Vera Shoal
Posts : 6 Join date : 2017-11-28
Character Screen Level: 1 Health Points: (100/100) Experience: (0/200)
| Subject: Vera Shoal Wed Nov 29 2017, 14:01 | |
| Name: Vera Shoal
Age: 22
Race: Psyker
Gender: Female
Karma: Neutral
Faction: The Broken Volts, Pirates
Reputation: Vera was lost to the Broken Volts for 6 years but was well known and well loved among them. She is infamous among the Pirates faction, she kinda sorta blew up a ship.. or two.
SPECIAL:
• Strength: 4 • Perception: 6 • Endurance: 7 • Charisma: 5 • Intelligence: 8 • Agility: 3 • Luck: 7
Level: 1
Perks: Electrokinesis: Your mutation has given control over electricity. The first level of this perk allows you to overcharge or drain energy weapons. Drained weapons won’t function for two turns; overcharged weapons inflict double damage but risk exploding. The second level allows you to use your powers on robots and power armor users, if they are drained they will be stunned for two turns, if they are overcharged they will have a +25 to all their dice rolls. Level 3 of this perks allows you to create a harmful corona of electric energy around you for four turns, this energy makes all your melee attacks inflict +15 HP more of damage, everybody who attacks you with melee attack suffer 25 HP of damage and turns you immune to electric damage. Energetic: You get a +10 to all dice rolls related to attacking with laser, plasma, pyro, crio and tesla weapons.
Height: 6' 2"
Weight: 110 lb
Body type: Slim, almost underweight. Shes spindly and elongated, as if she has extra joints along her arms, legs, and fingers.
Hair style: Long braided black hair, reaching down to her lower back. Short stunted black horns, as if they had been cut and sanded down, protruding from her hairline.
Eyes: Fully Pitch Black with no whites of the eyes.
Skin color: Pale, angry red patch of scar tissue underneath her left eye, sweeping up to her temple and another along her right jaw line leading up under her right ear.
Psychical Description: Cocky when it comes to things shes good at; mechanics, repair, hacking, etc. Doesn't like to rely on others. Vera usually makes people very uncomfortable with her alien appearance and she loves it.
Inventory: Main Weapon: 10mm Pistol Secondary Weapon: Primitive Knife Helmet: Mask: Blue Bandanna Goggles: Flight Goggles, usually around her neck Clothes: A pair of dirty jeans and a black tee shirt with a heavy leather flight jacket Armor: Backpack: Dirty brown medium canvas backpack First Accessory: Makeshift Pip-Boy Second Accessory: Portable Campfire Other: AI holodisk 'Gail', various tools and scrap
Defect of the Character: Has very little patience for incompetence. She can usually do it better herself. Short tempered. Is not very good at hand to hand combat and will avoid it at all costs. Her electrokinesis manifests as a sort of defense mechanism and is highly unstable due to poor self control. It is also incredibly painful to her. People often find if they stand too close they will feel static electricity coming from her. She does not like to be touched.
Aspirations: She strives to fully develop her AI 'Gail'. She hopes to eventually build it its own fully functioning body.
Background story: Vera was found as a child by the Broken Volts and was raised as one of there own. As she grew she showed great aptitude for programming and mechanics. She was given an AI of her own named 'Gail'. In under two weeks Vera had it speaking in intelligent sentences, working on it tirelessly day and night. They were inseparable. She considered Gail her only real family.
Vera started hearing talk of an AI lost deep within a bunker not far from the Military Silo the Broken Volts re-purposed into a home. She was determined to recover it but everyone she spoke to about it discouraged her from doing so. The bunker was deep in Raider territory. Vera did it anyway and it turned out to be the worse decision she could have ever made.
She didn't even make it to the bunker before she was captured by Raiders and carted across the islands to Old World Mourn to be sold at auction as a slave. She was sold to a prestigious Captain. He wasn't a cruel man but he was heavy handed when provoked, which was often due to her mouth. His crew, though, was very cruel. She was constantly ridiculed and abused. Vera spent 6 years as a slave with only a dormant holodisk, containing Gail, as a reminder of her passed life. Over time she gained a sort of trust with the Captain, he recognized her talent for everything mechanical. He granted her a pip-boy and had her preform small maintenance tasks on his ship.
The pip-boy is all she needed to deactivate her collar and she did so immediately, rigging it to look as if it were still active. Vera waited for the right moment to escape and she found it during a storm at sea off the coast of Oahu. If she was going to escape she needed to make sure the captain went down with the ship or he would be hunt her across the wastes on principle alone. Mid-storm she slipped down to the generator room, overloaded the systems and rigged it to explode. She made to the entrance to the deck before some of the crew surrounded her, starting a fresh round of abuse. She glanced down at the clock on her pip-boy, the cold chill of fear shot through her. Vera needed to get off this fucking ship lest she go down with these bastards. Grabbing the nearest man, she shoved him back onto the deck. Thinking of all the times she had to endure, she sent a full pulse of electricity through him, frying him instantly. Vera dashed passed and onto the deck. She nearly made it to the railing before she was grabbed and hauled back by two of the crew. A long flat solitary beep sounded from her pip-boy, she was too late. The ship exploded in a fiery blaze, launching her into the sea.
Last edited by FallingUpStairs on Fri Dec 01 2017, 06:15; edited 2 times in total | |
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Bad Karma Admin
Posts : 116 Join date : 2017-11-29
| Subject: Re: Vera Shoal Wed Nov 29 2017, 15:45 | |
| I would like to see more of what Vera isn't good at or maybe some physical or mental consequences from her time on the ship that hinder her. | |
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Vera Shoal
Posts : 6 Join date : 2017-11-28
Character Screen Level: 1 Health Points: (100/100) Experience: (0/200)
| Subject: Re: Vera Shoal Thu Nov 30 2017, 07:35 | |
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Bad Karma Admin
Posts : 116 Join date : 2017-11-29
| Subject: Re: Vera Shoal Thu Nov 30 2017, 07:39 | |
| Much better, you have my approval. The Overseer will decide your equipment and caps. | |
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Vera Shoal
Posts : 6 Join date : 2017-11-28
Character Screen Level: 1 Health Points: (100/100) Experience: (0/200)
| Subject: Re: Vera Shoal Thu Nov 30 2017, 07:46 | |
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Neutral Karma
Posts : 57 Join date : 2017-11-30
| Subject: Re: Vera Shoal Sat Dec 02 2017, 11:15 | |
| I will now roll for your starting caps. | |
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Overseer Admin
Posts : 519 Join date : 2017-08-17
| Subject: Re: Vera Shoal Sat Dec 02 2017, 11:15 | |
| The member 'Neutral Karma' has done the following action : Dices roll
'1d100' : 18 | |
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Neutral Karma
Posts : 57 Join date : 2017-11-30
| Subject: Re: Vera Shoal Sat Dec 02 2017, 11:17 | |
| Character Accepted! Here are the items that your character will have to start out with:
- Main Weapon: An N99 10mm pistol that is in low condition. It'll last a few firefights, but it should be repaired or replaced as soon as possible.
- Secondary Weapon: A primitive knife that is serviceable for all your slicing needs. Medium condition.
- Helmet: None
- Mask: None
- Goggles: A pair of flight goggles, well worn.
- Clothes: A black T-shirt with fitting rough blue jeans, with a heavy black leather flight jacket in excellent condition. You have a set of proper shoes, as well, but they were never meant for these conditions. Plenty of people would be jealous, were the world a better place.
- Armor: No armor. Scavenge what you can from your environment.
- Backpack: A makeshift backpack cobbled together from the various materials around you. Common among wastelanders, it offers no special benefits.
- Item 1: A single full magazine of ammunition for Vera's 10mm. Twelve rounds in total. Play it safe.
- Item 2: Artificial intelligence holodisk: Gail
- Item 3: Nothing
- Item 4: Nothing
- First Accessory: Makeshift Pip-Boy (Jailbroken VATS: +2 to all dice rolls)
- Second Accessory: Portable Campfire
- Other: Nothing
- N99 10mm Dice Rolls Table:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 25 Hit Points.
- 51-75: The attack hits your objective. Doing 60 Hit Points.
- 76-99: Critical attack. Doing 130 Hit Points.
- 100: Extremely critical attack. Killing automatically unless the enemy wields Power-Armor.
- Primitive Knife Dice Rolls Table:
- 0-25: The weapon misses.
- 25-50: The attack scratches your objective. Doing 45 Hit Points.
- 51-75: The attack hits your objective. Doing 95 Hit Points.
- 76-99: Critical attack. Doing 200 Hit Points.
- 100: Extremely critical attack. Killing automatically unless the enemy wields Power-Armor.
Your Bonuses: 12 + 7 + 2 = 21 on all melee and unarmed attack dice rolls [STR + LCK + JAILBROKEN VATS] 12 + 7 + 4 + 2 = 25 on all ranged attack dice rolls [PER + LCK + STR + JAILBROKEN VATS] -6 needed to score a critical hit [PER] +14 HP with each LVL Up [END] 5 + 7 + 2 = 14 on all diplomacy and lying dice rolls [CHA + LCK + JAILBROKEN VATS] Objects are 25 caps cheaper [CHA] 8 + 7 + 2 = 17 to all dice rolls related with working, hacking or repairing technology [INT + LCK + JAILBROKEN VATS] 8 + 7 + 2 = 17 to all dice rolls related with science and medicine [INT + LCK + JAILBROKEN VATS] 6 + 7 + 2 = 15 to all dice rolls related to dodging or doing acrobatic feats 14 + 7 + 2 = 23 to all dice rolls related to cooking in a fireplace, hiding from creatures, taming creatures, searching for drinkable water and searching for food Armor Bonuses: No bonuses. The torture that you went through from those despicable raiders will last you a lifetime, but you were stronger for it. Look out, world. | |
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