Windsock
Two Thousand Club
This is the characters thread for NCQuest; and this post in particular is the introductory post, filled with sheet templates for posterity, which have recently been updated to a new format. Formatting particulars such as code are highly encouraged for a uniformity of sheets and ease-of-reading, but are not entirely necessary.
Players are allowed to have 1 main 'Linker' character and several secondary characters attached in someway to the first.
Notice: non-linker character sheets are effectively the same, with the 'Linker Skills' section removed for obvious reasons.
Players are allowed to have 1 main 'Linker' character and several secondary characters attached in someway to the first.
Full Name: John Jane 'Pilot, Badass, Dumbass' Doe; true name and nicknames.
Age: The range for newer pilots is generally 19 to early 30's. MAVERICK basic orientation takes 1-2 years.
History: Pilots' backgrounds can be quite diverse; are they from a Burrow, or the surface? Did they live on little means or were they born well-off? How did they get noticed by MAVERICK? Do they have a history in a military force? Were they purely civilian until they took the plunge? Do they come from a family with a history of having the Trait, and they were only the first to utilize it?
Long and reminiscent of a novel, or short and concise; as long as the point gets across, and I understand where they're coming from I don't mind.
Personality: What is this person like? Don't use easy language like "Happy until sad" or "friendly until pissed off", get into the nitty-gritty of their character. What are some habits they have? Are they an extroverted type who never shuts up, or an observant, private individual who broods a lot? Do they have strong political opinions? Are they obsessed with money? Do they have a strong sense of justice they can't ignore? Are they an emotionless husk? Are they manipulative? Are they friendly, easy-going? Do they always endeavor to do the right thing, even if they have to do bad things right now?
This doesn't have to be a massive wall of text explaining every facet of their personality; as long as it conveys the most important parts of who they are, it is acceptable.
Personal Skills: What can they do on their own, as a regular person? Did they win youth sharpshooter competitions as a kid? Are they a fantastic cook, able to cheer someone's day with awesome comfort food? Do they know the right thing to say to cheer someone up? Do they know how to enrage someone? Can they smell fear, read the tide of battle? Are they good with numbers?
Not everything has to come up all the time! Miscellaneous skills can help round out a character and inspire you on the rest of this sheet.
Linker Skills: What skills do they have as a Linker; in their Neural Combatant? Are they a crack-shot with heavy artillery, or can they manage massive electronic warfare suites? Can they maneuver their NC's fingers like a surgeon nonetheless, able to pick apart enemy units for shiny gubbins and bits? Are they a prodigy at maneuvering around three dimensionally? Are they resistant to taking Linker-Feedback pain? Do they adapt to NC overhauls quickly, letting them tweak their NC to specific operations?
Some of these are obviously related to their own personal skills; so just keep that in mind; you don't have to go into details on the same skills they have twice, just how it expresses itself in an NC piloting context.
Appearance: Finally, how do they look, sound, or even smell like? Are they a well-groomed individual that always looks at home in an expensive restaurant? Are they the type to laze around eating junk food, kind of overweight and a bit messy? Are they obsessed about their muscles, maintaining a physique befitting an ancient god of fitness? Do they dress fashionably, or tacky? Do they keep their hair up? Are they short, or tall? Do they have a strange smell following them around, like motor oil?
Misc: Anything else you can think of!
Age: The range for newer pilots is generally 19 to early 30's. MAVERICK basic orientation takes 1-2 years.
History: Pilots' backgrounds can be quite diverse; are they from a Burrow, or the surface? Did they live on little means or were they born well-off? How did they get noticed by MAVERICK? Do they have a history in a military force? Were they purely civilian until they took the plunge? Do they come from a family with a history of having the Trait, and they were only the first to utilize it?
Long and reminiscent of a novel, or short and concise; as long as the point gets across, and I understand where they're coming from I don't mind.
Personality: What is this person like? Don't use easy language like "Happy until sad" or "friendly until pissed off", get into the nitty-gritty of their character. What are some habits they have? Are they an extroverted type who never shuts up, or an observant, private individual who broods a lot? Do they have strong political opinions? Are they obsessed with money? Do they have a strong sense of justice they can't ignore? Are they an emotionless husk? Are they manipulative? Are they friendly, easy-going? Do they always endeavor to do the right thing, even if they have to do bad things right now?
This doesn't have to be a massive wall of text explaining every facet of their personality; as long as it conveys the most important parts of who they are, it is acceptable.
Personal Skills: What can they do on their own, as a regular person? Did they win youth sharpshooter competitions as a kid? Are they a fantastic cook, able to cheer someone's day with awesome comfort food? Do they know the right thing to say to cheer someone up? Do they know how to enrage someone? Can they smell fear, read the tide of battle? Are they good with numbers?
Not everything has to come up all the time! Miscellaneous skills can help round out a character and inspire you on the rest of this sheet.
Linker Skills: What skills do they have as a Linker; in their Neural Combatant? Are they a crack-shot with heavy artillery, or can they manage massive electronic warfare suites? Can they maneuver their NC's fingers like a surgeon nonetheless, able to pick apart enemy units for shiny gubbins and bits? Are they a prodigy at maneuvering around three dimensionally? Are they resistant to taking Linker-Feedback pain? Do they adapt to NC overhauls quickly, letting them tweak their NC to specific operations?
Some of these are obviously related to their own personal skills; so just keep that in mind; you don't have to go into details on the same skills they have twice, just how it expresses itself in an NC piloting context.
Appearance: Finally, how do they look, sound, or even smell like? Are they a well-groomed individual that always looks at home in an expensive restaurant? Are they the type to laze around eating junk food, kind of overweight and a bit messy? Are they obsessed about their muscles, maintaining a physique befitting an ancient god of fitness? Do they dress fashionably, or tacky? Do they keep their hair up? Are they short, or tall? Do they have a strange smell following them around, like motor oil?
Misc: Anything else you can think of!
Notice: non-linker character sheets are effectively the same, with the 'Linker Skills' section removed for obvious reasons.
Production/ID Number: The most commonly used ID tag is 'XXXX, XXXX-X', or; who it was developed by, at what year, and which specimen is it from that production run? (E.G: GR [General Requisitions] 2471-1)
Name: The NC's current service-name, as chosen by its pilot.
Emblem/Heraldry:
A stamped emblem of some kind is almost always present on an NC as an identification marker. Other strongly distinct markings are also fairly common, such as highly visible nameplates or unit numbers.
Historical Record:A record of the NC, such as its construction history, major overhauls, and notable achievements up to this point.
Construction:The general construction of the NC; its basic-most values, such as general gait, weight, and structural strength. How is the unit physically built, to what proportions, and following what sort of body-plan, and how does this unit ultimately act without considering other factors?
Describing the basic-most frame and related factors of the unit. The raw construction where all other factors are ultimately drawn from; the base physicality of the unit, including durability, 'standard' maneuverability and ultimate potential weight capacity.
Minimum details are strength potential, durability records, dexterity, basic ('walking' or 'running') speeds, rough weight-class, detectability, body-type and size. No highly specific numbers are explicitly needed, but a strong idea is mandatory.
Capabilities:The advanced particulars of the NC in question. The power-output, the sensors, the targeting systems. The compatibility with certain weapons such as recoil stabilization, missile guidance, or onboard capacitor potential. The advanced maneuvers available; how it flies through the air, or hovers above the ground or quickly skates about.
Describing the advanced features of the unit, the unique upsides particular to its own hardware.
Minimum details are thrust/flight/hovering/skating potential, targeting potential, weapon compatibility potential, general power output, sensor potential.
No highly specific numbers are explicitly needed, but a strong idea is mandatory.
Limitations:The weak-points of the unit; the notable debilitating factors contrasting against its good points.
The unique limitations of the NC.
Explicit weak-points of the NC itself, such as literal weak points, bad statistics, chronic maintenance issues, etc.
Aesthetics:How does the NC look? Client's aesthetic requests are often considered during the design phase, with form and function finding good balance in almost every NC shoppe. Of course, everything is ultimately filtered through the mind of someone else than the intended pilot, but the outer casing and fuselage of an NC is still highly variable.
Describe where everything is situated, physically, and how it ultimately looks.
Minimum details are the location of every major part such as the Linker cockpit, reactor,, battery banks, sensor modules, computers, major synapse nodes, thrust outputs, radiators, etc.
Innate Equipment:Equipment bolted directly to the NC; integral equipment not easily interchangeable.
Equipment entries should be fairly detailed; in some cases, spoilered 'equipment sheets' may be prudent to chop down on overall NC sheet length and offer more details on the particular piece of equipment.
Equipment Hardpoints: The mounting spaces for exchangeable weaponry or systems of the NC; payload-hardpoints that the unit is built with. And then, how the NC fills them up.
As above; with an additional caveat that a list of all equipment available to the NC is necessary.
Additional: Miscellania bits and pieces of the NC, various gubbins not easily factored into the other categories.
Name: The NC's current service-name, as chosen by its pilot.
Emblem/Heraldry:
A stamped emblem of some kind is almost always present on an NC as an identification marker. Other strongly distinct markings are also fairly common, such as highly visible nameplates or unit numbers.
Historical Record:A record of the NC, such as its construction history, major overhauls, and notable achievements up to this point.
Construction:The general construction of the NC; its basic-most values, such as general gait, weight, and structural strength. How is the unit physically built, to what proportions, and following what sort of body-plan, and how does this unit ultimately act without considering other factors?
Describing the basic-most frame and related factors of the unit. The raw construction where all other factors are ultimately drawn from; the base physicality of the unit, including durability, 'standard' maneuverability and ultimate potential weight capacity.
Minimum details are strength potential, durability records, dexterity, basic ('walking' or 'running') speeds, rough weight-class, detectability, body-type and size. No highly specific numbers are explicitly needed, but a strong idea is mandatory.
Capabilities:The advanced particulars of the NC in question. The power-output, the sensors, the targeting systems. The compatibility with certain weapons such as recoil stabilization, missile guidance, or onboard capacitor potential. The advanced maneuvers available; how it flies through the air, or hovers above the ground or quickly skates about.
Describing the advanced features of the unit, the unique upsides particular to its own hardware.
Minimum details are thrust/flight/hovering/skating potential, targeting potential, weapon compatibility potential, general power output, sensor potential.
No highly specific numbers are explicitly needed, but a strong idea is mandatory.
Limitations:The weak-points of the unit; the notable debilitating factors contrasting against its good points.
The unique limitations of the NC.
Explicit weak-points of the NC itself, such as literal weak points, bad statistics, chronic maintenance issues, etc.
Aesthetics:How does the NC look? Client's aesthetic requests are often considered during the design phase, with form and function finding good balance in almost every NC shoppe. Of course, everything is ultimately filtered through the mind of someone else than the intended pilot, but the outer casing and fuselage of an NC is still highly variable.
Describe where everything is situated, physically, and how it ultimately looks.
Minimum details are the location of every major part such as the Linker cockpit, reactor,, battery banks, sensor modules, computers, major synapse nodes, thrust outputs, radiators, etc.
Innate Equipment:Equipment bolted directly to the NC; integral equipment not easily interchangeable.
Equipment entries should be fairly detailed; in some cases, spoilered 'equipment sheets' may be prudent to chop down on overall NC sheet length and offer more details on the particular piece of equipment.
Equipment Hardpoints: The mounting spaces for exchangeable weaponry or systems of the NC; payload-hardpoints that the unit is built with. And then, how the NC fills them up.
As above; with an additional caveat that a list of all equipment available to the NC is necessary.
Additional: Miscellania bits and pieces of the NC, various gubbins not easily factored into the other categories.
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