Editing Reynard Marko

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'''Name:''' Reynard Marko<br>
 
'''Name:''' Reynard Marko<br>
 
'''Class:''' Warrior<br>
 
'''Class:''' Warrior<br>
'''Level:''' 7<br>
+
'''Level:''' 6<br>
'''Age:''' 23<br>
+
'''Age:''' 22<br>
'''XP:''' 91,537<br>
+
'''XP:''' 64,159<br>
 
'''Homeworld:''' Far Haven<br>
 
'''Homeworld:''' Far Haven<br>
 
'''Languages:''' English, French<br>
 
'''Languages:''' English, French<br>
Line 17: Line 17:
 
Charisma 14 (+1)<br>
 
Charisma 14 (+1)<br>
  
'''Hit Points:''' 35/35<br>
+
'''Hit Points:''' 34/34<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>
+
Doomstaff [Gunnery] (+5 to hit; 3d8+1)<br>
Mag Pistol (+8 to hit; 2d6+3)<br>
 
  
 
'''Skills:'''<br>
 
'''Skills:'''<br>
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Culture/Spacer 0<br>
 
Culture/Spacer 0<br>
 
Computer 0<br>
 
Computer 0<br>
Exosuit 1<br>
+
Exosuit 0<br>
Leadership 1<br>
+
Leadership 0<br>
 
Perception 0<br>
 
Perception 0<br>
 
Persuade 0<br>
 
Persuade 0<br>
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'''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>
+
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5; shots fired: 3)<br>
Doomstaff (3d8; Range 150/300; Magazine 10; Encumbrance 2; TL5)<br>
+
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4; shots fired: 4)<br>
 +
Low-light goggles (Encumbrance 1; TL3)<br>
 +
Assault Suit (AC 2; Encumbrance 2; TL4)<br>
  
Stowed (11/14):<br>
+
Stowed (14):<br>
 +
Combat Field Uniform (AC 4; Encumbrance 1; TL4)<br>
 
Survival kit (Encumbrance 1; TL4)<br>
 
Survival kit (Encumbrance 1; TL4)<br>
Low-light goggles (Encumbrance 1; TL3)<br>
+
40 meter rope (Encumbrance 2; TL4)<br>
 +
Climbing harness (Encumbrance 1; TL3)<br>
 +
Grapnel launcher (Encumbrance 1; TL3)<br>
 
Medkit (Encumbrance 2, TL4)<br>
 
Medkit (Encumbrance 2, TL4)<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>
+
20 rounds for Void Carbine (Encumbrance 1; TL2)<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>
 
Vacc suit (AC 7; Encumbrance 2; TL4)<br>
 
Atmofilter (Encumbrance 1; TL4)<br>
 
Atmofilter (Encumbrance 1; TL4)<br>
 +
Binoculars (Encumbrance 1; TL3)<br>
 
120 rounds (Encumbrance 6; TL2)<br>
 
120 rounds (Encumbrance 6; TL2)<br>
40 meter rope (Encumbrance 2; TL4)<br>
+
19 days' rations (Encumbrance 19; TL1)<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>
 
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>
 
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>
 
6 grenades (2d8; Range 10/30; Encumbrance 2; TL3)<br>
95310 credits<br>
+
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
 +
295510 credits<br>
  
 
'''Expenses:'''<br>
 
'''Expenses:'''<br>
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  - 6000c Assault Suit<br>
 
  - 6000c Assault Suit<br>
 
  - 1500c training<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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