User talk:Silence

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Piper Free Port

1. Hell World Tanith was an icy world with a crap atmosphere broken up with hellish mega volcanos.

2. Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics) That however didn't deter the new settlers from making this world their own. Though it did help them look beyond their own world towards the stars once again....

3. Precussors: Extensive (+ 250 dust, - 50 PIP) The raison d'etre for the original settlers, the exploration and exploitation of the relics left behind.

4. Feral Drones: Extensive (+ 2500 fleet, + 100 Fabers) Unforntuatly the system was also home to a massive swarm of drones, which spurn up their ship building efforts.

5. Nano-Factories (+ 100 Fabers, +100 PIP) Luckily for them, the posthumans helped out by giving early access to industry.

6. Backwater (+ 100 PIP) Tanith is still not even listed on some ZOCU worlds charts....

7.Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit Nothing to say here.

8. Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene) Many joined on the "adventure of a lifetime" many after they saw Tanith wished they hadn't.

9. Control Them (+ 30 Pop, + 10 Transgene) Transgenes were regulated but still free, though this bred resentment among some of the larger backers of the colony.

10. Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics) Drones and internal disputs saw the direction the economy was going.

11. Fortune Seekers (+100 Wealth) The relics of Tanith called out to many, and when those proved to be already over exploited or a bust, they soon cast their covetous glance elsewhere.

12. Ragged Refugees (+100 PIP) Part of the problem with Tanith was the fact while it had some rich backers, it was never a smooth operation which saw the original governing framework break upon entry to the planet's surface.

13. Adventurers (+100 PIP) There was a certain opportunistic spirit within the community of those who where tired of the old life and wanted to build or steal something of their own to make themselves higher up then what they could of been back home.

14. Political Crisis (+ 100 Wealth, go to Col-7D) The governing board of the original colonists fell apart, and there was anarchy and 7 warning groups.

15. Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP) Dwayne Zeormeyer and his militia fleet soon came back from their campaign against the drones during the chaos and with use of force and diplomacy soon created the Free Port, which saw the major colonial groups that had been warring joining in, creating the so called 7 Families that control everything.

16. Breakdown Economics; My Toaster Hit Singularity (+100 dust, - 100 CIP) The Brave Little Food Processors held the line against at McKormac Fort >:(

17. Fire Upon The Deep (+ 100 CIP, +5 Logistics, +12,500 military) The Dark of the Breakdown saw new dangers as well as opportunities.

18. Law of the Gun (+ 5,000 Military, +60 Population, + 200 PIP, - Morale) The Free Port is many things, and none of them are good to the weak.

19. Black Market Hub (+ 300 Wealth, + 100 Dust, + 2 Infiltration, +5% secrets) The First Captain of the Port denies once again that Piper is a "raider and smuggler haven"

20. Salvation Armada (+ 7,500 military, +2 logistics, +100 PIP) Entering into the Free Port system, one is confronted with a wide and dazzling array of out of date junker puttering to and fro.








Hirothelle K'Thelmas the 12th

Significant: Your destiny is one in a million. +1 to all stats.
Angeloid: A modification of the standard human bodyplan to include wings and superior spatial awareness. -1 Bod, +2 Rea, +1 Per, +1 Kno, +1 Psy, +1 Cha, may ignore the Strain effect of up to 2 Wings. Can also fly in low/null gravity atmospheres.
Belter: Your years were spent out in the inky deeps, far from substantial objects. You get +1 to all rolls when fighting in an empty battlespace. Note that atmosphere does not count - you never had to deal with gravity or aerodynamics out there!
Nuclear:Your family was the classical 'nuclear family', or at least the equivalent circa 37,000 AD. +1 to all stats.
Supersoldier: From a young age you were trained and modified to be an ideal combatant. +1 Bod, +1 Rea, +1 Psy, -1 Cha, [+1 Sniper, +1 Hard to Kill, +1 Command]
Military Academy: +1 Bod, +1 Per, [+2 to three different military specialties], -15 MBP
Duelist: +2 Rea, +1 Bod, +1 Psych, +2 Cha
Master Duelist: This is a Defining Event. +2 to all stats.

Statistics

Bod: 6+4
+3 Hard to Kill
+2 Evasion
Rea: 9
Per: 7+1
+3 Sniper
Kno: 5
Psy: 6
Cha: 6
+1 Command
Syn: 0

Darius Sniper+

Statistics:

Total Power Output: 66
Total Power Requirements: -65
Total Strain:
Armor: Stealth (+3 Stealth, -5 Power, 3 MBP)
Thrusters: 6 (+16 Agility, +10 net)
Cost: 75+15 MBP
Enhancement: Awesome Paintjob 3 (8 MBP), Power Efficient( 6 MBP, 6 Power), Accurate +1 Precision Beam Rifle (1 MBP), High Penetration +1 Precision Beam Rifle (2 MBP)
Bug:
Basic Humanoid Core
Connectors: 7
Durability: 10
Component Space: 20/20
Criticals: Cockpit(4), Internal Structure (6)
Expansion Connector (Standard)
Expansion Connector (Standard)
Nanogauge Tap (Standard): Size 6, Durability 5, 60 Power
Cloaking Field: Size 8, Durability 1, Stealth +6, -2 Electronics, -15 Power, 5 MBP
Standard Head
Connectors: None
Durability: 5
Component Space: 6/6
Criticals: Sensors (2), Internal Structure (2)
Cost: 1 MBP
Passive Sensor: Size 1, Durability 1, 1 MBP, +1 Electronics
ECM Suite: Size 2, Durability 1, Power -3, 2 MBP
ECM Suite: Size 2, Durability 1, Power -3, 2 MBP
Targeting Computer(Sniping): Size 1, Durability 1, 0 power, 4 MBP
Standard Arm(Left)
Connectors: None
Durability: 12
Component Space:10/10
Criticals: Hand (1), Musculature (3), Internal Structure (3)
Cost: 1 MBP
Actuator Enhancement System: Size 3, Durability 1, Power -2, 2 MBP
Stealth Baffles:Size 2, Durability 1, 1 MBP
Stealth Baffles:Size 2, Durability 1, 1 MBP
Small Hardpoints: Size 3, Durability 1
Large Shield(Small Hardpoint): Size 8, Durability 4, 6 MBP
Standard Arm(Right)
Connectors: None
Durability: 5
Component Space:10/10
Criticals: Hand (1), Musculature (3), Internal Structure (3)
Cost: 1 MBP
Actuator Enhancement System: Size 3, Durability 1, Power -2, 2 MBP
Applique Armor:Size 1, 1 MBP
Stealth Baffles:Size 2, Durability 1, 1 MBP
Stealth Baffles:Size 2, Durability 1, 1 MBP
Stealth Baffles:Size 2, Durability 1, 1 MBP
Precision Beam Rifle 2h: Size 10, Durability 2, Power -12, 12 MBP
Standard Leg(Left)
Connectors: None
Durability: 10
Component Space: 0/12
Criticals: Musculature (4), Internal Structure (4)
Cost: 1 MBP
Foot
Stealth Baffles:Size 2, Durability 1, 1 MBP
Reaction Thruster: Size 8, Durability 1, +3 Agility, -3 Power, 2 MBP
Standard Leg(Right)
Connectors: None
Durability: 10
Component Space: 0/12
Criticals: Musculature (4), Internal Structure (4)
Cost: 1 MBP
Foot
Stealth Baffles:Size 2, Durability 1, 1 MBP
Reaction Thruster: Size 8, Durability 1, +3 Agility, -3 Power, 2 MBP
Standard Wing(Left)
Connectors: None
Durability: 6
Component Space: 6/6
Criticals: Large Hardpoint (1), Internal Structure (3)
Cost: 1 MBP
Reaction Thruster: Size 4, Durability 1, +3 Agility, -3 Power, 2 MBP
Reactionless Thruster: Size 1, Durability 1, +1 Agility, -3 Power, 1 MBP
Size 1 Holster: 4 space for Weapons
Beam Sword: Size 4 , Durability 1, -3 Power, 2 MBP
Long Range Missile (Hardpoint): Size 6, Durability 1, Power -2, 4 MBP
Standard Wing(Right)
Connectors: None
Durability: 6
Component Space: 6/6
Criticals: Large Hardpoint (1), Internal Structure (3)
Cost: 1 MBP
Reaction Thruster: Size 4, Durability 1, +3 Agility, -3 Power, 2 MBP
Reactionless Thruster: Size 1, Durability 1, +1 Agility, -3 Power, 1 MBP
Size 1 Holster: 4 space for Weapons
Beam Sword: Size 4 , Durability 1, -3 Power, 2 MBP
Long Range Missile (Hardpoint): Size 6, Durability 1, Power -2, 4 MBP