Difference between revisions of "Reynard Marko"
Line 53: | Line 53: | ||
Compad (TL4)<br> | Compad (TL4)<br> | ||
Kinesis wraps (1d2+2; TL4)<br> | Kinesis wraps (1d2+2; TL4)<br> | ||
− | + | Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br> | |
Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br> | Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br> | ||
Low-light goggles (Encumbrance 1; TL3)<br> | Low-light goggles (Encumbrance 1; TL3)<br> | ||
Line 59: | Line 59: | ||
Stowed (14):<br> | Stowed (14):<br> | ||
Survival kit (Encumbrance 1; TL4)<br> | Survival kit (Encumbrance 1; TL4)<br> | ||
− | |||
40 meter rope (Encumbrance 1; TL4)<br> | 40 meter rope (Encumbrance 1; TL4)<br> | ||
Climbing harness (Encumbrance 1; TL3)<br> | Climbing harness (Encumbrance 1; TL3)<br> | ||
Grapnel launcher (Encumbrance 1; TL3)<br> | Grapnel launcher (Encumbrance 1; TL3)<br> | ||
Medkit (Encumbrance 2, TL4)<br> | Medkit (Encumbrance 2, TL4)<br> | ||
− | + | Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br> | |
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)<br> | Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)<br> | ||
− | |||
Thermal flarex4 (TL3)<br> | Thermal flarex4 (TL3)<br> | ||
3 Power cells, Type A (Encumbrance 1; TL4)<br> | 3 Power cells, Type A (Encumbrance 1; TL4)<br> | ||
1 days' rations (Encumbrance 1; TL1)<br> | 1 days' rations (Encumbrance 1; TL1)<br> | ||
5 glowbugs (TL3)<br> | 5 glowbugs (TL3)<br> | ||
− | |||
− | |||
Ship:<br> | Ship:<br> | ||
Armored undersuit (AC 7; Encumbrance 0; TL4)<br> | Armored undersuit (AC 7; Encumbrance 0; TL4)<br> | ||
Line 78: | Line 74: | ||
Binoculars (Encumbrance 1; TL3)<br> | Binoculars (Encumbrance 1; TL3)<br> | ||
Vacc suit (Encumbrance 2; TL4)<br> | Vacc suit (Encumbrance 2; TL4)<br> | ||
− | + | 120 rounds (Encumbrance 6; TL2)<br> | |
19 days' rations (Encumbrance 19; TL1)<br> | 19 days' rations (Encumbrance 19; TL1)<br> | ||
Vacc fresher (Encumbrance 1; TL4)<br> | Vacc fresher (Encumbrance 1; TL4)<br> | ||
− | |||
Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)<br> | Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)<br> | ||
3 Power cells, Type A (Encumbrance 1; TL4)<br> | 3 Power cells, Type A (Encumbrance 1; TL4)<br> | ||
+ | 6 grenades (2d8; Range 10/30; Encumbrance 2; TL3)<br> | ||
− | + | 50082 credits<br> | |
Expenses:<br> | Expenses:<br> |
Revision as of 09:13, 12 January 2014
Name: Reynard Marko
Class: Warrior
Level: 5
Age: 22
XP: 25,136
Homeworld: Far Haven
Languages: English, French
Background Package: Gunnery Crew
Training Package: Mercenary
Characteristics
Strength 14 (+1)
Intelligence 13 (0)
Dexterity 16 (+1)
Wisdom 8 (0)
Constitution 14 (+1)
Charisma 14 (+1)
Hit Points: 22/22
Attack Bonus: +3
Physical Effect Save: 10
Mental Effect Save: 13
Evasion Save: 12
Tech Save: 14
Luck Save: 12
Attack and Damage Rolls (with Bonuses):
Unarmed (+4 to hit; 1d2+1)
Kinesis Wraps (+4 to hit; 1d2+3)
Spike Thrower (+6 to hit; 3d8+1)
Void Carbine (+6 to hit; 2d6+1)
Doomstaff [Gunnery] (+5 to hit; 3d8+1)
Skills:
Athletics 1
Business 0
Combat/Gunnery 1
Combat/Projectile 2
Combat/Unarmed 0
Culture/Criminal 0
Culture/Spacer 0
Computer 0
Leadership 0
Perception 0
Stealth 0
Survival 0
Tactics 2
Equipment:
Ready (7):
Backpack (TL4)
Compad (TL4)
Kinesis wraps (1d2+2; TL4)
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Combat Field Uniform (AC 4; Encumbrance 0; TL4)
Low-light goggles (Encumbrance 1; TL3)
Stowed (14):
Survival kit (Encumbrance 1; TL4)
40 meter rope (Encumbrance 1; TL4)
Climbing harness (Encumbrance 1; TL3)
Grapnel launcher (Encumbrance 1; TL3)
Medkit (Encumbrance 2, TL4)
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)
Thermal flarex4 (TL3)
3 Power cells, Type A (Encumbrance 1; TL4)
1 days' rations (Encumbrance 1; TL1)
5 glowbugs (TL3)
Ship:
Armored undersuit (AC 7; Encumbrance 0; TL4)
Atmofilter (Encumbrance 1; TL4)
Binoculars (Encumbrance 1; TL3)
Vacc suit (Encumbrance 2; TL4)
120 rounds (Encumbrance 6; TL2)
19 days' rations (Encumbrance 19; TL1)
Vacc fresher (Encumbrance 1; TL4)
Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)
3 Power cells, Type A (Encumbrance 1; TL4)
6 grenades (2d8; Range 10/30; Encumbrance 2; TL3)
50082 credits
Expenses:
- 250c set aside to upgrade ship
- 1000c Combat Field Uniform (AC 4; Encumbrance 0; TL4)
- 400c Void Carbine
- 50c 100 rounds
- 600c Spike Thrower
- 30c 60 rounds
- 100c Atmofilter
- 20c Binoculars
- 50c Climbing harness
- 100c 20 days' rations
- 40c 40 meter rope
- 60c survival kit
- 20c 4 thermal flares
- 400c Vacc fresher
- 100c Vacc suit
- 30c 3 Power cells, Type A
Second visit:
- 150c 6 grenades
- 100c Kinesis wraps
- 4000c Rocket launcher
- 500c 10 missiles
- 25c 5 glowbugs
- 200c Grapnel launcher
- 200c Low-light goggles
- 100c Medkit
- 30c 3 power cells, Type A