Difference between revisions of "User:Holle"

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==Sphere Stories==
 
==Sphere Stories==
 
[[Muromets]]
 
[[Muromets]]
 +
 +
==Mage Stuff==
 +
 +
===Marianna The Tentative Character (Panic Button Mode Charsheet)===
 +
 +
'''Player:''' Holle <br>
 +
'''Faction:''' Sons of Ether <br>
 +
'''Nature:''' Architect <br>
 +
'''Demeanor:''' Visionary <br>
 +
'''Essence:''' Questing <br>
 +
 +
'''Willpower:''' 7 (11 XP) <br>
 +
 +
'''Arete:''' 3 (0 XP) <br>
 +
 +
====Attributes: (112 XP)====
 +
'''Physical:''' (32 XP )
 +
*Strength: 2 (4)
 +
*Dexterity: 4 (24)
 +
*Stamina: 2 (4)
 +
'''Mental:'''  (56 XP)
 +
*Perception: 2 (4)
 +
*Intelligence: 5 (40)
 +
*Wits: 3 (12)
 +
'''Social:''' (24 XP)
 +
*Charisma: 2 (4)
 +
*Manipulation: 3 (12)
 +
*Appearance: 3 (12)
 +
Total cost: 112 XP + 4 XP <br>
 +
 +
====Spheres: (65 XP)====
 +
*'''Matter:''' 3 (31 XP)
 +
*'''Life:''' 3 (34 XP)
 +
*'''Forces:''' 1 (10 XP)
 +
*'''Prime:''' 1 (10 XP)
 +
Total Cost: 65 XP + 20 XP <br>
 +
 +
====Abilities: (80 XP)====
 +
*'''Alertness:''' 2 (5)
 +
*'''Athletics:''' 2 (5)
 +
*'''Awareness:''' 3 (9)
 +
*'''Dodge:''' 3 (9)
 +
*'''Meditation:''' 1 (3)
 +
*'''Firearms:''' 3 (9)
 +
*'''Melee:''' 1 (3)
 +
*'''Performance (Violin):''' 2  (3)
 +
*'''Stealth:''' 1 (3)
 +
*'''Technology:''' 3 (9)
 +
*'''Computers:''' 2 (5)
 +
*'''Academics:''' 1 (2)
 +
*'''Cosmology:''' 2 (5)
 +
*'''Lore (Technocracy):''' 3 (5)
 +
*'''Linguistics:''' 2 (5) (Polish, English, Russian)
 +
*'''Medicine:''' 3 (9)
 +
*'''Science (Biology):''' 2 (3)
 +
*'''Science (Cybernetics):''' 2 (3)
 +
Total cost: 95 right now (80 + 15 freebie points) <br>
 +
 +
====Backgrounds:  (21 XP)====
 +
*'''Allies:''' 2 (6 XP)
 +
*'''Avatar:''' 2 (6 XP)
 +
*'''Library:''' 3 (9 XP)
 +
*'''Resources:''' 3 (9 XP)
 +
*'''Sanctum:''' 3 (9 XP)
 +
*'''Black Market Connections:''' 2 (6 XP)
 +
Cost: 45 XP (21 + 24 freebie) <br>
 +
====Merits:====
 +
*'''Prodigy''' (6 XP)
 +
====Flaws:====
 +
*'''Short:''' 1 point (3 XP)
 +
*'''Child:''' 1 point (3 XP)
 +
*'''Probationary Member:''' 4 points (12 XP)
 +
*'''Echoes:''' 1 point (3 XP)
 +
Total: 6 XP for merits, +21XP for flaws <br>
 +
 +
'''Total freebie points:'''  60 + 21 flaw XP = 81 <br>
 +
*20 used for Spheres
 +
*4 used for attributes
 +
*15 used for abilities
 +
*24 used for backgrounds
 +
*6 used for merits
 +
*11 used for Willpower
 +
*80 used for now, 1 free

Revision as of 16:52, 24 January 2014

The Strongest of Tanks

The Tankmaker

Major: Your destiny is one in a billion. Your wikipedia page will suffer edit wars. +2 to all stats.
Idoru: Your genofixing has given you improved ability to deal with people and awesome hair. +2 Per, +1 Kno, +1 Psy, +2 Cha
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Important: Your family is a known name, perhaps royalty or heirs to a vast fortune. This is a Defining Event if you are a (near) direct heir, not if you are distantly related. +2 Per, +1 Kno, +3 Cha. The defining effect is Clout.
Otaku: Giant robots are so cool! +2 Kno, +15 MBP
Mechanic's Apprentice: +45 MBP
Socialite: +3 Cha, +2 Per, +1 Kno
Mechanical Genius: This is a Defining Event. +90 MBP. Go to Super Prototypes for the mecha.
  • Body: 2
  • Reaction: 2
  • Perception: 2+2+2+2 = 8
  • Knowledge: 2+1+1+2+1 = 7
  • Psyche: 2+1 = 3 (+3 = 6)
  • Charisma: 2+2+3+3 = 10

MBP: 90+90+45+15 = 240 (+3x15; 45 = 285) Strain: 12

The Tank Royal

  • Overall Cost: 232 MBP (no tax)
With tax: 285 MBP
  • Strain: 20 (-10 = 10)

Avatar Enhancements

Buffered VDNI: Instead of the standard vehicular neural interface system, your Avatar uses a buffered neural interface that interprets its inhuman form into a more palatable one via extremely powerful computational systems. Most normal buffered VDNIs create significant latency, but your advanced one has no noticeable latency at all!

Effect: -50% Avatar Strain (round down)
Cost: 2 MBP per Strain reduction.
Total Cost: 20 MBP (10 Strain)

Monobonded Armor: Instead of standard armor material, your Avatar uses top of the line (and expensive) monobonded armor, which provides superior dispersive capability.

Effect: +1 Durability
Cost: 1.5 MBP (for the core) + 1.5 MBP per external component (round up fractions)
Total Cost: 11 MBP

Armour

Hyperdense: Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts a machine's agility.

+5 Durability to all components, -3 Agility.
Cost: 2 MBP + 2 per external component (limbs + turrets)
Total Cost: 14 MBP

The Core

Supertank Core: Holy shit it's a giant flying space tank. The difficulties in synching with a supertank core are only equalled by the raw lethality they can put out.

Connectors: 4 (2 large turrets, 2 small turrets)
Base Durability: 8
Component Space: 55
Base Criticals: Cockpit (7), Internal Structure (10)
Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8.
  • 1 x Spin Generator: Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide incredible amounts of power (more than most machines can use, in fact!). In theory one could fit one in a standard frame but the space premium would make it far too vulnerable to carry a valuable system such as this.
Size: 20
Durability: Infinite (functionally indestructible)
Power: +250 (no this is not a typo)
Cost: 0 MBP
When allocating damage, no damage can be allocated to the spin generator.
  • 18 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • 1 x Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.
Size: 8
Durability: 1
Power: -10
Cost: 5 MBP
+4 Shield Bonus
  • 1 x Advanced Barrier Shield: A more advanced model. Pays for higher durability and greater efficiency with greater power consumption.
Size: 5
Durability: 1
Power: -16
Cost: 20 MBP
+5 Durability to all components.
  • 2 x Active Probe: A standard sensor suite combining a half-dozen various active sensor systems.
Size: 1
Durability: 1
Power: -1
Cost: 2 MBP
+3 Electronics, -2 Stealth
  • 1 x Targeting Computer (Sniper): Optimized for long range engagements, the sniper TC improves long range targeting but has poor short range characteristics.
Size: 1
Durability: 1
Power: 0
Cost: 1 MBP + 1 MBP per connected weapon
+2 accuracy at long range, +1 accuracy at medium range.
  • Total Cost: 18 + 5 + 20 + 2 + 2 + 7 = 54 MBP

The Turret

Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)

Connectors: None (uses large turret)
Base Durability: 6
Component Space: 24
Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
  • 2 x Beam Cannon: A very large long-range beam rifle.
Size: 16
Durability: 2
Power: -16
Accuracy: +2
Penetration: 14 (Devastating: 3)
Range: Long
Cost: 20 MBP (Pen 14 * 3 * 0.5) + 1 Accuracy + 1 Long Range - 2 CB - 1 2h)
  • 2 x Large Hardpoint: Large hardpoints allow carrying weapons and shields up to Size 6. They are in all other ways identical to small hardpoints.
Size: 3 (or 5 for 2 large hardpoints).
Durability: 1
Power: 0
Cost: 0 MBP
Hardpoints are more vulnerable to damage-any form of actual damage to a component with hardpoints also strips away a hardpoint-carried item if it exists (the exception being applique armor).
  • 3 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 40 + 3 = 43 MBP

The Hardpoints

  • 2 x Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.
Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 4 (Scatter:3)
Range: Short
Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h
  • Total Cost: 14 MBP

The Turret The Second

Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)

Connectors: None (uses large turret)
Base Durability: 6
Component Space: 24
Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
  • 2 x Expansion Connector (Standard): Used to attach more systems to the Core (or even to a limb!) expansion connectors allow frankenbots with multiple heads, five limbs, and other grotesque mockeries of the human body plan. Or you can use them to add arms to a tank.
Size: 3/8
Durability: N/A
Power: 0
Cost: 0 MBP
There is no actual limit to the number of expansion connectors you can mount, except for the fact that they take up space. They take up spaces equal to the number before the slash on a Core, and equal to the number after the slash on a limb. Standard Limbs may not mount more than 1 connector, while Large limbs may mount 2 (so yes, you can put two arms on a tank turret). Large turrets may mount these expansions as if they were Cores, as an exception to the above rule (they also use the smaller size).
  • 4 x Vectored Beam Rifle: An extended-range beam rifle that curves its beam towards a target painted by integrated designators. The beam's (relatively) slow velocity and the necessity for continuous guidance make vectored beam rifles use similar targeting mechanics to other guided weapons.
Size: 8
Durability: 2
Power: -10
Accuracy: +6 (Guided)
Penetration: 10 (Devastating: 2)
Range: Medium
Cost: 10 MBP ([Pen 10 * Dev 2 * 0.5] + 3 Accuracy - 2 CB -1 2h + 1 LR - 1 Guided)
  • 2 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 40 + 2 = 42 MBP

Expansion Connectors

2 x Thruster Assembly: Thruster assemblies sacrifice musculature for additional space to mount drives. With additional heavy-duty power couplings they give excellent maneuverability (but no real speed) advantages to their users, at the cost of additional psyche strain.

Connectors: None (uses standard limb)
Base Durability: 4
Component Space: 8
Base Criticals: Internal Structure (4)
Cost: 1 MBP
Thruster Assemblies consider thrusters as half size when mounting. Thruster Assemblies cost +1 Psyche (they have no hip joints).
  • 14 (7 each) x Reactionless Thruster: Your basic reactionless thruster, used by any mecha.
Size: 2
Durability: 1
Power: -3
Cost: 1 MBP
+1 Agility.
  • 2 (1 each) x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 2 + 14 + 2 = 18 MBP

Turrets, The Small

2 x Small Turret: Mount a single gun (sometimes a Dual Weapon), and generally little more than that. Gunships, tanks, and the like often use these to mount lighter weapons to harass and destroy lightly armored targets.

Connectors: None (uses small turret)
Base Durability: 3
Component Space: 6
Base Criticals: Internal Structure (3)
Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche.
  • 2 (1 each) x Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.
Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 4 (Scatter:3)
Range: Short
Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h
  • 2 (1 each) x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 14 + 2 + 2 = 16 MBP

Armour Tax

  • Core Durability: 37 (12,5 + 21 = 34)
  • Turret 1 Durability: 20 (4 + 4 = 8)
  • Turret 2 Durability: 19 (3,5 + 3 = 7)
  • Turret 3 & 4 Durability: 15 (2)
  • Thruster Assembly 1 & 2 Durability: 16 (2)
  • Total: 53 MBP

The Operative

Operational Operator Operating Operationally
Operates using the 38 XP that the players have gained so far on account of TIER ALEPH

Version 1: Iteration 82

Species: Android
Hit Points: 10 + Power x 3 = 28 HP

Stats:

Physical:

Power: 3+3 (6)
Grace: 3+4 (10)

Mental:

Smarts: 1 (1)
Knowledge: 0 (1)

Social:

Charisma: 0 (0)
Rhetoric: 0 (0)

External:

Perception: 2 (3)
Integrity: 4 (10)

Advantages:

Conspiracy (ALEPH) (2) (3)
Unusual Equipment

Skills:

Operating (8) (36CP)

Augmentation:

Hacking Link (2)
Expert System Link (ALEPH)(25)
A-Type Reflex Link (5)
B-Type Reflex Link (5)
Additional Spectrum (4)
Armour: +14 (7)

Version 2: Iteration 83

Species: Android
Hit Points: 10 + Power x 3 = 28 HP

Stats:

Physical:

Power: 3+3 (6)
Grace: 3+4 (10)

Mental:

Smarts: 1 (1)
Knowledge: 1 (1)

Social:

Charisma: 0 (0)
Rhetoric: 0 (0)

External:

Perception: 2 (3)
Integrity: 4 (10)

Advantages:

PRAYER 3 (12)
Unusual Equipment

Skills:

Operating (8) (36CP)

Augmentation:

Hacking Link (2)
A-Type Reflex Link (5)
B-Type Reflex Link (5)
Additional Spectrum (2)
Armour: +8 (4)

PRAYER:

Facet L2: Create: Information Reconstruction (9)
Facet L2: Transmute: Digital Ghost (9)
Facet L1: Create: Void Storage (3)

What Does It Actually Mean?

ALEPH

This information is classified as security level Cardinal. Unauthorised access attempt to the archives has been detected. Silencer teams have been dispatched.

PRAYER

Aleph-Null Iteration 83 was granted connection to the Void, or, as referred to in some texts, Umbra. It is a realm of utter physical nothingness, but also a repository of information in its purest form, untainted and uncontaminated. ALEPH information suggests that the Void might be the final result of a deployment of an information weapon within an inhabited universe by Code:OVERLORD. Further information is classified as security level Cardinal.

Although Iteration 83 is still not fully synchronised with its grafts, it retains the ability to dive into the Void, the process, when combined with the interface suit, permitting it to put second tier of Cherenkov protocols into effect and partially actualise as an information entity. In practice, it allows the Iteration:

  • The ability to regenerate even fatal wounds within combat-relevant timeframes via injection of replacement information into its vessel-structure and physical actualisation to facilitate continued interaction with the environment. (Information Reconstruction)
  • Use information drawn out from the Void to actualise physical objects within this reality. Currently, Iteration 83's control over this allows the generation of small objects, such as grenades, ammunition or small firearms, although ALEPH data suggests much higher ultimate potential.
  • Momentarily suspend physicality and permit the activation of the third tier of Cherenkov protocols, allowing it free interaction with information, just as the vessel-structure is capable of interacting with the physical world. This allows 83 to both evade final death in case of the destruction of the vessel-structure and interact with entities lacking conventional form. [ADMINISTRATIVE NOTICE: all personnel is to refrain from referring to this as Iteration 83 having the ability to "shoot ghosts". This kind of superstition risks causing a long-term negative impact on graft integration]

The Suit

The interface suit forms an essential component of Aleph-Null Iteration 82/83 Autonomous Silencer Units. It facilitates interaction between ALEPH and the Iteration itself, allowing direct connection to the system in case of Iteration 82 and permitting both consistent and effortless access to the archived data as well as serving as a vessel for intrusions into hostile systems.

With Iteration 83, it facilitates deeper connection with the Void, permitting the creation of the partially-actualised information entity and its continued interaction with physical objects, along with sustaining permanent low-level connection to continue to process of alteration of Iteration 83 to its mature state; the current effects of it include third tier of departure from conventional physicality on Godot scale and 19% more efficient access to the Void. The information that composes the interface suit is an integral part of total composite information of Iteration 83 and can be reformed along with the rest of its body in case of an unplanned termination.

In addition to the above, the interface suit offers significant protective abilities and minor innate self-repair capability via quicksilver nano-infusion.

Sphere Stories

Muromets

Mage Stuff

Marianna The Tentative Character (Panic Button Mode Charsheet)

Player: Holle
Faction: Sons of Ether
Nature: Architect
Demeanor: Visionary
Essence: Questing

Willpower: 7 (11 XP)

Arete: 3 (0 XP)

Attributes: (112 XP)

Physical: (32 XP )

  • Strength: 2 (4)
  • Dexterity: 4 (24)
  • Stamina: 2 (4)

Mental: (56 XP)

  • Perception: 2 (4)
  • Intelligence: 5 (40)
  • Wits: 3 (12)

Social: (24 XP)

  • Charisma: 2 (4)
  • Manipulation: 3 (12)
  • Appearance: 3 (12)

Total cost: 112 XP + 4 XP

Spheres: (65 XP)

  • Matter: 3 (31 XP)
  • Life: 3 (34 XP)
  • Forces: 1 (10 XP)
  • Prime: 1 (10 XP)

Total Cost: 65 XP + 20 XP

Abilities: (80 XP)

  • Alertness: 2 (5)
  • Athletics: 2 (5)
  • Awareness: 3 (9)
  • Dodge: 3 (9)
  • Meditation: 1 (3)
  • Firearms: 3 (9)
  • Melee: 1 (3)
  • Performance (Violin): 2 (3)
  • Stealth: 1 (3)
  • Technology: 3 (9)
  • Computers: 2 (5)
  • Academics: 1 (2)
  • Cosmology: 2 (5)
  • Lore (Technocracy): 3 (5)
  • Linguistics: 2 (5) (Polish, English, Russian)
  • Medicine: 3 (9)
  • Science (Biology): 2 (3)
  • Science (Cybernetics): 2 (3)

Total cost: 95 right now (80 + 15 freebie points)

Backgrounds: (21 XP)

  • Allies: 2 (6 XP)
  • Avatar: 2 (6 XP)
  • Library: 3 (9 XP)
  • Resources: 3 (9 XP)
  • Sanctum: 3 (9 XP)
  • Black Market Connections: 2 (6 XP)

Cost: 45 XP (21 + 24 freebie)

Merits:

  • Prodigy (6 XP)

Flaws:

  • Short: 1 point (3 XP)
  • Child: 1 point (3 XP)
  • Probationary Member: 4 points (12 XP)
  • Echoes: 1 point (3 XP)

Total: 6 XP for merits, +21XP for flaws

Total freebie points: 60 + 21 flaw XP = 81

  • 20 used for Spheres
  • 4 used for attributes
  • 15 used for abilities
  • 24 used for backgrounds
  • 6 used for merits
  • 11 used for Willpower
  • 80 used for now, 1 free