DISASTEROID
IC Thread (http://www.bay12forums.com/smf/index.php?topic=164841.0)
*Light jazz music plays in the background. A ridiculously chipper and upbeat voice begins speaking over the backdrop of a stylised M*
Hello, and welcome to the Marsarin Mining Corporation Exploration Corps, also known as the MMCEC! As you may know, you are here because of your outstanding debts to our partner company, the Marsarin Banking Corporation. In order to pay off what is owed to the Corporation, you have been put into indentured servitude as described under article XXVI-7 of the Loan Agreement, and you shall remain in the MMCEC until the Corporation has been reimbursed in full.
Please keep in mind title MCMXIV, which states that “indentured servitude will persist until the completion of 10 successful exploratory operations, or in death.” Do not fear, however! Statistics show that over 12.6359% of MMCEC workers do manage to complete their 10 operations, and are reintegrated into normal society! Thanks to modern medical technology, we are able to return employees to working status as long as we possess at least 65.2387% of undamaged brain tissue! Thus, we are able to guarantee long-term worker efficiency and continuation of vital functions for a maximum number of expeditions!
Now what is an exploration, you ask? In essence, the MMCEC sends you, the explorer, to a planetoid in order to recover an alien device, to scout out the area for items of interest, or any number of other objectives! We are proud to announce that of last quarter, we have managed to reduce worker mortality rates by almost 3.2598%! This is due to our new Credit system; employees may now purchase tools from the MMCEC armory for their missions using company credits. Tools may be traded in after missions for credits, and all recovered items from expeditions may be rewarded with extra credits! As a welcome from the MMCEC, each new employee is given 8 credits to begin with.
And again, welcome to the MMCEC! We hope you enjoy your stay!
*The music fades as the tape cuts to black*
>A Roll to Dodge game
>In space!
>In the future!
>Totally not a rip-off of XCOM and other, more successful forum games.
>Mission based and combat oriented
>Black comedy
>Everything is rolled via d10. A roll of 1 or less results in a critical fail. A 10 or more is an overshoot. Everything else is somewhere in between.
>There will always be a maximum of 6 players in a mission. New players may or may not be brought into missions as needed.
>If you don’t post for around 3-4 days you get NPC’d until you post again. This means that I decide your actions for you. If you want you can let another player take over for you if you know you’re gonna be gone for a bit. Make sure that that other player is okay with that.
>Updates are (relatively) frequent, and I won’t necessarily wait for everyone to post before making an update. Fast-paced is the name of the game.
You get 20 stat points at character creation. Every 5 points in a stat translates to an extra +1 on all related rolls. Having less than 3 points in a stat translates to a -2 on all related rolls.
Strength - Useful for picking up heavy objects and punching things until they die. This stat is required for use of some conventional weapons and certain heavy equipment. This stat is rolled for hand-to-hand combat and certain melee weapons that don’t fall under the unconventional category.
Dexterity - Useful for running away from scary monsters and pretty much anything that requires accuracy, dodging, and coordination. This stat is required for the use of certain conventional and unconventional weapons. This stat is rolled for hand-to-hand combat and certain melee weapons that don’t fall under the unconventional category.
Endurance - Useful for making sure that you don’t fall over blubbering and screaming when you get a paper cut. Also useful for surviving damage resisting the effects of enduring effects such as poison, drunkenness, or overmedication. However, if you get hit hard enough, it may only determine how fine of a pulp you get mashed into. This stat is required for the use of certain alien weapons. This stat is rolled for taking damage.
Intelligence - Useful for analyzing data or using teh interwebs. This stat is required for the use of certain alien weapons. This stat is rolled when making investigations that wouldn’t require the use of intuition.
Will - Useful for resisting the effects of mindrape and using speshul space majicks. This stat is required for the use of most alien weapons and some types of tech. This stat is rolled for resisting mindfuckery and waking up when passed out.
Charisma - Useful for making a good impression on people or for looking cool, pretty, attractive, etc. This stat is required for the use of certain alien weapons. This stat is rolled for in social interactions not involving the speech skill. For every 3 points you have in Speech, this stat is increased by 1.
You get 5 skill points at character creation. Every three skill points translates to an extra +1 on a related roll, while having 0 in a skill causes you to have a -2 on related rolls.
Conventional Weapons - Does it have a barrel? Does it have a trigger? When you pull the trigger, do high-velocity somethings come out of the barrel and destroy whatever you were pointing at? If so, you’re looking at a conventional weapon. Overshoots tend to destroy your target with bad side effects, while critfails tend to cause you to misfire or shoot yourself.
Unconventional Weapons - This skill applies to most melee weapons, ranged weapons that don’t fall in the conventional or alien categories, and improvised weapons. Overshoots and critfails tend to run along the same vein as those of conventional weapons.
Alien Weapons - The universe is a big place, and humans just plain haven’t been around as long as some of the alien races out there. From time to time, mankind runs across the advanced technology of the extraterrestrials, but humanity has never found out how to recreate it. Alien weaponry is wide and varied, ranging from special guns to beams that make you go insane. Just don’t expect to come across these weapons very often.
Speech - Winning the hearts and minds of the people is a truly valuable skill! Speech covers persuasion, making inspiring speeches, and talking your way out of a sticky situation. Don’t expect this to get used very often in areas without NPCs. Every 3 points in speech adds 1 to your charisma stat.
Insight - Am I about to step on a landmine? Is this person not telling me everything I need to know? Is this alien artifact going to mess with my brain? All of these questions can be answered with this skill! Those with high intuition have a chance to make out hidden information or be able to somehow pull information out of nowhere. However, information from the intuition skill tends to be a little more vague than that obtained from the intelligence stat.
Medicine - Knowing the difference between the femur and the lungs is useful. Knowing how to treat an acute case of femur-through-the-lungs is even more useful. Having medical experience allows you to know these things, and more!
Mechanics - People with this skill have the ability to build almost everything they can think up of. Useful for creating weapon mods or custom equipment, and very useful for when you are trapped in a situation with few resources and need to construct something to let you survive. Also provides some amount of knowledge about maintaining and repairing machinery.
Hacking - Damn passwords and encryption, always getting in the way of accessing the information behind them! A skilled hacker is able to subvert and compromise even the most secure system and wreak havoc on it.
Brought on by exposure to radiation, by contact with an alien artifact, or by an uncountable number of other circumstances, The Gift is both a blessing and a curse. In short, The Gift is the acquired instability of one’s own genetic code, and a propensity for violent and unexpected mutations. While there are a select few who have gained powers beyond those of normal men through The Gift, the vast majority of those afflicted are brought down with crippling and deforming changes.
Each player starts out with 0 points in The Gift, and acquire points through exposure to radiation and certain alien artifacts. Whenever a player gains a point in The Gift, they have a chance to gain a mutation equal to their point total times 11 (So someone with 1 point in The Gift has an 11% chance to get a mutation, 2 points has a 22% chance, etc.). When a player has 10 points in The Gift, they die due to having such a horribly mutated genetic code that they essentially turn into a puddle of bodily fluids and tumors.
Possible mutations range from relatively benign changes (hair all over the body), to positive ones (skin strong as steel), to actively harmful ones (sudden loss of all muscle mass). All mutations change one’s stats, in both positive and negative ways.
Name:
Age:
Appearance:
Personal Information:
Stats: (Format: [Stat Name]:[Number of Points])
Skills: (Format: [Skill Name]:[Number of Points])
The Gift: 0
Credits: 8
Armory:
All weapons come with 1 clip of ammo for free. After that, you'll have to buy additional clips/batteries/fuel cells/others. Prices and items available are subject to change.
The format for items is as follows:
Name (Cost in Tokens): Description
Ammo: Name. Clip Size. Cost in Tokens. (If Applicable)
Stat Restrictions (If Applicable)
Laser Pistol (1): Standard-issue sidearm that shoots a low-power laser beam. Overheats if used for more than 2 seconds at a time, has very poor stability, and is almost completely useless at long range. On the plus side, it never runs out of ammo.
Ammo: Generator. 2 seconds of continuous use before overheating.
Microshooter (1): A small, compact sidearm that fires very tiny steel balls at high enough speeds to pierce flesh and thin sheets of metal. Just don’t expect a hit to do any major damage.
Ammo: Magazine. 50 shots. 1 credit.
Laser Rifle (2): The laser pistol’s bigger, non-useless brother. This gun sports a more powerful laser, and enough range to be useful at medium to long distances. However, because it’s so cheap to make it’ll probably break if you drop it. It’s power and effectiveness is decent for it’s cost though.
Ammo: Battery. 100 seconds of continuous fire. 1 credit.
Navy PDW (2): Standard-issue military gun. A hybrid between a submachine gun and a carbine, it retains the compact size and ammunition capacity of the former while adding the stopping power, accuracy and penetration of the latter. In exchange for these traits, however, it takes an extremely long time to reload and its compact size causes it to have an extremely small magazine.
Ammo: Magazine. 10 shots. 1 credit.
Coilgun (3): This puppy uses high-power electromagnets to fire a lump of iron at at an extremely high speed and to a satisfyingly large distance. In the end, it’s pretty simple to use. Point gun at the enemy, pull the trigger, and suddenly you don’t have an enemy anymore! It has one hell of a kick, however.
Ammo: Magazine. 8 shots. 1 credit.
Stat Requirements: 5 Strength
Plasma Rifle (4): Do you know what’s better than shooting laser beams at the enemy? Shooting blobs of GODDAMN PLASMA at the enemy! Instead of creating a hole in whatever it’s shot at, it instantaneously ionizes anything it comes into contact with. Aka, it sets things on fire and then vaporizes them.
Ammo: Plasma Tank. 12 shots. 2 credits.
Heavy Laser (5): This is essentially what happens when you take a laser rifle and a machine gun, then mashed them together. This weapon can provide heavy-duty fire, suppressive power, and face-melting heat to demolish anything in its path. Great at parties!
Ammo: Battery. 200 seconds of continuous fire. 2 credits.
Stat Requirements: 8 Strength
Laser Sniper (5): The sniper rifle just got that much more awesome. The enemy waits, unaware of the flesh-melting device being pointed straight at them. Suddenly, a blistering heat and they find themselves without a neck! However, it is completely useless at close range as the rifle doesn’t have enough time to defract into a beam at those distances.
Ammo: Battery. 40 seconds of continuous fire. 2 credits.
Stat Requirements: 8 Dexterity.
Scatter Laser (5): Conventional wisdom holds that if you spread out a laser, it will become less effective. Instead, the eggheads up in R&D made a gun that holds a big ol’ finger up to conventional wisdom and says “screw you physics, I can do what I want!” Effectively, it’s a laser shotgun. Neat.
Ammo: Battery. 120 seconds of continuous fire. 2 credits.
Stat Requirements: 5 Strength, 5 Dexterity
Plasma Cannon (9): It’s big. It glows. It delivers a heavy ordinance of ionized plasma that vaporizes anything it touches. It’s powerful enough to level an entire building in the span of a few seconds. Also comes with green LEDs to give it that plasma-y feel!
Ammo: Plasma Tank. 8 shots. 2 credits.
Vibroknife (1): A tiny pocketknife that produces extreme cutting power through vibrations. Essentially, the thousands of high-frequency vibrations it makes lets it cut through most metals. It’s pretty much a really fancy electric turkey carver.
Stunstick (1): It’s a taser. More specifically, it’s a taser taped to a stick. Modern technology at its finest.
EMP Grenade (3 for 1): Dispenses a short-range electromagnetic pulse, which just so happens to be really effective for taking out computers and electronics. This pulse also happens to be significantly less effective against humans. Keep in mind some advanced equipment may be insulated against EMP pulses.
Smoke Grenade (4 for 1): Step 1: Pull out the pin. Step 2: Throw grenade. Step 3: Wait for smoke to come out. Nuff said.
HE Grenade (2 for 1): Enemy soldiers in deep cover? Grenade it. Scary alien trying to mindrape you? Grenade it. Daddy issues? Grenade it. Delivers shrapnel-based death in a 15 foot radius.
1/6 Kiloton Charge (2): This is a 1/6 Kiloton Charge. It explodes extremely well. It explodes so extremely well, in fact, that exploding is all it can really do. Comes with a detonation timer.
Bolt Caster (3): “Crossbows aren’t useful anymore” they said. “Crossbows lack the stopping power and the effectiveness of the gun” they said. To prove them wrong, we made the Bolt Caster. It’s a crossbow with an internal mechanism that heats tungsten rods to dangerously high temperatures, and then ejects them at high velocity. That being said, it takes a while for the thing to heat up to useful levels in between shots.
Ammo: Magazine. 10 shots. 1 credit.
Stat Requirements: 4 Dexterity.
Tesla Gun (4): Modern environment suits are extremely well protected against flamethrowers. That’s why we made the Tesla Gun, which instead of flames shoots out bolts of lightning! Try not to trip while carrying it.
Ammo: Battery. 30 seconds of continuous fire. 2 credits.
Stat Requirements: 6 Dexterity
Rocket Launcher (5): Shoots high-speed rocket-propelled high-explosive projectiles that go boom. This particular variant has all the bells and whistles necessary for a front-line unit: folding sight, sturdy frame, and a stock that can be comfortably used by one in every 500 soldiers.
Ammo: HE Shell. 1 Shot. 2 Credits.
Gravity Manipulator (6): One of the guys up in R&D is really into pre-space travel video games. Therefore, he just HAD to recreate one of his favorite weapons therein: the Gravity Gun. Press button, whatever you’re pointing at gets sucked to the front of the gun. Press button again, shoot the object at high speeds! Doesn’t work on organic matter.
Ammo: Generator. Infinite uses.
Stat Requirements: 8 Dexterity.
Kiloton Charge (9): Like the 1/6 Kiloton Charge, but six times more powerful! Can be set on a timer or for remote detonation. Press button, instant thermonuclear explosion!
Megaton Charge (20): The Megato- you know what? You’re a smart person. You can figure it out.
Tentacle (2): We take a tentacle and stick it on wherever you want it to go. It’s about 5 feet long, dextrous, and prehensile. Good for grabbing TV remotes when you’re feeling lazy. Highly visible to pretty much everyone ever.
Stat Requirements: 5 Endurance
Alien Symbiote (4): We found it once when we were on an expedition. We don’t know what it does. We don’t know if it is sentient or not. You’re the only one we could find who is insane enough to even want this put in their body. For science!
Stat Requirements: 8 Will, 5 Intelligence
Adaptive Rod (5): What appears to just be a simple rod of metal on the surface, is actually a miracle of engineering! This rod is able to shape itself into simple forms, T-1000 style, as long as it is being held and it’s wielder is conscious.
Stat Requirements: 10 Will
Psionic Amplifier (9): With this device, you too can use the unused 90% of your brain! Or not, because you actually use 100% of it. Effectively, it senses whatever you are thinking about, and then bends physics to your will. May or may not lead to various mental side effects.
Stat Requirements: 13 Will, 7 Intelligence, 7 Charisma
T.A Suit (Free): This is very simple. It’s an armorless space suit with a glass bowl for a head. It will protect you from the cold vacuum of space and extreme heat, until it gets punctured. Then it will suddenly and abruptly no longer be able to protect you from the vacuum of space or from heat.
Painkillers (6 for 1): Heavy-duty military painkillers. Will only require a medicine roll if attempting to determine a dosage.
Coagulants (6 for 1): Makes the blood coagulate faster, reducing the time before a bleedout. Will only require a medicine roll if attempting to determine a dosage.
Medicinal Foam (2 for 1): A can of medical foam designed to seal open wounds. Comes in the advanced medkit, but can be purchased separately.
Dataspike (1): Need to get into a computer? Don’t have the time or the skill to hack into it? The dataspike solves both of those problems! Shove it into a computerized system and it’ll download as much data as it can before it fills up. However, after it does so the system it’s been draining will be fried, and any sort of security software installed will definitely get activated.
Observer (2 for 1): A small drone-mounted camera; good for scouting and reconnaissance work. Fast, but will likely break if you so much as look at it funny. Single use.
Emergency Medkit (2): Provides everything a medic could need for an emergency. Will treat all minor injuries such as cuts, burns, or bullet holes as well as minor suit malfunctions. Can be used 5 times.
Empathy Gland (2): A gland that lets you feel the thoughts and emotions of organic creatures, human or otherwise! It also can’t be turned off, which might be a problem in some situations. Someone dying in your close proximity will also be very unpleasant.
Stat Requirements: 5 Will, 5 Charisma
Simple Robotics Kit (2): Contains an assorted mix of electronics and mechanical parts. Comes with a screwdriver and a soldering iron.
Jetpack (3): It’s a jetpack. Do you really need an explanation of what a jetpack does? Provides 1 hour of continuous flight before it runs out of fuel. Extra fuel cells cost 2 credits.
T.A Armor (3): Looks just like the T.A suit, but so much more! This suit is able to seal off punctured sections to prevent pressure loss, provide pressure to limbs in order to prevent heavy bleeding, and put the wearer into a stasis should they become mortally wounded, allowing for a live recovery. It doesn’t, however, provide painkillers. Deal with it.
pAI (3): A very simple, very limited AI contained within a 1x1x1 cube. Comes with a microphone and a speaker. Good at solving math problems. Less good at most other things. Programmable.
Gunner Drone (4): Like the observer, but with a gun! Also exponentially more sturdy, less prone to connection issues, and a hell of a lot more expensive. Comes with enough ammo for 15 5-second bursts.
Advanced Medkit (4): Like the emergency medkit, but more advanced. Is able to deal with problems such as damaged organs or missing limbs. Can be used 5 times.
Advanced Robotics Kit (5): Contains advanced electronics systems, a programmable pAI cube, lots of assorted spare parts, and a full compliment of basic tools. Never want for tinkering materials ever again!
Spider Suit (6): This device allows for extremely improved mobility, providing a special multi-use grappling hook and special pads in the hands and feet to allow the user to climb walls. Boosts the user’s dexterity score by 2.
E.X.O Suit (7): Provides not only extra protection from harm via armor, but comes pre-equipped with a special wrist-mounted heavy weapon! Mountable weapons include a rocket launcher, a flamethrower, and a shredder cannon. However, only one heavy weapon can be equipped at a time and will seriously impede the wearer’s movement. Boosts the user’s strength score by 3.
Ammo (Rocket Launcher): Rocket. 1 shot. 2 credits.
Ammo (Flamethrower): Fuel cell. 15 seconds of continuous use. 2 credits.
Ammo (Shredder Cannon): Magazine. 2 uses. 2 credits.
Stat Requirements: 13 Strength, 8 Dexterity
Medical Construction Vat (10): A big ol’ vat that can grow organs or limbs out of nanites and organic matter. In essence, carbon goes in, body part comes out. These parts are not as strong or dextrous as those grown in the lab, but they’ll do for the duration of a mission. Try not to spill the contents on the ground, as that may result in a grey goo situation. Oh, and it weighs something like 100 pounds. Have fun carrying that around.
W.A.R Suit (17): Combines the mobility of the spider suit and the firepower of the E.X.O suit into one, more powerful armor! Boosts the user’s strength score by 4, their dexterity score by 3, and their endurance score by 4. Can be mounted with two separate heavy weapons.
Ammo (Rocket Launcher): Rocket. 1 shot. 2 credits.
Ammo (Flamethrower): Fuel cell. 15 seconds of continuous use. 2 credits.
Ammo (Shredder Cannon): Magazine. 2 uses. 2 credits.
Stat Requirements: 15 Strength, 12 Dexterity
In. Don't have time to make a full sheet yet though.
Name: August
Age: 32
Appearance:Tall and lanky with Brown hair and Blue Eyes
Personal Information:
Stats:
Strength:1
Dexterity:3
Endurance:3
Intelligence:5
Willpower:8
Skills:
Conventional Weapons:1
Alien Weapons:3
Mechanics:1
The Gift: 0
Credits: 0
Inventory:
Alien Symbiote
T.A. Armor
Laser Pistol
Name: T. "Doc" Harrison
Age: 35
Appearance: A somewhat under-muscled man with muddy-blond hair and a mild "worker's tan".
Personal Information: Harrison is (or rather, was) a doctor of the "mechanical" style. He likes to work with machines, and oftentimes is trying to hack together some sort of prototype drone to do various tasks for him, including basic medical treatments if he mashes a finger in a vice or something. He's not particularly fond of talking, and prefers to stay in the company of machines and AI as a result.
Stats
Strength:5
Dexterity:5
Endurance: 5
Intelligence:5
Will: 5
Charisma: 0
Skills
Conventional weapons:1
Unconventional weapons: 1
Insight: 1
Mechanics:2
Hacking:1
Mutations
The Gift:0/10
Items
Vibroknife
PAI cube
2 observer drones - one damaged.
T.A. Armor suit
Laser rifle
Laser rifle battery
Credits: 2
Name: August
Age: 32
Appearance:Tall and lanky with Brown hair and Blue Eyes
Personal Information:
Stats:
Strength:3
Dexterity:4
Endurance:3
Intelligence:5
Willpower:10
Skills:
Conventional Weapons:1
Alien Weapons:3
Insight:1
Mechanics:1
The Gift: 1
Credits: 0
Inventory:
Alien Symbiote
T.A. Armor
Laser Pistol
Adaptive Rod
Name: Juniper
Age: 24
Appearance: Slender, with a slightly chubby face. She stands a little over the average height. Her brown hair falls over head in waves, usually masking her green eyes.
Personal Information: Juniper is terrible with her money. She knows she can't afford items, yet she splurges nightly, and buys them anyways. That practice ended up bringing her here.
Stats:
STR - 1
DEX - 3
END - 3
INT - 5
WIL - 8
CHR - 3
Skills:
Medicine - 1
Speech - 1
Alien Weapons - 4
The Gift: 0
Credits: 0
Inventory:
T.A Suit
Alien Symbiote
pAI
Observer (1 & 1 damaged)
Gunner Drone
Name: Doctor Darwin
Age: 49
Appearance: Broad, short man with brown hair, glasses, a beard, and a large scar across his left cheek.
Personal Information: He doesn't actually owe anything to the Marsarin Banking Corporation, he volunteered to join the MMCEC in order to gain writing material for an upcoming book. Maybe this time it'll actually sell and he can finally stop working as a doctor. That said, just because he volunteered doesn't mean he is treated any differently.
Stats:
- Str: 5
- Dexterity: 5
- Endurance: 5
- Intelligence: 5
- Will: 5
- Charisma: 0
Skills:
- Medicine: 3
- Mechanics: 1
- Alien Weapons: 1
- Insight: 1
The Gift: 1
Credits: 1
Inventory:
- T.A. Armor
- Advanced Medkit
- Emergency Medkit
- Vibroknife
- Smoke Grenade(x4)
- HE Grenade(x2)
Updated with bombs and extra medical supplies for when advanced supplies are overkill.
Name:Ivan Sobieski
Age:21
Appearance: A tall man with that has a beard
Personal Information: Mechanist with a hacker background
Stats:
Strength - 5
Dexterity - 0
Endurance - 5
Intelligence - 5
Will - 5
Charisma - 0
Skills:
Mechanics - 3
Hacking - 2
The Gift: 0
Credits: 0
-Advanced Robotics Kit
-T.A. Armour
Name: Konstantin Sokolov
Age: 29
Appearance: Short brown hair with a thick beard and mustache combo, and slightly lighter brown eyes. Reasonably fit, but rendered gaunt by his recent medical work and 'bed rest' courtesy of floating sedated in a tank for eight months. Naturally arched eyebrows greatly enhance his frequent skeptical stare.
Personal Information: Konstantin was an up and coming engineer specializing in zero-g construction, before everything went to hell. He was injured on the job when an improperly installed generator he was called in to fix exploded, and FabUTec, such a wonderful company, really, so good at the whole ethics thing, ordered up some top of the line regenerative therapy with poor old Konstantin left to pick up the tab. Oh, they paid for it, on paper, but he owed them thousands of hours of work at a quarter pay. He refused, of course, so he was sued, the hours of work owed converted to triple damages, and his debt sold to Marsarin Banking Company at a small profit over the original medical costs.
Stats:
-Strength:2
-Dexterity:5
-Endurance:3
-Intelligence:5
-Will:3
-Charisma:2
Skills:
-Mechanics:3
-Unconventional Weapons:1
-Insight:1
The Gift: 0
Credits: 0
Inventory:
-Bolt Caster
-1x Bolt Magazine 10/10
-T.A Armor
-Simple Robotics Kit
I, uh, may have arranged for too much debt. If necessary, I can fix that. I just screwed him over, liked what it did for the amount of burning hatred deep in his heart, so I did it again, and then once more for luck.
So... it's mid-decemberish now I guess. Y'all still interested in starting this back up?
Are you accepting new players too?
Name: Laurence
Age:19
Appearance: Scrawny, short black hair and a pair of glasses covering his eyes.
Personal Information: He borrowed a lot of money from various groups to fund experiments and his investigation of alien artifacts. He archieved absolutely nothing at all and lost all his money.
Stats:
-Intelligence: 5
-Will: 10
-Charisma: 5
Skills:
-Alien weapons: 3
-Speech: 1
-Insight: 1
The Gift: 0
Credits: 2
Inventory:
-T.A Suit
-Empathy Gland
-Alien Symbiote
Character sheets are here!
Dustan Hache
Name: T. "Doc" Harrison
Age: 35
Appearance: A somewhat under-muscled man with muddy-blond hair and a mild "worker's tan".
Personal Information: Harrison is (or rather, was) a doctor of the "mechanical" style. He likes to work with machines, and oftentimes is trying to hack together some sort of prototype drone to do various tasks for him, including basic medical treatments if he mashes a finger in a vice or something. He's not particularly fond of talking, and prefers to stay in the company of machines and AI as a result.
Stats
Strength:5
Dexterity:5
Endurance: 5
Intelligence:5
Will: 5
Charisma: 0
Skills
Conventional weapons:1
Unconventional weapons: 1
Insight: 1
Mechanics:2
Hacking:1
Mutations
The Gift:0/10
Items:
Vibroknife
PAI cube
2 observer drones - one damaged.
T.A. Armor suit
Laser rifle - 23s
Laser rifle battery
Credits: 2
Status:
Left arm shot - plugged up. No function.
Rautherdir
Name: August
Age: 32
Appearance:Tall and lanky with Brown hair and Blue Eyes
Personal Information:
Stats:
Strength:3
Dexterity:4
Endurance:3
Intelligence:5
Willpower:10
Skills:
Conventional Weapons:1
Alien Weapons:3
Insight:1
Mechanics:1
The Gift: 1
Credits: 0
Inventory:
Alien Symbiote (Rage)
T.A. Armor
Laser Pistol
Adaptive Rod
Status:
Both arms shot. Bleeding.
Coolrune206
Name: Juniper
Age: 24
Appearance: Slender, with a slightly chubby face. She stands a little over the average height. Her brown hair falls over head in waves, usually masking her green eyes.
Personal Information: Juniper is terrible with her money. She knows she can't afford items, yet she splurges nightly, and buys them anyways. That practice ended up bringing her here.
Stats:
STR - 1
DEX - 3
END - 3
INT - 5
WIL - 8
CHR - 3
Skills:
Medicine - 1
Speech - 1
Alien Weapons - 4
The Gift: 0
Credits: 0
Inventory:
T.A Suit
Alien Symbiote
pAI
Observer (1 & 1 damaged)
Gunner Drone (11 bursts)
Status: Fine
FallacyOfUrist
Name: Doctor Darwin
Age: 49
Appearance: Broad, short man with brown hair, glasses, a beard, and a large scar across his left cheek.
Personal Information: He doesn't actually owe anything to the Marsarin Banking Corporation, he volunteered to join the MMCEC in order to gain writing material for an upcoming book. Maybe this time it'll actually sell and he can finally stop working as a doctor. That said, just because he volunteered doesn't mean he is treated any differently.
Stats:
- Str: 5
- Dexterity: 5
- Endurance: 5
- Intelligence: 5
- Will: 5
- Charisma: 0
Skills:
- Medicine: 3
- Mechanics: 1
- Alien Weapons: 1
- Insight: 1
The Gift: 1
Credits: 1
Inventory:
- T.A. Armor
- Advanced Medkit [4 charges]
- Emergency Medkit [4 charges]
- Vibroknife
- Smoke Grenade(x4)
- HE Grenade
Status: Fine
PaPaj
Name:Ivan Sobieski
Age:21
Appearance: A tall man with that has a beard
Personal Information: Mechanist with a hacker background
Stats:
Strength - 5
Dexterity - 0
Endurance - 5
Intelligence - 5
Will - 5
Charisma - 0
Skills:
Mechanics - 3
Hacking - 2
The Gift: 0
Credits: 0
-Advanced Robotics Kit
-T.A. Armour
Status: Fine
Piecewise
Name: INVICTUS
Age: ?
Appearance: An old man, though his age is hard to guess. Maybe 60 and aged far beyond his years by a life of hardship? Maybe 90 and strangely preserved. His head is bald and resembles a fleshy globe with liverspot continents. His Brows are huge silver caterpillars that hang on his jutting brow over sunken eyes. His eyes are twinkling black marbles, his face a leather moonscape, all crag and crevice and crater. He is bent and walks with a limp, and his only truly distinguishing feature is his long, but well kept, beard. Personal Information: INVICTUS is not a terribly smart man. Nor a terribly strong one. Or fast. He's really not sturdy and about as personable as a rock with a picture of space hitler taped to it. But his will is made of iron and his age has imbued him with a canny sort of insight. He has a murky past and says only that he's looking for alien tech. He Grins like the devil. Also spends most of the time naked, if able. Won't say why.
Stats:
STR - 3
DEX - 3
END - 0
INT - 7
WIL - 13
CHR - 0
Skills
Alien Weapons 3
Insight 3
The Gift: 4
Credits: 0
Inventory:
Adaptive Rod (He uses it as a cane)
TA Armor
Jetpack
Status: Fine
This is pretty much copy-pasted from a google doc, and I don't remember if I had updated it for the most recent turns. If there are any inconsistencies, just let me know.
I changed the gland for another symbiote.
Name: Laurence
Age:19
Appearance: Scrawny, short black hair and a pair of glasses covering his eyes.
Personal Information: He borrowed a lot of money from various groups to fund experiments and his investigation of alien artifacts. He archieved absolutely nothing at all and lost all of his money.
Stats:
-Intelligence: 5
-Will: 10
-Charisma: 5
Skills:
-Alien weapons: 3
-Speech: 1
-Insight: 1
The Gift: 0
Credits: 0
Inventory:
-T.A Suit
-Alien Symbiote
-Alien Symbiote