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'''Name:''' Reynard Marko<br>
 
'''Name:''' Reynard Marko<br>
 
'''Class:''' Warrior<br>
 
'''Class:''' Warrior<br>
'''Level:''' 7<br>
+
'''Level:''' 5<br>
'''Age:''' 23<br>
+
'''Age:''' 22<br>
'''XP:''' 91,537<br>
+
'''XP:''' 16,220<br>
 
'''Homeworld:''' Far Haven<br>
 
'''Homeworld:''' Far Haven<br>
 
'''Languages:''' English, French<br>
 
'''Languages:''' English, French<br>
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Charisma 14 (+1)<br>
 
Charisma 14 (+1)<br>
  
'''Hit Points:''' 35/35<br>
+
'''Hit Points:''' 22/22<br>
  
'''Attack Bonus:''' +5<br>
+
'''Attack Bonus:''' +3<br>
'''Physical Effect Save:''' 8<br>
+
'''Physical Effect Save:''' 10<br>
'''Mental Effect Save:''' 11<br>
+
'''Mental Effect Save:''' 13<br>
'''Evasion Save:''' 10<br>
+
'''Evasion Save:''' 12<br>
'''Tech Save:''' 12<br>
+
'''Tech Save:''' 14<br>
'''Luck Save:''' 9<br>
+
'''Luck Save:''' 12<br>
  
 
'''Attack and Damage Rolls (with Bonuses):'''<br>
 
'''Attack and Damage Rolls (with Bonuses):'''<br>
Unarmed (+6 to hit; 1d2+1)<br>
+
Unarmed (+4 to hit; 1d2+1)<br>
Kinesis Wraps (+6 to hit; 1d2+3)<br>
+
Kinesis Wraps (+4 to hit; 1d2+3)<br>
Spike Thrower (+8 to hit; 3d8+1)<br>
+
Spike Thrower (+6 to hit; 3d8+1)<br>
Void Carbine (+8 to hit; 2d6+1)<br>
+
Void Carbine (+6 to hit; 2d6+1)<br>
Doomstaff [Gunnery] (+7 to hit; 3d8+1)<br>
 
Mag Pistol (+8 to hit; 2d6+3)<br>
 
  
 
'''Skills:'''<br>
 
'''Skills:'''<br>
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Business 0<br>
 
Business 0<br>
 
Combat/Gunnery 1<br>
 
Combat/Gunnery 1<br>
Combat/Primitive 0<br>
 
 
Combat/Projectile 2<br>
 
Combat/Projectile 2<br>
 
Combat/Unarmed 0<br>
 
Combat/Unarmed 0<br>
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Culture/Spacer 0<br>
 
Culture/Spacer 0<br>
 
Computer 0<br>
 
Computer 0<br>
Exosuit 1<br>
+
Leadership 0<br>
Leadership 1<br>
 
 
Perception 0<br>
 
Perception 0<br>
Persuade 0<br>
 
 
Stealth 0<br>
 
Stealth 0<br>
 
Survival 0<br>
 
Survival 0<br>
 
Tactics 2<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>
 
'''Equipment:'''<br>
Ready (7/7):<br>
+
Ready (7):<br>
 
Backpack (TL4)<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>
 
Compad (TL4)<br>
 
Kinesis wraps (1d2+2; 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>
+
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)<br>
+
Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br>
 +
Low-light goggles (Encumbrance 1; TL3)<br>
  
Stowed (11/14):<br>
+
Stowed (14):<br>
 
Survival kit (Encumbrance 1; TL4)<br>
 
Survival kit (Encumbrance 1; TL4)<br>
Low-light goggles (Encumbrance 1; TL3)<br>
+
40 rounds (Encumbrance 2; TL2)<br>
 +
40 meter rope (Encumbrance 1; TL4)<br>
 +
Climbing harness (Encumbrance 1; TL3)<br>
 +
Grapnel launcher (Encumbrance 1; TL3)<br>
 
Medkit (Encumbrance 2, TL4)<br>
 
Medkit (Encumbrance 2, TL4)<br>
 +
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
 +
 
Thermal flarex4 (TL3)<br>
 
Thermal flarex4 (TL3)<br>
 
3 Power cells, Type A (Encumbrance 1; TL4)<br>
 
3 Power cells, Type A (Encumbrance 1; TL4)<br>
3 days' rations (Encumbrance 3; TL1)<br>
+
1 days' rations (Encumbrance 1; TL1)<br>
 
5 glowbugs (TL3)<br>
 
5 glowbugs (TL3)<br>
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
+
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)<br>
  
 
Ship:<br>
 
Ship:<br>
 
+
Armored undersuit (AC 7; Encumbrance 0; TL4)<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>
 
Atmofilter (Encumbrance 1; TL4)<br>
120 rounds (Encumbrance 6; TL2)<br>
+
Binoculars (Encumbrance 1; TL3)<br>
40 meter rope (Encumbrance 2; TL4)<br>
+
Vacc suit (Encumbrance 2; TL4)<br>
Climbing harness (Encumbrance 1; TL3)<br>
+
80 rounds (Encumbrance 4; TL2)<br>
Grapnel launcher (Encumbrance 1; TL3)<br>
+
19 days' rations (Encumbrance 19; TL1)<br>
17 days' rations (Encumbrance 17; TL1)<br>
 
 
Vacc fresher (Encumbrance 1; TL4)<br>
 
Vacc fresher (Encumbrance 1; TL4)<br>
 +
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)<br>
 
Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)<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>
 
3 Power cells, Type A (Encumbrance 1; TL4)<br>
6 grenades (2d8; Range 10/30; Encumbrance 2; TL3)<br>
 
95310 credits<br>
 
  
'''Expenses:'''<br>
+
11355 credits<br>
 +
 
 +
Expenses:<br>
 
  - 250c set aside to upgrade ship<br>
 
  - 250c set aside to upgrade ship<br>
 
  - 1000c Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br>
 
  - 1000c Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br>
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  - 30c 3 Power cells, Type A<br>
 
  - 30c 3 Power cells, Type A<br>
  
Second visit to Tenebrous IV:<br>
+
Second visit:<br>
 
  - 150c 6 grenades<br>
 
  - 150c 6 grenades<br>
 
  - 100c Kinesis wraps<br>
 
  - 100c Kinesis wraps<br>
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  - 100c Medkit<br>
 
  - 100c Medkit<br>
 
  - 30c 3 power cells, Type A<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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