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 Recovering World

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CaptainIsomer

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Age : 29
Location : In my ice prism fortress

PostSubject: Recovering World   Sun Jan 29, 2012 10:56 pm

THIS IS STILL IN PROCESS AND I WILL SIMPLIFY THIS AND ALTER IT SO IT IS EASYER TO READ

The Sky people Generalities
    • Constitutional republic
    • Rebellious behavior is tribal behavior. Very few distinctions among members.
    • Not fond of fire. Endangers their blimps.
    • Favor electricity as lighting or glowing chemicals
    • The elite of the cities are known to be agile, hit fast and poisons. Hand to hand combat is preferred with them and sniping.
    • Weapons of choice: blades, hunting rifles, poisons
    • Restance to cold wind, weathered skin
    • Clothing styles
    Gloves
    Goggles
    Face coverings
    Jackets with a sown in parachute or connected parachute or have flying squirrel extensions that are belted in; fly suits
    Most outer clothing is wind breaker material
    • The Modes of transportations consist mainly of winged creatures, rappelling, and planes.
    • ‘Cities’ them selfs are not heavily populated, more like small towns.
    • Proud people, but known for having a stagnate kind of society.
    • Very leery of those from bellow that are not part of the ground (‘port’) town. Does not mean they will not be friendly but it is friendliness at a distance.
    • Do not do well in completely enclosed spaces.
    • Very Spartan society so they decorate their walls and furniture for art. Use of pillows for seats.
    • Trouble kids/families end up on the ground
    • Kids are generally kept up in the city so they may grow up there. (Irish castle idea)
    • Appearance
    o lean and wiry or average and not much mass.
    o Not many heavyset people.
  • Skills you get to assort 60 points to: Undarmed trained, sniping, bow, riding/flying, 2 Academic skills, Basic repair skill. +1 dex, +1 health, -2 strength.


Underground people Generalities
    • Political isocracy (every one is equal in political power) with Minarchism (it maintains that the state is necessary and that its only legitimate function is the protection of individuals from aggression, theft, breach of contract, and fraud, and the only legitimate governmental institutions are the military, police, and courts)
    • Meritocracy society, judged by merits you go where you are best suited.
    • Stocky, not the greatest eye sight in the day light but have very good night vision
    • Some cities/parts of a city have natural light shafts.
    • Generally pale from the lack of sunlight.
    • Small stature or hunched
    • Use of glowworms for light. Carry paste on them to attract them. Till then glow sticks and inferred goggles.
    • Clothing
    Median to light
    Bulky clothing easy to strip out of.
    Pants and shorts
    No flowing clothing.
    Carry safety equipment if they go into any unsafe areas.
    Stylized utility belts.
    Climbing gloves.
    Eyewear of some sort.
    • Do not like wide-open areas, most prefer closed in areas.
  • Skills you get to assort 60 points to: three academic skills, Brawling, Demolition, one knowledge, +1 wisdom, +1 health, -2 social



Underwater people generalities
    • A Directorial Republic is a country ruled by a College of several people, which jointly exercise the powers of Head of State. (Swiss federal councils)
    • Mutants are normal some are permeated residence.
    • It is not rapture or splicers.
    • Mental psychoses have a reasonable level and unreasonable level.
    • http://en.wikipedia.org/wiki/Psychosis
    • Body type: variable more so then Land folk
  • Skills you get to assort 60 points to: Basic repair, Weilding, SwimmHold breath, Perception. +1 health, +one other ability, -2 to any ability


Land people generalities
    • Any government, people, ect
    • Any behavior
    • Any stereotypes
    • Can be the most accepting or most rejecting
  • Skills you get to assort 60 points to: 12 skills of any preferece, +2 to any ablity, -2 to any ablity


The Uplifted survivors
    • These creatures are animals that were up lifted from animals and for whatever reason managed to survive for the last number of years.
    • They are more instinctual and animalistic in acting but they are sentient and can communicate and can learn.
    • Survivalist
    • Understand genetic alteration. And have the technology for it that they scavenged.
    • Mostly animal looking
    • Most likely to go with gut instinct.
    • Some kinds can ‘sense’ genetic illnesses. Other kinds can sense mental illness. Not all of them have either and none have both.
    • Types: Scorpions, Octopuses, ravens, Dogs, Goats, Serval/lynx (feline), badger


Scorpions
[list]o Advantages: natural weapons (pincers, stinger, bite), efficient food storage organ, low metabolism (4-9 months starvation), Vibration scence, Armored
o Disadvantages: poor eyesight (see in shades), photophobic, vibration-pheromone-touching communication, liquid diet. Ultraviolet reveals them hiding, Do not get along with ravens and badgers
o Average age: 15, Oldest age 43
o Average Size 4’4 feet long, females are thicker males are thinner
o Technology: Scorpion specific weapons and tools. Brainwave pattern communication tech. Do not normally use other technology due to nomadic behavior and issues with working with small things.
o Adaptive to dangers and hunting, group growth limited by tempers and resources.
[*]Armor, +4 strength, natural attacks, paralytic /numbing poison, -2 intelligence, limited to mounted or heavy guns, -2 social[/list]

Octopuses
    o Advantages: 360 range of sight, multiple arms, breath under water, no bone flexable, can change colors
    o Disadvantages: Can not deal with extreme temperatures above water, slow on land, carnivore diet
    o Average size: 12ft arm length, 3ft length, 135 lbs.
    o Technology: Majority of underwater technology, have some specialized only to them due to number of arms they have.
    o Highly intelligent, growth limited by need for water and offspring getting eaten by natural predators
  • +2 strength, +2 intelligence, basic 3 color change, Slow on land, -2 wisdom, -2 dex


Ravens
    o Advantages: Flight, claws and beak, sharp eyesight and hearing, may feed on carrion and garbage with no ill effects, they can speak like humans.
    o Disadvantages: hallow bones, flock animals, type with claws, Chummy, cannot use heavy weapons, considered a pest in some areas, Do not get along with scorpions and the felines
    o Average height: 3’9”feet, 4.7 lbs
    o Lives up to 40 years average for old age, longest lived one has been up to 60 years
    o Technology: modified human tech: the computer screens are at their head level and keyboards at their feet. The tools they have can activate with their tongues or claws.
    o They are normally curious but cautious when approaching something new. Prefer to remain out of distance.
  • Fly, +2 intelligence, +2 wisdom, can eat carnon, fly, -2 strength. -2 Health, Chummy


Dogs
    o Advantages: Scent, hearing frequency 31 Hz up to 18 kHz (compared to the human 55 Hz up to 79 kHz,), four times human eyesight in low light, gets along with ravens
    o Disadvantages: Color blind (see smaller range of colors), can’t see fine detail (20-70 eye sight), poor depth perception, blind spot behind the head (wider the head the larger the spot is. 70 to 140 degrees of a blind spot), Chummy,
    o Size, weight, and age varies on breed or mix smallest 2ft, largest 6’8”
    o Technology: depends on who is around them normally touch screens.
    o Behavior varies on breed, but normally loyal and have a pack mentality.
  • Variable on breed scent, hearing, Variable breed disadvantage, chummy


Felines
    o Advantages: night vision, claws, smells, touch (whiskers), and hear a higher frequency then humans.
    o Disadvantage: color blind (Can not see a wide range of colors), poor eyesight in full light
    o Averages: 4’0-5’3” (larger cat breeds can get to 6’2”) weight varies like a humans, 25 years, oldest has been 60 with good care
    o Technology: pinpoint/specific technology, do not do well with multi puropious technology
    o Can be very social or aloof.
  • +2 dex, +2 social, -2 wisdom, -2 strength


Goats
    o Advantages: seeing things on the edge of their vision, horns and kicks, females can help sustain a group, no groups out right dislike them.
    o Disadvantages: wish to taste test things, vegetarian
    o Technology: Herbalists and drug makers, best medical implements out of the group.
    o Averages: 5’0” – 6’0”, 105-160 lbs, 30 years can live up to 65 years (or more if female)
    o Friendly and kind unless provoked. They will retaliate if given reason.
  • +1 intelligence, +1 wisdom,+ 1 health, Sensitive tastes, -2 strength, -1 dex

  • Badger
    o Advantages: fast burrowing speeds (can dig through stone), mineral sense, highly developed sence of smell (can pick out minerals at a distance under ground), omnivores, good relations with the underground humans, can coincide fine with others, Strong, thick fur, claws
    o Disadvantage: scorpions will attack on site, Hunted by humans above ground, poor eye sight,
    o Averages: 3’9”-4’4” standing on their hind legs, 130-226 lbs, 25 years. Oldest is 48 years
    o They seem grumpy most of the time when dealing with other races except for those they seem to trust. Normally they are not aggressive but have no problems laying into someone if they are to be attacked or provoked. Largest clans generally are 15-20 members. Most are loners and known not to get along with their own kind.
  • +2 strength, +2 dex, -2 social, -2 Intelligence



Automations. (Goloms)
    • Very rare to find one with out orders instilled in them or rulings. Those with out the pre set commands have to learn slowly if not given within the first five hours of their ‘birth’. All man made.
    • DnD terms Lawful, there is always a method to them.
    • They always seek out a law or code to follow.
    • They can be Chemical, electronic, steam, fusion or bio based.
    o Chemical based can have a chance to blow when damaged greatly
    o Electronic are the most stable but on average get snarky and are reprogrammable. Most people end up reverting to original settings.
    o Stream are the ones that are hardest to keep running due to the resources that is required to keep them moving for a large number of years. They rust away if matinance is not up kept. Most people have these as a form of showpieces if they can afford it. This golom remembers every thing up till they run out of fuel. It is use to massive time loss
    o Fusion denture most people from wanting to disable them since they will vent and kill things in the area so they can repair them self’s. If they are completely destroyed they will eventually go off if not disarmed.
    o Bio-based have to consume flesh and plant matter to keep moving. They are very reliable but the most likely to develop intelligence over time as well as emotion making them unstable to work (start demanding equal rights and fighting programing). The life span is short due to being put out of commission after ten years. Made in Vats.
  • Physical stats are alterable by replacements of parts, other stats can be alterable by how you learn.



Last edited by CaptainIsomer on Tue May 15, 2012 10:41 am; edited 6 times in total
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PostSubject: Re: Recovering World   Sun Jan 29, 2012 10:57 pm

The world
• Post apocalyptic: Terra-forming accident released
o Sudden climate changes
o Rapid plant growth and decay
o Rapid water freezing and melting not all in that order.
• There was land change because of the freezing events
• The changes and unpredictable/violent weather killed many. People, animals, towns, cities, AIs, technology, ect.
• There was minor space travel. Lost contact with those on the other side of the asteroid belt. Their living stance is unknown but there weren’t many people out there. Not enough for no inbreeding or creation of ‘different genetics’.
• Old cities are in ruins; only parts of a city are used as livable areas. These areas are dangerous due to decay and building structures giving out. There are other dangers in there that might be living in there.
o Ferals
o Rouge AIs
o Automations that follow only their last orders
o Chem mutants
o crazy people (uncivs)

Technology
  • The nano fabricating factories that are still running have turned into the new cities ( which are at most 4-5 miles wide) at best work at 60 percent efficiency. The average efficiency is 29 percent. Most The knowledge of rebuilding a nano fabricating factory has been lost in the chaos of the world reterraforming under the accident. People are able to keep them from failing with constant repairs. They normally only make clothing, bullets, cheap flimsy guns, mass produced tools, and electronic parts.
  • Space technology is limited to those in space. There was space travel and colonies but they are not a playable group.
  • Some technology is race specific because the other races had no need to keep it around during the hard times of survival.


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PostSubject: Re: Recovering World   Sun Jan 29, 2012 10:57 pm

-Attributes-
Strength: How much you can move.
Dexterity: How fast you can react.
Intelligence: How quickly you learn things
Social: How well you can talk and deal with people.
Wisdom: Common sense and will power.
Health: For living things it is how resistant you are to illnesses and poison. For automation it is how much damage you can take.

Traits GOOD
  • City survivor: You managed to survive in one of the many decaying cities. You know the dangers that follow the cities and know what to look for.
  • Animal friend: You have a natural gift with dealing with animals.
  • Bland: You don’t stand out, your features are hard to remember because you are so common looking.
  • Exotic: You stand out and you have plus for dealing with those that are attracted towards your gender.
  • Patchwork construction: You are a automation that has leaned how to patch your self up out side of the traditional repair Thus you are harder to hack, alter, or change against your will. Down side you are a bit harder to repair because it is your own method.
  • Free Faller: You were born and raised in the Cities in the sky and have learned how to get about in the air. You have learned how to maneuver in mid air. You always know which way is up, and rapid pressure changes do not bother you.
  • Low light vision: YOu are use to the dark and learned to see with little light or have adapted well
  • [b]Gut sense: You know to listen to that feeling in your gut that tells you something is about to turn sour or there is something bad about this person.
  • Genetically modified: You have been genetically modified so you are extremely resistance to illness, reduce your sleeping hours, or lower food consumption. You can take this three times.
  • Gunslinger: You are skilled in using more then one ranged weapons at a time to the point you have no penalties. You can also keep track of multiple targets while shooting.
  • Blender: you have mastered using more then one slashing weapons so that you slice and dice people eventually like a blender.
  • Holstered shooting: you are considered armed even with your gun in it’s holster.
  • Sheathed combat: You have learned how to turn your scabbarded into a bashing weapon. Just because it is peace tied you cant hit them with the protection and make the damage lethal.
  • Keeping the Faith: You can rely on your faith to keep you strong and keep you going. Relying on your faith can help prevent intimidation from working, Keep you going forward.
  • Troublemaker: You get into things or places where you shouldn’t be, but you find out information that you wouldn’t of gotten either wise.
  • Book Worm: You can gather information from written or typed sources quicker then others.
  • Chem born: You were born with a chemical mutation because your parents decided they wanted their child to have a natural mutation. You can allow for a roll on mutation list or pick one mutation for sure. You have reproductive issues though if you wish for a child.
  • Chem changed: You willingly or unwillingly got a chemical injection to change your body to become something more, or to adapt to your environment. I will have to roll to see if you get what you want and see if it comes with any thing else or you flat choose what you want but next injection will be on the second injection chart.
  • (each level is a different trait to upgrade) Reputation: (you have to buy this again for a higher level) You have a rep that follows you. People have an Idea of who you are because word got out because of good deeds you have done. (1th local few towns, 2nd the region up to 10 towns and rumors out side, 3rd several districts meaning about 11-30 know for sure and rumors have gotten about the country.)
  • Allies: you have allies that will help you out with information if they can help. If sticking their neck out for you means death, do not expect them to help too much or decline helping.


  • Group specialty: You can take the trait to get your group’s specialty.
    • Sky: either Sky mount training or wings.
    • Land:Roughing it: You can deal with living off the land and sleeping where ever just find.
    • Underwater: Insanity empathy (can sence safe or not with other chem mutants) and can choose to be mutant born with out an extra trait.
    • Underground: Underground sight: You have live in the darkness of the caverns and have learned how to navigate the caverns with out your eyesight. You never get turned about and naturally count how far you travel. You have learned how to calculate what the slightest changes in pressure mean in a cavern.
    • Ravens: Arial bombardment, fly by attack
    • Badger: mineral sense you can pick out what minerals up to a half a mile away you with your keen senses as well as general position.
    • Felines: Danger jumper, you have learned how to wall jump off unstable surfaces
    • Scorpions: brain wave technology creator
    • Caine: Friendly: people feel like they can get a long with you
    • Octopuses: Land mover: you can move on land quickly where you can keep up with normal air walking people
    • Goats: Heightened taste, you can pick out the different components of a consumable

  • Automations: all gain resistant to insanity
    • Chemical: Shiftable piping: you can shift your piping about to allow for different effects, examples; become a walking light, expel dangerous chemicals, delayed reactions.
    • Bio-Based: Garbage disposal: you consume biologic matter and you automatically start repairing your self
    • Electronic: Hard wired: you are hard to reprogram as your back up kicks in and over writes your changed programing. Some of the new programing may remain but your personality remains the same.
    • Fusion: Well done: you send out mirowaves to cook things
    • Steam: Clockwork timer: you have a timer in you so that when you run out of resources you have about 3 days to find more fuel but your speed is greatly reduced.


Traits BAD (gives amount for skill points)
  • Mental disorder: (20) Its not a quirk or a mental disorder that can be over looked. People after talking to you quickly realize there is something wrong with how you think. You cannot leave something alone, you always are trained on one detail obsessively, or any other behavior that hinders you in a note worthy way. You have to play up the disorder when it comes up or I will have a post dedicated to your disorder where you may not break out with out suffering worse.

  • Light Sensitivity: (10) You are a night owl if on the surface or you rarely see real light. The sun and bright hurts your eyes due to the darkness you are use to living in.

  • Chummy: (10) You like people and always want to be around people. If there is a long period of time you are not in contact with some other living being you start not to do so well. Your actions start to not be as good, you feel anxious. To you start seeking people.

  • Reputation: (10/20/30) You have a rep that follows you. People have an Idea of who you are because word got out because of bad deeds you have done. (1th local few towns, 2nd the region up to 10 towns and rumors out side, 3rd several districts meaning about 11-30 know for sure and rumors have gotten about the country.)

  • Enemy: (10) there is one person or a group of people who do not like you for a reason that you know. You may of started a family feud, killed a relative, destroys their reputation, stole something of value to them and they found out., or they just don’t like you. For what ever reason they are after you and will make your life hell.

  • Blind: (5/20) you require glasses to see but you can make out details fine with out them, It is just irritating with the little fuzzy edges about every thing. This is 20 points if you opt for seeing in shades where glasses do help you but you need something to help you read or see any thing, But even glasses do not clear up your eye sight if they do work.

  • Old wound: (5) You have an old wound that either continues to give a low throbbing pain or it some how hinders your movement where it is. You have grown use to the pain or the restricted movement but it still does affect you.

  • Ugly: (10 for humans, 2 for uplifts, or 15 all across the board) People, of your species, automatically see that you have features or smell that they don’t care for, and it puts them off. This does not cross over species barriers.

  • Sheltered: (10) You have been sheltered for your entire life. You are just now discovering the world is not nice and safe. Actions of others easily shock you, and straight out violence will be startling for you.

  • Emotionally Dead: (10) You have a hard time relating to other people when it comes to emotions. Why you are emotionally dead is up to you. It can be because you just don’t like people to some event in your life have killed your empathy, to you are mentally screwed up. Whatever the reason, you have a hard time relating to others.

  • Tainted with Sin: (10 for 1, you can take up more if you like) You have one of the seven sins that you fall into easily; lust, greed, glutton, sloth, anger, pride, or envy. If you can indulge in it you feel the pull to do an act. Roll a dice, 25% chance of acting on the wish.


SKILLS
    combat
  • Blades
  • Pistols
  • Rifles
  • Heavy weapons
  • Shotguns
  • Unarmed Trained
  • Brawling
  • Tactics
  • Blunt
  • Spray weapons
  • Bows
  • Sniping

    Academic
  • Programing
  • Repair
  • Wielding
  • Demolitions
  • Knowledge
  • Medicine (medic or surgery or drugs)
  • Investigation
  • Hacking
  • Profession
  • Driving
  • Piloting
  • Art

    Untrained
  • Perception
  • Scrounging
  • Freerunning
  • Palming
  • Diplomacy
  • Intimidation
  • Animal Handling
  • Climbing
  • Interests
  • Deception
  • Information gathering
  • Flying (requires wings or flying device)
  • Riding
  • Navigation
  • Swimming
  • Breath holding
  • Body language
  • Stealth

(If there is another skill you can think of say something and I will put it in.)

EVERY ONE STARTS WITH:
  • 500 skill points
  • 75 attribute points
  • 3 good traits
  • 3 bad traits
  • 100 sanity points


Skills can only go up to 99
Attributes only go to 30 but the average is 12-13 for every day people.
Skill levels:
0- No exposure or familiarity, no skill what so ever
10- basic understanding or knowledge of
20 - basic operator proficiency such as drivers license
30 - Hands on experience or some professional experience
40 - Basic professional certification like a collage certification
50 - Some experience on professional level work or advance training
60 - Expert such as a PhD, marksman, ect.
70 - Experience from expert level work, you have special insight on this skill
80 - You are renowned authority on the skill
90 - Grand master of the skill
99-100 - pinnacle of current understanding.

Code:
[b]Name[/b]:
[b]Group you are from[/b]:
[b]Traits[/b]:
Good:
Bad:
[b]Attributes:[/b]
Strength:
Dexterity:
Intelligence:
Social: 
Wisdom:
Health:

[b]Skills[/b]:

[b]Sanity points[/b]:
[b]Items:[/b]
[b]Disorders/quirks:[/b]
[b]Appearance:[/b]
[b]History:[/b]


Last edited by CaptainIsomer on Thu Jun 14, 2012 9:56 am; edited 26 times in total
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PostSubject: Re: Recovering World   Sun May 13, 2012 1:40 pm

Example
Name: Zedekiah the Raven
Group you are from: Sky folk
Age: 27
Traits:
Good: Free Faller, Keeping the faith, Genetically modified (Sleep)
Bad: Chummy, Reputation 3 (bad company), Enemy
Attributes:
Strength: 9
Dexterity: 11
Intelligence: 14
Social: 14
Wisdom:15
Health:12

Skills:
Unarmed trained:10+30 =40
Sniping:(5) 25 = 30
Riding: (10)30 = 40
Medicine(Medic): 20+40 = 70
Medicine(Surgery): 45 = 45
Medicine (drugs): 20+ 20= 40
Profession(Doctor):10+50 = 60
Profession(Psychologist):45 =45
Repair:5+10 =15
Investigation: 30 =30
Diplomacy:60 = 60
Perception:35 = 35
Body language:60 = 60
Freerunning:20+5 = 30
Navigation:25 +5 =30
Handle animal: 25 = 25

Groups:
Freelance Pursuantanst- A collection of people that have a standing alliance with each other that are up held by rules that the first founders found. (every one starts here.)
1. No Freelance Pursuantanst may kill another.
2. You can ignore a pled for help from a fellow member if you can not help or can provide as much help as you need nessasairy.
3. The elders are those that have to of adventured as any other adventurer to get the part, can not be a paper pusher.


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PostSubject: Re: Recovering World   Sat Jun 09, 2012 12:58 pm

Name: Lula Brenner
Group you are from: Underwater
Age: 22
Traits:
Good: Group specialty underwater, low light vision, Troublemaker
Bad: Light Sensitivity, Mental disorder Nightmare disorder, Enemy
Attributes:
Strength: 14 = 14
Dexterity: +1 /14 = 15
Intelligence: 13 = 13
Social: -2 /11 = 9
Wisdom: 11 = 11
Health:+1/12 = 13

Skills:
Basic repair: 15/0/25 = 40
Mechanical Repair: 0/0/20=20
Wielding: 15/0/25 = 40
Swim: 10/0/30 = 40
Hold breath: 10/0/0 = 10
Perception: 10/0/30 = 40
Blunt:0/0/30 = 30
Brawling:0/0/20 = 20
Exotic (harpoon gun): 0/10/20 = 30
Investigation: 0/0/30 = 30
Scrounging:0/0/40 = 40
Climbing: 0/0/30 = 30
Navigation: 0/20/30 = 50
Information gathering:0/0/30 = 30
Interests (ruins): 0/10/30 = 40
Profession (power): 0/0/40 = 40
Linguist: 0/0/10 = 10
Body language: 0/0/10 = 10
Stealth: 0/0/10 = 10

Sanity points: 100
Items: Specialized cloak, goggles with sunglass lens slide down as well as wielding lenses, repair tools (industrial) , hand held welder with 2 hand tanks, harpoon gun, dagger, gas mask with 5 filters, tool belt, water skin, 20 ration bars, water proof map covering, water proof tubing, glow sticks, diving flash light, gloves. Modified skin suit, traveler clothing, power safety gear, Neon wire anklet with a brass charm. Data pad, book
]Chemical changes: Swimming wings with gill adaption on them on them (need running water to work), gecko pads
Appearance: Short black hair, brown eyes, pale skin. She has a close fitting suit that she seems to wear under her normal clothing as sun protection. She has a halter-top to allow for free movement of her ‘wings’. Her hands are formed very similar to gecko’s feet to help her stick to a surface, as well as her own feet and there are similar growths on her knees and elbows. She prefers to have a specialized cloak that covers her gilled swimming wings to protect them from dirt clogging up her gills.
History:
Born to repair workers in the underwater city of Rossopolis Ridge. This under water city over looks the Rossopolis Riff and expands back under the rocks of this under water place. They have a land-based outpost that does connect to their underwater city. Many of the underwater caverns have been reinforced with strong plating and high pressurized glass meant for even deeper depths. The city it’s self has a lose cast based where those of chemical traits specialize into a job. Many humans stick to being near their surface outpost or down below with those chemical changed that can not deal with water breaks if they were to happen.
She learned that she was not meant to get a better job then repair monkey and water scout as she was taught at a young age, for being chem born and specialized on for being out in the watery depths that they live. So as a child she was taught the ways of repair but she became fascinated with power after she started to explore old ruins of ships, and old ruins from the past that are near where she lives. This dismayed her parents who could not follow after her and had to entrust their oldest child to a chem-changed scout that had three injections to deal with water adaption. Whenever Lula could escape her watcher she would nestle her way into a old sub and would tinker with powered doors and other electronics to get shocked from time to time as the power source would still work. She would then try to recreate what she thought was a system, back at home with random junk she would bring back from these places.
By the time she reached 15 years she was living in prime water danger areas with a scout and an engineer. One, the place was cheap and two, it was where people wouldn’t sneer at her for having the mark of a chem-born. The engineer she could feel wasn’t right in the head but loved to talk about building stuff and how to bypass safety precautions to get things to work if you needed something fast. The scout seemed to have a lot of history on the past but was secretive about it. He mentioned he use to travel a lot but due to injuries he settled in Rossopolis Ridge to settle down for life. He did show her a few tricks for ruins under water but only seemed to be the tip of the knowledge he knew.
During this time she had a lot of arguments with people and one in particular seemed quite up set that a “filthy mutant” is talking back to him when he was an important person of sway and human. She had no clue that he wasn’t from this area and had no clue he was from a place where mutants were low working class. She made a face when he vowed to put her in her place and brushed it off as a empty threat.
By 20, she found a squirreled away ruin in some small cave that had a crack in the hull that flooded part of the place. She wiggled her way in and started to look about for trinkets. She never seen one in this good of a shape and was a bit creeped out about how pristine it looked. But she continued on to find what she can and explored it before hiding in an out cove as something walked into her area. She slowly started to fall sleep when it was passing so she caught a glimpse of a humanoid shape passing through. She panicked as it reached for her and she blacked out and woke up out side the area with another water breathing scout shaking her back and forth in the water. She came too and was questioned about being found on a rock. She tried to remember but couldn’t bring any thing up besides being in a ruin and a golem found her. The man shook it off as pressure panic and blacking out in a blind run out of the place before exhausting her self near the rock. But when she got back to her city she discovered 2 of her 4 days were unaccounted for.
Since then she has been having weird nightmares that were so vivid that it made her start making tips to know when she was awake and not. Her scout roommate eventually suggested that she go to the Freelance Pursuantanst society head quarters in the region to get away from the city for a while to see if her head comes back. He also suggests keeping a book or data pat to record her dreams so she has some log of it so if there is someone that can help with it if something did happen in her missing days. She set out with the blessings of her room mates and parents to check out this society to see how they may help with a change of scenery


Last edited by zincks on Sat Jul 07, 2012 12:13 am; edited 1 time in total
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Pontius

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Posts : 112
Join date : 2009-09-18
Location : Midland

PostSubject: Re: Recovering World   Tue Jun 12, 2012 7:19 pm

Name:
Group you are from: Land People
Age: 34
Traits:
Good: City Survivor, Gut Sense (Applies to buildings only), Allies (C-Park Survivors)
Bad: Old Wound (Recurring Gout), Emotionally Dead (barring C-Park Survivors), Enemy (Key-family grudge)
Attributes:
Strength: 10 + 1 (Attribute Point) = 11
Dexterity: 10 + 3 (Attribute Points) = 13
Intelligence: 10 + 1 (Attribute Point) = 11
Social: 10 - 2 (Racial Penalty) = 8
Wisdom: 10 + 2 (Racial Bonus) = 12
Health: 10

Skills:

+ Combat
Blades 5
Pistols 5 (10 for multi-chambered)
Rifles 20
Shotguns 5
Unarmed Trained 5
Brawling 10
Blunt 10
Bows 20

+ Academic
Repair 10
Wielding 5
Knowledge (Architecture) 15
Knowledge (City Environments) 25
Medicine (Drugs) 10
Investigation 10
Profession (Farming) 10
Profession (Scavenging) 25
Art 10

+ Untrained
Perception 15
Scrounging 30
Diplomacy 15
Intimidation 10
Animal Handling 20
Climbing 25
Deception 10
Information Gathering 10 (25 in Library-like Setting)
Riding 10
Navigation 25
Swimming 15
Breath holding 10
Body language 10

Sanity points: 100
Items: Foothold Trap x3 (Small-game), Recurved Bow, Quiver, 4 Metal-tipped Arrows, 7 Stone-tipped Arrows, Utility Tool, Flint, Steel Chunk, Tinder (approx. 1 can), Hatchet (Iron), Canteen (4 quart), Wood Walking Stick / Cane, Mess Kit, Metal Pot (6 Quart)...
Disorders/quirks: Recurring Gout (left leg), tooth-licking habit when nervous
Appearance:
History: Born amongst survivors inhabiting an abandoned city's Central Park. Close proximity to a Library helped several generations maintain some semblance of order and unity. Population was in steady decline and reduced diversity, however, so that by his generation only 1-2 remained viable in the area. Realizing this and with a particularly rough winter looming (many of the livestock having passed of illness making for a poor caravan incentive), survivors scattered to either fend for themselves, join with the caravans, or settle into other impromptu cities.

140 Skill Points Remaining

Skill points will be filled in when I know what you should expect from the average person. Will similarly pad out appearance, Items, History, etc. Also, I do realize that he's short a ton of points: He's intended to be as human as anyone else. A bit wiser for his upbringing in an area with numerous collected books and a semblance of civility, but until he had a few years under his belt unfamiliar with any peoples outside his neighbors and passing caravans.


Last edited by Pontius on Wed Jun 13, 2012 11:53 am; edited 1 time in total
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CaptainIsomer

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Posts : 390
Join date : 2010-06-14
Age : 29
Location : In my ice prism fortress

PostSubject: Re: Recovering World   Wed Jun 13, 2012 2:05 am

I am allowing people to customize their personal cities. As for the Items and technology I am working on. FOr average points the thing i'm going with is:

0- No exposure or familiarity, no skill what so ever
10- basic understanding or knowledge of
20 - basic operator proficiency such as drivers license
30 - Hands on experience or some professional experience
40 - Basic professional certification like a collage certification
50 - Some experience on professional level work or advance training
60 - Expert such as a PhD, marksman, ect.
70 - Experience from expert level work, you have special insight on this skill
80 - You are renowned authority on the skill
90 - Grand master of the skill
99-100 - pinnacle of current understanding.
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Pontius

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Join date : 2009-09-18
Location : Midland

PostSubject: Re: Recovering World   Wed Jun 13, 2012 11:57 am

CaptainIsomer wrote:
I am allowing people to customize their personal cities. As for the Items and technology I am working on. FOr average points the thing i'm going with is:

0- No exposure or familiarity, no skill what so ever
10- basic understanding or knowledge of
20 - basic operator proficiency such as drivers license
30 - Hands on experience or some professional experience
40 - Basic professional certification like a collage certification
50 - Some experience on professional level work or advance training
60 - Expert such as a PhD, marksman, ect.
70 - Experience from expert level work, you have special insight on this skill
80 - You are renowned authority on the skill
90 - Grand master of the skill
99-100 - pinnacle of current understanding.
Well, on one hand, I feel like my character is severely under-skilled compared to yours and Zin's. I'm looking at them and seeing most skills between "professional experience" and "Expert".

On the other, apparently Zebe can't swim and both of you are lacking in even basic understandings of most activities (ex: You don't even have basic knowledge for any weapon, Lula couldn't read body language to save her life and is only aware of two styles of weaponry).
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CaptainIsomer

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Posts : 390
Join date : 2010-06-14
Age : 29
Location : In my ice prism fortress

PostSubject: Re: Recovering World   Wed Jun 13, 2012 3:14 pm

Untrained you can default using your attributes for. Academic skills are something you can't default on. Maybe this might be the tool or his is how you hold it but maybe not how to actually use it. Not Sure what to do with combat though.

... I just realized i don't have some stuff in the information that I should have up because I neglected to look over what I have up there. I will touch it up after work or when I get around to it. And I know the organization of every thing is sloppy so try to deal with it. Lots of random notes and having to read things later makes me over look other things that I thought I put in.
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optimalzelda

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Join date : 2009-09-17
Age : 28
Location : Right behind you. O.O

PostSubject: Re: Recovering World   Thu Jul 05, 2012 12:50 pm

Name: Demarcus (aka: Dem or Squishy)
Group you are from: Underwater Group
Traits:
Good:Gunslinger, Group specialty: Octopuses, Holstered shooting
Bad: Old wound, Chummy, Tainted with Sin: Lust
Attributes:
Strength:12+2 = 14
Dexterity:12-2 = 10
Intelligence:12+2 = 14
Social: 13
Wisdom:14-2 =12
Health:12

Skills:500

Pistols: 50
Rifles: 60
Heavy weapons: 40
shot guns: 45
spray weapons: 40
sniping: 45
Repair (hardware): 35
Programing: 35
Hacking: 20
Information gatehring: 25
Knowlage (modification): 30
Profession (Gun: assessories):30
Scrounging: 20
Knowlage (Improvised gun assessory engineering):35
Swimming: 25
Navigation: 20

Sanity points: 100
Items:
Disorders/quirks:
Appearance:
History:

(clearly not done x.x)
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