Bleak Wood: Nightfall · Legacy archive
Copernicus One: Character Creation
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Copernicus One: Character Creation
#1I am gonna use a basic subset of the skillbased Call of Cthulhu for this one, along with Murometz excellent Fate Points, used in exactly the same way as he uses them in Isle of Woe.
Meaning: You get Fate Points (FP) based on your PbP performance. You all start with 1 FP, and these FP can be traded in for a... SKILL INCREASE or a re-roll. Any re-roll.
A Skill increase adds 1d10+4 points to your skill. Each skill runs from 0 (guaranteed failure) to 120 (Perfect).
Example:
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning a Soldier with 25 skill points in small guns needs to roll a 25 or less to hit something.
Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 600 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on a raider and slowly trains his gun on the unsuspecting raider's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.
These are your stats:
Roll three times, keep the best.
Physique 4d6, remove one die (3= Horribly obese, 10= thin, 18= Bodybuilder)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
3-6 =
-1d4 damage
8 Hit Points
-10 Big Guns
-10 Close Combat
-10 Survival
7-12 =
0 damage
12 Hit Points
0 Big Guns
0 Close Combat
0 Survival
13-16=
+1d4 damage
16 Hit Points
+10 Big Guns
+10 Close Combat
+10 Survival
17-18=
+1d6 damage
20 Hit Points
+15 Big Guns
+15 Close Combat
+15 Survival
Agility 4d6, remove one die (3= Fibromyalgia, 18= Elite Gymnast)
3-6 =
Movement 2
Initiative +2
-10 Thief
-10 Small Guns
-10 Pilot
7-12 =
Movement 3
Initiative 0
+-0 Thief
+-0 Small Guns
+-0 Pilot
13-16=
Movement 4
Initiative -2
+10 Thief
+10 Small Guns
+10 Pilot
17-18=
Movement 5
Initiative -3
+15 Thief
+15 Small Guns
+15 Pilot
Intellect & Will 4d6, remove one die (3= Farm Animal, 18= Indomitable Genius)
3-6 =
-10 Science
-10 Mechanical
-10 Medical
7-12 =
0 Science
0 Mechanical
0 Medical
13-16=
+10 Science
+10 Mechanical
+10 Medical
17-18=
+15 Science
+15 Mechanical
+15 Medical
Charm & Looks 4d6, remove one die (3= Inbred degenerate, 18= Don Juan)
3-6 =
-10 Communcation
7-12 =
0 Communcation
13-16=
+10 Communcation
17-18=
+15 Communcation
Senses 6d20, remove one die (0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.
Skills:
(Players start with 100 points to distribute on these skills. Max skill = 120)
Small Guns: Base 20, governs the use of pistols, shotguns, submachineguns, plasma rifles, sniper rifles and assault rifles
Big Guns: Base 5, governs the use of mounted turrets, bazookas, missile launchers, grenade launchers and mortars.
Close Combat: Base 25, governs boxing, headbutting, swordplay and throwing of objects of any kind.
Pilot: Base 5, governs the piloting of cars, motorcycles, planes, trucks, mechas and space craft.
Science: Base 0, governs all use of computers, all kind of scientific lore. Must choose 1 focus area (e.g. computers, physics, space, chemistry, genetic engineering, etc. Focus area is +25 to base skill. Must allot at least 10 points to get a focus areae).
Medical: Base 5, governs all sorts of medical healing, poison treatment, surgery, etc.
Survival: Base 5, governs swimming, riding, animal tracking, plant & mineral knowledge (practical), etc.
Mechanical: Base 0, governs weapon maintenance, mechanic skill, engine diagnostics, etc.
Thief: Base 10, governs sneak, hide, climb, pickpocket, disarm traps, cheating, etc.
Communication: Base 20, governs bartering, social interaction.
Example:
EchoMirage decides to spend 20 points on Small Guns. The Base for small guns is 20, so the final skill will be 40. Echo's character will now have 40 Small Gun skill, meaning he has to roll below 40 to hit something with his 38 caliber Colt. EchoMirage still has 80 points to spend on his character.
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Re: Copernicus One: Character Creation
#2Starting Perks
You have 3 perk points to spend. Some perks cost one, some two, others 3.
If you choose to have a dark side, you get +1 perk points.
1 Point Perks
Genetic Mutation - Gills
Genetic Mutation - Lizard Scaled Skin (+1 Armor Point)
Alert (Sleeps lightly, nearly impossible to surprise while awake)
Lightning Reflexes (-3 to initiative)
Wealthy - Starts with: Bullet proof vest (+8 Armor Points on torso), Two barrel 12 gauge shotgun, 48 x 12-gauge shotgun shells, Advanced Mobile Phone
2 Point Perks
Genetic Mutation - Chameleon Skin. (Hide Checks maxed out at 120 skill points, regardless of thief skill. Requires little or no clothing)
Body Implant - Leg Enhancements (Movement Rate + 3. Jump as high as movement rate in meters.)
Body Implant - Arm Enhancements (+4 to damage rolls in Close Combat)
Psionically Gifted - Premonition (Once a day the PC can roll twice and choose the best roll)
3 Point Perks
Psionically Gifted - Telepathy. (Thought transfer, create delusions and illusions in others minds, mind domination) Governed by Intellect.
Psionically Gifted - Telekinesis. (Lifting objects, lifting PCs, opening doors, battering force, force field) Governed by Intellect.
Brain Implant - Projectile Path Calculation Matrix (PPCM, Increases Big Guns and Small Guns by +25 points, gives a unique 25% chance to dodge incoming bullets)
Body Implant - Cyborg Sub-Skin Armor mk. III (+6 Armor Points, "invisible" armor, permanent, covers everything)
Notice that player invented perks are allowed, but must be cleared through a PM beforehand.
Dark Sides (Optional)
Anger Management Issues
Rude & Insensitive
Sex Addict
Compulsive Liar
Attention Whore
Alpha Male / Alpha Bitch
Extreme Greed
Extreme Glutton
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Re: Copernicus One: Character Creation
#3Hit Points:
Hit Points are permanent, and can only be increased through increasing Physique, or through the use of body implants that increase your physique.
Armor Points:
Armor Points subtract from damage done. So, if you wear a bullet proof vest and are shot in the chest for 9 damage, you are gonna subtract 8 damage first, for a total of 1 damage that went through the vest. Notice that it is possible to be shot in areas where you don't have a vest. The GM rolls 1d20 for hit location, and uses the same hit location table as is used in Rune Quest.
Damage Done:
Different weapons have different damage types. Damage done samples below:
Uzi: 1d10 per bullet
Shotgun: 4d6 at point blank range
Assault Rifle: 2d6+2 per bullet
Grenade: 4d6 in 4 meter blast radius
Full Combat Armor, as used by SWAT and similar, gives 12 Points of armor. A Uzi would be useless against that kind of enemy. A Shotgun, on the other hand, would probably leave a mark.
An unarmored PC hit by a hail of Uzi Bullets (32 bullets, 50% miss automatically = 16 bullets = 16d10), will almost certainly perish.
Had the same PC worn a bulletproof vest, each d10 would have had a -8 modifier, and his chance of survival would have skyrocketed.
Ballistic Shields give 12 Armor Points.
The Savages of the Wasteland don't have overly much in the way of advanced weaponry.
Or so say the Scientists of the Copernicus Space Observatory. -
Re: Copernicus One: Character Creation
#4Angus Justice
Murometz game character
Physique 13 (Toned muscles) +1d4 damage, 16 Hit Points, +10 Big Guns, +10 Close Combat, +10 Survival
Agility 10 (Ordinary) Movement 3, Initiative 0, 0 Thief, 0 Small Guns, 0 Pilot
Intellect & Will 14 (Strong Headed Wise Guy) +10 Science, +10 Mechanical, +10 Medical
Charm & Looks 14 (Prettyboy with charming smile) +10 Communcation
Senses 81 (Ultrakeen eyesight and hearing)
Skills:
Small Guns 70, +5 for gunslinger perk! (75) (+10) 85, if flying with rocketpack (Adrenaline Junkie Perk)
Big Guns: 35 +5 for gunslinger perk! (40)
Close Combat: 35 (+10) 45, if flying with rocketpack (Adrenaline Junkie Perk)
Pilot: 15
Science 46 Focus Area Computers(71)
Medical 15
Survival 25
Mechanical 10
Thief 10
Communication 50
Angus was that one charming Space Station Guard, skilled with a firearm, but mostly solving problems by using his wits and charm. His character was also in charge of the automated security systems, so he is quite skilled with computers as well.
Angus has the psionic Premonition ability, allowing him to reroll one dice roll per day. He may also use it to reroll an enemy dice roll. Angus started off as wealthy and has lightning reflexes.
Dark Side: Angus used to be an addict (cocaine). He has since been able to move on and is now an adrenaline junkie instead. The addiction may well resurface later.
Perks: Wealthy, Lightning Reflexes, Premonition Ability, Gunslinger, Adrenalin Junkie (dark side as well)
Equipment:
In locker on Mary Sue:
Ballistic Shield
Baton
Nanite healing kit
4 flashbang grenades
2 incendiary grenades
2 lethal injections of potassium chloride
White security guard overall
A blue bullet proof vest
.38 Colt Revolver with a magazine of 6
18 .38 cal bullets each (1 shot/rd, 1d10 dam)
In Blue Sailor's Slingbag:
8 AK-1047 magazines (100x each)
2 smoke grenades
8 fragmentation grenades
A two barrel shotgun
30 shotgun cartridges
Worn Equipment:
Blue Sailor's Slingbag
Drakonov Assault Suit (donned)
Rocketpack (20 litres of gas / 5 gallons - Full tank, gives 2 hours of flying time)
AK-1047 Assault Rifle (3/100 shots/rd, 2d6+2 dam pr bullet)
Pre-war Sony Xperia Z51 Smartphone
Medical Evaluation
Forename: Angus
Surname: Justice
Date of Birth: 230th day of orbit, 2912 AD
Summary
Physical Test Score: 7/9 - Excellent Health
IQ Score: 145
Sperm Count: Rich
Sexually Transmittable Diseases: None
Other Diseases: None
Prescription Drugs: Cyalis, Viagra, Oxycontin
Illegal Substances: Cocaine
Torture Test: 16 days until the subject broke down.
The patient is in excellent physical health, and shows high intelligence in random tests. Blood tests indicate elevated levels of alcohol and cocaine.
The patient's high level of ability could easily be negated by his severe addiction. Taking into consideration the safety of our personell, I therefore advise against him being elevated to the rank of Captain.
Observation
Our examination of the patient while in the "relaxation chamber" proved to be interesting. The patient paced around for a few minutes, until he hid in a corner and proceeded to inhalate a line of cocaine. The procedure repeated itself 45 minutes later. The subject's addiction makes him eligible to shadow operations, and he will likely prove to be easy to control given proper motivation.
When confronted with our model 2245 Sasha Grey Sexbot, the subject showed self confidence and charm. The sexbot graded the subject at 77%, noting that he showed increased performance likely due to an altered state of potency. Subject is considered eligible for infiltration missions, being assigned as a personal assistant to a citizen, as well as the breeding program.
Physical Notes:
The patient managed to bench press 200 lbs, while he managed 180 lbs in dead lift. He lasted 30 minutes in a simulated boxing fight, and has just enough muscular strength to be capable in close combat. The subject is eligible for guard duty.
Psychological Evaluation
In spite of his abuse of controlled substances, the subject proves to be adaptable and confident. He showed few signs of trauma during the questioning, and he lasted longer than any other while being tortured.
When confronted with implanted nightmares of his parents being murdered, the subject showed a normal response.
The subject proves to be easily motivated, and will likely follow any order as long as we feed him enough cocaine to keep going, but not enough to kill him.
Please consult the attached file "motivation_angus_justice.xlsx" for recommended daily dosage of cocaine.
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Re: Copernicus One: Character Creation
#5Example character, I choose you! -
Re: Copernicus One: Character Creation
#6alright. come up with a better name though. everyone call their kids example character these days -
Re: Copernicus One: Character Creation
#7Dr. Katherine Bradshaw-Brennan (M.D.)
Age 34
Height 5'9" (176cm)
Weight 154 Ibs (69 kg)
Psysique 15
Agility 11
Intellect & Will 14
Charm & Looks 17
Senses 60
Skills
Small Guns 20+20+0 | +14 (54)
Big Guns 0+0+10 (10)
Communication 20+20+15 | +5 (60) (See Perks)
Close Combat 15+25+10 (50)
Medical 35+5+10 | +10 | +10 (70) (Focus: Brain Surgery +25)
Mechanic 0+0+10 (10)
Pilot (0+0+0) | +10 (10)
Science 0+0+10 | +10 (20) (Focus: Implants +25)
Survival 5+5+10 (20)
Thief 5+10+0 (15)
Movement 3
+1d4 damage
16/16 Hit Points
Languages
English, French, Chinese, Russian
.45 Revolver 1d10+2 damage, 1 shot per round
Russian Gun ???
Dark Side: Rude & Insensitive
Perks:
Body Implant - Cyborg Sub-Skin Armor mk. III (+6 Armor Points, "invisible" armor, permanent, covers everything)
Genetic Mutation - Gills
Zen Logic - Katherine sharpens up when everything depends on her, and her alone. Whenever the party is struggling severely, and everything looks like it is going to s**t, Katherine gets a +5 bonus to her skill rolls.
Agent Provocateur - Katherine is skilled in subverting the enemy and creating dissension within enemy ranks. Her skill in divide and conquer earns her a +15 Communication whenever she is trying to agitate people into dissent.
Citizen of Neo Russia You have learned Russian.
Equipment
1 Taser
4 Nanite Healbot Injection Kits
1 DNA Rewrite Kit
Surgical Equipment and Basic Equipment (Includes sedatives)
40 Lethal Injections (Potassium chloride)
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Chest and Abdomen Armor, +8 Armor Points vs melee, +4 Armor Points vs. missiles
2 Nanite Syringes
A pill box with 19 pills of Amphetazine (amphetamine, good for staying awake)
Combat Implant still in anti-septic bag
Clothing & Appearance
Blouse, jeans, comfortable shoes or an unremarkable one piece dress and a white doctor's robe with accompanying stetoscope.
Caucasian. Shoulder length hair. None or very little makeup.
Her pocket is full of name badges, she normally wears one saying either Bradshaw or Brennan, she then switches out the tags and "corrects" people as a gag. Though she has many more false tags for people she doesn't care for. Many people not clever enough to figure it out leave her office thinking they have onset alzheimers. Her face rarely changes so it's hard to tell when she is pulling your leg. Hardly ever smiles. Very calm, professional and reserved.
Internal memo
From: Dr. Ao Zhiangzhou, Master of Cybernetic Engineering
To: Dr. Deckard Daniels, Master of the Observatory
Subject: Re: Katherine Bradshaw-Brennan
I agree with you on your assement of the subject. Her high intelligence and extraordinary appearance does make a compelling specimen. My enhancements have been performed, as per your order, and she is now fully operational. She is unaware and it is of the utmost urgency that she remain so. There are no better dupes than those who deem themselves too clever to be duped.
> Having observed Dr. Bradshaw-Brennan through the CCTV network these last three months, I must say I am impressed with your choice of servant.
> The woman looks better than my Personal Satisfaction Bot, and had it not been for our deal with those people I would have invoked our age old prerogative.
>
> The Subject is capable, intelligent for a servant, possessing an extraordinary beauty and shows a clear desire to rise above her station.
> Do not tell her of her role in our plan. Let that be our crowning achievement.
> We are going to survive this, Doctor Zhiangzhou!!! -
Re: Copernicus One: Character Creation
#8An extremely attractive female cyborg Doc!
The guys Just love skinny dipping with her, and the waiting room is always full! -
Re: Copernicus One: Character Creation
#9Can you choose which stats get this number attribute? Like say you roll up a 3, 5, 7, 11 for physique, agility, intellect, and communication. Can I put the 3 in communication, or must it go into physique? -
Re: Copernicus One: Character Creation
#10They stay in the order you rolled, but you can switch two of them. So, in your example you could say physique and communication could be swapped, and the order would be:11, 5, 7, 3
Can you choose which stats get this number attribute? Like say you roll up a 3, 5, 7, 11 for physique, agility, intellect, and communication. Can I put the 3 in communication, or must it go into physique?
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Re: Copernicus One: Character Creation
#11Phil Marion
Physique 17 (Brick Shithouse) 1d6 damage, 16 Hit Points, 15 Big Guns, 15 Close Combat, 15 Survival
Agility 8 (Ordinary) Movement 3, Initiative 0, 0 Thief, 0 Small Guns, 0 Pilot
Intellect & Will 8 (Ordinary) +0 Science, +0 Mechanical, +0 Medical
Charm & Looks 13 (Good lookin’) +10 Communication
Senses 32 (Oblivious)
Skills:
(100)
Small Guns 20 + 10 +(2)10= 40
Big Guns: 5 +15+(2)10 = 30
Close Combat: 25 +15 + 30 +5 (a) +5 (2) = 80
Pilot: 5 + 15+ = 30
Science 0
Medical 5
Survival 5 +15 + 20 + 5 (a)= 35
Mechanical 0 +10(a)
Thief: 10
Communication 20 + 10 + 15 = 45
Dark Side:Attention Whore
Perks:
Body Implant - Leg Enhancements (Movement Rate + 3. Jump as high as movement rate in meters.)
Body Implant - Arm Enhancements (+4 to damage rolls in Close Combat)
Equipment:
Ballistic Shield
2 Nanite Healbot Kit
Taser
Broadsword.
1 x Double barrel 12 gauge shotgun
Drakonov Suit
Russian Assault Rifle
12 magazines
4 Grenades
Normal clothing
Grooming Kit
Medical Evaluation
Forename: Phil
Surname: Marion
Date of Birth: 30th day of orbit, 2907 AD
Summary
Physical Test Score: 14/9 - Superior Health plus Augmentation
IQ Score: 98
Sperm Count: Rich
Sexually Transmittable Diseases: None
Other Diseases: None
Prescription Drugs: None
Illegal Substances: None
Torture Test: 4 hours until the subject broke down.
The patient is in unparallelled physical health, but shows low intelligence in random tests. Blood tests negative.
The patient is physically superior, but shows severe lack of judgment in simulated combat scenarios. I therefore advise against him being elevated to the rank of Captain.
Observation
Our examination of the patient while in the "relaxation chamber" provided us with amusement. Within 10 minutes of being bored, the subject undressed and flexed his muscles while studying his mirror image. The flexing continued unabated, even when we made him aware of approaching personell. The patient simply picked up his clothes and nonchalantly entered the restrooms.
When confronted with our model 2245 Sasha Grey Sexbot, the subject showed immense amounts of self confidence, as well as an exaggerated level of focus on himself. The sexbot graded the subject at 43%, noting that while he lasted longer than normal, the patient was an egotistical lover . Subject is not considered eligible for infiltration missions, being assigned as a personal assistant to a citizen, but is eligible for the breeding program.
Physical Notes:
The patient managed to bench press an amazing 840 lbs, while he managed 1280 lbs in dead lift. He lasted 820 minutes in a simulated boxing fight, and has muscular strength enough to be highly capable in close combat. The subject is eligible for guard duty and assassination assignments, but should be kept at distance from citizens due to his immense physical strength .
Psychological Evaluation
The subject is narcissistic and self oriented. He showed many signs of trauma during the questioning, and he failed the minimum requirement while being tortured.
When confronted with implanted nightmares of his parents being murdered, the subject showed a normal response.
The subject proves to be easily controlled due to his low intelligence, and will likely follow any order as long as we tell him to. He is unlikely to question command, unless given reason to. It is therefore inadvisable to grant him Delta Clearance.
Please consult the attached file "motivation_phil_marion.xlsx" for recommended daily dosage of cocaine.
(1) 10 points for surviving landing.
(2) 25 points for 6 months.
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Re: Copernicus One: Character Creation
#12Captain Phil!
He jumps 6 meters straight into the air, he lifts PCs and monsters up into the air with one arm, and he poses dramatically whilst doing so! -
Re: Copernicus One: Character Creation
#13
Can you choose which stats get this number attribute? Like say you roll up a 3, 5, 7, 11 for physique, agility, intellect, and communication. Can I put the 3 in communication, or must it go into physique?
Caesar, you know you can roll best out of three right? -
Re: Copernicus One: Character Creation
#14Of course I do! My diabolical thief shall need all the luck he can get when you discover the sudden lightness in your pockets. I'm contemplating, though, the Dark Side he might have. I was going to make him a Compulsive Liar, but Muro stole that one, and two liars might be two too many for one party. -
Re: Copernicus One: Character Creation
#15I'll switch to something else. Compulsive lying is all yours!! -
Re: Copernicus One: Character Creation
#16See, Muro? You're lying all ready! That's why compulsive liar is a good fit for your guard. Besides, I don't want for much out of the perks, and if I find he must have one of those, Extreme Greed might prove the better fit for him. The straight pilot who gets twitchy fingers whenever his passenger's cargo rolls on past him... I can see it all ready!
So no, I couldn't possibly take it from you. Your character, Mr. Example, shall be the one describing the orgies he's had with sex bots under the light of the nebula. It was really but a passing thought in the process of character creation. -
Re: Copernicus One: Character Creation
#17And here is my character. Bath in the sheer awesomeness of Mortimer! Any and all errors I made will be removed upon their being pointed out to me.
Name: Mortimer Lucrum
Gender: Male
Age: 24
Occupation: Pilot
Physique: 8- 12 hp, +0 to skills
Agility: 13- move 4, initiative -2, +10 to thief, small guns, pilot
Intellect: 10- +0 to skills
Charms: 13- +10 communication
Senses: 68
Skills:
Base+stat bonus+points=total
Small guns 20+10+15=45
Big guns 5+0+0=5
Close Combat 25+0+15=40
Pilot 5+10+55=70
Science 0+0+0=0
Medical 5+0+0=5
Survival 5+0+0=5
Mechanical 0+0+0=0
Thief 10+10+40=60
Communication 20+10+10=40
Perks:
Alert: Sleeps lightly, nearly impossible to surprise while awake
Genetic Mutation - Chameleon Skin: Hide Checks maxed out at 120 skill points, regardless of thief skill. Requires little or no clothing
Lone Wolf: when alone, skills increased by 5%
Genetic Mutation - Poison Spit: can spit viscous light-blue poison at enemies. Max range: 6 meters. Chance to hit: D20. Roll below your Agility. The victim must roll below his Physique or be knocked out. If he makes his save, he still gets a reduction on any attack roll.
Genetic Mutation - Strengthened Claws: His mutation evolving, Mortimer now has long sharp retractable lizard claws. He can use these claws in melee and they rake the enemy for 1d6 damage, plus any damage bonus.
Gung-Ho: Mortimer's reckless trials with rocketpacks has made him fearless when it comes to flying. He is +10 pilot when flying solo using the rocketpacks.
Citizen of Neo-Russia: has Russian as spoken language.
Equipment:
Rip-off pants (has buttons for ripping off and putting back on- made by father, given to him as 12th birthday present
Rip-off shirt (same as pants, given as 13th birthday present
A Pilot's Uniform
Mortimer was born to a family of pilots. Well, his father was a pilot. His mother was too busy pushing out the scientist's bastard babies to actually pilot, learn how to pilot, etc. He was taught from a young age to keep his head down, don't bother a man when he's workin' (especially when they're wearing a lab coat), and that this stick is your brake, boy, mind you don't go to fast... BRAKE! BRAKE! Of course, he wanted to be a pilot, and felt at home amongst the smells of engine fuel and metal gears, almost as if he was shielded from the abuse of the scientists.
Perhaps because of this upbringing, Mortimer's rebellious teen years saw him acting out by inconspicuously lifting unattended things. This grew into a full fledged passion for the art of the thief, and would steal things almost whenever he left the pilot's seat.
Medical Evaluation
Forename: Mortimer
Surname: Lucrum
Date of Birth: 5th day of orbit, 2912 AD
Summary
Physical Test Score: 4/9 - Poor Health
IQ Score: 112
Sperm Count: Rich
Sexually Transmittable Diseases: None
Other Diseases: CDSD - Cronically Dry Skin Disorder - Side effect of chameleon mutation
Prescription Drugs: None
Illegal Substances: None
Torture Test: 4 days until the subject broke down.
The subject is in poor physical health, with his body showing signs of negligence and inactivity. Blood tests negative.
The patient is physically weak, and shows some lack of judgment in simulated combat scenarios. I therefore advise strongly against him being elevated to the rank of Captain.
Observation
Our examination of the patient while in the "relaxation chamber" proved difficult. The subject simply disappeared and we were unable to locate him for further tests. This event repeated itself over and over again, and even the sexbot was unable to get him to show himself..
Physical Notes:
The patient managed to bench press 80 lbs, he also managed 80 lbs in dead lift. He lasted 10 minutes in a simulated boxing fight, and does not have muscular strength enough to be considered for close combat. The subject is not eligible for guard duty, but his high level of stealth makes him ideal for scouting assignments. He is also dextrous and agile, with good senses. He is eligible for shuttle pilot training.
Psychological Evaluation
The subject is nondescript. He showed signs of trauma during the questioning, and he passed the minimum requirement while being tortured.
When confronted with implanted nightmares of his parents being murdered, the subject showed a normal response.
The subject proves to be difficult to control, and will likely not blindly follow any order. He is likely to question command. It is therefore inadvisable to grant him any position that involves contact with the citizens, or responsibility of any kind.
Please consult the attached file "ideas_concerning_mortimer_lucrum.xlsx" for the outcome of our September staff meeting. -
Re: Copernicus One: Character Creation
#18USF MS Bradley
United Space Force Mary Sue Bradley
Class: Pietini Space Shuttle mk. IV
Service Area: Earth, Earth Orbiting Space Stations and the Moon
Built: 2812 AD onboard Space Station Copernicus (using spare parts and old shuttles)
Pilot Seats: 2
Max Passengers: 7 Current # of Passengers: 3 + 6 (Berthold the G'Kraun, Doc Theodora, Aunt Angelica, Uncle Frank, Wionna the Mech and comatose Moa)
LOA: 22 Meters
Height: 10 Meters
Beam: 14 Meters
Max Cargo: 500kg +100kg for every vacant seat + 250kg if no Stavros Industrial Lifter aboard.
Max Passenger Weight: 900kg (More if only flying in space, or only flying in atmosphere. Exiting the atmosphere requires the given weight)
External Cabinet: 1 Stavros Industrial Lifter
Armor Points (AP): 20
Cockpit AP: 12
Structural Points / Hit Location (1d20):
Cockpit: 60 (19-20)
External Cabinet: 60 (18)
Left Wing / Rocket Engine: 40 (16-17)
Right Wing / Rocket Engine: 40 (14-15)
Tail Section: 60 (12-13)
Passenger Bay: 80 (7-11) Repaired (mens' room is now a closet, ladies' room functional again)
Cargo Bay: 80 (2-6)
Topside Gattling Gun: 40 (1)
Topside Gattling Gun
"Asteroid Smasher"
Basic chance to hit: Big Guns +1 chance to hit per bullet fired / half bullets automatically miss due to spray pattern.
Computer assisted targetting: Circuit Card Removed / NA
Damage: 2d20 per bullet
Bullets per round: 1 or 1d100 or 100 (single shot, squeezed trigger, trigger held for the duration of the round)
Ammo remaining current crate: 497
Max ammo per Crate: 1000
Cargo:
1 Stavros Industrial Lifter (Stored in external compartment and not available in space)
2 Additional Crates of gattling gun ammo
9 Space Suits
5 empty metal cryo-coffins labeled "Wionna McCullough", "Theodora Sax", "Angelica Bradshaw-Brennan", "Frank Bradshaw-Brennan" and "Moa Lejongren"
1 cryo-coffin labeled "Berthold Geronius York". Currently occupied by the stasis form of Bertold, 25% changed to a G'Kraun
1 cybernetic head of Sandra van de Wiel, the scientist who engineered you. She calls you her children, but is under programatic obligation to kill you should she retrieve her body. She is seemingly thankfun for not having a body.
1 beating human heart suspended mid air in a bluish bulletproof glass case. (Sandra's)
1 Polished Red Powered Armor. 250cm tall, 500 kilos total weight. Occupied by the Russian War-AI known as Ekaterina.
2 Smashed up Cybernetic Arms, formerly belonging to Sandra.
6 Rocket Backpacks, from the Ural Facility
6 Spare Complete Drakonov Assault Suits with gauntlets, goggles, gas mask and everything.
20 Spare AK-1047 Assault Rifles
50 AK-1047 Magazines. All filled with 100 7.62mm bullets.
50 Russian Fragmentation Grenades
1 x Spool of Steel Wire. 150' long (50 meters long)
10 x Survival Backpacks. Filled with winter sleeping bags (down to -30 degrees celsius), zippo lighters, zippo fuel, handaxe, two person Λ-tent, fishing line, fishing hook, compass and snow shoes.
10 x Jerry Can of Gasoline hold 20 litres each (5.3 U.S. gal)
10 x Extra plate of steel 5x5 meters (15' x 15')
1 x Petrushka Welding Torch
2 x Tool Box
5 x Can of mechanic's grease
2 x Mechanic overall
1 x Doctor's Bag, found in the Ural Facility (3 x Nanite Injections, includes vaccines, first aid kit, surgical equipment)
Passenger Bay (Hit Location 1d12):
Women's Room (1) -Operational
Men's Room (2) - Currently a closet.
Ammo Chamber (3) (Where you change the ammo for the gatling gun)
Nuclear Engine (4-8)
Passenger Seats (9-10)
Small Kitchen (11)
Locker Room / Shower (12)
Cargo Bay (Hit Location 1d8):
Aft Compartment (1-2)
Mid Compartment (3-4)
Passenger Compartment (5-6) (Between Passenger Bay and Mid Compartment. This is where the ramp is)
Shield Generator (7-8)
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Re: Copernicus One: Character Creation
#19My baby! Daddy Mortimer will take good care of you, my little Mary Sue, oh yes he will, oh yes he will! No matter what he has to do!
Ok, I'll take the wheel of course. Begin calling shotgun/position at gatling gun... Now!
Consider the mission objective changed. We are now looking for stuff to trick out my awesome new ride. Bigger guns are, of course, a must. Our armed guards can take care of that stuff. Goss, you need to worry about preparing a nice field for my precious. One of you needs to put some points in Mechanic so you can care for my precious. Let's move it! Mortimer needs an even more awesome war machine!
:D :thumbup: -
Re: Copernicus One: Character Creation
#20Echo's humble character.
Name: Rebecca Manson
Gender: Female
Age: 21
Occupation: Pilot
Physique 14
+10 Big Guns, +10 Close Combat, +10 Survival
Agility 15
+10 Thief, +10 Small Guns, +10 Pilot
Intellect & Will 15
+10 Science, +10 Mechanical, +10 Medical
Charm and Looks 9
(average)
Perception 52
Skills
Small Guns 65 (20+10+35)
Big Guns 15 (5+10)
Close Combat 35 (25+10)
Pilot 50 (5+10+35)
Science 35/60 (0+10+25) (computers +25)
Medical 15 (5+10)
Survival 20 (5+15)
Mechanical 10 (0+10)
Thief 50 (10+10+30)
Communication 25 (20+5)
Perks:
*Psionically gifted: Telepathy level 3 (Thought transfer, create delusions and illusions in others minds, mind domination); governed by Intellect. Level 2 grants +2 Intellect for the purpose of Telepathy. Level 3 grants another +2 Intellect for TP, and the Psi scream (area stun).
*Psionically gifted: Telekinesis level 1 (Lifting objects, lifting PCs, opening doors, battering force, force field). Level 1 grants the telekinetic strength comparable to a 10-year old.
*Drug factory: Euphorics (The character's metabolism secretes euphoric drugs through various fluids; character can increase secretion though concentration)
*Champion of Gaia - Rebecca has found strength where there previously was none. Infuriated by the scientist's words, and truly feeling for Gaia, she will find courage and words where the revival of Earth is concerned. She gets +15 Communication, and social courage, when she is fighting for her ideals.
Dark Side:
*Voices: whether it is schizophrenia, a higher power speaking, or an extreme sensitivity to stray thoughts, the character can always have a chat with whatever speaks in his head.
Medical Evaluation
Forename: Rebecca
Surname: Manson
Date of Birth: 360th day of orbit, 2915 AD
Summary
Physical Test Score: 7/9 - Excellent Health
IQ Score: 156
Female cycle: Regular
Sexually Transmittable Diseases: None
Other Diseases: Possible mild absence epilepsy - varying scores in cognitive tests of attention. No corresponding EEG pattern detected; diagnosis inconclusive.
Prescription Drugs: None
Illegal Substances: None
Torture Test: torture testing is not necessary in this subject.
The subject is in excellent physical health, and displays perfect hand-eye coordination, as well as whole body flexibility. Blood tests negative.
The patient is physically in peak condition, and remains calm in simulated combat scenarios.
The patient's lack of dominance and assertiveness makes subject not suitable for the position of Captain.
Observation
Examination of the patient while in the "relaxation chamber" was performed by Dr. Stansted instead of the sex bot. Dr. Stansted reports the subject to be a nondescript lover, not worthy of further testing. Note: video feed shows Dr. Stansted and subject engaging in foreplay, but not proceeding to coitus. Dr. Stansted proceeds to rest his head on subject's chest, and sleeps for 89 minutes.
Physical Notes:
The subject managed to bench press 225 lbs, she also managed 200 lbs in dead lift. She lasted 132 minutes in a simulated boxing fight, and displays physique excellently suited for close combat. Confrontation training recommended to increase combat readiness.
The subject is eligible for guard duty and suitable for stealth assignments.
Subject is recommended for the breeding program.
Psychological Evaluation
Subject is amenable and cooperative, and displays sincere non-sexual affection towards the scientists performing the examinations.
Furthermore, the subject displays loyalty, and her record shows no signs of disobedience or problematic behavior.
Torture testing was not considered relevant in this subject.
When exposed to positive pressure (responsibility, workload, simulated crisis scenarios) subject displayed focus and dedication, and her performance was increased rather than impaired in these scenarios.
Subject was broken up after confrontation with nightmares of her parents being murdered, and took 53 minutes to stabilize emotionally.
Note: Testing interrupted as examiners began to emphasize with subject and comfort her, falsifying the test results. Emotions of examiners subjected to peer-review and identified as 'guilt'.
No further testing is advised.
Subject is easy to control and highly competent at the same time, thus excellently suitable for positions of responsibility outside of leadership roles. It is suggested that subject be assigned to a series of complex tasks to assess her capabilities and increase her usefulness.
Please consult the attached file "rebecca_manson.xlsx" for further assignments.
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Re: Copernicus One: Character Creation
#21Rebecca Manson (continued)
Appearance:
Rebecca is tall, chiseled and athletic, 5' 10" in height, with red-gold hair tied into a braid.
Only hinting at femininity, her figure displays normal hips somewhat narrowed by the lack of fat, a muscular backside and modest A-cups.
Her face is mousy and slender, with a high brow, pointed nose, large grey eyes, and a bucket-load of freckles.
Her posture is relaxed and unassuming; she often breaks bashfully eye contact to resume it right thereafter.
Equipment:
Army boots, camouflage fatigues (urban camo), leather jacket. Water-proof poncho (urban camo), thermal insulation.
H&K MP7 (2d10 damage, armor piecing bullet x40)
Motion sensor
Nanite healbot injector
Backpack, filter canteen
Hunting knife
Compass
Rope
Kit with a few basic tools -
Re: Copernicus One: Character Creation
#22Fate Points
Angus Justice 1.25
Rebecca Manson 3.0
Katherine Bradshaw-Brennan 2.85
Captain Phil Marion 3.0
Mortimer Lucrum 2.25
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Re: Copernicus One: Character Creation
#23I'm using my fate Point.
(20:55:06) Minion: Gossamer rolls 1d10 and gets 10. Finally some luck! So that's 10+4 to my small guns skill. -
Re: Copernicus One: Character Creation
#24Did the bullet in your system transfer its power to you? :)
Radioactive spider -> Spiderman
Radioactive bullet -> Gunslinger lady! -
Re: Copernicus One: Character Creation
#25Well, I think I read somewhere that they could be used at any time? If you need justification, the fact that she's fired the weapon twice should at least count for some familiarity when it comes to adjusting one's aim. :cthulhudance: -
Re: Copernicus One: Character Creation
#26nicely done Gossy! Skill increase followed by a decent shot. -
Re: Copernicus One: Character Creation
#27Hidden away in an abandoned parking basement:
1 x Semi-Trailer, good condition
1 x Rusted Sedan, bad condition
1 x Hummer, dented and missing doors
1 x Landrover, good condition
1 x Red Wrangler Jeep, Mint condition
The entrance to the basement was blocked by car wrecks carried there by Phil and Angus (Angus wore the Stavros Suit)
Note:
These items have very high bartering value. -
Re: Copernicus One: Character Creation
#28Fate Points adjusted
NOTE:
Murometz spent 1 fate point bumping up his science skill (to hack the Mary Sue). The bump payed off, and he hacked her, but Angus have not gotten the Science 1d10+4 skill points he deserve.
I therefore urge Murometz to roll the increase and put the points on Angus.
This is my second urging, and I hope he reads this. -
Re: Copernicus One: Character Creation
#29caesar193: Could Mort get himself another perk for a fate point?
Ancient Gamer: Yeah.
caesar193: And would it cost a fatepoint if I got one of my buddies to teach me stuff to raise a skill?
Ancient Gamer: Nah, you get skill points as an award after missions, in the manner of xp in other roleplaying games. You can spend them instead... or fate points. Either way, that is the two options you have.
Gossamer: But you can train skills given time, yes?
Ancient Gamer: Yeah, that is right. You can train stats, or skills, given time, and a proper mentor. Self study is also possible, but might take longer and might even decrease your skilll
caesar193: So if Mort convinced Katherine to teach him first aid (aka, increase his medical skill), how much of an increase would that be?
Ancient Gamer: Depends on how much time he use on learning first aid, really
Ancient Gamer: I'd say he can learn 1d6 skill points per week. He than have to roll 1d100, and get above his skill. So the more he learns, the harder it is to learn more.
Ancient Gamer: That means Katherine and Mortimer spends all their time training medical that week. 8 hours a day.
Gossamer: Cool. I don't suppose we could roll for that retro-actively?
Gossamer: ALL their time?
Ancient Gamer: 8 hours a day, with breaks and eating.
Gossamer: Could he train me in something while I train him?
Ancient Gamer: No
Ancient Gamer: But this is the perfect thing to do if you decide to settle down somewhere for a longer period of time.
Gossamer: What would the trainer get out of the deal then? Could they heighten the same stat?
Gossamer: What would the trainer get out of the deal then? Could they heighten the same stat?
caesar193: Money from the student
Gossamer: What use would money be...
Ancient Gamer: No. Teaching what you already know is teaching what you already know. In a barter economy, that usually means you want something in return. Perhaps a mutual training session, training each other in different skills.
Gossamer: That's what I meant by learning something while teaching. Besides, when you teach a skill, you can sometimes find out about things you didn't know.
Gossamer: I did this when I taught English, and I do it now when I teach Moon Swedish.
Gossamer: How bout a d4 and then 1d100 same deal?
Gossamer: d2, d3?
Ancient Gamer: Perhaps you learn minor things. I think the rate of learning would soar if you went to learn from an English major instead. Beside, you are already pretty awesome at English. It is harder to teach you something, than teaching a complete English noob
Ancient Gamer: No.
Gossamer: It still would mean that the teacher wastes a whole week, with no gain.
Gossamer: Where's the incentive in that.
caesar193: The student could teach the teacher the next week
caesar193: Role reversal
Ancient Gamer: Well. If Mortimer gives Katherine a hand grenade for the effort, she got a hand grenade from the effort. If Mortimer taught Katherine something about subterfuge in return, she would be a better thief.
Gossamer: IF we get two weeks, yes.
caesar193: Mort could show Katherine a good time, like with Melior and Meleana
Ancient Gamer: If you teach Mortimer for a week, there is no guarantee that the effort will be returned. True.
caesar193: :)
Gossamer: Yeah that's not really what I call a reward. :P Everyone wants to get with Kath anyways. -
Re: Copernicus One: Character Creation
#30Hey guys. I am dumping a Fate Point into Telepathy.
First point spent, yay!
AG, can you please decrease my total by 1, and PM me about what the improvement does? -
Re: Copernicus One: Character Creation
#31Only characters who chose Psionics to start with, or characters who meets a telepath level 5 who helps them, can choose psionic perks.
Psi-Points Base = Intellect/Will x1
Chance of Success = Intellect / Will vs Intellect / Will
Telepathic Perks
Telepathy Level 1: Cost 1FP. Can use telepathy: Mind control. Mind Merge (to help friendlies). Mental Projection. Mental Shield. Mind Read. Mind Speech. Possession. Mind Illusion. Audible Illusion. Influence (Doubles communication with target). Combinations of these are possible.
Telepathy Level 2: Cost 1 FP. Intellect/Will +2
Telepathy Level 3: Cost 1 FP. Intellect/Will +2 (Total + 4). Psi-Points + 5. Mind Scream (affects everyone with 1-3 stun rounds)
Telepathy Level 4: Cost 2 FP. Intellect/Will +2 (Total + 6). Psi-Points + 15. Mass Possession.
Telepathy Level 5: Cost 3 FP. Intellect/Will +2 (Total + 8). Psi-Points + 30. Open Mind (Intellect/Will x 1 chance that student learns telepathy. The same chance he learns telekinesis). Damage Intellect. Permanent Blindness. Permanent Deafness. Mind Restore.
Other Telepathic Perks (1FP)
Mind Pierce: +10 Intellect on telepathic attacks
Mind Fort: +10 Intellect on telepathic defense
Telekinetic Perks
Telekinesis Level 1: Cost 1 FP. Strength of 10 year old child. Max 20 kilos. Can use telekinesis: Lift. Throw. Manipulate Objects. Crush. Pull. Examples: Open an unlocked door. Throw a small rock. Attempt to pick a lock (Agility x 1 chance on 1d100).
Telekinesis Level 2: Cost 1 FP. Strength of 20 year old. Max 60 kilos. Levitate up to 60 kilos. Examples: Throw a medium sized rock.
Telekinesis Level 3: Cost 1 FP. Strength of very strong 20 year old. Max 120 kilos. Examples: Throw a sofa. Hurt an opponent = 1d8 damage.
Telekinesis Level 4: Cost 2 FP. Strength of a grown gorilla. Max 300 kilos. Examples: Collapse the ruins of a building. Hurt an opponent = 2d6 damage.
Telekinesis Level 5: Cost 3 FP. Strength of an elephant. Max 1500 kilos. Examples: Tear down a cave ceiling. Tear down a tree. Lift a car. Hurt an opponent = 4d10 damage
Other Telekinetic Perks:
Telekinetic Shield: Follows the telekinetic levels of the psionic. Gives 3 x Telekinetic level Armor Points. Thus a 5th level telekinetic can raise a 15 Armor Point force field.