Reynard Marko

From RPGnet
Jump to: navigation, search

Name: Reynard Marko
Class: Warrior
Level: 7
Age: 23
XP: 91,537
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: 35/35

Attack Bonus: +5
Physical Effect Save: 8
Mental Effect Save: 11
Evasion Save: 10
Tech Save: 12
Luck Save: 9

Attack and Damage Rolls (with Bonuses):
Unarmed (+6 to hit; 1d2+1)
Kinesis Wraps (+6 to hit; 1d2+3)
Spike Thrower (+8 to hit; 3d8+1)
Void Carbine (+8 to hit; 2d6+1)
Doomstaff [Gunnery] (+7 to hit; 3d8+1)
Mag Pistol (+8 to hit; 2d6+3)

Skills:
Athletics 1
Business 0
Combat/Gunnery 1
Combat/Primitive 0
Combat/Projectile 2
Combat/Unarmed 0
Culture/Criminal 0
Culture/Spacer 0
Computer 0
Exosuit 1
Leadership 1
Perception 0
Persuade 0
Stealth 0
Survival 0
Tactics 2

Cyberware:
Holdout Cavity (1 system strain, Cavity controlled by mental command that can store a pistol-sized object, automatically defeats all inspection below TL4)
Pressure Sheathing (genotyped, Emergency vacc suit that can work for up to 30 minutes, Needs 48 hours to regain structural integrity and power after triggering)

Equipment:
Ready (7/7):
Backpack (TL4)
Binoculars (Encumbrance 1; TL3)
Assault Suit (AC 2; Encumbrance 2; TL4)
Armored undersuit (AC 7; Encumbrance 0; TL4)
Compad (TL4)
Kinesis wraps (1d2+2; TL4)
Mag pistol (2d6+2; Range 100/300; Magazine 6; Encumbrance 1; TL4) plus 20 rounds (Encumbrance 1; TL2)
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)

Stowed (11/14):
Survival kit (Encumbrance 1; TL4)
Low-light goggles (Encumbrance 1; TL3)
Medkit (Encumbrance 2, TL4)
Thermal flarex4 (TL3)
3 Power cells, Type A (Encumbrance 1; TL4)
3 days' rations (Encumbrance 3; TL1)
5 glowbugs (TL3)
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)

Ship:

Combat Field Uniform (AC 4; Encumbrance 1; TL4)
Powered Armor (AC 1; Encumbrance 2; TL4)
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Vacc suit (AC 7; Encumbrance 2; TL4)
Atmofilter (Encumbrance 1; TL4)
120 rounds (Encumbrance 6; TL2)
40 meter rope (Encumbrance 2; TL4)
Climbing harness (Encumbrance 1; TL3)
Grapnel launcher (Encumbrance 1; TL3)
17 days' rations (Encumbrance 17; 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)
95310 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 to Tenebrous IV:

- 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

Visit to the Core worlds:

- 5000c Holdout Cavity
- 75000c genotyped Pressure Sheathing
- 6000c Assault Suit
- 1500c training
- 20000c to fund Asmar's engineers

Second visit to Wolf:

- 2000c training
- 10000c Powered Armor

Return to Thalassa:

- 150000c on a Spike Drive and refurbishment for the Far Scout