Dr. Abigail Sheppard (Hurled into the Void!)

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Dr. Abigail Sheppard (Hurled into the Void!)

Postby Sheppard » Mon Feb 23, 2015 8:17 pm

Player Name: Sara
YIM Handle: mierin@rogers.com

Character Name:Dr. Abigail Sheppard
Alias: Abs, Abby, Dr. Shep
Race: Human
O.C.C.: Cyber Doc
Alignment: Unprincipled
XP Level: 3
XP Points: 4,001
Next Level @ XP: 8,201
Sentiments/Non-Humans and Mutants: If they can pay me for my services, I have no problem with them.
Sentiments/Moon: been there. No opinion of the moon's inhabitants
Sentiments/Freedom Station: Home sweet home
Sentiments/Laika Station: a bit paranoid for my liking, but hey, if they can pay, I have no problem with them.
Sentiments/Yero Station: Constantly trying to kill or outwit each other. No problem - if I can hone cybernetics on them, and they can pay, I have no problem with them.
Sentiments/Outcast Station: Too dangerous to visit.
Sentiments/Independents: People just trying to survive. I have no problem with them, if they can pay me.
Disposition: Easy going
Insanity: Fascination with death in all its forms

I.Q.: 22
M.A.: 14
P.S.: 11
P.P.: 11
P.E.: 11
P.B.: 11
Speed: 14

P.P.E.: 10
I.S.P.: 29
H.P.: 26
S.D.C.: 21
Age: 32
Sex: Female
Height: 5'7
Weight: 140 lbs
Description: Abigail has medium length red hair and bright green eyes. When she's working, Abigail has her hair tied back in a professional manner.

Natural Abilities
Perception Bonus: +2
Charm/Impress: 5%
Invoke Trust/Intimidate: 30%
8% added to all skills
Max. Encumbrance: 42 lbs
Max. Carrying Weight: 110 lbs
Max. Lifting Weight: 220 lbs
Max. Jumping Ability: 5.5 feet in length, 2.75 feet high

Special Abilities
Install Bionics
A cyber-doc can install and remove cybernetic implants and bionics, but requires at least a makeshift operating room. Cybernetics implants are fast and easy (no skill penalty) but bionics are very complicated and demanding of the character's skill and time.
Penalties: -5% to Cyber Doc skill to remove bionics or any prosthetic
-5% if working in poor conditions, another -5% if working with inadequate tools
-10% if the bionics are more advanced or a different but comparable tech than what she is familiar with
-20% when dealing with extremely alien physiology and/or alien cybernetics
All penalties are accumulative.

Find Bionics and Cybernetics Contraband
+20% to Find contraband related to medicine, cybernetics and bionics. This bonus is added to the normal Find contrabands skill whenever cybernetics or bionics are involved. Gets bionics, cybernetics and Bio-Systems at wholesale - -35% discount as a professional courtesy at most Body-Chop-Shops and clinics, 50% discount if he trades at least 12 hours of her time to work in a shop or clinic for free. Every 12 hours she puts in, she can get up to 100,000 credits worth of cyber gear for half-off. 60% discount if the character is the owner or partner in a Body-Chop-Shop or medical clinic in the Cyber Doc's own hometown or place of residence.

Recognize Quality of Bionics & Cybernetics
An exclusive skill that enables the Cyber-Doc to tell if an item is new or used, defective, low or high quality and a fair price. She will automatically know the capability (damage, range, payload, etc.) of bionic weapons and prosthetics (M.D.C., P.S., Speed, etc.) and whether it's exactly what she needs or not. Base Skill: 60%, +3% per lvl of XP

Repair and Soup-up Bionics
Repairs for Cheap: Can completely repair bionics and cybernetics at a cost of 25% of its original list price (plus her time if she's charging for it; typically another 25%). Requires the right parts and 1D6+2 hours to work on each item.
Replace M.D.C. on bionic appendage, main body and cyber-armour at a cost of 1,000 credits per every one M.D.C point restored. Cannot exceed the original M.D.C. amount.
Maximize Bionics (not cybernetics): Can tweak bionic systems to get a little more out of them. Can increase speed 20%, P.S. 10%, increase range 10% of weapons, transmissions, sensors, etc.) reduce size and weight of a specific item by 10% and add ONE extra weapon or feature per each body area (head, hand, forearm, shoulder, foot, leg, chest, back)

Bionics &Cybernetics
Multi-Optic Eyes
Telescopic: 4-8x30 magnification, range: 6000 ft.
Macro Lens: 2x-20x magnification, range: 3 ft.
Passive Nightvision: 2,000 ft. range in ambient light
Thermal-Imaging: 2,000 ft. range
Light Filters: Reduces glare
Targeting Display: Cross-hairs on target. +1 to strike w/ ranged weapon.

Ear Implant
Amplified Hearing

Left Hand
DNA Analyzer (index finger nail)

Medical Sensor Hand (left hand)
• Blood Analysis/Tox-Screen
• Epidermic Analyzer
• Epidermal Temperature Gauge
• Laser Scalpel Finger: 1d4 SDC
• Pulse & Pressure Detector
• Stethoscope
• Bio-Comp Self-Monitoring Device
• Radiation Sensor
• Universal Laser Finger Scalpel (middle finger)
• Universal FInger Camera (index finger)

Language Translator

Bio-Regeneration (ISP: 6)
Stop Bleeding (ISP: 2 for self, 4 for others)

O.C.C. Skills
Literacy: English -- 98% (+5%)
Language: English -- 98% (+1%)
Language Chinese -- 84% (+3%)
Advanced Mathematics -- 93% (+5%)
Basic Mathematics -- 98% (+5%)
Basic Mechanics -- 68% (+5%)
Basic Electronics -- 63% (+5%)
Biology -- 68% (+5%)
Chemistry -- 58% (+5%)
Computer Operation -- 63% (+5%)
Find Contraband -- 52% (+4%)
Medical Doctor
Diagnose -- 63% (+5%)
Treatment -- 68% (+5%)
M.D. in Cybernetics
Diagnose 78% (+5%)
Surgery 98% (+5%)
Pathology 68% (+5%)
Oxygen Conservation (Laika Freebie) 48% (+5%)
Zero-Gravity Movement (Laika Freebie) 73% (+5%)
W.P. Knife

O.C.C. Related Skills
Cybernetic Medicine -- (Bionics Upgrade)
Chemistry: Analytical -– 48% (+5%)
Chemistry: Pharmaceutical -– 58% (+5%)
Bioware Mechanics -– 63% (+5%)
Xenology -– 53% (+5%)
Computer Programming -- 53% (+5%)
Lore: Demons & Monsters -- 53% (+5%)
Pilot: Hover Craft (Ground) -- 73% (+5%)
Hand to Hand: Expert

Secondary Skills
Prowl -– 53% (+5%)
Radio Basic –- 68% (+5%)
Running (+1 to PE, +4D4 to speed and +1d6 to SDC)
W.P. Energy Pistol
W.P. Energy Rifle

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus:
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Kick Attack - 1D8 damage
Karate punch - 2D4 damage

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife (+1 to strike, +2 to parry, +2 to strike when thrown)
W.P. Energy Pistol (+2 to strike)
W.P. Energy Rifle (+1 to strike)

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Horror Factor: +4
Insanity (12+):
Psionics (varies):
Pain: +2 (interrogation involving torture is performed at -10% penalty on the Doc)
Last edited by Sheppard on Thu Jul 09, 2015 4:47 pm, edited 20 times in total.

Re: Dr. Abigail Sheppard (Rifts Orbit PC) WIP

Postby Sheppard » Mon Feb 23, 2015 8:19 pm

Last edited by Sheppard on Sun Mar 22, 2015 6:37 pm, edited 10 times in total.

Re: Dr. Abigail Sheppard (Rifts Orbit PC) WIP

Postby Sheppard » Mon Feb 23, 2015 8:19 pm

Background Story

Growing up on Freedom Station, Abigail was raised in a long standing line of doctors, her family assuming that she would follow in the family tradition. Luckily, Abigail was naturally bright and inquisitive, so she was had no problem doing so. Abigail's family focus in medicine was how to improve the health of their patients naturally, but Abigail took a different route than her family expected – Abigail focused on medical research, including perfecting cybernetics. She felt that bionics are too invasive and disruptive to the person who has them implanted, but cybernetics (including bio-systems), could help improve the health of an individual *without* being as invasive or disruptive, developing into a passion to improve cybernetics to the point of medical perfection.

Abigail’s family felt that bionics are too expensive, complex, and invasive to be worth pursuing, and with the existence of bio-systems, researching cybernetic technology to improve it, was a fruitless endeavour (or at the very least, bio-systems were good enough to replace lost limbs and organs). Her choice to pursue and improve cybernetics above and beyond their current levels, was met with disapproval.

Journal Log of Dr. Abigail Sheppard

Bio-systems are basically as good as flesh. You could have everything replaced with bio-systems, and still qualify as 'human'. Why is it bio-systems are ok, bionics are too invasive, and cybernetics are in-between? Is it because bionics kill too much of the person's essence? Bio-systems, those are fine, but those damn things can die from just an untreated cut. Cybernetics...what exactly does it do? How much does it kill? *How* does it kill, if at all?

What if the way it 'kills', could be lessened? You could have as many cybernetics as you want, and the essence wouldn't die like they do with bionics. Cybernetics, they *don't* die when damaged, they keep on going! How is that possible? Bio-systems are noted that you can suffer gangrene from them if a cut/injury goes untreated. Bionics, repair them readily, but that still wouldn't answer the question 'Why is it cybernetics don't 'kill' as much as bionics do?'

And if I can find out why cybernetics 'kill' less than bionics and improve that, then death won't be an issue for almost any cybernetic replacement! People could have their entire bodies replaced with cybernetics, perfect health! And I would still have a job in that market.

If I can improve cybernetics to medical perfection, I can cheat death!
Last edited by Sheppard on Mon Mar 09, 2015 6:49 pm, edited 6 times in total.

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