Difference between revisions of "Carlos Danger"

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(Equipment and Cash)
(Currently Carried)
Line 96: Line 96:
 
*Power Armor (2 encumbrance)
 
*Power Armor (2 encumbrance)
 
*Backpack (r)
 
*Backpack (r)
*Monoblade (r)
+
*Captain's Cutlass (r)
 
*Kinesis Wraps (r)
 
*Kinesis Wraps (r)
 
*3 magazines (s)
 
*3 magazines (s)
*Spike thrower (r)15/15
+
*Spike thrower (r)15/15  
 +
**Underslung grenade launcher
 
*3 magazines (3)
 
*3 magazines (3)
 
*3 Type A energy cells (s)
 
*3 Type A energy cells (s)
 
*Grenades (3)(r)
 
*Grenades (3)(r)
*Grenades (6) (s)
+
*Grenades (launcher) 6 (s)
 
*Glowbug, 5 (s)
 
*Glowbug, 5 (s)
 
*3 day's rations (s)
 
*3 day's rations (s)
Line 110: Line 111:
 
*Rope, 20 meters (s)
 
*Rope, 20 meters (s)
 
*Comm server (s)
 
*Comm server (s)
 
  
 
===Skills to Learn===
 
===Skills to Learn===
 
*5 skill points
 
*5 skill points

Revision as of 14:46, 6 October 2014

Stars_Without_Number: Back_in_Black

  • Carlos Danger

Level 7 Warrior 111537/128320

  • Strength 14(+1)
  • Intelligence 16 (+1)
  • Dexterity 14 (+1)
  • Wisdom 16 (+1)
  • Constitution 12
  • Charisma 16 (+1)
  • Attack Bonus:+3
  • Hit Points: 22
  • AC: 0
  • 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
    • Underslung grenade launcher: +5 to hit/2d8 damage/3 of 3 remaining
  • Captain's Cutlass:

Saving Throws

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

Background Package

Soldier

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

Warrior Training Package

Mercenary

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

Cyberware

  • Genotyped Adrenal Suppression pump: Five rounds to activate/deactivate, lasts for 1 hour, +2 to initiative roll but -2 to all social skill checks.

Equipment and Cash

  • Available Credits: 180,428
  • 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)
  • Flamethrower (1) (5000)
  • Ten tanks of jelly (100 a pop)
  • Captain's Cutlass (see main wiki page)

Encumbrance

  • Normal: 9/9 readied, 13/18 stored

Currently Carried

  • "r" stands for readied, "s" for stored
  • Encumbrance: 9/9 readied, 13/18 stored
  • Power Armor (2 encumbrance)
  • Backpack (r)
  • Captain's Cutlass (r)
  • Kinesis Wraps (r)
  • 3 magazines (s)
  • Spike thrower (r)15/15
    • Underslung grenade launcher
  • 3 magazines (3)
  • 3 Type A energy cells (s)
  • Grenades (3)(r)
  • Grenades (launcher) 6 (s)
  • Glowbug, 5 (s)
  • 3 day's rations (s)
  • Low-light goggles (r)
  • Dataslab (s)
  • Rope, 20 meters (s)
  • Comm server (s)

Skills to Learn

  • 5 skill points