Sir Galahad II
Semi-colon Evangelist
OOC: The Watchers of Lynnhaven OOC
IC: The Watchers of Lynnhaven IC
Your character receives a message. It could be via letter, text, etc. It reads:
"You have a particular set of skills that could be of use to us. Time is short. If you wish to serve your country, follow these coordinates at the designated time. Dispose of this message after copying them. Tell nobody, do not bring anyone with you, and most of all, be careful.
Sic semper tyrannis
-Atlas"
This RP uses a system adapted from a cyberpunk Create Your Own Adventure (CYOA) online, both in order to make character creation a bit more fun/ interesting and to balance them out. Note that if there are augmentations, skills, or complications you want that aren't found here, list them anyway and I'll either approve or deny them.
This list is kinda long, bear with me:
Application template:
Name:
Appearance:
Age: (Above 18, and have reasonable augmentation if you want to play an old character)
Personality:
Skills:
Hardware:
Wetware:
Nanoware:
Backstory:
Equipment: (Please keep it reasonable)
Other:
IC: The Watchers of Lynnhaven IC
Your character receives a message. It could be via letter, text, etc. It reads:
"You have a particular set of skills that could be of use to us. Time is short. If you wish to serve your country, follow these coordinates at the designated time. Dispose of this message after copying them. Tell nobody, do not bring anyone with you, and most of all, be careful.
Sic semper tyrannis
-Atlas"
This RP uses a system adapted from a cyberpunk Create Your Own Adventure (CYOA) online, both in order to make character creation a bit more fun/ interesting and to balance them out. Note that if there are augmentations, skills, or complications you want that aren't found here, list them anyway and I'll either approve or deny them.
This list is kinda long, bear with me:
Character Points
You have 16 points to spend on hardware, wetware, nanoware, and skills for your character. If you want to spend additional points, you must select a complication. You gain 1 character point for every complication you choose.
Skills
(Pick a number of skills. Costs listed are total, I.e. it takes 4 skill points to get max level, not 7)
Hacking
Subtlety determines how noticable your augment is.
Legality scale:
1- Perfectly legal 2- Legal with a permit 3- Law enforcement/ military/ government only
Subtlety scale:
1- Undetectable without proper equipment 2- Undetectable without close inspection 3- Visible unless properly concealed. If concealed, it ranks at 2
Hardware
(Pick a number of hardware upgrades. Hardware augments are physical things such as robotic limbs. They require maintenance, and if damaged, they cannot be healed, only repaired.)
(Pick a number of wetware upgrades. Wetware is composed of various mental upgrades. They can be used to do many tasks related to thinking.)
(Pick a number of nanoware upgrades. Nanoware can perform various functions within your body, and they replenish themselves over time. The longer you go without food, the slower this process is.)
(Take a number of complications and gain 1 point per complication. Complications have ongoing consequences that cannot be easily dodged or voided; they will at least partially define your character.)
You have 16 points to spend on hardware, wetware, nanoware, and skills for your character. If you want to spend additional points, you must select a complication. You gain 1 character point for every complication you choose.
Skills
(Pick a number of skills. Costs listed are total, I.e. it takes 4 skill points to get max level, not 7)
Hacking
- [1 skill point] You are familiar with the basics of networking and communication and understand common ways to bypass consumer level security setups.
- [2 skill points] You have practical experience breaking and defending networks. You can reasonably expect to intrude an average corporate network.
- [4 skill points] You are an expert at netwar, with a deep understanding of the theory and practice of network security. You can hack almost anything given enough time.
- [1 skill point] You've had enough simulated close combat work to understand the basics of close quarters combat, and you can fare decently in a close range fight.
- [2 skill points] You can wield a wide assortment of blades and bats effectively, and you know more advanced hand to hand combat.
- [4 skill points] You are a master of unarmed and melee combat, and can even hold off a few opponents at once with reasonable skill.
- [1 skill point] You know what it's like to be shot at, and you know the basics of how to shoot back. You are able to operate small arms effectively.
- [2 skill points] You are incredibly talented with firearms. You've got a solid understanding of tactics and a basic familiarity with a wide variety of weaponry.
- [4 skill points] Hitting a bullseye on a target is rarely a challenge anymore. You know how to use just about any weapon there is, and with proper equipment, you are difficult to kill.
- [1 skill point] You are a hobbyist robot operator. You can decently control a single robot with a standard interface.
- [2 skill points] You are a more experienced robotics operator, able to control up to three robots at one time, and you can work around more unique interfaces if needed.
- [4 skill points] You are a professional robotics operator, one with the machine. You can control a small squadron of up to 6 all on your own, regardless of interface.
- [1 skill point] You've had enough simulated first aid to know the basics of it. Cuts, broken bones, frostbite, heat stroke, etc. are all things you can work around.
- [2 skill points] You've performed first aid on enough people to be experienced with it. You can identify many different illnesses and disorders, and you can help with a wider variety of injuries. You can move a severely injured person fairly well without harming them further.
- [4 skill points] You are a miracle worker. Even without the proper equipment, you can still find alternative treatments. You can perform surgery wherever needed, and you laugh in the face of severe bleeding, severe burns, poison, and explosions.
- [1 skill point] You've worked as an actor, conman, politician, or otherwise have had to rely on your ability to convince people to go with what you want at least a couple of times.
- [2 skill points] You have a silver tongue and know how to use it. You have an easy time getting people to follow along, able to wiggle out of sticky situations with only words.
- [4 skill points] You are a natural leader/diplomat, solving pretty much any dispute with a well-placed word to the right person. You are the ultimate peace keeper as long as you've got an ear that's willing to listen.
- [1 skill point] You have a rough formal education and skill in use of electronics, cybernetics and nanotechnology. You are capable of doing basic maintenance service and making simple mods.
- [2 skill points] You've done serious design work building new devices with the latest tech, able to squeeze more performance out of most common devices - or disable them entirely.
- [4 skill points] You've done literally revolutionary work, likely with a PhD level knowledge of relevant fields. As a master of the lab or workshop, you can make machines do things they really shouldn't.
- [1 skill point] You have a light step, make little unnecessary noise when moving, and are gifted in avoiding detection, but not trained to your full potential.
- [2 skill points] You’re pretty good at getting into places where you shouldn't. You can utilize sensor shadows, good timing, and maybe electronic tricks to keep yourself hidden.
- [4 skill points] Your level of skill tends to scare people. No security system can hold you back. Guards are left looking cluelessly for you, and some say you're capable of impossible things. People will rarely see you unless you want them to.
- [1 Skill Point] You have basic handling of cars and motorbikes, anything more than the recommended speed limit and you get into trouble. You could successful chase down someone who has never driven before.
- [2 Skill Points] You have been driving for a few years and handle larger vehicles such trucks and tanks. You could handle the pressure of fast driving and could successful chase down an average driver.
- [4 Skill Points] Driving is a main part of your career, and you could manage flight capable craft. You can weave in and out of heavy traffic at near subsonic speeds and you could chase down advanced drivers.
Subtlety determines how noticable your augment is.
Legality scale:
1- Perfectly legal 2- Legal with a permit 3- Law enforcement/ military/ government only
Subtlety scale:
1- Undetectable without proper equipment 2- Undetectable without close inspection 3- Visible unless properly concealed. If concealed, it ranks at 2
Hardware
(Pick a number of hardware upgrades. Hardware augments are physical things such as robotic limbs. They require maintenance, and if damaged, they cannot be healed, only repaired.)
- Skinweave: Your skin has been replaced with a synthetic mesh, making it tougher overall. It feels rough to the touch, and can be customized to look like real skin. Small arms, knives, and lasers still hurt, but their damage is greatly reduced.
Legality 3, Subtlety 2
- Shell: Your entire body is now a mechanical shell, storing your internal organs within. Damage resistance is comparable to Skinweave, only it also offers increased resistance to larger melee weapons. You are also heavier and make more noise. Augmentation like this sends a message, which, depending on who views you, is either good or bad. Synthetic skin is optional. Requires Cyberarm x2 and Cyberleg x2.
Legality 2, Subtlety 3
- Cyberarm: Replaces an arm with entirely mechanical enhancements. Double the strength of a normal human arm, blade proof, and small-arms proof. It can be visibly mechanical, or it can be covered in fake, synthetic skin, but it will still appear mechanical to scanners. Can be taken twice, one for each arm.
Legality 1, Subtlety 3
- Cyberleg: Replaces a leg with entirely mechanical enhancements. Double the strength of a normal human leg, increases running speed by 50% per leg, blade proof, and small-arms proof. It can be either visibly mechanical or covered in fake, synthetic skin, but it will still appear mechanical to scanners. Can be taken twice, one for each leg.
Legality 1, Subtlety 3
- Power Surge: Allows a small generator in your cyber arm to generate electricity over the course of 1 second. After the second has passed, you can strike or grab something to send electricity through it. It has a cooldown of about a minute (two turns). Against an organic creature, it can knock them out if they’re weak enough. Against a machine, it also deals extra damage, and it can short out weaker machines, but advanced ones will simply be powered by it. Like regular electricity, the power generated will travel through certain material. Requires at least one cyber arm to equip. Can be taken twice, one for each cyber arm.
Legality 3, Subtlety 1
- Fang: A self-sterilizing syringe is hidden in your robotic arm. It is used to draw blood from targets and purify it before absorbing it into the bloodstream. According to conspiracy theorists on the dark web, this augment is used by the members of Pentacorps to theoretically increase their lifespans. Due to it being a symbol of Pentacorps, government officials across with world will immediately neutralize any unauthorized people with this augment.
Legality 3, Subtlety 1
- EMP Mesh: Internal cybernetic components are shielded by a dynamic mesh. They cannot be damaged or disrupted by EMP weaponry.
Legality 1, Subtlety 1
- Enhanced Musculature: Your muscles are augmented by synthetic material, doubling your strength. This bonus does not stack with robotic limbs, because they lack organic tissue.
Legality 2, Subtlety 1
- Enhanced Senses: Replaces various eye and ear components with mechanical parts. This allows the user to see and hear with 1.5 times the distance of a normal human, and with better quality.
Legality 1, Subtlety 1
- Post-visual Sight: Allows the user to see using thermal, infrared, and x-ray, which can be toggled at will. Can also be used to analyze an organic creature's body and augments. Requires Enhanced Senses to equip.
Legality 3, Subtlety 1
- Respiration Boost: Replace your lungs with mechanical lungs that can store oxygen for up to 30 minutes and filter harmful particles from the air (to an extent). You will also have drastically improved endurance, letting you do more physical activity without getting tired.
Legality 1, Subtlety 1
- Thermal Adaption: Smart materials and advanced cooling systems enable you to comfortably survive greater temperature ranges.
Legality 1, Subtlety 1
- Thermal Chameleon: The addition of an internal heatsink and systems to redirect heat enables you to blend in with the thermal background of your surroundings, making you hard to see on thermal cameras. Requires Thermal Adaption to equip.
Legality 3, Subtlety 1
- Cyber Organs: Some of your organs have been replaced with mechanical counterparts, reducing damage taken to the torso.
Legality 1, Subtlety 1
(Pick a number of wetware upgrades. Wetware is composed of various mental upgrades. They can be used to do many tasks related to thinking.)
- Endocrine Control: Enables fine control over your internal hormones. You are able to ignore the effects of fear, lust, anger, and other emotional stimuli. You are also able to ignore the effects of hunger, thirst, and fatigue as well. However, continuing to do so for too long will result in death. These effects also build up as you ignore them. (Ie. if you ignore fatigue, you will become very tired when you stop.)
Legality 1, Subtlety 1
- Mnemonic Augmentation: Allows perfect recollection of any memory up to 1 month ago, including all sensory and what you were thinking at the time.
Legality 1, Subtlety 1
- Muse: An AI voice that lives in your brain, providing advice and perspective, as well as being able to execute most simple networking tasks on its own.
Legality 2, Subtlety 1
- Social Analyzer: This implant provides rapid social advice and analysis, enabling you to rapidly gauge what others are thinking and what the optimal strategies are to respond.
Legality 1, Subtlety 1
- Linguistic Augmentation: Enables rapid acquisition of lingual patterns, allowing you to imitate accents and speak flawlessly in other languages you know. With some training, you can even learn new languages much easier than other people. Requires Social Analyzer.
Legality 1, Subtlety 1
- Reflex Package: Enables rapid training of reflexes and muscle memory, enhancing the speed of most reactions.
Legality 1, Subtlety 1
- Multitasking: Mini-cyberbrains act as additional loci of processing, enabling you to concentrate on multiple things at once.
Legality 1, Subtlety 1
- ICE Breakers: Embedded quantum computers enable your cyberbrains to crack average encryption in your head, enhancing your ability to hack communications more effectively. Requires Multitasking to apply.
Legality 1, Subtlety 1
- Neural Tap: An implant allows you to send a mental message through a powerful brain wave to another person with the same implant. However, this signal cannot travel through thick objects, like walls. You must look in the direction of the person you want to send the message to.
Legality 2, Subtlety 1
- Neural Breach: Your implant has been upgraded, allowing you to transmit a rather intrusive signal. You can surround yourself with the signal to distort the thoughts and senses of anyone with brain augments (including allies) within a five foot radius, or look at someone to send searing, nonlethal pain through their brain to temporarily distract them. If a victim has Neural Tap installed, the effects will be intensified. The signals do not go through thick objects, like walls. Requires 3 minutes to recharge. Results may vary. Requires Neural Tap to equip.
Legality 3, Subtlety 1
(Pick a number of nanoware upgrades. Nanoware can perform various functions within your body, and they replenish themselves over time. The longer you go without food, the slower this process is.)
- Medical Nanites: Your blood is filled with small medical nanites that attack diseases and assist in repairing damaged tissue. You become immune to most conventional diseases and heal twice as fast as normal.
Legality 1, Subtlety 1
- Self-repair: Nanomachines allow your hardware augments to heal as if they were living tissue, eliminating the need for maintenance.
Legality 1, Subtlety 1
- Lazarus Protocol: If you are killed by critical damage to one organ (except for the brain) or some event that does not result in overwhelming damage, you will go into a hibernation mode rather than die, and slowly repair yourself over the course of time ranging from five to six hours, depending on injuries and available material. Requires Medical Nanites and Self-repair to apply.
Legality 1, Subtlety 1
- Skinflex: You can reconfigure your facial features and skin tone over the course of several minutes. You may revert back to your natural face if you wish.
Legality 3, Subtlety 1
- Chameleon Shroud: You can extrude nanites around you and your gear that can read and project blurry images acting as camouflage. Is especially effective if you stand still.
Legality 3, Subtlety 1
- Cloaking Shroud: Your nanite shroud gains the ability to link together and act as a material cloak. You and your gear are completely invisible to the naked eye. You are still able to be detected by thermal, infrared, or x-ray scanners, however. Requires Chameleon Shroud to apply.
Legality 3, Subtlety 1
- Oracles: Nanites throughout your brain build a mesh that they use to monitor your attention and focus. When necessary these nanites can trigger neurons to alert you of patterns or sensory input that you might have missed. In practice, it means that you are almost never surprised or distracted.
Legality 2, Subtlety 1
- Mental Speed: The nanite mesh is used in a more predictive mode, analyzing and preempting patterns of activity. If activated, you can squeeze 30 seconds of thought into two seconds, causing the world around you to appear to move in slow motion. This ability can only be activated once per minute, and overuse can lead to brain injury or death. Requires Oracles to apply.
Legality 2, Subtlety 1
(Take a number of complications and gain 1 point per complication. Complications have ongoing consequences that cannot be easily dodged or voided; they will at least partially define your character.)
- Watchlist: You are on a government watchlist. No one is actively looking for you, but if you are seen by law enforcement or a security system, you'll be recognized and they will attempt to detain or even kill you.
- Killswitch: You have a killswitch planted in you. If the person who planted the killswitch activates it, it will be deployed, crippling you. You will then have 24 hours to find someone to deactivate the switch before it kills you, regardless of nanoware.
- Edited Memories: Your memories have been altered. You don't remember how it happened or even for sure if it ever did, but it may turn out that your friends aren't really who they are. It may turn out that your whole life was a lie.
- Broke: Either through hacking or through law, your ID number is no longer usable for any purchase, and your bank account is now gone. You lost most of your money, or perhaps you didn't have much to begin with. You may still use physical credits to make most purchases, but you don't have a debit or credit card anymore. Any attempt to buy things that require an ID (such as alcohol or weapons) will always fail, assuming someone asks for it.
- Junkie: You're addicted to something - Alcohol, drugs, controlled endorphin release, an electrical signal in just the right place, whatever. It's actively destroying your life, making you weaker, slower, and more vulnerable. Kicking the habit will take major effort and self-discipline, if it's even possible.
- Modified Behavior: You have some form of modified behavior; command words that can force you to shut down or flee, images that can cause you to go into a rage or become apathetic. You are aware of most of the modifications and can take measures to avoid them, but there's always a risk - especially if your enemies were to find out about this.
- Diseased: You have a non-contagious illness. Any attempt to find a cure so far has failed. You are weaker in some way, requiring frequent medication, and it is very likely you will die in a few years if a cure is not found.
- Hunted: A hit man has been sent after you. You have no idea who they are or where they are, and you might not even know that they're there at all. If they find you, they'll pose a serious threat to you.
- Hated: A group of people has it out for you, whether it be a small gang or your own family. At best, they'll try to blackmail you. At worst, they'll try to kill you.
- Blind/deaf/mute: Self-explanatory. Blind and Deaf cannot be taken with Enhanced Senses.
- Frail: You are physically weaker than most people, both in strength and how well you can take a hit. Cannot be taken with Enhanced Musculature.
- Hemophilia: Your wounds are difficult to heal naturally. Cannot be taken with Medical Nanites.
- Asthma: Physical endurance reduced. Cannot be taken with Respiratory Upgrade.
- Missing limb: Self-explanatory. Cannot be taken with Cyber Arm or Cyber Leg.
Application template:
Name:
Appearance:
Age: (Above 18, and have reasonable augmentation if you want to play an old character)
Personality:
Skills:
Hardware:
Wetware:
Nanoware:
Backstory:
Equipment: (Please keep it reasonable)
Other:
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