This looks very fun, and very daunting at the same time.
This looks very fun, and very daunting at the same time.
<Snipped quote by Randomness>
Hey there! I'm glad it looks fun, and I'd be thrilled if I could explain or rework anything to make it seem less daunting. While there's a lot to work with, there's not much one has to actively think about. What's on your mind?
<Snipped quote by Lugubrious>
I guess keeping in theme, this game runs like a video game. The daunting part is all the stuff the game does for you, you’re doing yourself.
How does your system handle creature capture characters? Like Pokémon. I was thinking about Rallen from Spectrobes.
oh look, pulled out of that game series you love when I include itEdward Portsmith - the Last Dreadnought
Origin: Age of wonders 3
Appearance: Edward is a middle aged human with brown hair, sandy skin and a chiseled complexion that is all angles.
He wears the armor of a commonwealth Dreadnought: dark gray armored plate mail with epaulet adored shoulder pads, a red sash, and red pantaloons.
His steed is a brown stallion adorned in a red cloud and gray metal horse armor that menaces with spikes.
Personality:
A resourceful, honest, and a highly trained and distinguished military commander. Once a bit of a stickler to the rules, and still very much able to quote them, and blind to the excesses of his nation due to believing firmly in what it stood for, Edward has long since put that aside in the name of living up to the egalitarian spirit of its ideals and doing what is right. Even now when the Commonwealth is dead and buried. Perhaps more so. Especially after a stint of horrors beyond the void madness caused him, for a time, to twist those principles into an engine of brutal and bloody conquest.
He is generally well spoken, be it delivering orders or rousing speeches, as well as fairly personable when the time allows. He also has nerves of steel, and is a true professional even when under immense stress. However, as a man of (magi-)science he has a tendency to turn his nose up at mysticism and traditions that exist purely for tradition’s sake.
Background:
Edward Portsmith was once a Dreadnaught of the Commonwealth Empire, a nation situated next to the valley of wonders on the blessed continent of the world of Athela.
Said Empire began as a joining of the many species of the world for mutual protection and the sharing of knowledge. Though it set out with benign intentions, ambition and technological development quickly outgrew the concepts of the original charter, resulting in strife, both internally between competing factions, and externally with the other major power in the land, the elven court.
A group known as the Shadowborn sought to take advantage of this strive to file all out war, weakening them both in order to make the realm easy pickings for their extradimensional masters. However Edward, along with his childhood friend Leana and a group known as the Torchbearers managed to unpick the conspiracy, though not before much blood and death was sown in its name.
Despite their efforts, it was not enough to save their nation, nor their world. Across Athela worldgates, portals to other worlds in the multidimensional space known as the astral sea, opened, and from them came Godir, all powerful sorcerer kings styling themselves as gods, who had been banished long ago for crimes committed against the world. Edward and Leana stood at the head of the commonwealth’s defenses, but in its weakened state, and against the ancient magics of the Godir, they stood little chance as entire armies were sent plummeting through rits and the astral sea, where they were left adrift in a realm of maddening chaos.
Through Leana’s magic and Edward’s ingenuity they and some of their forces survived this intended death sentence, eventually crashing on a distant world. There they rebuilt, but, haunted by their travels through the astral sea, something went wrong in many of their minds. Including Edward’s.
He led his fellow madmen on a crusade across the worlds of the astral sea, slashing and burning any who might bow to a Godir, even those who served the more benevolent Godir that had not invaded his home realm, or even stood opposed to those that had.
Concerned about her friend, Leana reached out to the very people he sought to destroy, and, with one of their help, tracked down the source of Edward’s madness. In studying ancient lore she came to find out about the ancient evil known as the Urrath, that the Shadowborn had truly served, and how had gripped his mind. With this knowledge in hand, and with the Godir’s help, she managed to free him from the Urrath’s tendrils before he destroyed either himself or everyone else.
Sickened by what he had done and what had been done to him, Edward turned himself and his forces against the Urrath’s servants whose existence had been unveiled by the investigations of his condition. He began an invasion of the umbral abyss, a tainted realm of floating islands filled with corrupted men and monsters, seeking to stop their spread into the waking world. Alongside him fought Godir he had been pitted against, only for Galeem’s light to strike and capture them all in a snapshot of brilliant light.
In the Now: Edward has found himself fighting a different corruption on a different set of islands alongside a different set of divine beings. Without the backing of the commonwealth or its even lesser successor, he has found himself acting as an independent mercenary, providing flaming armaments and disposable spear walls to augment the angel’s forces.
Job: General
Specialty: Edward brings a small army to the field, as well as party wide buffs, and long ranged magical support. He’s also not a half bad fighter either, though while a fair cut above the rank and file, he is no one man army.
Inventory:
- A horse: Edward has ridden many the exotic steeds over the years, but when it comes down to it there’s nothing quite as dependable as a horse. Particularly this one, christened ForgeHeart which has been with him for a while now. Its pack provides some extra local storage space.
- magelock rifle: a magical high power musket with unlimited ammo, excellent range and the ability to ignore half the armor and magic resistance of the target. It is, however, too bulky to be fired mounted, has a poor rate of fire, and has a 60% accuracy rate . That last can however be addressed if the user activates a stabilizing spell that anchors them in place for a few moments, boosting the accuracy to 140%.
- Sword and magelock pistol: much more suitable for mounted combat and skirmishing than the above. What the pistol lacks in range and raw damage it matches in penetration power and exceeds in terms of accuracy, while the blade can be used to put down foes who close the pistol's limited range. Pistol and blade can naturally be used separately, but they make for quite the effective team.
Lv: 1
EXP: ////////// 0/10
Abilities:
- Imperial Armory: the user can designate a place to be his armory, and can make it so that anyone in his confidence can gain instant access to anything found therein from anywhere in the world. However, putting things back is a more involved process, requiring a small ritual that the armory itself can avoid due to the power invested in it. This makes it better for retrieving the tools specifically needed for the job than hot swapping out equipment on the fly, unless the person using it is willing to throw away the team’s shared supplies.
- Tome of Enchantment
- Bronze and Copper (tier 1 and tier 3 units): Edward can animate squads of 6 human sized copper golems or squads of 2 far more durable and dangerous bronze golems who tower twice the height of their lesser kin. As golems, they are heartless machines entirely at the beck and call of their summoner.
Both kinds are armed with caverly/monster slaying polearm, with which bronze golems are capable of making aoe cleaving attacks with their helbards that can hit multiple foes.
They are reinforced against physical ranged attacks, fairly durable to physical melee attacks, but weak to magical strikes and especially electricity. Generated by a singular spell as the squad is, they are unable to split into smaller units. While this seems inconvenient, one upside of this is that excess magical healing done to the squad can be used by the spell web to resurrect destroyed members of it.
- Tome of Pyromancy
- Searing weapons (tier 1 enchantment): melee and ranged physical attack of the caster and their allies are ignited, doing 10% less physical damage, but 20% extra fire damage, as well as being able to inflict a burning debuff on their foes on 60% of their strikes (weak fast attacks only have 30%, strong slow attacks have 90%, and magic resistance reduces the chance). The burning debuff deals a small amount of fire damage over 10 seconds, but can be stacked up to 5 times on a single target to give them a proper roasting.
- Tome of the Reavers
- Designate Target (tier 1 Combat Spell): surrounds one target in a blood red aura that makes them count as flanked and take 25% more damage for 3 seconds, as well as adding 2 stacks of the marked debuff for 9 (which help guide the aim of those trying to strike/shoot the target, decreasing their evasiveness by 10% by each stack). Can target anything as long as Edward can see it.
Skills:
- Martial Expertise: From horseback riding and gryphon piloting to wielding swords, bows, guns and lances, Eward was trained in every martial art practiced in his commonwealth before it was destroyed, making him very adaptable to different equipment.
Weaknesses:
- Champion without a kingdom: Without the dedicated infrastructure and assistance of entire cities at his beck and call, Edward is considerably more limited in his capacity to wage war. Instead of armies of miners stripping mana crystals from mana nodes, the Dreadnought’s magical war machine is fueled by a battery of small mana fuel cells that can only support a limited amount of troops and enchantments.
He starts with 2, gaining two more per level. Tier 1/2/3/4/5 enchantments/unit squads take up 1/2/4/7/12 cells each.- Preparative magic: Tome enchanting and summoning spells are rituals, and are therefore not viable for using on the fly. Instead Edward needs to come into a fight with a pre-prepared and buffed squad, rather than forming that toolkit on the fly. It also means that his losses will not be replaceable unless he can get out of a fight and get space to rebuild his forces.
- Combat Casting Points: Tome spells draw from a limited casting point pool that are recharged outside of combat via a short but easily disrupted ritual, making him less effective in dragged out engagements. As with the above, Edward starts with 2 CCPs and gains 2 per level, and Tier 1/2/3/4/5 spells expend 1/2/4/7/12 points each.
Spirits:
- N/A
Rapport:
- ForgeHeart
- A dependable steed if ever there was one, though Edward has been de-horsed enough to know to not get too attached to any individual steed.
<Snipped quote by DracoLunaris>
That's pretty neat! I would probably guess without looking the game up that it's an RTS based on how his kit's set up. I have three notes:
-Would you mind turning the image in the backstory section into an hyperlink image?
-Could we be more specific about the 'place' that can be designated an armory? Does this mean a chest? A room? A whole building, of any size? A city? And so on
-This one's tricky. For any ability, its limitations should be included in the power. IE if the Arbiter has energy shields, the fact that they can be depleted and will let him take damage until they recharge should be in the energy shield description and not at weakness. The fuel cell weakness for his units and casting point weakness for his tome spells should be included in their descriptions, something like 'Casting this spell subtracts from his total combat casting points, which is currently 2' could be added to all the tome spells. Of course, this means he'd need two more weaknesses.
mk 2, updated inventory,in the now, powers, skills and weaknessesThe Last DreadnoughtEdward Portsmith
Origin: Age of wonders 3
Appearance: Edward is a middle aged human with brown hair, sandy skin and a chiseled complexion that is all angles.
He wears the armor of a commonwealth Dreadnought: dark gray armored plate mail with epaulet adored shoulder pads, a red sash, and red pantaloons.
His steed is a brown stallion adorned in a red cloud and gray metal horse armor that menaces with spikes.
Personality:
A resourceful, honest, and a highly trained and distinguished military commander. Once a bit of a stickler to the rules, and still very much able to quote them, and blind to the excesses of his nation due to believing firmly in what it stood for, Edward has long since put that aside in the name of living up to the egalitarian spirit of its ideals and doing what is right. Even now when the Commonwealth is dead and buried. Perhaps more so. Especially after a stint of horrors beyond the void madness caused him, for a time, to twist those principles into an engine of brutal and bloody conquest.
He is generally well spoken, be it delivering orders or rousing speeches, as well as fairly personable when the time allows. He also has nerves of steel, and is a true professional even when under immense stress. However, as a man of (magi-)science he has a tendency to turn his nose up at mysticism and traditions that exist purely for tradition’s sake.
Background:
Edward Portsmith was once a Dreadnaught of the Commonwealth Empire, a nation situated next to the valley of wonders on the blessed continent of the world of Athela.
Said Empire began as a joining of the many species of the world for mutual protection and the sharing of knowledge. Though it set out with benign intentions, ambition and technological development quickly outgrew the concepts of the original charter, resulting in strife, both internally between competing factions, and externally with the other major power in the land, the elven court.
A group known as the Shadowborn sought to take advantage of this strive to file all out war, weakening them both in order to make the realm easy pickings for their extradimensional masters. However Edward, along with his childhood friend Leana and a group known as the Torchbearers managed to unpick the conspiracy, though not before much blood and death was sown in its name.
Despite their efforts, it was not enough to save their nation, nor their world. Across Athela worldgates, portals to other worlds in the multidimensional space known as the astral sea, opened, and from them came Godir, all powerful sorcerer kings styling themselves as gods, who had been banished long ago for crimes committed against the world. Edward and Leana stood at the head of the commonwealth’s defenses, but in its weakened state, and against the ancient magics of the Godir, they stood little chance as entire armies were sent plummeting through rits and the astral sea, where they were left adrift in a realm of maddening chaos.
Through Leana’s magic and Edward’s ingenuity they and some of their forces survived this intended death sentence, eventually crashing on a distant world. There they rebuilt, but, haunted by their travels through the astral sea, something went wrong in many of their minds. Including Edward’s.
He led his fellow madmen on a crusade across the worlds of the astral sea, slashing and burning any who might bow to a Godir, even those who served the more benevolent Godir that had not invaded his home realm, or even stood opposed to those that had.
Concerned about her friend, Leana reached out to the very people he sought to destroy, and, with one of their help, tracked down the source of Edward’s madness. In studying ancient lore she came to find out about the ancient evil known as the Urrath, that the Shadowborn had truly served, and how had gripped his mind. With this knowledge in hand, and with the Godir’s help, she managed to free him from the Urrath’s tendrils before he destroyed either himself or everyone else.
Sickened by what he had done and what had been done to him, Edward turned himself and his forces against the Urrath’s servants whose existence had been unveiled by the investigations of his condition. He began an invasion of the umbral abyss, a tainted realm of floating islands filled with corrupted men and monsters, seeking to stop their spread into the waking world. Alongside him fought Godir he had been pitted against, only for Galeem’s light to strike and capture them all in a snapshot with it's brilliant light.
In the Now:
Edward has found himself fighting a different corruption on a different set of islands alongside a different set of divine beings. Without the backing of the commonwealth or its even lesser successor, he has found himself acting as an independent mercenary, providing flaming armaments and disposable spear walls to augment the angel’s forces. On a more personal level however, he is interested in the various Maker and Zonai constructs that dot the islands, and how he might be able to claim that magitech for himself, despite the dangers of the corruption infesting some of them.
Job: Dreadnaught
Specialty: Edward brings a small army to the field, as well as party wide buffs, and long ranged magical support. He’s also not a half bad fighter either, though while a fair cut above the rank and file, he is no one man army.
Inventory:
- A horse: Edward has ridden many the exotic steeds over the years, but when it comes down to it there’s nothing quite as dependable as a horse. Particularly this one is christened ForgeHeart and has been with him for a while now. Its saddle bags provide some extra local storage space.
- magelock rifle: a magical high power musket with unlimited ammo, excellent range and the ability to ignore half the armor and magic resistance of the target. It is, however, too bulky to be fired mounted, has a poor rate of fire, and has a 60% accuracy rate . That last can however be addressed if the user activates a stabilizing spell that anchors them in place for a few moments, boosting the accuracy to 140%.
- Sword and magelock pistol: much more suitable for mounted combat and skirmishing than the above. What the pistol lacks in range and raw damage it matches in penetration power and exceeds in terms of accuracy, while the blade can be used to put down foes who close the pistol's limited range. Pistol and blade can naturally be used separately, but they make for quite the effective team.
- Soldier's supplies: Rations, water flask, a bed roll, shaving equipment, spare cloths, writing supplies, a journal, soap, and everything else a professional soldier would need out on campaign.
Lv: 1
EXP: ////////// 0/10
Abilities:
- Tome of the Reavers
- Designate Target (tier 1 Combat Spell): surrounds one target in a blood red aura that makes them count as flanked and take 25% more damage for 3 seconds, as well as adding 2 stacks of the marked debuff for 9 (which help guide the aim of those trying to strike/shoot the target, decreasing their evasiveness by 10% by each stack). Can target anything as long as Edward can see it.
- Tome of Pyromancy
- Searing weapons (tier 1 enchantment): melee and ranged physical attack of the caster and their allies are ignited, doing 10% less physical damage, but 20% extra fire damage, as well as being able to inflict a burning debuff on their foes on 60% of their strikes (weak fast attacks only have 30%, strong slow attacks have 90%, and magic resistance reduces the chance). The burning debuff deals a small amount of fire damage over 10 seconds, but can be stacked up to 5 times on a single target to give them a proper roasting.
- Tome of Enchantment
- Bronze and Copper (tier 1 and tier 3 units): Edward can animate squads of 6 human sized copper golems or squads of 2 far more durable and dangerous bronze golems who tower twice the height of their lesser kin. As golems, they are heartless machines entirely at the beck and call of their summoner.
Both kinds are armed with caverly/monster slaying polearm, with which bronze golems are capable of making aoe cleaving attacks with their helbards that can hit multiple foes.
They are reinforced against physical ranged attacks, fairly durable to physical melee attacks, but weak to magical strikes and especially electricity. Generated by a singular spell as the squad is, they are unable to split into smaller units. While this seems inconvenient, one upside of this is that excess magical healing done to the squad can be used by the spell to resurrect destroyed members of it.
Skills:
- Martial Expertise: From horseback riding and gryphon piloting to wielding swords, bows, guns and lances, Eward was trained in every martial art practiced in his commonwealth before it was destroyed, making him very adaptable to different equipment.
- Mana Fuel Cells: Without an empire to mine mana crystals to fuel his magical warmachine, Edward relies of a set of megi-mechnaical devices that can compress ambient mana into volumes he can actually use.
Tier 1/2/3/4/5 unit squads and enchantments require the allocation up 1/2/4/7/12 cells each to maintain, while un-allocation cells can be used to cast Tier 1/2/3/4/5 tome spells, draining 1/2/4/7/12 each cast. The cells expended to cast spells can be recharged using a simple ritual, though it is one that is easily disturbed and thus only really usable outside of combat.
Edward has access to 6 at level one and gains 2 more every subsequent level
Weaknesses:
- Preparative magic: Tome enchanting and summoning spells are rituals, and are therefore not viable for using on the fly. Instead Edward needs to come into a fight with a pre-prepared and buffed squad, rather than forming that toolkit on the fly. It also means that his losses will not be replaceable unless he can get out of a fight and get space to rebuild his forces.
- Breached mental fortress: his dip into the astral sea and mental manipulation by the Urrath has left cracks in his mind, ready to be exploited by more direct assault, making him a 50% vulnerability to psychic attacks and effects.
- Science over superstition: Believes in cold hard facts and is liable to ignore tradition or superstition based wisdom or warnings about forbidden places or powers.
Spirits:
- N/A
Rapport:
- ForgeHeart
- A dependable steed if ever there was one, though Edward has been de-horsed enough to know to not get too attached to any individual steed.
Name: Venom Snake
Origin: Metal Gear Solid V: The Phantom Pain
Appearance:
Personality: Prior to his hypnotherapy, Venom Snake was extremely loyal to Big Boss, and never loses his composure under pressure. During his days in MSF, Big Boss considered him the group's "best man" and held great respect for him. Before signing and during his enlistment with MSF, Logan was noted to be stoic, sociable and outgoing; able to switch at the drop of a pin into a hyper-lethal killer if the his life or the lives of his men were threatened. The rank of 1st Lieutenant didn't fill his head with ego, as he ensured to be just as a capable and effective leader as he was a soldier.
Despite being an imperfect body-double, Venom Snake was nearly indistinguishable from the real Big Boss by his men and those who encountered him. To those who have heard of him in rumor, it would be akin to seeing The Legend himself.
After receiving hypnotherapy and plastic surgery, Venom Snake came to share many mental and physical aspects with Big Boss. He was a strong-willed figure with a somewhat grim, realistic outlook on the world. He prefers to work alone, but still cares for those around him. There are moments where he displays compassion toward his opponents and prefers righteous acts of justice, as he chose not to kill Quiet or Huey despite being in an advantageous position to do so. Believing that he was the original Big Boss, Venom Snake also shared many of Big Boss' habits, including his habit of smoking. Although not sadistic like Ocelot, and not as vengeful to the same degree as Miller, Snake does display a wrathful side. Most notable, however, is his selfless nature; treating anyone he grows close to, or anyone under his Command, as if they were his own soldiers. However, those that take the time to bond with him off the battlefield will see a side of Snake that, to date, only one other person has.
Venom Snake is largely observational, preferring to listen to everything before speaking, if speaking at all. He is methodical in approaching missions and avoids taking unnecessary risks; opting to maintain stealth for as long as he can before going loud. Being an opportunistic combatant, Venom never underestimates his enemies and always tries to stay one step ahead when he can; using the environment to his advantage whenever possible, and sees retreating as a last resort should he become outmatched.
Lastly, Snake is generally understanding and receptive to the concerns and opinions of others, but harbors a dislike of egotistical and selfish individuals. He views those who place themselves ahead of the greater picture to be nothing short of a liability, and may outright refuse an order if such places him or his companions in needless danger. Snake is never quick to anger or have a hair-trigger temper, but if he is pushed around enough, he won't hesitate to strike back.
Background: Prior to 1975, the MSF soldier known as Logan Woods served as a member of the 75th Ranger Regiment, 1st Infantry Division during the Vietnam War. Following the war's conclusion in 1973, Woods signed onto a contract with a Private Force (PF) known as Blackwatch. Logan had served with them for several months before being deployed to Costa Rica to thwart Peace Sentinel operations, as the organization had tracked the mysterious activities of an agency known as CODESA operating in the region since the early 70's. On a quiet night during a patrol, Logan was ambushed and quickly subdued by an unknown assailant, waking up hours later in a darkened room and interrogated by Big Boss himself. Initially discouraged to abandon his team, Logan ultimately accepted and was assigned as a combat medic; dispatched throughout various operations as Mother Base sought to liberate the region from Peace Sentinel and KGB activities.
During the Ground Zeroes incident, Logan was on the Boss's helicopter during his rescue of Paz and Chico; having to remove an implanted bomb within Paz after noticing the abdominal wound. When the attack on Mother Base forced an emergency diversion, Logan provided covering fire from the inside of the chopper as Kazuhira Miller was only able to be evacuated. With the helicopter in retreat, Paz awoke and revealed herself to have a secondary bomb planted inside her; throwing herself out of the helicopter as Logan quickly moved to shield the Boss from the resulting explosion.
Awakening from a medically induced coma nine years later in a Cyprus hospital, the now codenamed Venom Snake escaped the hospital's assassin sent to kill him (along with its subsequent destruction) with the help of a fellow patient who called himself Ishmael; later encountering Revolver Ocelot as the two men journeyed into Afghanistan to rescue Miller from the Russians. From there, Diamond Dogs slowly built up and emerged as a leading PF from the network of established mercenary companies. Snake succeeded in rescuing Code Talker, capturing and bonding with both Quiet and DD, and encountering Skull Face; the latter of which was defeated alongside Sahelanthropus before being mercilessly maimed by Snake.
Weeks after Diamond Dogs became crippled from the second parasitic outbreak, along with Quiet's exit from Diamond Dogs, Venom Snake, Diamond Dogs, and the entirety of Mother Base were swept away in a tidal wave of light. Venom Snake would have never learned of who he was originally, and his legacy is lost to all but unknown to himself.
In the Now: Venom Snake operates within Mafia-Town; safeguarding the island where he can from threats as they appear.
Job: Commando
Specialty: Infiltration, Tactical Espionage Opeartions
Inventory:
AM MRS-4LS: This 5.56mm light carbine is renown for ease of use, with a balance between stopping power and accuracy. It comes with a suppressor, foregrip, laser/light attachment and a medium Red Dot scope. Typically, this weapon's rounds can penetrate through Kevlar weave at moderate to close ranges, yet will bounce off of medium to heavy armor from long engagement distances. In addition, the 5.56mm rounds fired from a moderate distance can have the ability to penetrate up to 15mm deep within Level Four armor. Slung across his chest.
BRENNAN LRS-46: High-caliber sniper rifle boasting incredible power and penetration, though its bolt action gives it a slow rate of fire. Fires 12.7mm rounds. Slung across his back, will replace AM MRS if selected before mission.
Wu-S Pistol: A bolt-action handgun with a suppressor, this pistol fires tranquilizer darts. As such, the rounds fired won't even penetrate glass fixtures. However if a dart gets imbedded into flesh, the cocktail of narcotics administered will be delayed in incapacitating the target (or ineffective at all) unless a headshot or neck shot is made, and even then depending on the target's resistance does it have a high possibility to fail outright. Against augmented humans and whatever have you, this weapon may have little to no effect and will require multiple, successful hits to be able to knock a target out. Fitted on his right holster.
AM D114LB-9: A customized .45 semi-automatic handgun with a black tactical conversion kit, extended magazine, under-barrel laser/light combo device, and suppressor. Fitted on his left holster.
IntScope: This black rangefinder-like device serves as a pair of binoculars, capable of 'marking' targets and their position and direction on the Idroid's display. Capable of a x20 zoom, this device pairs with the iDroid's remote functionality to call in precise pinpoint strikes. Additionally, it contains a built in parabolic microphone in order to listen in on conversations and other miscellaneous sounds.
iDroid: This handheld data terminal is capable of calling in support, providing encrypted communications, scanning documents, and can project a flat holographic map of the area in addition to monitoring the user's vitals.
Service knife: A standard-issue serrated black combat knife.
x6 Phantom-Cigars: Arguably possessing more medicinal properties than carcinogens, these electronic cigars are used to calm nerves, relax muscles, increase metabolic healing, and generally unwind without interfering with the user’s combat performance.
Sneaking suit (Diamond Dogs): The Sneaking Suit manufactured by Diamond Dogs during this time prioritized shock absorption and resistance. It was made of high-strength aramid fibers and has sound absorbing boots, and a shock absorbent and resistant vest that likely suppressed any type of damage that could stunt the user for a second. While not as armored as the Battle Dress, it is Venom's preferred armor type.
Lv: 1 (You start with 5 level-upgrades you can split between Powers and Skills)
EXP: 0/10
Abilities:
Bionic arm: A red bionic-myoelectric arm prosthesis was utilized by Venom Snake in 1984. The prosthesis replaced his right arm, as it had been lost in the aftermath of the Ground Zeroes Incident in 1975, although he was originally fitted with a simpler 'hook' prosthesis.
Ability Name - Ability Description (This will largely involve the bionic arm's later upgrades; utilizing the in-game abilities such as the rocket punch and taser feature- despite belonging to a different 'arm' entirely.
Skills:
CQC/CQB: Rumored to have been trained by CQC by Big Boss himself following his recruitment, Venom Snake is an expert in hand-to-hand combat alongside close combat with a personal defense weapon/sidearm. Snake's CQC uses a blend of fast brutal strikes and momentum-based throws aimed to quickly disorient, disarm, and neutralize his opponents.
Gunfighting: Venom Snake is proficient in engaging hostiles with all manner of weapons, though keeping in mind things around his universe will be far easier to handle in battle compared to something from the future.
Crackshot marksman: While not as talented as Quiet, Venom Snake can hold his own in providing sniper support and engage well off in counter-sniper situations.
CLS/Field Surgery: Venom Snake is a talented battlefield surgeon and combat medic; able to stabilize combat casualties and perform light field surgeries in the event that proper medical support is unavailable.
Athletic: Despite pushing his mid forties, Snake is not quick to tire out and can sustain long periods of physical activity.
Hyper-reflexive: Venom Snake possesses a greater than average reaction speed during an adrenal dump; allowing him to see the world as if it was 'slowed' for a very limited time.
Weaknesses: (Practical limitations, detrimental ‘stats’, and deficiencies. Include three)
Close shave: Logan had thrown himself in the Boss's path just before Paz's secondary bomb detonated; losing his right arm below the elbow, and ending up with 108 foreign bodies embedded into his body as well as blinding his left eye. Several fragments had landed close to his heart, with one prominent metallic sliver lodging itself in his cerebral cortex. Consequently, a carbide-titanium 'horn' was placed as a cover around the protrusion. Although capable of withstanding light impacts, Venom Snake suffers from faded colors shortly after waking, PTSD episodes, hallucinations, and can even be brought into a fugue-like seizure state if the horn is struck hard enough.
Phantom: Being a 'clone' of Big Boss in all but genetics, Venom Snake shares many personality traits with the Legendary Soldier. As a result, Logan's previous personality, traits, and mannerisms are either blurred or overridden due to the extensive hypnotherapy. This makes him appear subdued or stoic, and he can be often seen coming across as grim, cynical or overly pragmatic. He also lacks Big Boss's wit and detailed knowledge of weapon systems, and cannot interpret foreign languages.
Human: Venom Snake may be a legendary soldier, but that doesn’t mean a burst from a 20mm auto cannon can’t cut him in half. Sustained gunfire, heavy calibers, magical manipulation, or exploitation of weakpoints are all acceptable means of defeating Venom.
Spirits: (Any spirits your character possesses should be listed here with their type)
Spirit name - Type (I'm still understanding how this works, so any feedback would be huge in clarification to Snake's character.)
Rapport: (You can keep track of your Rapport here. As you level up Rapports, consider linking the posts here and listing what they give you) (Gonna leave this here for reminder purposes!)
Misc: [THEME] https://youtu.be/FKwVFWwA_x8
Posted, and SUPER STOKED! Also I'm gonna work for Instacart today, so I'll be back in 4-6 hours or so to address any changes or inconsistencies that y'all find- I think I filled this out well but things are liable to slip through, heh. Anyhow, I shall return! Can't wait to explore this world with everyone.
@Lugubrious Heya choom! Absolutely no problem at all- I knew that there would probably be some oversights in regards to this CS, and I'm more than capable of making revisions and adjustments as needed.
In truth, Logan Woods is a placeholder-alike on John Doe, since Naked Snake is also referred to as John, or John Doe in Metal Gear Solid 3. Venom Snake is, essentially, the Player's own avatar at the start of the game (as the multiplayer component uses this avatar when prompted to create them after the opening sequence).
EDIT: Encountering a slight snag with trying to work the Sneaking Suit as an ability since it's quite literally the clothes on his back. Help would be much appreciated!
<Snipped quote by DisturbedSpec>
No problem, I know it's weird making gear into abilities to begin with since they're physical objects. If you want you could just ditch the ability altogether and go all 5 points on skills, then have the equipment in his inventory.
<Snipped quote by Lugubrious>
Gotcha! So what does that look like, in terms of formatting? I updated the inventory to reflect the appropriate changes, but I can't say I've any idea on how to distribute points across skills, or.. skills across points, or levels. Abilities are a whole 'nother alien entirely. Other than that I think I didn't miss anything.