==Basic Information==
Name: Cuppa Beans
Age: 19
Gender: Female
Race: Unicorn
Occupation: Trader/Beverage maker/Nurse
==Physical Description==
Picture:
^ Winter Bell drew this ^
Coat Colour: Light brown with a dark brown splodge around her tail
Mane Colour: Dark & light red/brown
Tail Colour: Dark & light red/brown
Eye Colour: Brown
Cutie Mark: A coffee bean with steam rising from it.
==Personality==
Usually, Cuppa tries to be nice to everyone she knows or meets, but with new people or the rougher variety of people, she will be hesitant to talk to them. And it's hard to count on her in a battle-zone unless you want to have a break mid-fight for a drink, though she has proven to be the sneaky sort of gal if given the chance, prone to hiding from a fight instead of fighting.
The sort of things that Cuppa likes to do is generally relax, drink something nice and hot and pamper herself as it is a rare thing to indulge in. She also enjoys compliments about the drinks she makes, having spent most her time growing up in the wasteland brewing drinks and all manner of other things for everypony else. It's not that she demands confirmation that she can brew, but she really likes hearing praise for such a thing, previous years in captivity having drilled such a thing into her head.
Cuppa hates seeing others being oppressed, but also hates that she cannot do much about it. She also dislikes being lorded over by anypony, but will still do as ordered if given in an aggressive enough tone. Regardless, she generally has bad reactions to any mention of slavery or any aggressive action made towards her, the latter usually causing her to cower.
==History==
==SPECIAL==
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 11
Agility: 6
Luck: 4
==Secondary Attributes==
Health: 214
DT: 3
AP: 35
RM: 6
Base crit threshold: 97
Botch threshold: 7
Ranged 60
Close 51
Explosive 54
Passive 45
Dodge 18
Weapon properties:
==Skills==
Barter: 81 - TAG
Energy Weapons: 18
Explosives: 18
Guns: 30
Lockpick: 23
Magic: 66 - TAG
Medicine: 70 - TAG
Melee: 12
Repair: 36
Science: 36
Sneak: 21
Speech: 26
Survival: 22
Unarmed: 12
==Racial Attributes==
Not Just for Popping Balloons: Have access to the Magic skill.
No Strings Attached: Capable of short-range magical levitation, allowing you to manipulate objects without physical contact. Levitating a weapon reduces its Strength requirement by 1.
Sharp as a Tack: Can increase Intelligence to 12 via perks.
==Traits==
Good Natured: You gain +5 to your Barter, Repair, Medicine, Science, Speech and Survival skills, but -5 to your Explosives, Guns, Magical Energy Weapons, Melee and Unarmed skills.
==Perks==
Extra Special Put a single point into any S.P.E.C.I.A.L. attributes. This perk may be taken up to 10 times.
Requirements--- None
+1 Perception
+1 Charisma
--------------------------
Arcanic Blast - Force
A basic ranged attack for a unicorn of a distance of up to about 15 metres. An element must be chosen along with it at the time the perk is chosen. Magic skill is used to hit.
Prerequisite: Level 4, Unicorn, Magic 30
--------------------------
Field Medic
You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it takes half as many AP (rounded down) to apply bandages.
Requirements: Agility 6, Medicine 50
--------------------------
Heal
A basic spell any medical unicorn should know.
Prerequisite: Level 6, Unicorn, Magic 45, Medicine 60
--------------------------
Teleportation
Sneaking behind the emptiness that makes up space, you can instantly transport yourself to another location
Prerequisite: Unicorn, Magic 60
--------------------------
==Inventory==
.44 Magnum Revolver (.44)
DAM:36 AP Cost: 8 ST Req:5
Ammo Cap.:6 Skill Req:50 Value:2500 Crit Multiplier: x 3
A powerful weapon that’ll punch holes through most raiders.
.45 Automatic Pistol (.45)
DAM:29 AP Cost: 8 ST Req:3
Ammo Cap.:7 Skill Req:25 Value:1750 Crit Multiplier: x 2
A semi-automatic pistol that was once standard issue in the Equestrian Army, a reliable and powerful weapon.
box of .45 ammo
EZ-Gun
DAM: 5 AP Cost: 15 ST Req:3 Special: -15 DT, Silent, Knocks enemy out for (GW Discretion) turns on Critical Hit, -10 AP if normal hit.
Ammo Cap.: 10 Skill Req:50 Value: 1000 Crit Multiplier x 1
EZ Gun darts x 3
.357 Revolver (.357 magnum)
DAM:26 AP Cost: 8 ST Req:3
Ammo Cap.:6 Skill Req:0 Value:110 Crit Multiplier: x 1
A moderately powerful weapon, often used by ponies trying to play cowpony.
5x .357 rounds
Lever Action Shotgun (20 Gauge) [Support]
DAM:48 AP Cost: 12 ST Req:4
Ammo Cap.:5 Skill Req:50 Value:2000 Crit Multiplier: x 1
An efficient shotgun that holds multiple rounds, letting you put more lead into your targets before you have to reload.
7x 20 gauge shells
Knife
DAM:8 AP Cost: 4 ST Req:1
Skill Req:0 Value:20 Crit Multiplier x 2
Your basic melee weapon, just a sharpened kitchen knife.
Normal clothing
Reinforced Combat Barding MKII
DT: 20
Value: 2000
4381 caps
3 healing bandages
1 healing potion
1 wasteland survival guide
1 pair of cheap shades.
Spells:
Arcanic Bolt
Prerequisite: Unicorn, Magic 25
AP Cost: 12
Effect: Make an attack against a target within 15 metres. Deals (20+Magic/5) DAM (before DT) on a hit, as well as an additional effect depending on the element.
Force - Target is pushed back. Knocked down on a crit.
Teleportation
Sneaking behind the emptiness that makes up space, you can instantly transport yourself to another location
Prerequisite: Unicorn, Magic 60
AP Cost: 15 (+6 for each friendly target carried along)
Effect: Can teleport up to (Magic/2) meters, any attack made by the caster immediately after a teleportation strike against passive defense.
*Can only cast twice per encounter
Telekinesis
Light
Name: Cuppa Beans
Age: 19
Gender: Female
Race: Unicorn
Occupation: Trader/Beverage maker/Nurse
==Physical Description==
Picture:
^ Winter Bell drew this ^
Coat Colour: Light brown with a dark brown splodge around her tail
Mane Colour: Dark & light red/brown
Tail Colour: Dark & light red/brown
Eye Colour: Brown
Cutie Mark: A coffee bean with steam rising from it.
==Personality==
Usually, Cuppa tries to be nice to everyone she knows or meets, but with new people or the rougher variety of people, she will be hesitant to talk to them. And it's hard to count on her in a battle-zone unless you want to have a break mid-fight for a drink, though she has proven to be the sneaky sort of gal if given the chance, prone to hiding from a fight instead of fighting.
The sort of things that Cuppa likes to do is generally relax, drink something nice and hot and pamper herself as it is a rare thing to indulge in. She also enjoys compliments about the drinks she makes, having spent most her time growing up in the wasteland brewing drinks and all manner of other things for everypony else. It's not that she demands confirmation that she can brew, but she really likes hearing praise for such a thing, previous years in captivity having drilled such a thing into her head.
Cuppa hates seeing others being oppressed, but also hates that she cannot do much about it. She also dislikes being lorded over by anypony, but will still do as ordered if given in an aggressive enough tone. Regardless, she generally has bad reactions to any mention of slavery or any aggressive action made towards her, the latter usually causing her to cower.
==History==
- Spoiler:
- Born in The Republic, Cuppa Beans and her parents, Soy Beans and Runner Bean. Soy was a nurse and the unicorn was commonly known for her heart-warming brews, she was also Cuppa's mother. Cuppa's father, Runner, was a courier who took almost any job at hand, hardy and resilient like most earth ponies were he didn't stop for anything when he was on the job.
Cuppa Beans was a secluded little filly for most of her time in The Republic, she didn't seem to like meeting ponies she didn't know. And the ponies she did know were all adults who came over to visit her mother or father for whatever they needed.
Of course, Cuppa started learning how to use her magic, as well as how to tend to the wounded and sick like her mother did, but the progress was initially slow as she worked on it, much to her mother's disappointment.
When little Cuppa was 11 years old, her parents wanted to move from The Republic to Friendship City due to how much bigger it was, surely they would be completely safe there.
Sadly it wasn't so, as not half an hour after leaving, they were happened upon by a band of slavers who ended up murdering her mother with a stray bullet whilst gunning her father down, much to his credit and his folly, he had charged through a hail of bullets and withstood several crippling shots to violently tear a slaver's head off with his teeth alone. By the time he had done that, the others surrounded him, Cuppa's mother dying in the bawling filly's hooves as the young pony begged her mother not to go to sleep.
Being the only survivor, the slavers decided they could probably make use of her somehow. So they dragged the filly back to their camp and threw her in a cage.
One day, Cuppa showed her true usefulness when the slaver's doctor "slipped" on a blood-coated rock and cut his head open, bleeding heavily. Having done her best to patch up other slaves whilst caged up, Cuppa was hauled out of the cage and yelled at to fix their doctor, which she did, wrapping his head in bandages and giving it a tiny boost with some weak healing magic.
The doctor recovered within a week and Cuppa had been made to take his place until then.
With their doctor back to normal again, Cuppa was kept outside the cage in case he managed to hurt himself again, but to keep her occupied, they had her mix up and brew drinks for them so they could let loose whenever they got back. And letting loose lead to violence that was afflicted upon her, though that was not the extent of them letting loose, the girl was mentally scarred for life.
The first day of it was hell, it was also the day she earned her cutie mark for how well she could make beverages, the coffee bean on her flank speaking of only one drink she could easily make, if coffee beans still existed after the war.
Five years of this repeated torment really broke the poor filly. Enough so that when the slavers finally ended up killing themselves, having attacked and been slaughtered by one of those rare groups of wasteland adventurers who fight the good fight before getting themselves killed, they promptly got themselves killed by Hell Hounds not long after rescuing Cuppa and five others, two fillies and three colts. Being the eldest, Cuppa gathered up what remained of all the supplies and started to lead them towards New Appleoosa, having been told that they might take them in.
They were allowed to live there for a while, given a bed in the common room to rest in.
Meanwhile, Cuppa tried to help at the clinic, but ultimately failed due to Cuppa's terrible nervousness.
In the end, Cuppa left New Appleoosa, heading back to The Republic, a place she at least knew, which had ponies she knew.
In the previous two years, Cuppa had been working under the new doctor of The Republic, learning from the pony what she could. But upon hearing about Stableton in the third year, Cuppa decided to try her luck there, see just who she might meet, as well as what she might gain. She bought a gun to protect herself with, whether she could hit something with it was a different matter.
==SPECIAL==
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 11
Agility: 6
Luck: 4
==Secondary Attributes==
Health: 214
DT: 3
AP: 35
RM: 6
Base crit threshold: 97
Botch threshold: 7
Ranged 60
Close 51
Explosive 54
Passive 45
Dodge 18
Weapon properties:
==Skills==
Barter: 81 - TAG
Energy Weapons: 18
Explosives: 18
Guns: 30
Lockpick: 23
Magic: 66 - TAG
Medicine: 70 - TAG
Melee: 12
Repair: 36
Science: 36
Sneak: 21
Speech: 26
Survival: 22
Unarmed: 12
==Racial Attributes==
Not Just for Popping Balloons: Have access to the Magic skill.
No Strings Attached: Capable of short-range magical levitation, allowing you to manipulate objects without physical contact. Levitating a weapon reduces its Strength requirement by 1.
Sharp as a Tack: Can increase Intelligence to 12 via perks.
==Traits==
Good Natured: You gain +5 to your Barter, Repair, Medicine, Science, Speech and Survival skills, but -5 to your Explosives, Guns, Magical Energy Weapons, Melee and Unarmed skills.
==Perks==
Extra Special Put a single point into any S.P.E.C.I.A.L. attributes. This perk may be taken up to 10 times.
Requirements--- None
+1 Perception
+1 Charisma
--------------------------
Arcanic Blast - Force
A basic ranged attack for a unicorn of a distance of up to about 15 metres. An element must be chosen along with it at the time the perk is chosen. Magic skill is used to hit.
Prerequisite: Level 4, Unicorn, Magic 30
--------------------------
Field Medic
You can heal people much faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it takes half as many AP (rounded down) to apply bandages.
Requirements: Agility 6, Medicine 50
--------------------------
Heal
A basic spell any medical unicorn should know.
Prerequisite: Level 6, Unicorn, Magic 45, Medicine 60
--------------------------
Teleportation
Sneaking behind the emptiness that makes up space, you can instantly transport yourself to another location
Prerequisite: Unicorn, Magic 60
--------------------------
==Inventory==
.44 Magnum Revolver (.44)
DAM:36 AP Cost: 8 ST Req:5
Ammo Cap.:6 Skill Req:50 Value:2500 Crit Multiplier: x 3
A powerful weapon that’ll punch holes through most raiders.
.45 Automatic Pistol (.45)
DAM:29 AP Cost: 8 ST Req:3
Ammo Cap.:7 Skill Req:25 Value:1750 Crit Multiplier: x 2
A semi-automatic pistol that was once standard issue in the Equestrian Army, a reliable and powerful weapon.
box of .45 ammo
EZ-Gun
DAM: 5 AP Cost: 15 ST Req:3 Special: -15 DT, Silent, Knocks enemy out for (GW Discretion) turns on Critical Hit, -10 AP if normal hit.
Ammo Cap.: 10 Skill Req:50 Value: 1000 Crit Multiplier x 1
EZ Gun darts x 3
.357 Revolver (.357 magnum)
DAM:26 AP Cost: 8 ST Req:3
Ammo Cap.:6 Skill Req:0 Value:110 Crit Multiplier: x 1
A moderately powerful weapon, often used by ponies trying to play cowpony.
5x .357 rounds
Lever Action Shotgun (20 Gauge) [Support]
DAM:48 AP Cost: 12 ST Req:4
Ammo Cap.:5 Skill Req:50 Value:2000 Crit Multiplier: x 1
An efficient shotgun that holds multiple rounds, letting you put more lead into your targets before you have to reload.
7x 20 gauge shells
Knife
DAM:8 AP Cost: 4 ST Req:1
Skill Req:0 Value:20 Crit Multiplier x 2
Your basic melee weapon, just a sharpened kitchen knife.
Normal clothing
Reinforced Combat Barding MKII
DT: 20
Value: 2000
4381 caps
3 healing bandages
1 healing potion
1 wasteland survival guide
1 pair of cheap shades.
Spells:
Arcanic Bolt
Prerequisite: Unicorn, Magic 25
AP Cost: 12
Effect: Make an attack against a target within 15 metres. Deals (20+Magic/5) DAM (before DT) on a hit, as well as an additional effect depending on the element.
Force - Target is pushed back. Knocked down on a crit.
Teleportation
Sneaking behind the emptiness that makes up space, you can instantly transport yourself to another location
Prerequisite: Unicorn, Magic 60
AP Cost: 15 (+6 for each friendly target carried along)
Effect: Can teleport up to (Magic/2) meters, any attack made by the caster immediately after a teleportation strike against passive defense.
*Can only cast twice per encounter
Telekinesis
Light
Last edited by Cuppa Beans on Mon Mar 04, 2013 10:21 pm; edited 16 times in total