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Reynard Marko
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'''Name:''' Reynard Marko<br> '''Class:''' Warrior<br> '''Level:''' 7<br> '''Age:''' 23<br> '''XP:''' 91,537<br> '''Homeworld:''' Far Haven<br> '''Languages:''' English, French<br> '''Background Package:''' Gunnery Crew<br> '''Training Package:''' Mercenary<br> '''Characteristics'''<br> Strength 14 (+1)<br> Intelligence 13 (0)<br> Dexterity 16 (+1)<br> Wisdom 8 (0)<br> Constitution 14 (+1)<br> Charisma 14 (+1)<br> '''Hit Points:''' 35/35<br> '''Attack Bonus:''' +5<br> '''Physical Effect Save:''' 8<br> '''Mental Effect Save:''' 11<br> '''Evasion Save:''' 10<br> '''Tech Save:''' 12<br> '''Luck Save:''' 9<br> '''Attack and Damage Rolls (with Bonuses):'''<br> Unarmed (+6 to hit; 1d2+1)<br> Kinesis Wraps (+6 to hit; 1d2+3)<br> Spike Thrower (+8 to hit; 3d8+1)<br> Void Carbine (+8 to hit; 2d6+1)<br> Doomstaff [Gunnery] (+7 to hit; 3d8+1)<br> Mag Pistol (+8 to hit; 2d6+3)<br> '''Skills:'''<br> Athletics 1<br> Business 0<br> Combat/Gunnery 1<br> Combat/Primitive 0<br> Combat/Projectile 2<br> Combat/Unarmed 0<br> Culture/Criminal 0<br> Culture/Spacer 0<br> Computer 0<br> Exosuit 1<br> Leadership 1<br> Perception 0<br> Persuade 0<br> Stealth 0<br> Survival 0<br> Tactics 2<br> '''Cyberware:'''<br> Holdout Cavity (1 system strain, Cavity controlled by mental command that can store a pistol-sized object, automatically defeats all inspection below TL4)<br> 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)<br> '''Equipment:'''<br> Ready (7/7):<br> Backpack (TL4)<br> Binoculars (Encumbrance 1; TL3)<br> Assault Suit (AC 2; Encumbrance 2; TL4)<br> Armored undersuit (AC 7; Encumbrance 0; TL4)<br> Compad (TL4)<br> Kinesis wraps (1d2+2; TL4)<br> Mag pistol (2d6+2; Range 100/300; Magazine 6; Encumbrance 1; TL4) plus 20 rounds (Encumbrance 1; TL2)<br> Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)<br> Stowed (11/14):<br> Survival kit (Encumbrance 1; TL4)<br> Low-light goggles (Encumbrance 1; TL3)<br> Medkit (Encumbrance 2, TL4)<br> Thermal flarex4 (TL3)<br> 3 Power cells, Type A (Encumbrance 1; TL4)<br> 3 days' rations (Encumbrance 3; TL1)<br> 5 glowbugs (TL3)<br> Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br> Ship:<br> Combat Field Uniform (AC 4; Encumbrance 1; TL4)<br> Powered Armor (AC 1; Encumbrance 2; TL4)<br> Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br> Vacc suit (AC 7; Encumbrance 2; TL4)<br> Atmofilter (Encumbrance 1; TL4)<br> 120 rounds (Encumbrance 6; TL2)<br> 40 meter rope (Encumbrance 2; TL4)<br> Climbing harness (Encumbrance 1; TL3)<br> Grapnel launcher (Encumbrance 1; TL3)<br> 17 days' rations (Encumbrance 17; TL1)<br> Vacc fresher (Encumbrance 1; TL4)<br> Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)<br> 3 Power cells, Type A (Encumbrance 1; TL4)<br> 6 grenades (2d8; Range 10/30; Encumbrance 2; TL3)<br> 95310 credits<br> '''Expenses:'''<br> - 250c set aside to upgrade ship<br> - 1000c Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br> - 400c Void Carbine <br> - 50c 100 rounds<br> - 600c Spike Thrower<br> - 30c 60 rounds<br> - 100c Atmofilter<br> - 20c Binoculars<br> - 50c Climbing harness<br> - 100c 20 days' rations<br> - 40c 40 meter rope<br> - 60c survival kit<br> - 20c 4 thermal flares<br> - 400c Vacc fresher<br> - 100c Vacc suit<br> - 30c 3 Power cells, Type A<br> Second visit to Tenebrous IV:<br> - 150c 6 grenades<br> - 100c Kinesis wraps<br> - 4000c Rocket launcher<br> - 500c 10 missiles<br> - 25c 5 glowbugs<br> - 200c Grapnel launcher<br> - 200c Low-light goggles<br> - 100c Medkit<br> - 30c 3 power cells, Type A<br> Visit to the Core worlds:<br> - 5000c Holdout Cavity<br> - 75000c genotyped Pressure Sheathing<br> - 6000c Assault Suit<br> - 1500c training<br> - 20000c to fund Asmar's engineers<br> Second visit to Wolf:<br> - 2000c training<br> - 10000c Powered Armor<br> Return to Thalassa:<br> - 150000c on a Spike Drive and refurbishment for the Far Scout<br>
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