Difference between revisions of "Carlos Danger"

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*'''Carlos Danger'''
 
*'''Carlos Danger'''
'''Level 4 Warrior'''
+
'''Level 5 Warrior'''
 
'''16664/32080'''
 
'''16664/32080'''
  
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*'''Attack Bonus:'''+3
 
*'''Attack Bonus:'''+3
*'''Hit Points:''' 17
+
*'''Hit Points:''' 18
 
*'''AC:''' 4
 
*'''AC:''' 4
*'''Iniative:''' 1d8+1
+
*'''Initiative:''' +1
 
*'''Languages'''
 
*'''Languages'''
 
**English
 
**English
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*Monoblade: +6 to hit/1d8+2
 
*Monoblade: +6 to hit/1d8+2
 
*Kinesis Wraps (Boots): +6 to hit/1d2+2
 
*Kinesis Wraps (Boots): +6 to hit/1d2+2
*Mag Pistol: +5 to hit/2d6+2/6 of 6 shots remaining
+
*Mag Pistol: +6 to hit/2d6+2/6 of 6 shots remaining
 
*Plasma Projector: +7 to hit/2d8
 
*Plasma Projector: +7 to hit/2d8
 
*Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining
 
*Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining
*Spike Thrower: +5 to hit/3d8/15 of 15 remaining
+
*Spike Thrower: +6 to hit/3d8/15 of 15 remaining
  
 
===Saving Throws===
 
===Saving Throws===
Line 38: Line 38:
 
===Background Package===
 
===Background Package===
 
====Soldier====
 
====Soldier====
*Combat/Projectile 1
+
*Combat/Projectile 2
 
*Combat/Unarmed 1
 
*Combat/Unarmed 1
 
*Culture/World 0
 
*Culture/World 0
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===Warrior Training Package===
 
===Warrior Training Package===
 
====Mercenary====
 
====Mercenary====
 +
*Athletics 0
 
*Business 1
 
*Business 1
 
*Combat/Energy Weapons 2
 
*Combat/Energy Weapons 2
 
*Combat/Primitive 2
 
*Combat/Primitive 2
 
*Culture/Spacer 0
 
*Culture/Spacer 0
*Perception 1
+
*Perception 2
 
*Tactics 1
 
*Tactics 1
*Exosuit 0
+
*Exosuit 1
  
 
===Equipment and Cash===
 
===Equipment and Cash===

Revision as of 18:54, 21 November 2013

Stars_Without_Number: Back_in_Black

  • Carlos Danger

Level 5 Warrior 16664/32080

  • Strength 14(+1)
  • Intelligence 16 (+1)
  • Dexterity 14 (+1)
  • Wisdom 16 (+1)
  • Constitution 12
  • Charisma 16 (+1)
  • Attack Bonus:+3
  • Hit Points: 18
  • AC: 4
  • Initiative: +1
  • Languages
    • English
    • Mandarin
    • Afrikaans

Combat

  • Monoblade: +6 to hit/1d8+2
  • Kinesis Wraps (Boots): +6 to hit/1d2+2
  • Mag Pistol: +6 to hit/2d6+2/6 of 6 shots remaining
  • Plasma Projector: +7 to hit/2d8
  • Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining
  • Spike Thrower: +6 to hit/3d8/15 of 15 remaining

Saving Throws

  • Physical: 10
  • Mental: 13
  • Evasion: 12
  • Tech: 14
  • Luck: 11

Background Package

Soldier

  • Combat/Projectile 2
  • Combat/Unarmed 1
  • Culture/World 0
  • Tactics 0

Warrior Training Package

Mercenary

  • Athletics 0
  • Business 1
  • Combat/Energy Weapons 2
  • Combat/Primitive 2
  • Culture/Spacer 0
  • Perception 2
  • Tactics 1
  • Exosuit 1

Equipment and Cash

  • Available Credits: 6820
  • Armored Undersuit
  • Backpack (TL4)
  • Compad (stored)
  • Combat Field Uniform (1000 credits)(readied)
  • Monoblade (50 credits)(dagger-sized)(r)
  • Kinesis Wraps (boots/100 credits)(r)
  • Mag Pistol (400 credits)(r)
  • Laser Pistol (200 credits)(s)
  • 6 magazines (60 credits)(s)
  • Plasma Projector (400 credits) 2 items of encumbrance (s)
  • 6 Type A energy cells (60 credits)(s)
  • Glowbug (10, 50 credits)(s)
  • Low-light goggles (200 credits)(s)
  • Rope, 20 meters (40 credits)(s)
  • Vac fresher (400 credits)
  • Vac suit (100 credits)
  • Dataslab (300 credits)(s)
  • Rations, one month (150 credits) (s)
  • Grenades (8)(200 credits)(r)
  • Spike Thrower (1)(600 credits)(r)
  • Power Armor (1)(10000)(r)

Encumbrance

  • Normal: 6/7 readied, 7/14 stored

Currently Carried

  • "r" stands for readied, "s" for stored
  • Encumbrance: 7/7 readied, 12/14 stored
  • Combat Field Uniform (0 encumbrance)
  • Backpack (r)
  • Monoblade (r)
  • Mag pistol (r)3/6
  • 3 magazines (s)
  • Spike thrower (r)7/15
  • 3 magazines (3)
  • 3 Type A energy cells (s)
  • Grenades (3)(r)
  • Grenades (3) (s)
  • Glowbug, 5 (s)
  • 1/2 day's rations (s)
  • Low-light goggles (r)
  • Dataslab (s)
  • Rope, 20 meters (s)
  • Comm pad (s)
  • 10 orbs