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20:22, 28th March 2024 (GMT+0)

Enfys Sian.

Posted by ShykeFor group 0
Shyke
GM, 1 post
Thu 15 Apr 2021
at 00:42
  • msg #1

Enfys Sian

***Please do not post in this thread***


Name: Enfys Sian (Shan)
Birth Name: Sian Gwynn Pryce





Mental Attributes:

Cognition: 4D12+6 (Serum+Keen+Wamphirii)

Artillery: Plasma Multi-Weapon - 4d12+6 (Keen)
Scrutinize - 3d12+6 (Keen)
Search - 3d12+6 (Keen)
Sense of Direction 2d12+6

Knowledge 2D12+4 (Serum+Arcane Pact)
Academia: Alchemy 4d12+4
Academia: History 2d12+4
Academia: Occult 5d12+4
Area Knowledge: Hawkins 2d12+4
Language: English 2d12+4
Medicine: General 3d12+4
Medicine: Surgery 3d12+4
Medicine: Veterinary 2d12+4
Profession: Business 2d12+4
Profession: Guitarist 2d12+4
Science: Computer 2d12+4
Science: Mathematics 2d12+4
Science: Astronomy 2d12+4


Mien 3D12+2(Wamphirii 3d12+8 during the day(Wamphirii+Mutation) (was 3d10 Pre-Serum)

Animal Wranglin'/Dinos 2d12 (2* Free)
Leadership 2d12+2 (Commanding Presence)
Overawe 3d12+4 (The Stare, Voice: Threatening)
Performin: Acting 5d12+2
Performin: Dancing 3d12+2
Performin: Singing 3d12+2 (+1 Bounty)
Persuasion 5d12+4 (Purty, Voice: Soothing)(Habit -2)
Tale Tellin 3d12+2




Smarts 3D12+2 (Serum)
Bluff 2d12+2
Ridicule 2d12+4 +2 (Voice: Grating)
Scroungin' 2d12+2
Streetwise 1d12+2
Tinkerin' 2d12+2 (2* Free)

Spirit 4d10
Faith/(Loco?) 5d10 / 4d10
Guts 4d10+2


Corporeal Traits:

Deftness 2D10
Lockpickin' 2d10
Shootin' Shotgun 2d10
Shootin' SMG 1d10
Sleight of Hand 1d10

Nimbleness 3D10
Climbin' 1d10
Fightin: Brawlin' 2d10
Fightin: Martial Arts 3d10
Fightin: Sword 2d10
Ridin': Dino 2d10 (2* Free)
Sneak 2d10
Swimmin 2d10
Teamster 2d10 (2* Free)

Quickness 4D12+2 (Was 4d8 Pre-Mutation)
Quickdraw

Strength 4D10 (Was 4d6 Pre-serum and Mutation)

Vigor 4D10 (Was 4d10 Pre-Serum)

Pace: 10
Size: 6
Wind: 20
Grit: 0
This message was last edited by the GM at 00:26, Sun 27 Feb 2022.
Shyke
GM, 2 posts
Thu 15 Apr 2021
at 00:43
  • msg #2

Hindrances/Edges

Hindrances:

Greedy: 2

High Falutin': 2

Loyalty: 3

Mutation: 3

Curious: 0

Loco: Believes she is destined to become a God(per the anthro belief) 3

Habit: Stares into space and ignores people(sometimes she talks to herself) 2 (This and Loco is from the Serum)

Edges: 

Dinero - 5 ($400/wk + $2000 starting)

Keen Senses - 3

Purty: -3 (+4 Persuasion)

Leadership Serum with Additive - 5
--+1 die step to Cog, Kno, Sma, Mie
--(-1) die step to Str, Vig
--Commanding Presence
--The Stare
--Voice: Soothing
--Voice: Threatening
--Voice: Grating
--Brave
--Nerves of Steel
--Insane Bravado (Junker book)

Sidekick - 5 -Anthro Cat, half, wizard

Friends in High Places/Business Network - 5  Materials-1, Cost-1, Time-2(at rank 3 it would be 1,2,3 used one point to upgrade 2 and 3 to 1 and 2)

Renown - 3  +5 Anthro/+1 Hawkinsville
This message was last edited by the GM at 23:21, Thu 29 July 2021.
Shyke
GM, 3 posts
Thu 15 Apr 2021
at 00:43
  • msg #3

Junker Abilities

hold
This message was last edited by the GM at 00:49, Tue 10 May 2022.
Shyke
GM, 4 posts
Thu 15 Apr 2021
at 00:44
  • msg #4

Mutations/Mysterious Background/Coup

Mutations:

King of Spades: +2 Steps to Strength and Quickness

Queen of Hearts Greater: +3 Steps to Mien during the day time

Mysterious Background:

Arcane Pact: Ancestor made pact with supernatural forces passed down to her.
Supernatural Trait: Knowledge Rank-1

Coup:

Succubus:
Can spend fate chips to whittle away at the will of others when attempting to persuade them.  1 White Chip -2, Red Chip -4, Blue Chip -6

Wendigo:
Completely immune to damage from natural and supernatural cold.
This message was last edited by the GM at 21:57, Sat 12 Mar 2022.
Shyke
GM, 5 posts
Thu 15 Apr 2021
at 00:44
  • msg #5

Followers/Warband/Critters

Bruno
Smart Dino -Battle trained, can learn things faster

Corporeal: D: 2d6, N: 3d8, S: 4d12+2, Q: 4d10, V: 2d12
Dodge: 4d8, Fighting: 4d8, Sneak: 3d8
Mental: C: 3d8, K: 1d4, M: 3d6, Sm: 2d4, Sp: 2d8
Guts: 3d8, Overawe: 5d6, Search: 5d8.

Wind: 35
Pace: 20
Size: 11
Terror: 3
Special Abilities:
Tough Hide: -4 light armor.
Cold-Blooded: Temperatures under 50 degrees cause them to suffer -4.
Damage: Bite: STR+1d4, Claw: STR+1d4 (AP1).
Tail Sweep: Anyone within 3y along 60 degree arc can be swept instead of attacking.  Must make onerous dodge roll (TN7) to avoid falling. Those hit take STR damage.
This message was last edited by the GM at 23:12, Sat 24 Apr 2021.
Shyke
GM, 6 posts
Thu 15 Apr 2021
at 00:45
  • msg #6

Inventory

Trade Checks w/Vanya's store: $10,296

Degree Certificate Crystal


Crystals  -10 oz
Ghost Rock -112 oz

Structural/Crystal -439
Structural -
Chemical/Crystal -614
Chemical -
Electrical -110
Mechanical -108

Dino (See Critters Section)
Saddle, Dino
Saddle Bags, Dino

Soul Tap
Power Jack (Junker made installed in back of neck.)
Crystal Power Back Pack

Medical
Med Kit
Spray Skin (extra can)
Surgical Kit
Super Antibiotics 10x

Armor
Civilian Protect Silk (-4)
Silk Armor AV 1 Guts

Electronics
Palm Corder
7x Blank Slug
1x Slug of old movies
Solar Panel Recharger
Frame Size 5 Generator Stability 20
Night Vision Goggles
Military Radio
Micro Battery 20x

Survival
Compass
Binoculars
Flashlight
Mapbook/Travel Guide: Mobile Alabama pre-bombs
Mess Kit
Rope 50'
Rucksack (bought as Backpack pricing)
Tent
Water Purification Kit
Water Tester

Food
Jerky 100x

Personal
Duster
Jacket x2
Jeans x5
Shirts x5
Boots x2
Mechanical Watch
Sunglasses/Goggles
This message was last edited by the GM at 20:21, Sun 25 Apr 2021.
Shyke
GM, 7 posts
Thu 15 Apr 2021
at 02:11
  • msg #7

Blueprints

EDIT: Couldn't get some of the images to work so just left the link

Device 1: Soul Tap (free-Junker)

Device 2: Crystalline Power Backpack (Free-30 slots) Stability 20
Frame Size: 3 (31 slots) (only built using 29.1 slots
Spirit Armor AV 1: 3.1 slots
3x Power Jacks: 6 Slots
Rest in Crystal Power Packs 20.875 slots (100 G-Ray per 2.5 Slots)=835 G-Rays



Device 3 Armor (contains Armor and Healing Powers)(crystal and silk?)
Frame Size: 6 128 Slots -
Dead Space 64 slots
Spirit Armor AV 2: 25.6 Slots (TN-9 and 15)
Structural - 1 (18 for Frame Size unless it also is x.3) Chemical - 9 (both crystal)
Healing:
Reusable Aid Pack 1 Wound Level 5 yd AoE Drain:40
Frame Size: 3 TN: 8 Slots: 31
Structural - 9 Chemical - 4 (both crystal) Electrical: 4 Mechanical: 4
2x Power  Jack: 4 Slots
--124.6 Slots

https://www.deviantart.com/two...gue-doctor-540223521


Device 4: Dual Wave Chest Cannon/Mortar

Power Jack and Switch for different firing

Flash Gordon/Plasma Mortar/Spirit Weapon
Dmg: 4d4 AoE: 1 yd Rof: 3 Rinc: 20 yd (paid at 30 yd)
Dmg Slots: .26 Drain: .78 + 2.6(spirit weapon)= 3.38
Rof Slots: 7.09  Rinc Slots: 5.2 (2.6x2 for bolt) Drain: 1.95
Total Slots: 12.55x0.75= 9.4125  Drain: 6 (5.33)
Frame Size 4
TN: 11 and TN: 13
Structural: * Chemical: 0.627 (both crystal)
 Electrical: 5.02 Mechanical: 3.765

Flash Gordon/Photonic Wave Cannon/Beam
Dmg: 6d10 AP:2 Rof: 1 Rinc 50
Base: 2.4- 4.8
AP: 2 = x1.5 Drain - +2.4
RoF: 1 Slots x3 ammo size +7.2 slots
Rinc: 50 Slots 15x Drain 3x 36 slots 14.4 drain

Slots: 45.6 - (34.2)
Drain: 21.6

Frame Size 4 (54 Slots)
Structural-10
Chemical 2.28
Electrical 9.12
Mechanical 4.56




https://www.videogamesartwork....ssified/alien-mortar

something that looks like the above mounted on the middle part (where the handle is) of this:



4x 3' long spirit cables 3 oz GR and 3 Str per cable.


George Expandable Armor (crystal and silk) with strain booster in it.
Armor
Frame Size 7 - Structural: 21 Slots: 182 (36.4)
TN: 10 and 16
Dead Space: 91
AV 3: 54.6  Weight .6 / slot
Chem: 17 Struc: 2+21 Electronic: 11 Mechanical: 11

Strain Reliever:
TN: 12
Frame Size: 3 - Slots 31 Structural: 7
Structural: 7 Electronics: 10
Can hold 3 oz of Ghost Crystal and provide 6 Strain
Feedback: If person device fails stability roll this causes the user to experience negative side effects.

5.4 Slots Free

Structural 9+21
Chemical 17
Electronic 21
Mechanical 11
This message was last edited by the GM at 18:44, Sun 25 Apr 2021.
Marshal
GM, 5 posts
Fri 16 Apr 2021
at 04:48
  • msg #8

Ghost Crystal Technology

Crystal are only sold in their raw form to those with Hawking University Graduation credentials.
Base cost of crystal are $250 per ounce.
Crystal Structural $27
Crystal Chemical $15

Rank 1:

Small Refinery:
-Frame Size 4 (no free slots)
-Electronic: 5
-Mechanical: 5
-Structural: 10
--Max Ghost Rock: 10 lb
--8 oz. GR, 2 Structural, and 1 Chemical generated per pound of crystal.
--25 electrical per pound, 4 hour per pound

Large Refinery:
-Frame Size 18 (no free slots)
-Electronic: 15
-Mechanical: 25
-Structural: 100
--Max Ghost Rock: 250 lb
--8 oz. GR, 4 Structural, and 2 Chemical generated per pound of crystal.
--25 electrical per pound, 2 hour per pound

Protective Clothing and Building Coating Design
-- Size 6: 32 Structural, 12 Chemical

Strain Reliever:
TN: 9
Electronic: 30%
Each Ounce of Ghost Crystal Provides 2 strain
Feedback: If person device fails stability roll this causes the user to experience negative side effects.

Ex: Frame 2 Strain Reliever (Structural Cost (from Frame): 5, Electronic Cost: 16 (frame) * 0.3 = 4.8 = 5. Max Crystal Size: 16/10 = 1.6 = round down to 1 ounce.  For purposes of this power Ghost Crystal can be miniaturized.  TN=9+Frame Size 2 = 11

Rank 2:
Improved Shielding: Reduce Combat Drain by half.  Structural components of shield must be made with crystal structural.

Field Effect:
Effects Healing, Strain Reliever, and Soul Trap.
Increase structural, and chemical cost by following depending on area effect range.  Extra cost must be built with crystal components.
1 yard: +15%
5 yard: +20%
10 yard: +25%
15 yard: +30%
20 yard: +35%
Beneficial effects are halved or require double drain as appropriate.

Rank 3:
Further improved crystal protection and create rank 1 mining tools.

Battery: x2 Charger per ounce (using crystal). One quarter structural and slot cost.  All components made from crystal.
Ex: 100 G-Ray Crystal Batter vs. 100 G-Ray Ghost Rock Batter
Ghost Rock Battery:
-100 G-Rays Grock (10 ounces Ghost Rock Required, and 10 Structural)
Ghost Crystal Battery:
-100 G-Rays Gcrys (5 ounces Ghost Crystal Required, and 5/4 = 1.25 = 2 Structural)

If these batteries were installed as power packs the Ghost Rock Power Pack would require 10 slots, and the Ghost Crystal Battery would require 10/4=2.5 slots.


Armor: +20% Chemical (form crystal), -7% Structural, 0.6 lb per slot.

Weapon Smith:
-Each AP uses 10% of weapons slots (+5% chemical per AP)
-Each damage die type increase increases the number of structural needed by x1.5, and increases uses up 10% devices slots.  All structural must come from crystal.  Also increase chemical components by 5% each time damage die type increased.
-Each added damage die uses up 10% of the devices slots.  All structural must come from crystal.  Also increase chemical components by 5% each time number of dice increased type increased.
-Energy weapons reduce number of required slot for blade transmitted by 25% but increase chemical by 5%.  All chemical provided by crystal.

Rail Guns: AP 2 for free but all ammo must be made by structural crystal.

Flash Gordon: Reduce slot cost by 25% but structural must be made from crystal, and add 5% chemical (again crystal).
This message was last edited by the GM at 05:14, Sun 18 Apr 2021.
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