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Copernicus One: Character Creation

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Copernicus One: Character Creation
« on: November 25, 2013, 05:22:13 PM »
 

Ancient Gamer

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I 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:
Quote
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:
Quote
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.
« Last Edit: November 26, 2013, 04:20:12 PM by Ancient Gamer »
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Re: Copernicus One: Character Creation
« Reply #1 on: November 26, 2013, 02:43:31 AM »
 

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Starting 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 &^%$@
Extreme Greed
Extreme Glutton

« Last Edit: November 26, 2013, 02:53:49 AM by Ancient Gamer »
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Re: Copernicus One: Character Creation
« Reply #2 on: November 26, 2013, 03:01:48 AM »
 

Ancient Gamer

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Hit 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.
« Last Edit: November 26, 2013, 03:03:32 AM by Ancient Gamer »
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Re: Copernicus One: Character Creation
« Reply #3 on: November 26, 2013, 07:58:24 AM »
 

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Angus 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

Quote
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.
« Last Edit: January 12, 2014, 02:52:00 PM by Ancient Gamer »
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Re: Copernicus One: Character Creation
« Reply #4 on: November 26, 2013, 08:54:20 AM »
 

Murometz

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Example character, I choose you!
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Triumph of the Dungeon Master!

Ah, how I have come to love that sense of accomplishment and victory that I get when I pull the wool over the eyes of a clever player character. What DM Triumphs have you had?

Some of mine:
1. Finally killing an incredibly powerful, lucky, annoying player's character.
2. Finally achieving a TPK (Total Party Kill)
3. Finally achieving a TPK using only traps
4. Finally working out how to make it so that d**n wizard doesn't steal the spotlight all the d**n time.

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Re: Copernicus One: Character Creation
« Reply #5 on: November 26, 2013, 09:11:30 AM »
 

Ancient Gamer

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alright. come up with a better name though. everyone call their kids example character these days
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Re: Copernicus One: Character Creation
« Reply #6 on: November 26, 2013, 09:17:46 AM »
 

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Dr. 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)
-
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
Quote
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!!!
« Last Edit: January 12, 2014, 09:18:52 AM by Gossamer »
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Re: Copernicus One: Character Creation
« Reply #7 on: November 26, 2013, 09:30:28 AM »
 

Ancient Gamer

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An extremely attractive female cyborg Doc!
The guys Just love skinny dipping with her, and the waiting room is always full!
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Re: Copernicus One: Character Creation
« Reply #8 on: November 26, 2013, 10:17:56 AM »
 

caesar193

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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?

caesar193
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Re: Copernicus One: Character Creation
« Reply #9 on: November 26, 2013, 10:24:46 AM »
 

Ancient Gamer

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They 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
« Reply #10 on: November 26, 2013, 11:16:48 AM »
 

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Phil Marion

Physique 17 (Brick s**thouse) 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

Quote
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.
« Last Edit: January 13, 2014, 08:12:36 AM by valadaar »
   
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Re: Copernicus One: Character Creation
« Reply #11 on: November 26, 2013, 11:47:45 AM »
 

Ancient Gamer

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Captain 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!
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Re: Copernicus One: Character Creation
« Reply #12 on: November 26, 2013, 12:18:17 PM »
 

Gossamer

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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?
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Re: Copernicus One: Character Creation
« Reply #13 on: November 26, 2013, 12:43:29 PM »
 

caesar193

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Of 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.

caesar193
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LEVEL SEVEN
Cartographer, middling minion- level two
Dwarf-level one
Necromancer, Acolyte Octavian Morbidius- level one
Divine Syond, Novice Follower of Lunism- level one
Jacob Latris, Demonologist of the Brotherhood- level two
--------------------------------------------------------
STR: 6 | END: 6 | CON: 5 | DEX: 5 | CHA: 7 | INT: 11
--------------------------------------------------------
Our maps are always 100% right,. Its the terrain that's wrong.
 

Re: Copernicus One: Character Creation
« Reply #14 on: November 26, 2013, 01:02:45 PM »
 

Murometz

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I'll switch to something else. Compulsive lying is all yours!!
Authentic Strolenite™©®

Triumph of the Dungeon Master!

Ah, how I have come to love that sense of accomplishment and victory that I get when I pull the wool over the eyes of a clever player character. What DM Triumphs have you had?

Some of mine:
1. Finally killing an incredibly powerful, lucky, annoying player's character.
2. Finally achieving a TPK (Total Party Kill)
3. Finally achieving a TPK using only traps
4. Finally working out how to make it so that d**n wizard doesn't steal the spotlight all the d**n time.

-Captain Penguin
 

Re: Copernicus One: Character Creation
« Reply #15 on: November 26, 2013, 01:31:32 PM »
 

caesar193

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See, 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.

caesar193
Moderator of the  Cartography Guild
LEVEL SEVEN
Cartographer, middling minion- level two
Dwarf-level one
Necromancer, Acolyte Octavian Morbidius- level one
Divine Syond, Novice Follower of Lunism- level one
Jacob Latris, Demonologist of the Brotherhood- level two
--------------------------------------------------------
STR: 6 | END: 6 | CON: 5 | DEX: 5 | CHA: 7 | INT: 11
--------------------------------------------------------
Our maps are always 100% right,. Its the terrain that's wrong.
 

Re: Copernicus One: Character Creation
« Reply #16 on: November 26, 2013, 02:43:06 PM »
 

caesar193

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And 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

Quote
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.
« Last Edit: January 12, 2014, 07:09:16 PM by caesar193 »

caesar193
Moderator of the  Cartography Guild
LEVEL SEVEN
Cartographer, middling minion- level two
Dwarf-level one
Necromancer, Acolyte Octavian Morbidius- level one
Divine Syond, Novice Follower of Lunism- level one
Jacob Latris, Demonologist of the Brotherhood- level two
--------------------------------------------------------
STR: 6 | END: 6 | CON: 5 | DEX: 5 | CHA: 7 | INT: 11
--------------------------------------------------------
Our maps are always 100% right,. Its the terrain that's wrong.
 

Re: Copernicus One: Character Creation
« Reply #17 on: November 27, 2013, 09:03:31 AM »
 

Ancient Gamer

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USF 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)

« Last Edit: January 12, 2014, 11:48:46 AM by Ancient Gamer »
Authentic Strolenite™©®

"Secretly a Squirrel"
Guild Master of the Squirrelati
Scourge of Nutanuns!
Harbinger of Acorns!

 

Re: Copernicus One: Character Creation
« Reply #18 on: November 27, 2013, 10:27:10 AM »
 

caesar193

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My 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:

caesar193
Moderator of the  Cartography Guild
LEVEL SEVEN
Cartographer, middling minion- level two
Dwarf-level one
Necromancer, Acolyte Octavian Morbidius- level one
Divine Syond, Novice Follower of Lunism- level one
Jacob Latris, Demonologist of the Brotherhood- level two
--------------------------------------------------------
STR: 6 | END: 6 | CON: 5 | DEX: 5 | CHA: 7 | INT: 11
--------------------------------------------------------
Our maps are always 100% right,. Its the terrain that's wrong.
 

Re: Copernicus One: Character Creation
« Reply #19 on: November 27, 2013, 04:30:40 PM »
 

EchoMirage

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Echo'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.

Quote
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.

« Last Edit: January 12, 2014, 03:48:11 PM by EchoMirage »
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

Authentic Strolenite (though spanked) (C) (R)
 

Re: Copernicus One: Character Creation
« Reply #20 on: November 27, 2013, 05:30:46 PM »
 

EchoMirage

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Rebecca 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
« Last Edit: November 27, 2013, 05:45:06 PM by EchoMirage »
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

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Re: Copernicus One: Character Creation
« Reply #21 on: November 28, 2013, 01:00:36 PM »
 

Ancient Gamer

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Fate Points

Angus Justice 1.25
Rebecca Manson 3.0
Katherine Bradshaw-Brennan 2.85
Captain Phil Marion 3.0
Mortimer Lucrum 2.25
« Last Edit: January 12, 2014, 11:13:07 AM by Ancient Gamer »
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Re: Copernicus One: Character Creation
« Reply #22 on: November 30, 2013, 01:58:22 PM »
 

Gossamer

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I'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.
Samotny Osovjaltek - Dwarven Guild – Level 1
STR: 3 | END: 3 | CON: 3 | DEX: 5 | CHA: 2 | INT: 4
 

Re: Copernicus One: Character Creation
« Reply #23 on: November 30, 2013, 02:55:08 PM »
 

EchoMirage

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Did the bullet in your system transfer its power to you? :)
Radioactive spider -> Spiderman
Radioactive bullet -> Gunslinger lady!
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

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Re: Copernicus One: Character Creation
« Reply #24 on: November 30, 2013, 03:03:56 PM »
 

Gossamer

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Well, 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:
Samotny Osovjaltek - Dwarven Guild – Level 1
STR: 3 | END: 3 | CON: 3 | DEX: 5 | CHA: 2 | INT: 4