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[[Stars_Without_Number: Back_in_Black]]
  
A character in the [[Stars Without Number: Back in Black]] campaign.
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*'''Carlos Danger'''
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'''Level 7 Warrior'''
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'''111537/128320'''
  
== Name ==
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*'''Strength''' 14(+1)
*Level 8 Warrior
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*'''Intelligence''' 16 (+1)
*XP: 128,320/250,640
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*'''Dexterity''' 14 (+1)
*Age: 28
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*'''Wisdom''' 16 (+1)
*Homeworld: Wolf
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*'''Constitution''' 12
*Languages:
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*'''Charisma''' 16 (+1)
 +
 
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*'''Attack Bonus:'''+3
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*'''Hit Points:''' 22
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*'''AC:''' 0
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*'''Initiative:''' +1
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*'''Languages'''
 
**English
 
**English
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**Mandarin
 
**Afrikaans
 
**Afrikaans
**Mandarin
 
*Background & Description: Carlos Danger is a mercenary bon vivant, a bit of a bounder and a cad. 
 
  
== Attributes ==
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===Combat===
*Strength 14 +1
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*Monoblade: +6 to hit/1d8+2
*Dexterity 14 +1
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*Kinesis Wraps (Boots): +6 to hit/1d2+2
*Constitution 10
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*Mag Pistol: +6 to hit/2d6+2/6 of 6 shots remaining
*Intelligence 10
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*Plasma Projector: +7 to hit/2d8
*Wisdom 7
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*Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining
*Charisma 14 +1
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*Spike Thrower: +6 to hit/3d8/15 of 15 remaining
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**Underslung grenade launcher: +5 to hit/2d8 damage/3 of 3 remaining
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*Captain's Cutlass:
  
== Combat Block ==
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===Saving Throws===
*Movement Rate:
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*'''Physical:''' 10
*Hit Points: 43
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*'''Mental:''' 13
*System Strain: 2/2
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*'''Evasion:''' 12
*Armor Class
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*'''Tech:''' 14
**(Armor Type 1): 6 (Armored Undersuit)
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*'''Luck:''' 11
**(Armor Type 2): 0 (Powered Armor)
 
*Attacks (BAB +5)
 
**Mag pistol: +9/2d6+2 6/6 100/300
 
**Captain's Cutlass: +7
 
**Void Carbine: +9 2d6 damage 10/10 100/300
 
**Mag Rifle: +9 2d8+2 damage 10/10 300/600
 
***Underslung Grenade Launcher +7 2d8 3/3 50/150
 
*Saves
 
**Physical 8
 
**Mental 11
 
**Evasion 10
 
**Tech 12
 
**Luck 9
 
  
== Cybernetics ==
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===Background Package===
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====Soldier====
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*Combat/Projectile 2
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*Combat/Unarmed 1
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*Culture/World 0
  
*Adrenal Suppression Pump
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===Warrior Training Package===
**SS: 1
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====Mercenary====
**Description: These endocrine pumps neutralize numerous brain chemicals in the user when activated while simultaneously exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to either activate or deactivate it.
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*Athletics 0
 
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*Business 1
*Holdout Cavity
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*Combat/Energy Weapons 2
**SS: 1
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*Combat/Primitive 1
**Description: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than tech level 4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
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*Culture/Spacer 0
 
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*Perception 2
== Skills ==
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*Tactics 1
*Combat
 
**Energy 2
 
**Gunnery 1
 
**Primitive 1
 
**Projectile 3
 
**Unarmed 0
 
*Culture
 
**Wolf 0
 
**Spacer 0
 
 
*Exosuit 1
 
*Exosuit 1
*Tech
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*Leadership 0
**Astronautics
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*Combat/Gunnery 0
*Tactics 1
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*Vehicle/Grav 0
*Leadership 1
 
*Athletics 0
 
*Perception 1
 
*Stealth 0
 
 
 
 
 
== Equipment ==
 
(You guys are starting to be rich, powerful people, and are starting to accumulate a whole bunch of shit. Therefore, this section and the next are going to be kind of complicated)
 
 
 
 
 
=== Treasure ===
 
 
 
*Mechanical arm
 
*Computer Aided Goggles (both from IC 258)
 
=== Civilian ===
 
 
 
*'''READIED'''
 
**Armor: Armorerd Undersuit
 
**Weapons:
 
***Mag pistol in holdout compartment
 
***Captain's Cutlass for formal events
 
**Consumables:
 
**Gear:
 
*'''STOWED'''
 
**Weapons:
 
**Consumables:
 
**Gear: Commpad and Dataslab, 1000 credits in wallet.
 
 
 
=== Combat, vacuum locations ===
 
 
 
'''READIED'''
 
*Enc: 5/9
 
*Armor: Power Armor
 
*Weapons:
 
**Mag Rifle w/underslung grenade launcher and top mounted flashlight
 
**Captain's Cutlass
 
**Three grenades
 
*Consumables:
 
**
 
**Gear:
 
*Low-light goggles
 
 
 
 
 
'''STOWED'''
 
*Enc: 11/18
 
*Weapons:
 
**Laser pistol w/loaded clip
 
**Mag pistol w/loaded clip (holdout compartment)
 
*Consumables:
 
**Six clips for mag rifle
 
**Three grenades
 
**One clip of three grenades for launcher
 
**One gallon of water
 
**One day rations
 
*Gear:
 
**Backpack (T4)
 
**Grapnel launcher
 
**Rope (40 meters)
 
**Three oxygen tanks
 
 
 
== Assets ==
 
(This section is about material that you might or might not ever load into your Equipment. It may or may not always apply. Categories are examples only, do what makes sense for your character, excepting that I do want to know where your money is.)
 
 
 
 
 
=== Finances ===
 
 
 
*Credits:
 
**Credit Chips Carried: (If you're willing to have high denominations, you can carry a lot of money on your person)
 
**Electronic Credits Carried: 10,000 credits
 
**Stowed: (I assume you guys have little safes in your cabins on the ship)
 
**(Deposit A): 100,000 credits
 
**(Deposit B):
 
  
=== Holdings ===
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===Cyberware===
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*Genotyped Adrenal Suppression pump: Five rounds to activate/deactivate, lasts for 1 hour, +2 to initiative roll but -2 to all social skill checks. 
  
*One share in Auspicious Enterprises
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===Equipment and Cash===
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*'''Available Credits:''' 196,428
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*Armored Undersuit
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*Backpack (TL4)
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*Compad (stored)
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*Combat Field Uniform (1000 credits)(readied)
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*Monoblade (50 credits)(dagger-sized)(r)
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*Kinesis Wraps (boots/100 credits)(r)
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*Mag Pistol (400 credits)(r)
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*Laser Pistol (200 credits)(s)
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*6 magazines (60 credits)(s)
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*Plasma Projector (400 credits) 2 items of encumbrance (s)
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*6 Type A energy cells (60 credits)(s)
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*Glowbug (10, 50 credits)(s)
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*Low-light goggles (200 credits)(s)
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*Rope, 20 meters (40 credits)(s)
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*Vac fresher (400 credits)
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*Vac suit (100 credits)
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*Dataslab (300 credits)(s)
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*Rations, one month (150 credits) (s)
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*Grenades (8)(200 credits)(r)
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*Spike Thrower (1)(600 credits)(r)
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*Power Armor (1)(10000)(r)
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*Flamethrower (1) (5000)
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*Ten tanks of jelly (100 a pop)
  
=== Materiel ===
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===Encumbrance===
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*Normal: 9/9 readied, 13/18 stored
  
*(If you have some other big thing, list it here)
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===Currently Carried===
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*"r" stands for readied, "s" for stored
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*Encumbrance: 9/9 readied, 13/18 stored
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*Power Armor (2 encumbrance)
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*Backpack (r)
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*Monoblade (r)
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*Kinesis Wraps (r)
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*3 magazines (s)
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*Spike thrower (r)15/15
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*3 magazines (3)
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*3 Type A energy cells (s)
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*Grenades (3)(r)
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*Grenades (6) (s)
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*Glowbug, 5 (s)
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*3 day's rations (s)
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*Low-light goggles (r)
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*Dataslab (s)
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*Rope, 20 meters (s)
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*Comm server (s)
  
=== Vehicles ===
 
  
*(Custom cars, mecha, whatever)
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===Skills to Learn===
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*5 skill points

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