Difference between revisions of "User talk:Silence"

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Name: Politically Expedient Rapier
+
Piper Free Port
Anima: A giant bust of Henry Kissinger (seriously change this)<br>
 
Anima Effect: Essence/2 to all attack, damage, and join battle rolls
 
Motivation: Fight Communism! (yeah this too)<br>
 
  
=Attributes=
+
1. Hell World
Caste: Dexterity, Manipulation, Intelligence (9)<br>
+
Tanith was an icy world with a crap atmosphere broken up with hellish mega volcanos.
Favored: Appearance, Charisma, Wits (7)<br>
 
Miscellaneous: Strength, Stamina, Perception (6+2)
 
  
==Physical==
+
2. Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)  
:Strength 4
+
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....
:Dexterity 5+2 (7)
 
:Stamina 3+1 (4)
 
  
==Mental==
+
3. Precussors: Extensive (+ 250 dust, - 50 PIP)  
:Perception 4
+
The raison d'etre for the original settlers, the exploration and exploitation of the relics left behind.
:Intelligence 4
 
:Wits 5+2 (7)
 
  
==Social==
+
4. Feral Drones: Extensive (+ 2500 fleet, + 100 Fabers)  
:Charisma 4+1 (5)
+
Unforntuatly the system was also home to a massive swarm of drones, which spurn up their ship building efforts.
:Manipulation 4+1 (5)
 
:Appearance 5
 
  
=Abilities=
+
5. Nano-Factories (+ 100 Fabers, +100 PIP)
40 Ability Dots, 10 Specialties
+
Luckily for them, the posthumans helped out by giving early access to industry.
  
==Combat==
+
6. Backwater (+ 100 PIP)  
:Martial Arts 5
+
Tanith is still not even listed on some ZOCU worlds charts....
:: (Beam Weapons + 3)
 
:Melee 2
 
:Archery 1
 
:: (Integrated Weapons + 3)
 
  
==Defensive==
+
7.Longshot (+2,500 military, + 100 PIP, + 100 CIP, + 20 SP, +5 to SP limit
:Awareness 1
+
Nothing to say here.
:Athletics 1
 
:Integrity 5
 
:Resistance 1
 
:: (Long Speeches + 1)
 
  
==Social==
+
8. Outer Expanse (+ 60 population, + 100 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)  
:Bureaucracy 5
+
Many joined on the "adventure of a lifetime" many after they saw Tanith wished they hadn't.
:Presence 5
 
:: (Political Advisory + 1)
 
:Performance 3
 
:Socialize 2
 
:: (High Society + 1)
 
  
==Investigative==
+
9. Control Them (+ 30 Pop, + 10 Transgene)
:Investigation 4
+
Transgenes were regulated but still free, though this bred resentment among some of the larger backers of the colony.
:Lore 2
 
:Linguistics 3 (Autocthonian, Old Realm, Riverspeak, High Realm)
 
  
=Charms=
+
10. Warring Economy (+ 200 PIP, + 200 CIP, +100 Wealth, + 2 logistics)  
25 + 9 Excellencies (34)
+
Drones and internal disputs saw the direction the economy was going.
  
==Dedicated==
+
11. Fortune Seekers (+100 Wealth)  
===Augmentations===
+
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.
9 charms
 
:'''1st Dexterity Augmentation''' (+1m/die for Dexterity)
 
:'''4th Dexterity Augmentation''' x 2 (+2 Dexterity)
 
:'''4th Manipulation Augmentation''' (+1 Manipulation)
 
:'''4th Charisma Augmentation''' (+1 Charisma)
 
:'''4th Wits Augmentation''' x 2 (+2 Wits)
 
:'''Transpuissant Dexterity Upgrade''' (specialty dice are successes when paired with Dexterity, convert damage dice into levels against Creatures of the Void)
 
:'''Transpuissant Manipulation Upgrade''' (specialty dice are successes when paired with Manipulation, double against Creatures of the Void)
 
  
===Combat===
+
12. Ragged Refugees (+100 PIP)  
4 charms
+
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.
:'''Aim-Calibrating Sensors''' (3m, eliminates all external penalties to an attack)
 
:'''Recursive Fractal Targeting Calculations''' (7m 1wp, creates a flurry of [Wits or Dexterity, choose lower] attacks which cumulatively gain 1 accuracy per every attack that fails to hit, hitting resets this to 0)
 
:'''Accelerated Response System''' (2m to reduce Parry DV penalties by [Dexterity])
 
:'''Impenetrable Repulsor Field''' (6m applicability-trumping perfect Parry)
 
:: Flaw: Alchemical Valor (cannot move away from target after use)
 
  
===Utility===
+
13. Adventurers (+100 PIP)  
4 charms
+
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. 
:'''Dynamic Reaction Enhancement System''' (2m, reduces action speed by -1)
 
:: Cluster Action Hyperprocessor (costs 0m if an action was already enhanced)
 
:'''Transhuman Efficiency Relays''' (2m per additional action, 1wp, up to [Wits] Extra Actions)
 
:'''Magnetic Joint Bearings''' x 2 (Ambidextrous, -2 to all multiple action penalties)
 
  
===Social===
+
14. Political Crisis (+ 100 Wealth, go to Col-7D)  
6 charms
+
The governing board of the original colonists fell apart, and there was anarchy and 7 warning groups.
:'''Patriotism-Provoking Display''' (6m, enhances a social attack to convince targets to take action supporting a social group he or the Alchemical belongs to, costs 2 WP to resist, Conviction channels become successes rather than dice)
 
:: Many Is One Node (+3m 1wp to target groups versus single people)
 
:'''Perfected Union Patterning''' (5m, enhances a social attack to convince members of two separate groups to favorably regard each other, costs 3wp to resist [1wp if other group has taken actions to directly damage their reputation])
 
:'''Rogue Cell Isolation Protocols''' (4m 1wp, supplements social attacks to remove Intimacies, automatically removes an Intimacy if successful)
 
:: Emotional Irrelevance Systems (an intimacy removed in this way requires the other character to spend 1 WP to have a scene count as rebuilding it)
 
:'''Pattern Facilitation Module''' (6m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group adopts a new course of action which does not conflict with the current Policy)
 
:'''Conceptual Entropy Module''' (6m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group rejects an intimacy in the group's current Policy)
 
:'''Agenda Recalibration Protocols''' (5m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group alters one of its goals to a similar but different goal-any goal is valid as long as it is not a direct inversion and possess at least 1 common element)
 
  
===Disguise===
+
15. Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP)  
1 charm
+
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.
:'''Integrated Artifact Transmogrifier''' (2m Indefinite to disguise Charms as Internal, or pretend to be human)
 
:: Deep Cover Mode (costs 2m instead of 5m)
 
:: Essence-Muting Baffles (disguises Charms against Essence Sight and supernatural detection unless active and Obvious)
 
  
==General==
+
16. Breakdown Economics; My Toaster Hit Singularity (+100 dust, - 100 CIP)
===Augmentations===
+
The Brave Little Food Processors held the line against at McKormac Fort >:(
1 charm
 
:'''4th Stamina Augmentation''' x 1 (+1 Stamina)
 
  
===Miscellaneous===
+
17.  Fire Upon The Deep (+ 100 CIP, +5 Logistics, +12,500 military)  
1 charm
+
The Dark of the Breakdown saw new dangers as well as opportunities.
:'''Perfected Lotus Matrix''' (Learn Martial Arts)
 
:: Lotus Filament Conduction (Half cost TMA)
 
  
===Combat===
+
18. Law of the Gun (+ 5,000 Military, +60 Population, + 200 PIP, - Morale)  
1 charm
+
The Free Port is many things, and none of them are good to the weak.
:'''Essence Shield Projector''' (4m Indefinite, 20B/15L/10A hardness, attacks that penetrate hardness have all damage negated)
 
:: Motic Field Stabilizers (cost is 4m, duration is Indefinite, only visible when it stops damage)
 
  
===Mobility===
+
19. Black Market Hub (+ 300 Wealth, + 100 Dust, + 2 Infiltration, +5% secrets)  
3 charms
+
The First Captain of the Port denies once again that Piper is a "raider and smuggler haven"
:'''Personal Gravity Manipulation Apparatus''' (4m scenelong, either alter direction of gravity or double movement speed and jump height by reducing gravity)
 
:'''Parabolic Leap Overcharger Device''' (3m scenelong, double jump distance)
 
:'''Momentum Redirection Pulse Injector''' (3m, allows for a reflexive jump even after jumping, for flurry-breaking or movement)
 
  
===Utility===
+
20. Salvation Armada (+ 7,500 military, +2 logistics, +100 PIP)  
4 charms
+
Entering into the Free Port system, one is confronted with a wide and dazzling array of out of date junker puttering to and fro.
:'''Industrial Survival Frame''' (6m Indefinite, immunity to certain environmental hazards)
 
::Crystal (protects against Shaping as Integrity-Protecting Prana, protects against natural/mineral environmental hazards)
 
:'''Transcendant Multimodal Artifact Matrix''' (deploys artifacts, costs the artifact's attunement in motes to deploy)
 
:: Starmetal Short Powerbow(Spd 6, Acc +3, Dmg +4L, Rate 2, Range 250, 4m cost)
 
:: Beam Daiklaive (-4) [Spd 5, Accuracy +4, Dmg 9L, Def + 2, Rate 3, Attune 3, 5m activation, Halves Parry DV, destroys all mundane weapons which parry it, raw damage reduces soak of mundane armor]
 
:'''Protosynthetic Ammunition Replicator''' (1m to create any normal arrow, 2m to create projectiles and thrown weapons up to resources 2)
 
:'''Manifold Transhuman Implants''' (8 mutation points)
 
  
==Martial Arts==
 
21 Charms (TMA charms count as half)
 
  
===Violet Bier of Sorrows===
 
12 Charms
 
:Secrets of Future Strife (double Join Battle dice pool)
 
:Flight of Mercury (1m to reduce a single attack's speed by 1 to a minimum of 3, maximum [Martial Arts] motes can be spent)
 
:Blade of the Battle Maiden (2m/dice, 2 wp scenelong, does lethal damage with MA attacks, each 2m adds 1 die for MA attacks OR defenses up to [Dex + MA])
 
:Joy In Adversity Stance (5m scenelong, roll [Essence] when an attack fails to overcome DV, each success returns 2m)
 
:Violet Bier of Sorrows Form (minimum damage is [Martial Arts] if that exceeds Essence, each successful attack strips 1 virtue dot)
 
:Death-Parrying Stroke (pay 2m to prevent 1 HL of damage against character)
 
:Unobstructed Blow (5m, attack is undodgeable, ignores armor)
 
:Horrific Wreath (2m 1wp, does aggravated damage to Creatures of Darkness)
 
:Metal Storm (3m/attack, up to [Martial Arts] attacks)
 
:Crimson Palm Counterstrike (5m, roll Dex + MA, successes cancel out enemy successes after PDV, leftover successes are applied to a MA counterattack)
 
:Life-Severing Blow (pay 2m to add 1 HL of damage to an opponent successfully hit)
 
:Conclusion Pursuing Approach (10m 1wp 1 lethal HL scenelong, regain 1wp for each successful hit on an opponent, opponents triple their wound penalties against character)
 
  
===Even Blade===
 
11 (6) Charms
 
:Death Between Heartbeats (2m, attack is resolved first rather than simultaneously on a tick)
 
:Breath And Essence Control (3m, replace Join Battle roll with successes equal to Martial Arts)
 
:Close Your Eyes And Look (4m, doubles DV penalties target is suffering from, may get an answer to any one question about the opponent)
 
:Even Blade Form (5m Scenelong, cannot be confused or distracted, DV refreshes 1 tick earlier)
 
:Fiery Garda Force Attack (4m, attack becomes piercing, may pay 1wp if the attack is parried to break the parrying weapon, if weapon is broken attack loses 3 successes but is resolved as if the target had a PDV of 0)
 
:Flashing Zeyphr Speed Stance (4m action-long, decrease Speed by 1 (min 3), increase Rate by 1, Accuracy +1)
 
:Floating Nymph Grace Evasion (4m action-long, subtract Essence from DV penalties, may use full DV against all opponents even if surrounded)
 
:Gruesome Wood King Revelry Technique (1m reflexive, barehanded attacks do Lethal, each HL dealt returns 1m)
 
:Stubborn Jokun Defense Procedure (4m action-long, suffers no wound penalties, adds Martial Arts to bashing, Martial Arts/2 to lethal soak, may act even if Incapacitated or Dying)
 
:Loving Heart Stance (5m 1wp scenelong, may counterattack a successfully parried attack once per enemy action, may use sword sheath to parry at full PDV)
 
:Loyal Dancing Lovers Technique (7m 1wp scenelong, may either choose to gain 1 to PDV and counter all coordinated attack and onslaught penalty, or get 1 reflexive attack each action)
 
  
===Five Dragon Style===
 
7 (3) Charms
 
:Five-Dragon Claw (1m, attack ignores Hardness and inflicts lethal damage)
 
:Five-Dragon Force Blow (2m, double base damage of an attack, knocks down opponent at difficulty [attacker's Strength] if raw damage exceeds opponent's [Stamina + Resistance])
 
:Five-Dragon Fortitude (1m adds 2B or 1L soak against an attack)
 
:Five-Dragon Blocking Technique (4m 1wp, adds Essence/2 to PDV for a scene)
 
:Five-Dragon Form (can soak lethal damage with bashing soak, +1 accuracy to form weapons, +Essence to strength and dexterity for movement)
 
:Five-Dragon Fist (6m 1wp 1hl, attack inflicts aggravated damage)
 
:Five-Dragon Invulnerability (5m 1wp, ignores all damage from a non-magical attack, adds +Essence to soak and hardness against magical attacks)
 
  
=Essence=
 
Permanent Essence 4
 
: Personal Essence: 22
 
: Peripheral Essence: 60 (37)
 
:: Artifact Attunement: (3 [Beamklaive] + 3 [Discreet Essence Armor] + 1 [Silken Armor] + 4 [Hearthstone Bracers] + 2 [Trinket]) = 13m
 
:: Charms: (4 [Essence Shield] + 6 [Industrial Survival]) = 10m
 
  
=Attacks and Defenses=
 
==Attacks==
 
'''Melee'''
 
:Starmetal Beamklaive: Spd 5, Accuracy 17 [3], Damage 13L, PDV 11, Rate 3
 
:Punch: Spd 5, Accuracy 14, Damage 4B, PDV 8, Rate 3, Natural
 
:Kick: Spd 5, Accuracy 13, Damage 5B, PDV 6, Rate 2, Natural
 
:Clinch: Spd 6, Accuracy 13, Damage 4B (P), Rate 1
 
  
'''Ranged'''
 
:Starmetal Powerbow: Spd 6, Accuracy 14 [1], Dmg 8L (base), Range 250, Rate 2
 
::Frog-Crotch Arrows: Dmg 12L (double armor soak)
 
::Target Arrows: Dmg 8L (P)
 
::Broadhead Arrows: Dmg 10L
 
::Fowling: Dmg 10B
 
  
==Defenses==
 
:Dodge DV: Dex 7 + Ess 4 = 11/2 = 6
 
:Soak: 4B/2L + 2B/2L + 3B/5L + 5B/5L = 14B/14L (armored soak is 8B/10L)
 
:Hardness: 20B/15L/10A (shield), 3B/3L (armor)
 
:Health Levels: -0 x 1/-1 x 2/-2 x 6/-4 x 1/Incapacitated/Dying x 4
 
  
:Mental Dodge DV: WP 10 + Integrity 5 + Essence 4 = 19/2 = 10 + 1 = 11 MDDV
 
:Mental Parry DV: Manipulation 5 + Presence 5 = 10/2 = 5 MPDV (6 for politics)
 
  
=Virtues and WP=
 
Willpower 10<br>
 
Clarity 1
 
  
==Virtues==
 
:Compassion 2 (max 12 intimacies)
 
:: Intimacy:
 
:Conviction 5
 
:Temperance 1
 
:Valor 3
 
  
  
=Backgrounds=
 
12 BG + Class 3
 
:Class 4
 
:Artifact 3 (9 artifact pts)
 
:: Silken Armor (-2) [+3B/5L soak, stacks with, does not count as armor, Attune 2]
 
:: Starmetal Discreet Essence Armor (-2) [+5B/5L soak, 3B/3L hardness, -1 extnernal penalty to attacks, Attune 5, Activation Cost 3m/6m]
 
:: Aegis-Inset Amulets (-1) [-2 to Armor Attunement requirements, min 1]
 
:: Hearthstone Bracers (-2) [+1 Accuracy, +1 Defense, +3 Dodge, Attune 4]
 
:: Starmetal Trinket of Dignified Conduct (-2) [+1 Dodge MDV, +2d to Investigation social attacks/defenses]
 
:Eidolon 2
 
:Backing (Honorary Plutarch [governmental planner]) 2
 
:4 BG Pts exchanged for Charms
 
  
=Merits and Flaws=
 
==Merits==
 
8 Mutation Points
 
:Inexhaustible (-2) [Doesn't suffer from fatigue]
 
:Thick Skin (-2) [+2B/2L soak]
 
:Night Eyes (-1) [no penalties for low-light environments]
 
:Acute Senses: Sight & Hearing (-2) [+2 for sight/hearing awareness rolls]
 
:Supernatural Quickness (-1) [+1 to Dexterity for movement]
 
  
==Flaws==
+
==='''Hirothelle K'Thelmas the 12th''' ===
Vice (-3): Roll Temperance at difficulty 3 to avoid surrendering to chosen Vice. Spend 1 WP to resist for a scene.
+
:'''Significant''':  Your destiny is one in a million. +1 to all stats.
Ward (-3): Charged with the welfare of another person.
+
:'''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.
:: Hey Exhack you wanted your token heroic mortal. Probably the kid of a Senior Tripartite member whose bravery way outstrips his competence.
+
:'''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.
  
=Bonus Points=
+
Statistics
40 BP
+
:Bod: 6+4
:-5 for WP 10
+
::+3 Hard to Kill
:-3 for Manipulation 4
+
::+2 Evasion
:-12 for Wits 5
+
:Rea: 9
:-17 for Charms
+
:Per: 7+1
:-7 for Submodules
+
::+3 Sniper 
:-2 for Virtue Dots
+
:Kno: 5
:+6 for Flaws
+
: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

Latest revision as of 23:20, 2 March 2016

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