Difference between revisions of "Jackson "Six" Hitt"

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-12 Spike Thrower (as of 2-422)
 
-12 Spike Thrower (as of 2-422)
 +
 +
-2 Mag Rifle (as of 2-492)

Revision as of 21:22, 2 February 2014

History: Jackson is ex-military, having served eight years in the Nyx Cluster Navy. He went to pilot school, where he picked up his nickname Six. He thought it was because he was always watching out for his wingmen’s tails, or sixes, but was dismayed to learn it was an old joke revolving around the Roman numerals VI, which stand for “Village Idiot”. Jackson didn’t quite cut it as a pilot, but served on several frigates and cruisers as a Science Officer or Comm Officer. He also spent a year loaned to a mysterious State agency that was trying to learn more about the Pretech on Tenebrous IV. Jackson is tall, thin and wiry. He’s got short cut blond hair and a VI tattoo on his right bicep. He retains a bit of the normal cockiness and brashness you’d expect from an ex-Naval Aviator but is generally friendly and outgoing.


Strength 9

Intelligence 16 [+1]

Dexterity 15 [+1]

Wisdom 13

Constitution 9

Charisma 14 [+1]


XP/Next Level

19,492/25,080


Vital stats:

Hit Points: 12/21

Armor Class: 1

Attack Bonus +2


Weapons

Mag Pistol +4 to hit, 2d6+3 damage

Combat Rifle +4 to hit, 1d12+1 damage

Combat Rifle-burst +6 to hit, 1d12+3 damage

Mag Rifle +4 to hit, 2d8+3 damage

Spike Thrower +4 to hit, 3d8+1 damage

Spike Thrower-burst +6 to hit, 3d8+3 damage


Saves

Physical Effect Save 14

Mental Effect Save 13

Evasion Save 10

Tech Save 9

Luck Save 12


Background Package: Comm Crew

Class: Expert

Training Package: Adventuring Expert

Languages: English, Arabic

Age: 24


Skills:

• Combat/Projectile 1

• Computer 2

• Culture/Spacer 0

• Exosuit 0

• Navigation 1

• Persuade 0

• Science 0

• Security 2

• Tech/Astronautics 0

• Tech/Medical 1

• Tech/Postech 1

• Tech/Pretech 0

• Vehicle/Air 0

• Vehicle/Grav 0

• Vehicle/Space 1


Inventory:

• Armoured undersuit

• TL4 backpack

• Compad

• Combat field uniform

• Mag pistol

• 60 rounds of Mag ammo

• Monoblade

• Combat Rifle

• 100 rounds of Rifle ammo

• Atmofilter

• TL4 binoculars

• Low-light goggles

• Pressure tent

• Survival kit

• Telescoping pole

• Trade goods x5

• Trade metals x10

• Vacc suit

• Lazarus patch x3

• Medkit

• Metatool

• Toolkit/Astronautic

• Power cell, Type A x10


Standard Readied Items: (4)

• Stun baton

• Mag rifle (loaded)

• Spike Thrower (loaded)

• Mag ammo clip x3


Standard Stowed Items: (9)

• TL4 binoculars

• Low-light goggles

• Telescoping pole

• Mag ammo clip x3

• Metatool

• Lazarus patch x2

• Medkit

• Mag pistol


Standard non-encumbering items:

• Combat field uniform

• TL4 backpack

• Compad

• Glowbug x2

• Thermal flare x3


Ammo Tracker

-12 Spike Thrower (as of 2-422)

-2 Mag Rifle (as of 2-492)