User:Shrike

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Rise of Neo-Jove

Making a Character

You get 40 points to make a starting character.

Pilot Skills (Primary)

Piloting

This stat increases both Offensive and Defensive Agility.
Skill cost: x2

Reflexes

This stat increases Soft Defense.
Skill cost: x1

Steadiness

This stat increases Soft Attack.
Skill cost: x1

Gunnery

This stat increases Armored Attack.
Skill cost: x1

Electronic Warfare

This stat increases both Offensive and Defensive Electronics.
Skill cost: x1

Mecha Fighting

This stat increases both Offensive and Defensive Melee.
Skill cost: x1

Charisma

How well-drawn and visually distinct your character model is.
Skill cost: x2

Physique

How physical your character is.
Skill cost: x2

Pilot Skills (Secondary)

Unless otherwise noted, all Secondary skills cost 5 points to get to Rank 1. Cost is calculated normally afterwards.

Artillery

This stat increases Structure Attack; additionally it increases the attack range on any affected weapon that also has a base range of 10 or more. This stacks with Marksman.
Skill cost: x2

Marksman

This stat increases attack range on weapons. Only applies to ranged weapons (obviously).
Skill cost: x3

Luck

This stat provides one reroll per session per rank.
Skill cost: x3

Tuneup

This stat provides +5 Mecha Build Points per rank - on top of the basic design, representing personal tune-up.
Skill cost: x3

Aleph

Doesn't do anything yet.
Skill cost: x2


Rank 0 - 0 CP - Hobbyist/Amateur
Rank 1 - 1 CP - Trained
Rank 2 - 3 CP - Professional
Rank 3 - 6 CP - Skilled Professional
Rank 4 - 10 CP - Experienced Professional
Rank 5 - 15 CP - Expert
Rank 6 - 21 CP - Master
Rank 7 - 28 CP - Ancient Master
Rank 8 - 36 CP - Exemplar
Rank 9 - 45 CP - Paragon
Rank 10 - 55 CP - Superlative

Pilot Abilities

Pilot Abilities are discrete abilities and are bought at defined costs, not by rank level. The list is incomplete; more may be requested.

G-Tolerant

This ability adds Physique to Defensive Agility.
Ability cost: 5

Made of Iron

This ability adds Physique to Armored Defense.
Ability cost: 5

Fan Favorite

This ability adds Charisma to Structure.
Ability cost: 5

Char Custom

This ability adds Charisma to Speed.
Ability cost: 5


Phenotype

Baseline

Baselines are 'normal people'.
Phenotype Bonus: Starts with one Pilot Ability free of charge.
Phenotype Cost: 0

High Transhumans

A- or B-type; can also represent Alpha upgrades
Phenotype Bonus: +1 Physique and Charisma, G-Tolerant
Phenotype Cost: 10

Peak Transhumans

S-type transhumans. Best of the best!
Phenotype Bonus: +1 Charisma, Steadiness and Mecha Fighting, +2 Physique, G-Tolerant
Phenotype Cost: 25

Seraphim

Mass Production Model Space Elf Lesbian Psykers.
Phenotype Bonus: +1 Charisma and Physique, Aleph Rank 2, G-Tolerant
Phenotype Cost: 15

Atlas

Big beefy people
Phenotype Bonus: +2 Physique, Made of Iron
Phenotype Cost: 10

Ishtar

Hotties!
Phenotype Bonus: +2 Charisma, Fan Favorite
Phenotype Cost: 10

Omoikane

Thinky types
Phenotype Bonus: +1 Electronic Warfare, Artillery Rank 2
Phenotype Cost: 10

Full Conversion Cyborg

Made of hyperalloy.
Phenotype Bonus: -1 Charisma, +1 Reflexes, +2 Physique, G-Tolerant, Made of Iron
Phenotype Cost: 25

Misc Stuffs

Space Barb

Apostates gain +1 to any two separate attributes.
Barbarians are unmodified mortals and generally not fit to be player characters. Barbarians start with -1 to all attributes and are limited to a maximum Magery of 1.
Warriors gain +1 Finesse and +1 Physical.
Strategoi gain an additional +1 Charisma (Command) and +2 Education (Military History).
Followers (10)
Bodyguard (5 CP): You have roughly a dozen to two dozen followers at your beck and call.
Elites (two times cost):
Province Small Fleet (25 CP): An alternative martial equivalence would be an entire carrier or battleship strike group, a single heavy combatant escorted by several medium and light warships.
Magery 0
Finesse: 1 (1 -1 +1, 1)
Physical: 1 (1 -1 +1, 1)
Education: 1 (1 -1 +1, 1)
Wits: 2 (2 -1 +1, 3)
Charisma: 2 (3 -1, 6)
Respect: 3 (6)
Legend: 4 (20)
Charisma (Command): 2 (1 +1, 1)
Education (Military History): 3 (1 +2, 1)


Censor of the Gods

Forgeborn are limited to a maximum Magery of 2, but gain +3 to Physical, +2 to Education, +1 to Wits and Charisma, +2 Physical (Toughness) and +1 Education (Ancestral/Encyclopedic Memories).
Warriors gain +1 Finesse and +1 Physical.
Berserkers gain +1 Physical and +1 Physical (Toughness)
War: +1 Finesse and +1 Physical (Toughness).
Knowledge +1 Education and +1 Education (any specialty).
Magery 0
Finesse: 3 (1 +2, 1)
Physical: 6 (1 +5, 1)
Education: 4 (1 +3, 1)
Wits: 2 (1 +1, 1)
Charisma: 2 (1 +1, 1)
Respect: 1 (1)
Legend: 4 (2 + 2, 6)
Physical (Toughness): 4 (0 +4, 0)
Finesse (Erinyes Mode): 1 (1)
Education (Ancestral/Encyclopedic Memories): 3 (1 +2, 1)
Charisma (Collected): 1 (1)
Legendary Relic (35 CP)
Erinyes Form (major)
Cannot be stolen
Transformation
Immortal: Must be destroyed in Erinyes form (15)
Divine Shield (10)


Lorelei

The Witch of the Black Ocean

Not quite, but close
Lorelei was once an Oceanid like her sisters, a patron diety of a river. Centuries ago a skirmish between the Titans and the Olympians irradiated her home, and she vanished, believed dead. Recently however she has reappeared, her body below the ribcage replaced by a bulky but undulating tail of dark malmetal. Further cybernetics lurk inside what remains of her organic body and the fully robotic sections house an impressive array of dangerous equipment including a micro-aegis, concealed missile ports and an antigravity flight system which lets her 'swim' through the air as if it were water.
Having acquired a small band of followers, Lorelei managed to seize a Dorian transreme slated for decomissioning and has carved a trail of daring theft across known space, eluding all pursuit.


Alfar Oceanids gain +2 Charisma, +2 Finesse, +1 Wits, +1 Education, +1 Physical, and +1 Physical (Agility).
Explorers gain +1 Wits, +1 Education (Medicine), and +1 Education (Navigation).
Conquistadors gain +1 Finesse and +1 Charisma (Command).
Trickster: +1 Wits and +1 Education (Security).
Knowledge: +1 Education and +1 Education (any specialty).
Magery 0
Finesse: 5 (2 + 3, 3)
Physical: 3 (2 + 1, 3)
Education: 4 (2 + 2, 3)
Wits: 4 (2 + 2, 3)
Charisma: 4 (2 + 2, 3)
Finesse (Cyberlinked): 2 (0 + 2, 0)
Finesse (Integrated Weapons): 2 (0 + 2, 0)
Physical (Agility): 1 (0 + 1, 0)
Physical (Toughness): 2 (0 +2, 0)
Physical (Zero-G): 2 (0 + 2, 0)
Education (Medicine): 1 (0 + 1, 0)
Education (Navigation): 3 (1 + 2, 1)
Education (Security): 1 (0 + 1, 0)
Charisma (Collected): 1 (1)
Charisma (Command): 3 (2 + 1, 3)
Respect (Pirates): 2 (3)
Legend: 3 (12)
Tricksy Bitch
Feet First Into Hell
One Hundred Ten Percent
Enhancements (25)
Trivial Enhancement (1 CP): Multitool
Minor Enhancement (4 CP): +2 Finesse (Cyberlinked), Cyberlink System
Moderate Enhancement (5 CP): +2 Physical (Zero-G), Pressure Resistance
Extensive Enhancement (10 CP): +2 Finesse (Integrated Weapons), +2 Physical (toughness), Nano Repair, Antigravity 'Swimming' Flight
Extensive Enhancement (10 CP): Implanted Micromissile Launcher (3), Heavy Armor/Shielding (3)
Elite Bodyguard (10 CP): In addition to the battle-hardened Avatar pilots, Lorelei's elite pirates include the small bridge crew of the Sea Witch.
Metropolis (15 CP): A Pirate Avatar Carrier, the Sea Witch. Capable of supporting 16 Avatars, though the 'Witch only has 14 currently embarked. Coming from a half-dozen different origins, each one has been extensively customized on top of that, leaving a very motly complement indeed.
Impoverished (+7 CP): Lorelei and the crew of the Sea Witch take what they can get. Much of their equipment is second, third or even fourth-hand.
Intolerent: servants of the Titans and Olympians (+3 CP)

Other Stuffs

LOE-Tans

Otome X