Guess I should post my prospective character sheet here, too? I made a character! Username: Earnest Evans Character nickname: Cuban Pete Gender: Male Appearance:![img]http://i.imgur.com/oBSpYAq.jpg?1[/img] Cuban Pete is everything that embodies a stereotypical clown. A perpetual smile is plastered on his face, masking his true emotions. His shoes honk and squeak as he moves, and his ruffled clothes sparkle and shine in incredibly annoying ways. Personality: Cuban Pete's has one goal: Find Clown Planet. He has lost all sense of ethics and basic human morality, but the power of his clown mask has forced him to act out in a desperate attempt at humor. His original human personality has been completely subsumed, and is unlikely to ever re-appear. In his search for comedy, Cuban Pete largely enjoys slapstick, using his powers and tools to make a mockery of every enemy he encounters. Alignment: Neutral Skills: *Cheatsheet: Cuban Pete's player has managed to compile a large sheet of recipes and procedures that allows him to cook many kinds of food, chemical, and mechanical device using the tools in his ship. *Robustness: Cuban Pete is a master of the improvised weapon. If he can swing it around, he can use it to great effect in combat. He is particularly skilled in knocking people down and out. *Scrap Master: Thanks to his ship's extensive suite of appliances, Cuban Pete can scrap any metal object for raw materials and use it to produce his own equipment. *Scientist: With a cheatsheet and his ship, Cuban Pete can produce a wide array of gadgets, trinkets, and gewgaws. These gadgets can do a wide variety of things, but are largely useless. Powers:* Hulk: Thanks to extensive genetic modification, Cuban Pete's body is made exponentially stronger. His skin has turned a neon green color, and he is nearly immune to being knocked over. *Telekinesis: Thanks to extensive genetic modification, Cuban Pete can psychically manipulate any objects up to the size of a man's torso, and can throw them around with enough force to cause severe bruises. *Heat Resistance: Thanks to extensive genetic modification, Cuban Pete is largely immune to the effects of heat. His body naturally adapts to any temperature extreme, from lava to liquid nitrogen. This does not make him immune to pressure sickness or toxic narcosis. *Mute: Thanks to extensive genetic modification, Cuban Pete is completely mute. He must rely on games of charades to communicate. Equipment: *Hand Teleporter: Stolen from the Research Director himself, Cuban Pete has a small device that opens a portal to his personal ship. It only allows two people to enter the portal before it closes. *Personal Ship: The lovely engineers of Space Station Thirteen have constructed a self-sustaining space ship, complete with chemical dispenser, three hydroponics trays, a microwave, an autolathe, a full research laboratory (with circuit designer), a robot parts construction appliance, and a small cargo bay with a direct link to Nanotrasen's Delivery Office he can use to order supplies *Backpack: Cuban Pete's backpack can hold up to five items of any size. *Standard-Issue Clown Gear: Forcibly turned into a clown, Cuban Pete has a clown mask, a bike horn, a "rainbow" brand crayon, two pairs of floppy, squeaky shoes, and a horrendously gaudy clown suit. Other: Cuban Pete follows whoever will provide the most fun, but particularly supports those who can get him to Clown Planet. Password: Draco Ignis [hider=Upgrade Set 1] [i][h1]-Ship Upgrades-[/h1][/i] Pete's pod is now officially Bigger On The Inside. Though from the outside it's still the same apartment-sized vehicle, it's now at least large enough from the inside to fill a wing of the space station it came from. The pod now has a few new rooms and a revolutionary new engine system. [list] [*][b]Cargo Bay[/b] - With a brand-new Autolathe, a Robot (and Exosuit) Parts-construction Console, a direct link to Nanotrasen Central Command's supply warehouse, and a good-sized hangar to fit these new additions, the Cargo Bay is the center of the Petepod's industry. [*][b]Genetics Lab[/b] - Equipped with a cloning pod for making imperfect copies of dead creatures and a DNA modifier for making living creatures into super/sub-humans, the Genetics Lab is a slow but steady way to ensure Pete's got a supply of brains and bodies. [*][b]Xenobiology Lab[/b] - With four holding cells for xenofauna, two immature Grey Slimes for breeding purposes, a box of dehydrated monkey-cubes, and three hydroponics trays for xenoflora, the Xenobio Lab is excellent for keeping and experimenting on the freaks and geeks Pete captures in his travels. [/list] [h2][i]-Bluespace Compatibility-[/i][/h2] Since this is too big a change just to fit in the generic ship upgrades, I added this. The Petepod now has a sustainable power source in a miniature Singularity drive. By harnessing the power of the Singularity, Petepod is partially submerged in the nebulous dimension of Bluespace. Pete can now teleport his ship to anywhere he has left a Tracking Beacon. Tracking Beacons are notoriously flimsy, but partially act as anchors against the degenerate effects of an Avatar leaving a universe. [h3][i]-Your Problem Now Field-[/i][/h3] Pete now projects a field around him that subtly changes the laws of physics and basic biology around him to match them as they appear in Space Station 13. It has no noticeable effect beyond a few certain aspects, namely in conservation of matter and the way muscles tense up when struck. These effects are described as such: [list] [*]Certain states of matter are now measured in Units. One Unit is approximately 25 ml for liquid chemicals, 1 kg for solid minerals, and 50 kPa for oxygen, nitrogen, helium, and gaseous Plasma. [*]Tools and construction are now significantly simplified. All sorts of furniture can be made by hand with nothing but one or two units of a solid mineral. However, even basic handheld tools must be constructed via an Autolathe, Protolathe, or specialized vending machine. [*]Basic physical exertion is both significantly less lethal and significantly [i]more[/i]. Becoming tired is a thing of the past, and now people can sprint at full speed indefinitely. However, anything that is capable of knocking someone over will now fully paralyze them from the neck-down for a pre-determined amount of time. Slipping on water or by being pushed will paralyze someone for a mere 2 seconds. Slipping on Space Lube will paralyze them for a full 10 seconds. Suffering from an electric shock will paralyze them for 30 seconds. Being injected with paralytic toxins will paralyze them for several minutes, with the exact duration depending on how healthy the victim is. Non-humanoids are entirely exempt from this, in addition to no longer suffering from anatomical damage; they are either still kicking and raring to go, or they are incapacitated. There is no way for a humanoid to prevent being paralyzed if they are slipped/stunned/poisoned, but Hulks take a significant amount of electrical charge to bring into paralysis. [*]Pete is now creatively bankrupt. He can still create and research anything that appears in Space Station 13, but he will never invent anything beyond that. Though he can commandeer and utilize any technology he comes across of any material, he can only ever deconstruct it into the same Glass, Iron, Plasteel, Plasma, Uranium, Gold, Silver, Diamond, Bananium, and Phazon-Metal that appears in Space Station 13, and he can only ever figure out how to create Space Station 13-born tools from researching it. However, this does not restrict him from creatively utilizing what few tools he [i]can[/i] create to make up for his industrial shortcomings. [/list] This field extends to everything Pete will ever make. For Pete himself, the field extends to a radius of nine yards. For intelligent creations of Pete's, the field extends to three yards. For unintelligent creations and inanimate objects, this field extends only as far as the object's volume, and cannot be transferred by touch. [/hider]