Post by crystalmancer on Jul 12, 2022 16:27:28 GMT -5
Player Name: Pascal Simard
Character Name: Erim Lightblade
World of Origin:
Species: Cat Person
Occupation: Body Guard
Level:
Strength:6
Endurance:10
Dexterity:4
Intelligence:4
Charisma:2
Wisdom:4
Power:2
Luck:4
Hit Points: 64
Defense Score: 14 (10 in Heavy Armor)
Magic Slots: 2
Skills Skill Level
Weapon: Clubs 3
Weapon: Shields 5 (Heavy Bludgeon)
--Specialisation: Smash
Weapon: Pistol 3
Medicine: 2
Mechanics: 2
Survival Training: 2
Athletics: 1
Abilities:
Bodyguard: At his turn, he can get in position to defend an ally. While doing so, any attacks against the ally can be intercepted by him. However, he cannot dodge while doing so. Switching allies while not his turn is not feasible yet. Maybe later there will be a new ability for it?
Super Endurance2: 1d4 to endurance checks
Tough: The formula to calculate HP becomes 4 times (strength + Endurance). Increases all healing from all source by 1, + 1 every 2 levels.
Super Power2: 1d4 to Power checks
Super Medicine: 1d2 to Medicine checks
Gearhead
Spells:
None, as of now.
Flaws:
Hates thunder and rain. Being wet makes him grumpy and miserable!
Special Traits:
From being a cat person, he has lowlight vision. No, he can’t see in complete darkness, but he needs much less light to see properly.
Stuff:
Well Worn Tactical Heavy Armor: 10 Armor (Damage reduction), -4 Defense
---Helmet contains a built-in radio with a broad range of frequencies. May run out of power later, and is useless unless the others can acquire radios on their own.
Heavy Tactical Shield: 1d6 Bludgeon Heavy Weapon, 10 Block Rating. -4 attack (with the shield)
Stun Baton: 1d6 Stun (Electricity) damage, +half strength bludgeon damage.
Stun Pistol: 1d6 Stun (Electricity) damage. Single shot. (takes a minute to reload)
Medkit: Automatically stops bleeding wounds, stabilizes broken bones and other potential threats to allow the target to function despite wounds. However, R&R would still be required afterwards (or healing magic). The little portable lab lets it make antidotes that can suppress a poison for a while, but a true antidote will still be needed later. Using it to heal wounds restores 1d4+medicine extra health. Usable twice per day.
Metal Cantine for water.
Gas Mask that can be fitted under the helmet visor. A single bottle of oxygen good for 5 minutes. Refilling that bottle might be a challenge in its own right...
History
The World
The world, called Orassia is a dead and sterile place. Pollution has left the planet itself incapable of supporting life. It is dark, crowded and overheated. Though, humanity on this world has managed to artificially solve some of the problems. The toxicity of the atmosphere is solved by having everyone living under domes. Highways connecting the city domes are also domed tunnels, or built underground. Though, there isn’t much boundary between cities either, since the entire planet has found itself covered in a sprawling city. Oceans were drained, and all of the planet’s water is used for temperature control and life support.
Cooling the city is done by pumping the water through pipes going through orbital elevators to a set of six rings built around the planet. All rings connected together at the poles at places called the South and North nexus. The water of the world is ran through cooling coils just above the toxic clouds, and then through the hydroponics facilities that serves to grow algae and insect farms. Algae and Insects are then processed into food for the colonists down below. Though not entirely overpopulated, the planet has more people then it should normally be able to support. Everything is recycled, including the biomass of the dead to be reused as compost for the hydroponics farms high above. Most people live their entire lives never seeing the sun more then a vague halo through the caustic clouds.
The world is ruled mostly by megacorporations that vie for ultimate control over the world. With the complete mapping of the human genes, they were able to begin growing their own soldiers. For decades, those grown soldiers were seen as nothing more then slaves, with each of the genetic modifications to make those soldiers stronger then another corp’s being heavily classified under copyright laws. However, there came a planet-wide civil war that forced those corporations to have to sign a treaty that has those Genemods be given human rights. They can no longer reprocess them for biomass when their usefulness has been reduced, or forced to work for the corporation for the entirety of their lives. Though, since corporations do spend money to create those individuals, it was agreed that they must serve twenty years of service to the corporation to pay for their upbringing, where they are offered a choice to either continue with the corporation, or going freelance. (Exclusivity Contracts prevents a Genemod from joining another corporation)
Erim is born well passed the dates of the liberation. He’d been raised by the SCP-Foundation, a corporation that uses the anomalous to provide funding, while also securing, containing and protecting humanity from those anomalies. That being said, Erim has received training to be able to resist the effects of anomalies with an uncanny physical and mental fortitude. The genes required to pull this off were drawn from the felidae family. Though as bodyguard for the researchers and other VIPs of the foundation, he wasn’t made privy of anything beyond his Clearance Level. After surviving work for the Foundation for ten years, he was able to make his way out and become freelance, where he used his talents to become a private bodyguard. Though his medical kit, given to him by the foundation as a parting gift, might have something anomalous within ... Normal medikits do not regrow the medicine used. Though, if he is allowed to walk the world with it, it must surely be classified as Safe.
As for what happens further down the line ... Well, private bodyguards have a rather rough competition, so life is difficult. However, at least, there is a sort of honour among the workers of those fields. When he foils someone’s plans, its likely he’d be having a drink with them the next evening. Its their jobs, no ill wills are intended.
Character Name: Erim Lightblade
World of Origin:
Species: Cat Person
Occupation: Body Guard
Level:
Strength:6
Endurance:10
Dexterity:4
Intelligence:4
Charisma:2
Wisdom:4
Power:2
Luck:4
Hit Points: 64
Defense Score: 14 (10 in Heavy Armor)
Magic Slots: 2
Skills Skill Level
Weapon: Clubs 3
Weapon: Shields 5 (Heavy Bludgeon)
--Specialisation: Smash
Weapon: Pistol 3
Medicine: 2
Mechanics: 2
Survival Training: 2
Athletics: 1
Abilities:
Bodyguard: At his turn, he can get in position to defend an ally. While doing so, any attacks against the ally can be intercepted by him. However, he cannot dodge while doing so. Switching allies while not his turn is not feasible yet. Maybe later there will be a new ability for it?
Super Endurance2: 1d4 to endurance checks
Tough: The formula to calculate HP becomes 4 times (strength + Endurance). Increases all healing from all source by 1, + 1 every 2 levels.
Super Power2: 1d4 to Power checks
Super Medicine: 1d2 to Medicine checks
Gearhead
Spells:
None, as of now.
Flaws:
Hates thunder and rain. Being wet makes him grumpy and miserable!
Special Traits:
From being a cat person, he has lowlight vision. No, he can’t see in complete darkness, but he needs much less light to see properly.
Stuff:
Well Worn Tactical Heavy Armor: 10 Armor (Damage reduction), -4 Defense
---Helmet contains a built-in radio with a broad range of frequencies. May run out of power later, and is useless unless the others can acquire radios on their own.
Heavy Tactical Shield: 1d6 Bludgeon Heavy Weapon, 10 Block Rating. -4 attack (with the shield)
Stun Baton: 1d6 Stun (Electricity) damage, +half strength bludgeon damage.
Stun Pistol: 1d6 Stun (Electricity) damage. Single shot. (takes a minute to reload)
Medkit: Automatically stops bleeding wounds, stabilizes broken bones and other potential threats to allow the target to function despite wounds. However, R&R would still be required afterwards (or healing magic). The little portable lab lets it make antidotes that can suppress a poison for a while, but a true antidote will still be needed later. Using it to heal wounds restores 1d4+medicine extra health. Usable twice per day.
Metal Cantine for water.
Gas Mask that can be fitted under the helmet visor. A single bottle of oxygen good for 5 minutes. Refilling that bottle might be a challenge in its own right...
History
The World
The world, called Orassia is a dead and sterile place. Pollution has left the planet itself incapable of supporting life. It is dark, crowded and overheated. Though, humanity on this world has managed to artificially solve some of the problems. The toxicity of the atmosphere is solved by having everyone living under domes. Highways connecting the city domes are also domed tunnels, or built underground. Though, there isn’t much boundary between cities either, since the entire planet has found itself covered in a sprawling city. Oceans were drained, and all of the planet’s water is used for temperature control and life support.
Cooling the city is done by pumping the water through pipes going through orbital elevators to a set of six rings built around the planet. All rings connected together at the poles at places called the South and North nexus. The water of the world is ran through cooling coils just above the toxic clouds, and then through the hydroponics facilities that serves to grow algae and insect farms. Algae and Insects are then processed into food for the colonists down below. Though not entirely overpopulated, the planet has more people then it should normally be able to support. Everything is recycled, including the biomass of the dead to be reused as compost for the hydroponics farms high above. Most people live their entire lives never seeing the sun more then a vague halo through the caustic clouds.
The world is ruled mostly by megacorporations that vie for ultimate control over the world. With the complete mapping of the human genes, they were able to begin growing their own soldiers. For decades, those grown soldiers were seen as nothing more then slaves, with each of the genetic modifications to make those soldiers stronger then another corp’s being heavily classified under copyright laws. However, there came a planet-wide civil war that forced those corporations to have to sign a treaty that has those Genemods be given human rights. They can no longer reprocess them for biomass when their usefulness has been reduced, or forced to work for the corporation for the entirety of their lives. Though, since corporations do spend money to create those individuals, it was agreed that they must serve twenty years of service to the corporation to pay for their upbringing, where they are offered a choice to either continue with the corporation, or going freelance. (Exclusivity Contracts prevents a Genemod from joining another corporation)
Erim is born well passed the dates of the liberation. He’d been raised by the SCP-Foundation, a corporation that uses the anomalous to provide funding, while also securing, containing and protecting humanity from those anomalies. That being said, Erim has received training to be able to resist the effects of anomalies with an uncanny physical and mental fortitude. The genes required to pull this off were drawn from the felidae family. Though as bodyguard for the researchers and other VIPs of the foundation, he wasn’t made privy of anything beyond his Clearance Level. After surviving work for the Foundation for ten years, he was able to make his way out and become freelance, where he used his talents to become a private bodyguard. Though his medical kit, given to him by the foundation as a parting gift, might have something anomalous within ... Normal medikits do not regrow the medicine used. Though, if he is allowed to walk the world with it, it must surely be classified as Safe.
As for what happens further down the line ... Well, private bodyguards have a rather rough competition, so life is difficult. However, at least, there is a sort of honour among the workers of those fields. When he foils someone’s plans, its likely he’d be having a drink with them the next evening. Its their jobs, no ill wills are intended.