINER BROTHERS 2 / THE HUNTER:

The Hunter is usually silent or agrees with his brother, living seemingly on the shadow of his brother which is not how he himself sees their situation, as he sees his brother as his strength and looks up to him more than on anything else. Deep down, he is a gentle person and loyal to the grave on those who he deem worthy of his companionship.

The Hunter have been born with enormous physical potential, having larger and stronger body than might normally be possible. His arms and chest are unbelievable thick and his muscles are hard as stone, requiring at least twice the amount of nutrients than normal people which is sometimes seen as a problem in the underwater environment.

He is the most human looking of the three brothers, and the most likable. His eyes are gentle and deep as is his voice. He often smiles warmly when speaking with, or speaking of any of his brothers.

For some reason, The Hunter seems to think The Sharpshooter looks down on his brothers. He does not share the same wariness and fear against the priest, the sharpshooter or the doctor than the eldest, but is completely afraid of The Hybrid, feeling an unnatural dread around him.

The Hunter likes The Pilot and The Prince a lot, and grows to enjoy their company, seeing them as true companions but is envious of The Soldier, who seems to command certain respect on the eldest brother even he himself does not see anything special, thinking that a clash between them seems inevitable.

NAME: Stephen Mac Robinson (Says Stephen, the elder calls him Mac, dont respond to Stephen, the yonger says Stephen and then he responds to Stephen)
AGE: 34
GEOGRAPHICAL ORIGIN: Nomadic Ship
SOCIAL ORIGIN: Working Class
INITIAL TRAINING: Self Taught (Acrobatics, Athletics, Climbing, Martial Arts:Wrestling)
PROFESSIONS: Submariner (18 CP)
ADVANTAGES: -
DISADVANTAGES: Fertile (+3 CP), Fast Metabolism:Consumes Double Amount of Food, Halves effect of Drugs and Poisons (+1 CP), Mental Disorder:Blockhead (+1 CO),
MUTATIONS: Simian Trait (2 CP), Tail (0 CP), Reinforced Skeleton (2 CP)
ATTRIBUTES: 6 CP

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

REACTION: 13
STUN THRESHOLD: 20
KNOCKOUT THRESHOLD: 30
MELEE DAMAGE MODIFIER: +4
DAMAGE RESISTANCE: -7
NATURAL RESISTANCES: -4 (-3 on Drugs)
SUSPEND BREATHING: 16 Combat Rounds
LUCK: 15

CONTACTS: 18
ALLIES: 3
OPPONENTS: 6
FAME: 16
SAVINGS: -100 920 Sol (21 unused Advantage Points for the Diving Suit ?)

Spider Armor (Full)
Light Security Diving Armor
Shock Glove
2x30 Shock Glove Battery
Assault Rifle Bedlam II
5x30 Assault Rifle Ammunition
Mechanical Toolkit
Underwater Bag
2 Canteen/Flask

10 Acrobatics/Manouvering (COO/COO) =  16
10 Athletics (STR/COO) = 17 (18 after procedure)
11 Armor Manouvering:Underwater Exo-Armors (COO/ADA) = 16
10 Climbing (STR/COO) = 17 (18 after procedure)
-2 Education/General Knowledge (INT/INT) = -2
10 Endurance (CON/WIL) = 16
11 Hand-to-Hand Combat (STR/COO) = 18 (19 after procedure)
10 Hunting/Tracking (PER/ADA) = 14
9 Knowledge of Environment:Ocean (INT/ADA) = 11
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 8
5 Knowledge of Nation/Organization:Coral Rebublic (IN/INT) = 5
5 Knowledge of Nation/Organization:Mercenaries (INT/INT) = 5
8 Languages:Isitacian (INT/INT) = 8 (Root:Azuran = 4)
11 Martial Arts:Wrestling (COO/ADA) = 16 (18 because of Tail)
8 Mechanics:Exo-Armors (INT/INT) = 10
-3 Piloting:Light Ships (INT/INT) = -1
7 Piloting:Underwater Scooters (PER/ADA) =  11
10 Shoulder-Fired Weapons/Rifles (COO/PER) = 15
11 Tail Acrobatics (COO/COO) = 17
10 Underwater Maneuvering (STR/COO) = 17 (18 after procedure)

UPGRADE 1: Hormonal Synthesis Gene Splicing for total Strength of 24. The first procedure is part of their deal on joining the crew, rising the Strength to 22.

The Hunter have been in the trade as long as The Helmsman, but the years of experience are marked 2 years lower for the game purposes.

INDIVIDUAL GOAL 1: Help his Brother become Famous or Legendary within the Mercenaries.
INDIVIDUAL GOAL 2: Win his Brother on Wrestling.
INDIVIDUAL GOAL 3: Produce children that are not Mutants.



THE THREE BROTHERS - THE GAMBLER:

The youngest brother distances himself from the two older brothers, and did not work with them in their early days, but was a miscreant in the slums instead where he learned to conceal himself and survive on the scrapes of others. It is in the streets, where he developed his fascination for gambling which quickly turned to an obsession and not long after, to a spiral of debt. In the past, he have been forced to do all kind of repulsive tasks on accord of his loan sharks, keeping the most loathsome of his nightly endeavors as a secret from even his brothers. He is currently indebted to an powerful crime boss, which will transform to a bounty before long if it has not been taken care of or perhaps, The Gambler will be made an offer he cannot refuse...

The Gamblers face is slender, covered in scales as is his lean figure. His eyes are fully yellow, holding reptilian pupils and his steady gaze can produce shivers on the weakest of minds. His appearance is seen as unnatural and horrendous, and he often keeps his skin covered, his face deep within a hood. He is the silent type that seeks comfort in solitude, not associating with strangers unless necessary. Within the crew, he is sometimes seen as gambling with The Sharpshooter or associating with The Diplomat in a way, that the most paranoid of minds might think they are conspiring.

The Gambler is not one to show emotions and is being seen as cold and ruthless even among his brothers nor does he think much of any other crew member.

NAME: Austin Robinson (oostn)
AGE: 31
GEOGRAPHICAL ORIGIN: Nomadic Ship
SOCIAL ORIGIN: Slums
INITIAL TRAINING: Self Thaught (Gambling, Pickpocket, Stealth/Silent Movement, Camouflage/Concealment)
PROFESSIONS: Submariner (18 CP)
ADVANTAGES: Training:Wrestling (1 CP)
DISADVANTAGES: Fertile (+3 CP), Frail (+1 CP), Addiction:Gambling (+1 CP), Additional Opponents:Gambling (+1 CP), Gambling Debt:Hundreds of Thousands (+2 CP), Secret (+2 CP)
MUTATIONS: Reptilian Trait (2 CP), Chameleonic Skin:+3 on Concealment (1 CP), Reinforced Skin (2 CP)
ATTRIBUTES: 6 CP

STRENGTH: 14
CONSTITUTION: 13
COORDINATION: 19
ADAPTATION: 16
PERCEPTION: 13
INTELLIGENCE: 13
WILLPOWER: 13
PRESENCE: 7

REACTION: 14
STUN THRESHOLD: 12
KNOCKOUT THRESHOLD: 22
MELEE DAMAGE MODIFIER: +2
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: -2
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 15

CONTACTS: 18 (Mercenaries and Gamblers)
ALLIES: 4 (Mercenaries and Gamblers)
OPPONENTS: 3 (Mercenaries)
ENEMIES: 1 (Gamblers)
FAME: 16
SAVINGS: 5 280 Sol (and 21 unused Advantage Points)

Spider Armor (9000)
Molecular Dagger - Pulsar (1000)
3x30 Molecular Dagger Ammunition (1800)
Neural Dagger - Brain (3000)
6x20 Neural Dagger Ammunition (1800)
Assault Rifle Bedlam II (9000)
5x30 Assault Rifle Ammunition (6000)
Canteen/Flask (120)
Universal Poison Antidote (2 500)

11 Acrobatics/Maneuvering (COO/COO) = 19
11 Armed Combat (STR/COO) = 16
10 Armor Maneuvering:Underwater Exo-Armors (COO/ADA) = 17
11 Camouflage/Concealment (PER/ADA) = 16 (19)
5 Endurance (CON/WIL) = 9
10 Gambling (INT/WIL) = 14
7 Hand-to-Hand Combat (STR/COO) = 13
5 Knowledge of Environment:Oceans (INT/ADA) = 9
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
5 Knowledge of Nation/Organization:Coral Rebublic (INT/INT) = 9
5 Knowledge of Nation/Organization:Mercenaries (INT/INT) = 9
7 Languages:Isitacian (INT/INT) = 11 (-2 on writing, +2 on speaking) (Root:Azuran = 3+4 = 7)
6 Martial Arts:Wrestling (COO/ADA) = 13
6 Mechanics:Ship (INT/INT) = 10
6 Observation (PER/WIL) = 10
5 Orientation (PER/ADA) = 10
11 Pickpocket (COO/ADA) = 18
-3 Piloting:Light Ships (INT/INT) = 1
7 Piloting:Underwater Scooters (PER/ADA) = 12
11 Shoulder-Fired Weapons/Rifles (COO/PER) = 17
10 Stealth/Silent Movement (PER/ADA) = 15
5 Survival (ADA/WIL) = 10
11 Underwater Maneuvering (STR/COO) = 17

The Gambler joined to be a Submariner with his brothers only after The Hunter and The Helmsman have been so couple of years. The 18 CP in the character sheet is for rules purposes, but the real amount he have been on this occupation is maybe closer to 15-16 years.

UPGRADE 0: Asks to The Doctor enhance his sense of taste, gaining the advantage Keen Senses:Taste.
UPGRADE 1: Might consider Hormonal Synthesis Gene Splicing treatments if he can pay them with tasks or services but does not see them as important as rest of the brothers.

INDIVIDUAL GOAL 1: Clear his Gambling Debt.
INDIVIDUAL GOAL 2: Win big on Gambling.
INDIVIDUAL GOAL 3: Become known as the greatest gambler of all time.
« Modifié: 27/07/2021 - 04:19:21 par Isto »

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Re : Character Creation: The Crew
« Réponse #11 le: 21/07/2021 - 20:09:50 »
THE SHAPESHIFTER / THE DIPLOMAT:

The Diplomat is an highly educated individual who have been selected for his qualities within the Church of the Prophet. He is a full member of the organization and have been sent on a secret mission regarding their ambitions. He is secretly in contact with his superior within the Church to carry their will overseas. He is always dressed and decorated according to the latest fashion within the area of occupation, conducting the proper social code. In many ways he resembles a finely tuned royal magistrate of the highest caliber, not dropping this act even on his free time. His figure is enjoyable to look about, and his face which he decorates carefully is formed on a gentle and round shape.

The one of the diplomats Symbiots is in fact, one of the entities that is worshipped by The Church of The Prophets, the character being a chosen host that have taken a part of a secret and closed ritual as a child. This ritual was traumatic on his psyche, and he have not been the same ever since. It also sealed his destiny as one of the vessels, his life not entirely of his own. The symbiot is believed to be in direct mental link on its peers, and a direct descendant of the oversymbiote. Should anything happen to this symbiot, the ones responsible will be held accountable for their actions against the Church.

Because of these circumstances, The Diplomat lives a life full of deceptions and it is possible, that he may never have a genuine trust on a fellow human.

He does not get along with The Mechanic, whose pursuit of Artificial Life he sees as something similar than his cults obsession with the symbiotes. As for in The Sharpshooter, he sees something unnatural that resembles him of his symbiotes, feeling unease in his presence and avoiding him for this reason. The Priest, seems to understand too much for his liking and for this reason, makes him even more nervous than The Sharpshooter.

He does enjoy The Businesmans civilized company, but knows that their relationship can never be deeper than that. The liveliness of The Pilot, The Soldier and The Prince makes him laugh, and feel emotions he have always been denying, growing each day more envious for their relationship as like knowing it to be something he will never have.

For all of the characters in the crew, The Diplomat probably understand The Doctor the best, and might even be capable of forming something resembling a friendship.

NAME: Christos
AGE: 31
GEOGRAPHICAL ORIGIN: Major City (Syrte)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Educated
HIGHER EDUCATION: Sciences/Humanities (1 CP), Political Science (1 CP)
PROFESSIONS: Diplomat (17 CP), Spy (3 CP)
ADVANTAGES: -
DISADVANTAGES: Fertile (+3 CP), Paranoia (+2 CP), Additional Opponents:Medierranean Union (+1 CP), Secret:Prophet Host (+2 CP), Diminished Sense:Smell, Touch, Taste (+2 CP)
MUTATIONS: Self-Fertilization (0 CP), Shapeshifter (4 CP), Symbiont (3 CP), Symbiont 1:Natural Resistance:Poisons, Symbiont 2:Regeneration, Symbiont 3:Reinforced Skeleton, Symbiont 4:Sixth Sense
ATTRIBUTES: 1 CP

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

REACTION: 13
STUN THRESHOLD: 16
KNOCKOUT THRESHOLD: 26
MELEE DAMAGE MODIFIER: +1
DAMAGE RESISTANCE: -4
NATURAL RESISTANCES: -1 (-3 Poisons)
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 15

CONTACTS:21 (Diplomat),  3 (Spy)
IMPORTANT CONTACTS: 3 (Diplomat)
ALLIES: 8 (Diplomat), 1 (Spy)
OPPONENTS: 10 (Diplomat), 1 (Spy)
FAME: 16 (Diplomat)
FALSE IDENTITY: 10 Points
SAVINGS: 131 800

5 Armed Combat (STR/COO) = 8
5 Bureucracy (INT/INT) = 11
0 Computing (INT/INT) = 6
5 Discretion/Shadowing (PER/ADA) = 9
11 Disguise/Deception (ADA/PER) = 15
12 Education/General Knowledge (INT/INT) = 18
6 Finding Information (INT/INT) = 12
10 Eloquence/Persuasion (INT/PRE) = 15
5 Emphatic Analysis (INT/PER) = 10
10 Handguns (COO/PER) = 13
5 Hand-to-Hand Combat (STR/COO) = 8
5 Knowledge of Environment:Cities and Underground Stations (INT/ADA) = 10
8 Knowledge of Nation/Organization:Mediterrnean Union (INT/INT) = 14
7 Knowledge of Nation/Organization:Church of the Prophet (INT/INT) = 13
3 Knowledge of Nation/Organization:Equinox (INT/INT) = 9
2 Knowledge of Nation/Organization:Rift States (INT/INT) = 9
2 Knowledge of Nation/Organization:Children of the Deep (INT/INT) = 8
1 Knowledge of Nation/Organization:Hegemony (INT/INT) = 7
1 Knowledge of Nation/Organization:Coral Federation (INT/INT) = 7
1 Knowledge of Nation/Organization:Kingdom of the Indus (INT/INT) = 7
22 Languages:Oceanian (INT/INT) = 28 (Root:Azuran = 11+6 = 17)
5 Languages:Nezraisian (INT/INT) = 11 (Root:Languages of Ancient Past = 2+6=8)
-3 Languages:Trashanes (INT/INT) = 3
-3 Languages:Burrowers (INT/INT) = 3
5 Mental Shield (WIL/WIL) = 11
11 Metamorphosis (CON/WIL) = 15
5 Observation (PER/WIL) = 10
5 Sciences/Specialized Knowledge:Geography (INT/INT) = 11
5 Sciences/Specialized Knowledge:Political Sciences (INT/INT) = 11
2 Sciences/Specialized Knowledge:Law/Legislation (INT/INT) = 8
1 Sciences/Specialized Knowledge:Sociology (INT/INT) = 7
-1 Sciences/Specialized Knowledge:History/Archeology (INT/INT) = 5
-2 Sciences/Specialized Knowledge:Psychology (INT/INT) = 4
10 Socializing/Seduction (PRE/PRE) = 14
10 Spying/Surveillance (INT/INT) =  16
5 Stealth/Silent Movement (PER/ADA) = 9
= 200

Will possibly develop the Martial Arts:Defensive skill.

UPGRADE 1: The Doctor reverses the diminishing of senses disadvantage with an organic manipulation on the diplomats body.
UPGRADE 2: The Doctor is able to remove the symbiots on The Diplomat, but retain all their abilities but the Sixth Sense and possibly because of the subject being a Host, manages to even enhance some of the hosts senses and abilities (+1 to Strength, +1 to Constitution, +2 to Perception, Keen Senses:Touch,Taste,Hear) using the same process than with his own body. The Symbiots are of great interest for the doctor, and are removed alive for further study. This procedure left The Diplomat on a weakened state and he had to spend several months on a reproductive chamber. The removing of the symbiots were achieved with certain corrosive liquids that were used at the same time than specific anaesthmics while generating a layer of false body around the removed symbiote, finally containing them on separate containers. The process was easy on each of the symbiotes other than the fourth one, which could not be removed successfully until developing certain techniques and specific kind kind of containment vessel. The symbiot probably alerted the oversymbiote which knows exactly what have been concluded. As how the doctor believes, he is keeping the symbiote in a stasis, waiting for a time when it can further be studied.

INDIVIDUAL GOAL 1: Get rid of his symbiotes.
INDIVIDUAL GOAL 2: Destroy the oversymbiote.
INDIVIDUAL GOAL 3: Destroy or help on destroying The Cult of the Prophets.

Will spend his EXP on Willpower and on advancing his numerous skills.
« Modifié: 27/07/2021 - 04:13:05 par Isto »

Hors ligne Isto

  • Techno-Hybride / Techno-Hybrid
  • Messages: 55
  • Force Polaris : 0
Re : Character Creation: The Crew
« Réponse #12 le: 21/07/2021 - 20:14:11 »
THE FIGHTER ACE / THE PRINCE:

The Prince is a Heir to the Throne of Cape Federation, the troublesome prince who occasionally slips away from his royal duties for pure boredom and to seek of adventure. Each time he comes back, he has more and more outrageous stories that no one in the court believes but will listen out of courtesy. The funniest part is, that most of them are actually true and The Prince is a renowned adventurer on his own even the court fails to recognize this fact. He is seen as spoiled brat and a problem child, which gives stress to his parents and speaks envy among his fellow men. His choice of profession have been the Cape Federational Navy and he have always had the best equipment and teachers the Federation have to offer.

The Prince is a black skinned and handsome male with a broad smile and good aura and is easy to like. He is a cheerful and naive character who has lots of energy, and is often on a good mood. He is naive even to the point of it being annoying, completely immune of common sense, following only his own childish ideas or views. He is pure and innocent like a child, living his life fully with its ups and downs. His own image about himself is not the royal heir, but of an adventurer.

On conclusion of a serious argument and schooling from his father on subject of his travels, he decided to leave for good on a grand adventure never seen or heard before, following the map he had found in a royal treasury as a child which he have always kept hidden in his room. After several months after the disappearance, it became sure this was not one of his usual "adventures" and his parents started to worry that something have happened to their son, promising an enormous bounty on anyone who brings him home safe. His mother blames herself for not giving the attention her son would have needed and his father for being too old fashioned and strickt, and would anything happen to their son, would never forgive herself.

When seeing The Prince for the first time, The Pilot immediately took liking on the guy, and persists the crew to let him join, calling him son not long after their first meeting. He has many unbelievable, exaggerated and even made up stories that he tolds about his travels, that The Pilot and The Soldier enjoys listening. They are usually seen laughing and jesting on the cockpit, and are a source of wonder and joy within the crew.

The Prince very much likes his own voice, feeling comfortable on middle of attention. His favorite type of persons are the social types, but sees The Three Brothers as too uncivilized and barbaric to fully appreciate his company.

NAME: His Royal Eminence, Ahmed The Third.
AGE: On his late 20's.
GEOGRAPHICAL ORIGIN: Major City (Pitcap)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Eductaion
HIGHER EDUCATION: Naval School (1 CP)
PROFESSIONS: Fighter Pilot (18 CP)
ADVANTAGES: Title:Prince (1 CP), Treasure Map (3 CP), Sixth Sense (1 CP), Good Reflexes (1 CP)
DISADVANTAGES: Fertile (+3 CP), Secret (+2 CP), Wanted:The Cape Federation Royal Family (+2 CP), Additional Opponents:The Cape Federation Royal Court (+1 CP), Mental Disorder:Combat Madness and Pride (+2 CP)
MUTATIONS: -
ATTRIBUTES: 5 CP

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

REACTION: 18
STUN THRESHOLD: 13
KNOCKOUT THRESHOLD: 23
MELEE DAMAGE MODIFIER: +1
DAMAGE RESISTANCE: -2
NATURAL RESISTANCES: -2
SUSPEND BREATHING: 13 Combat Rounds
LUCK: 15

CONTACTS: 12 (Cape Federation Navy)
IMPORTANT CONTACTS: 3 (Cape Federation Royal Court)
ALLIES: 6 (Cape Federation Navy)
OPPONENTS: 2 (Cape Federation Royal Court)
ENEMIES: 1 (Cape Federation Navy, an overly Envious pilot of no small skill)
FAME: 19 (Isnt that... is that the royal prince... You know, from there somewhere ? Naah, cannot be... You are just imagining things... "Hello, Ahmad The Third" *Shaking hands and smiling broadly*)
SAVINGS: 224 820 Sol (pocket money)

Molecular Field Armor (Level 15)
Goggles:Ultraviolet:Zoomx12
Neural Dagger - Pulsar
3x20 Neural Dagger Charges
Light Submachine Gun Paloma
4x35 Light Submachine Gun Ammunition
2x35 Armor Piercing Light Submachine Gun Ammunition
2 Antirad
2 Anti-Infectation Patch
1 Stabilizing Patch
1 Universal Poison Antidote Patch
Rope Cale II
Canteen/Flask
Mechanical Toolkit
Trident Underwater Fighter Vessel (Acquired through Black Market and painted Black as a vessel part of the Cape Federations Black Squadron containing total of 3 such vessels, now missing one) <- If not some modified vessel with higher autonomy, enabling independent travel on his adventures.

10 Armed Combat (STR/COO) = 14
10 Armor Manouvering:Underwater Exo-Armors (COO/ADA) = 15
10 Athletics (STR/COO) = 14
4 Bureucracy (INT/INT) = 10
7 Cartography (INT/INT) = 13
2 Computing (INT/INT) = 8
10 Education/General Knowledge (INT/INT) = 16
-2 Electronics (INT/INT) = 4
5 Endurance (CON/WIL) = 9
10 Handguns (COO/PER) = 15
5 Hand-to-Hand Combat (STR/COO) = 9
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 11
6 Knowledge of Environment:Ocean (INT/ADA) = 12
8 Knowledge of Nation/Organization:The Cape Federation Royal Court (INT/INT) = 14
7 Knowledge of Nation/Organization:The Cape Federation (INT/INT) = 13
2 Knowledge of Nation/Organization:Coral Federation (INT/INT) = 8
2 Knowledge of Nation/Organization:Hegemony (INT/INT) = 8
20 Languages:Neo-Azuran (INT/INT) = 26 (Root:Azurean = 10+6 = 16)
-3 Languages:Levean (INT/INT) = 3
4 Mechanics:Underwater Fighter Vessels (INT/INT) = 10
7 Navigation (INT/INT) = 13
5 Observation (PER/WIL) = 10
11 Onboard Weapons/Artillery (INT/INT) = 17
5 Orientation (PER/ADA) = 11
10 Piloting:Light Ships (INT/INT) = 16
11 Piloting:Underwater Fighter Vessels (INT/ADA) = 17
3 Sciences/Specialized Knowledge:History/Archeology (INT/INT) = 9
6 Soundscan Analysis (INT/ADA) = 12
6 Tactics:Naval Combat (INT/ADA) = 12
= 180

Will advance on Endurance, Armed Combat and Hand-to-Hand Combat on supervision of The Soldier, maybe even learning some Martial Arts and Exo-Armor Usage.

Will Advance on Observation, Mechanics and Electronics on taking Interest on what The Mechanic is doing.

Will develop some social abilities on his supper and evening conversations with The Bureucrat.

Will advane on Navigation, Cartography, Soundscan Analysis, Naval Tactics and Knowledge of Environments:Ocean on supervision of The Pilot. Might even gain some real Leadership abilities on inspiration of The Pilot and The Royal Court might actually end up being thankful that he decided to leave on this journey. Will almost certainly uncover many mysteries and produce many friends on his journeys, even of major political importance.

Especially in good terms with The Pilot and The Businessman. Being a superstitious person is afraid of The Priest and The Hybrid and sees them both as unnatural.

Detests The Doctor and will not allow The Doctor to lay hands on him unless absolutely necessary as he knows better than to be involved with such a vile character.

The Map will lead the crew on a major discovery that might even help on fulfilling one of The Doctors or The Mechanics scientific plans.

Being the remarkable character that he is, The Prince is not easy to miss but regardless, the usual reaction of bounty hunters are along these lines: "Isnt that the brat with bounty on his head" "Yeah seems so but look who hes hanging out with." "Oh yeah... Right..."

INDIVIDUAL GOAL 1: Find the treasure on his map.
INDIVIDUAL GOAL 2: Become known as an adventurer amongst the greatest (at least fame of 23).
INDIVIDUAL GOAL 3: Become part of the greatest adventure that is ever being told.
« Modifié: 28/07/2021 - 16:43:15 par Isto »

Hors ligne Isto

  • Techno-Hybride / Techno-Hybrid
  • Messages: 55
  • Force Polaris : 0
Re : Character Creation: The Crew
« Réponse #13 le: 13/08/2021 - 02:18:13 »
After acquiring their third ship, which will be either an artifact that have been found and activated within ancient ruins or a ship that have been heavily modified by the Mechanic, containing Nano Clouds and custom built Android Workers, Soldiers and Drones that will utilize Nano Clouds as well.

Around this part of their journey, their fame have increased over 20 and the characters have become somewhat legendary.

Possible characters to join are: The Psychiatrist, The Android and The Returned/Planetouched.
« Modifié: 14/08/2021 - 20:19:14 par Isto »

Hors ligne Isto

  • Techno-Hybride / Techno-Hybrid
  • Messages: 55
  • Force Polaris : 0
Re : Character Creation: The Crew
« Réponse #14 le: 13/08/2021 - 02:18:25 »
THE PSYCHIATRIST:

Has an underground role as The Psychiatrist. This is the same character than The Psychiatrist on "Certain Individuals" but 2 years later and in this timeline, neglects or postpones his ambition of being a Radio Host.

The Psychiatrist might join The Crew when they acquire their third ship, for purpose of fidning the Fertility Cure in his own way after convincing The Businessmans company of importance of his view in the mission.

The Underground Role can come to play when dealing with The Sharpshooters Age Old Enemy:Crime Boss - To Hypnotize him on either forgetting about their dispute or to think that it have already been taken care of. (as the Crime Boss is well connected and an important link within the Undergroud so, killing him might make the problem even worse)

As part of the crew, The Psychiatrist engages in endless debates with The Doctor, and is constantly being harassed by The Businessman.

NAME:
AGE: 48
GEOGRAPHICAL ORIGIN: Major City (Azuria)
SOCIAL ORIGIN: Upper Class
INITIAL TRAINING: Educated
HIGHER EDUCATION: Medical (1 CP), Sciences/Humanities (1 CP)
OCCUPATION: Psychiatrist (22 CP)
ADVANTAGES: Good Memory (1 CP)
DISADVANTAGES: Mental Disorder:Biased (+2 CP), Mental Disorder:Split Personality:Underground Role (+2 CP), Addiction:Mental Subjects (+2 CP), Secret:Underground Role (+2 CP)
MUTATIONS: Empathy (3 CP)
ATTRIBUTES: -

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

REACTION: 10
STUN RESISTANCE: 12
KNOCK RESISTANCE: 22
MELEE DAMAGE: -1
DAMAGE RESISTANCE: +0
NATURAL RESISTANCES: -1 (-2 on Drugs)
SUSPEND BREATHING: 14 Combat Rounds
LUCK: 15

CONTACTS: 7 (Psychiatrist)
ALLIES: 4 (Psychiatrist)
IMPORTANT ALLIES: 1 (Psychiatrist)
OPPONENTS: 5 (Psychiatrist)
MEDICAL DATABASE: Mental Disorders (Level 13)
FAME: 17
SAVINGS: 71 800 Sol

Spider Armor (Body)
Golden Antique Pocket Watch (10 000)
Mental State Probe
Medikit - Medi 1.000
2 Anti-Infection Patch
Stabilization Patch
2 Universal Antidote Patch

5 Bureucracy (INT/INT) = 11
0 Computing (INT/INT) = 6
16 Education/General Knowledge (INT/INT) = 22
6 Empathic Analysis (INT/PER) = 11
10 Empathy (WIL/PRE) = 16
10 Eloquence/Persuasion (INT/PRE) = 16
6 Finding Information (INT/INT) = 12
8 First Aid (INT/ADA) = 12
13 Hypnosis (WIL/PRE) = 19
5 Knowledge of Environment:Underwater Cities and Stations (INT/ADA) = 9
10 Knowledge of Nation/Organization:Coral Rebublic (INT/INT) = 16
2 Knowledge of Nation/Organization:Amazonian (INT/INT) = 8
1 Knowledge of Nation/Organization:Equinox (INT/INT) = 7
26 Languages:Isitacian (INT/INT) = 32 (Root:Azuran 13+6 = 19)
6 Languages:Amanean (INT/INT) = 12
7 Languages:Ternasetian (INT/INT) = 13
6 Mind Shield (WIL/WIL) = 12
8 Observation (PER/WIL) = 13
7 Sciences/Specialized Knwoledge:Biology/Physiology (INT/INT) = 13
6 Sciences/Specialized Knowledge:Medicine (INT/INT) = 12
10 Sciences/Specialized Knowledge:Pharmacology (INT/INT) = 16
12 Sciences/Specialized Knowledge:Psychology (INT/INT) = 18
8 Sciences/Specialized Knowledge:Sociology (INT/INT) = 14
5 Sciences/Specialized Knowledge:Physics/Chemistry (INT/INT) = 11

INDIVIDUAL GOAL 1: Gain a Ternasetian Patient.
INDIVIDUAL GOAL 2: Prove that the loss of Fertility is a Mental State and that the humanity can be Cured.
INDIVIDUAL GOAL 3: Prove that the subject of Polaris Effect is experienced by the individual, and is not real.

Will advance on Mind Shield, Empathy, Persuasion, Psychology and Hypnosis.
« Modifié: 13/08/2021 - 02:32:29 par Isto »

Hors ligne Isto

  • Techno-Hybride / Techno-Hybrid
  • Messages: 55
  • Force Polaris : 0
Re : Character Creation: The Crew
« Réponse #15 le: 14/08/2021 - 23:48:21 »
THE ANDROID:

A Malfunctioned Android who have managed to escape the control and ultimately joins The Crew on his run. Becomes The Mechanics pet project and grows especially fond of The Mechanic.

NAME: Unit Number 327
AGE: 12 (Manufactured 12 Years Ago)
GEOGRAPHICAL ORIGIN: Polar Alliance (se tutkimuslaitos)
SOCIAL ORIGIN: Military
INITIAL TRAINING: Android
OCCUPATION: Android Soldier (12 CP)
ADVANTAGES: Good Memory (1 CP), Android + Energy Core + Superalloy Body (10 CP)
DISADVANTAGES: Wanted:Polar Alliance Military (+3 CP)
MUTATIONS: -
ATTRIBUTES: -

STRENGTH: 17
CONSTITUTION: 18
COORDINATION: 14
ADAPTATION: 8
PERCEPTION: 12
INTELLIGENCE: 14
WILLPOWER: 15
PRESENCE: 3

REACTION: 10
STUN RESISTANCE: 23
KNOCK RESISTANCE: 33
MELEE DAMAGE: +3
DAMAGE RESISTANCE: -8
ARMOR: 12
NATURAL ARMOR: 6 (If used with other Armor)
NATURAL RESISTANCES: - (immune)
SUSPEND BREATHING: - (no limits)
LUCK: 15

CONTACTS: 5 (Polaris Alliance)
ALLIES: 1 (Polaris Alliance Military)
OPPONENTS: 5 (Polaris Alliance)
DATABANKS: Geographical Databank:Level 13, Geological Databank:Level 10
FAME: 12 (Polaris Alliance)
SAVINGS: -

SURVEILLANCE SYSTEMS:
Enchanted Senses:Hearing, Recorder
Enchanted Senses:Vision, Antidazzle, Infravision, Ultravision, Radiation, Tactical, Sense 6, Onrak P Visor, Zoomx12, Video Camera
Radar:Portable Radar + Analyzer
Sonar:Portable Sonar + Analyzer
Omniscanner
Environmental Analyzer
COMMUNICATIONS: Radio Trasmitter, Radio Reciever, Communication Jammer Nexor IV
MAINTENANCE SYSTEMS: Nanoprobes (Nano E Statistics)
WEAPON SYSTEMS:
Molecular Dagger - Pulsar (1D10+3, Ignores Personal Armor)
Assault Rifle Bedlam with 120 Internal Ammunition (3D10+5/1D6-3)

5 Armed Combat (STR/COO) = 10
5 Athletics (STR/COO) = 10
5 Cartography (INT/INT) = 9
5 Computing (INT/INT) = 9
10 Endurance (CON/WIL) = 15 (18)
3 Electronics (INT/INT) = 7
5 Intimidation (WIL/PRE) = 7 (only willpower)
5 Observation (PER/WIL) = 9 (12 on Hearing and Vision)
5 Orientation (PER/ADA) = 6
10 Ranged Weapon System (COO/PER) = 13 (16)
5 Security Systems (INT/INT) = 9
5 Tactics:Special Ops (INT/ADA) = 7
5 Underwater Maneuvering (STR/COO) = 10

DATA FILES:

The Android is an Artificial being and his Intelligence is different from other sentient beings. He lacks all of the normal emotional or intuitive capabilities and bases his actions on logic calculations alone. His central progressing unit have been linked to several data files which give him the following capabilities.

5 Education/General Knowledge (INT/INT) = 9

8 Knowledge of Environment:Underground Cities and Stations (INT/ADA) = 10
1 Knowledge of Environment:Surface (INT/ADA) = 3
1 Knowledge of Environment:Ocean (INT/ADA) = 3
1 Knowledge of Environment:Underground (INT/ADA) = 3
10 Knowledge of Nation/Organization:Polar Alliance (INT/INT) = 14
5 Knowledge of Nation/Organization:Equinox (INT/INT) = 9
5 Knowledge of Nation/Organization:The Hegemony (INT/INT) = 9
5 Knowledge of Nation/Organization:Watchers (INT/INT) = 9
3 Knowledge of Nation/Organization:Red League (INT/INT) = 7
3 Knowledge of Nation/Organization:Mediterranean Union (INT/INT) = 7
3 Knowledge of Nation/Organization:Coral Rebublic (INT/INT) = 7
3 Knowledge of Nation/Organization:Cult of the Trident (INT/INT) = 7

20 Languages:Renarean (INT/INT) = 20 (Root:Azuran = 10)
10 Languages:Neo-Azuran (INT/INT) = 10
5 Languages:Levean (INT/INT) = 9
3 Languages:Lesarachian (INT/INT) = 7

5 Scientific Knowledge:Arms and Weapon Systems (INT/INT) = 9
5 Scientific Knowledge:Physics and Chemistry (INT/INT) = 9
5 Scientific Knowledge:Geography (INT/INT) = 9
3 Scientific Knowledge:Geology (INT/INT) = 7

ANDROID: +2 to Strength, +3 to Constitution, +3 to Endurance Skill, -2 to Adaptation, -3 to Presence, Immune to Pain, Poisons, Diseases, Drugs and Toxins, Immune to all forms of Mental Abalities and Powers. Requires Mainentace, Diminished Sense:Touch, Taste, Vulnerable to EMP and Fatal Addiction:Electricity. Does not need to consume Food but consumes Electricity instead.

SUPERALLOY BODY: Damage Resistance -4, Stun and Knock Resistance +5, Armor 12/Natural Armor 6. (Mainentance and Fatal Addiction:Electricity)

ENERGY CORE: Provides The Android with output of 3 Energy which can be divided between different subsystems and has a EMP Shielding Level 8. The body have a Threshold of 1 energy that is needed to maintain any systems not menioned below, so The Android may use 2 of the following systems at the same time. Upon installing the Shields, both type of Shields use 2 Energy.

Scanner and Sonar: Uses 1 Energy.
Omniscanner: Uses 1 Energy.
Radio: Uses 1 Energy.
Communication Jammer: Uses 1 Energy.
Maintenance System:Nanoprobes: Uses 1 Energy.
Molecular Dagger: Uses 1 Energy.

INDIVIDUAL GOAL 1: Get free of Polaris Alliance control and remove the control chip. Is achieved when joining the crew by help of The Mechanic.
INDIVIDUAL GOAL 2: Find a way to free all Polaris Alliance Android Prototype X's from AI control like was done to him through malfunction.
INDIVIDUAL GOAL 3: Gain a biological body. (Can be achieved through The Doctor after he have unlocked the Genetic Code)

MECHANIC UPGRADE 1: Installing Force Field (6) and Visual Disruption Shield (6). This is done when entering the crew. Both Shields use 1 Energy from the core and may not be activated simultaneously. Can also gain Remote Piloting skill and some personal Military Drones.
MECHANIC UPGRADE 2: Updated Visual Sense (12) and Energy Core EMP Shielding (12). This is done shortly after joining the crew.
MECHANIC UPGRADE 3: Nano Cloud: Molecular Armor (15), Electrostatic Discharge (12), Circulating Nano Weapon (2D10) - can only use one ability at once.
MECHANIC UPGRADE 4: Advanced Energy Core (from found artifact of unknown origin) and Neutron Cannon. The Energy Core holds a tremendous amount of energy, and the energy consumption is only calculated for the Neutron Cannon which can fire aournd hundred times before recharging.

Before joining the crew, have advanced following Skills and Attributes:

+5 (10) Armed Combat (STR/COO) = 15
+5 (10) Athletics (STR/COO) = 15
+2 (12) Endurance (CON/WIL) = 17 (20)
+2 (12) Ranged Weapon System (COO/PER) = 16 (19)
+5 (10) Underwater Maneuvering (STR/COO) = 15
+1 (13) Perception = 13

= 46 Skill Points + 1 Attribute Points
« Modifié: 15/08/2021 - 00:27:58 par Isto »