Difference between revisions of "Graham Parker"

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(Combat Block)
(Equipment)
 
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== Combat Block ==
 
== Combat Block ==
*Movement Rate:
+
*Movement Rate: 20
 
*Hit Points:
 
*Hit Points:
 
*System Strain: 3/7
 
*System Strain: 3/7
 
*Armor Class:  
 
*Armor Class:  
**Under Armor: AC:  
+
**Under Armor: AC: 7
 
**Power Armor: AC: 1  
 
**Power Armor: AC: 1  
 
*Attacks
 
*Attacks
**(Attack 1): Laser Rifle: 1D10
+
**(Attack 1): Laser Rifle: 1D10 (Burst +2 for 3 ammo), ammo 20
**(Attack 2): Laser Pistol:  
+
**(Attack 2): Laser Pistol: 1d6, ammo: 10
**(Attack 3): Monoblade:  
+
**(Attack 3): Monoblade: 1d8+1
 
*Saves
 
*Saves
 
**Physical: 14
 
**Physical: 14
Line 37: Line 37:
 
== Cybernetics ==
 
== Cybernetics ==
  
*(Implant Name)
+
*(Pressure Sheath)
**SS: (System Strain Cost)
+
**SS: (1)
**Description: (Just copypasta what it does from the book)
+
**Description: Occasionally purchased by workers in hard
 +
vacuum or other hostile environments, pressure sheathing integrates
 +
an ultrathin pressure membrane with the user’s dermis and emergency
 +
fi lm sealants that trigger at the user’s mental command. Th e pressure
 +
sheathing serves as an '''emergency vacc suit with an integral oxygen
 +
supply and temperature regulators that can sustain them for up to
 +
thirty minutes'''. A pressure sheath needs 48 hours to regain structural
 +
integrity and power after triggering. A pressure sheath can be detected
 +
by a medical examination, but not by less specific inspection.
  
 +
*(Ghost Talker)
 +
**SS: (1)
 +
**Description: Th ese units act as a built-in compad for
 +
the user and allow for reception and transmission of audio and visual
 +
recordings
 +
 +
*(Eelskin Capacitor)
 +
**SS: (1)
 +
**Description:A hair-fi ne mesh of almost imperceptible
 +
wiring along the user’s palms and fi ngers allow them to trigger brief,
 +
controlled bursts of electrical energy at targets within fi ve meters.
 +
'''Rolled as an Unarmed attack, it does 2d4 non-lethal damage to those
 +
struck.''' In its intended use, '''it also allows the user to override and
 +
disable most electronic locks and security systems with a successful
 +
Security skill check.''' Both triggering a burst and hacking a security
 +
system tax the user’s biology; '''one System Strain point is gained with
 +
each attack or skill check.'''
  
 
== Skills ==
 
== Skills ==
*(You guys don't need to list your background and training package, really. All I want here is a list of your skills, ''in alphabetical order'', with ranks. If it's rank zero, then put a zero next to it. Remember that Zero is not the same as untrained. I'll apply your attribute modifier if you roll them. If you have multiple skills of the same type, please just list Tech with one star, and then put the subtypes double-starred below that. Same with culture or vehicle skills. I've used that as an example below, which you should erase if you don't actually have those skills.)
+
*Athletics 1
*
+
*Bureaucracy 0
*
+
*Combat
*
+
**Energy 1
*
+
**Primative 0
*
+
*Computer 3
*
+
*Culture
*Tech
+
**The Reef 0
**Astronautic
+
**Spacer 0
**Medical
+
*Exo-suit 1
**Postech
+
*Language 0
 
+
*Perception 1
== Psychic Powers ==
+
*Persuade 1
*If you aren't playing a psychic, just delete this section. Otherwise, make it look how you want
+
*Security 2
 +
*Stealth 0
 +
*Tech/
 +
**Astronautics 0
 +
**Postech 1
  
 
== Equipment ==
 
== Equipment ==
(You guys are starting to be rich, powerful people, and are starting to accumulate a whole bunch of shit. Therefore, this section and the next are going to be kind of complicated)
+
===Loadout: High-Risk/Hostile Situation ===
 
 
=== (Loadout 1. You can name these different loadouts whatever you want, just tell me in the IC thread which one you are using.) ===
 
  
 
*'''READIED'''
 
*'''READIED'''
**Armor:
+
**Armor: Power Armor: AC 1
**Weapons:
+
**Weapons:Laser Rifle
**Consumables: (Glowbugs, reloads, etc)
+
**Consumables: 6 A-cells
**Gear: (Dataslabs, skill kits, etc)
+
**Gear: Multitool, Backpack (in suit)
 
*'''STOWED'''
 
*'''STOWED'''
**Weapons:
+
**Weapons:laser pistol, monoblade
**Consumables:
+
**Consumables:6 a-cells, glowbugs
**Gear:
+
**Gear: Vaccc Fresher, Survival Kit, Toolkit Postech
  
=== (Loadout 2. Copypasta this to have as many loadouts as you want to make) ===
+
===Low-Risk/Civvie Load ===
  
 
*'''READIED'''
 
*'''READIED'''
**Armor:
+
**Armor: Under Armor
**Weapons:
+
**Weapons: laser pistol, laser rifle
**Consumables: (Glowbugs, reloads, etc)
+
**Consumables:  
**Gear: (Dataslabs, skill kits, etc)
+
**Gear: Multi-tool
 
*'''STOWED'''
 
*'''STOWED'''
 
**Weapons:
 
**Weapons:
**Consumables:
+
**Consumables: 6 a-cells, toolkit
 
**Gear:
 
**Gear:
  
 
== Assets ==
 
== Assets ==
(This section is about material that you might or might not ever load into your Equipment. It may or may not always apply. Categories are examples only, do what makes sense for your character, excepting that I do want to know where your money is.)
 
 
 
 
=== Finances ===
 
=== Finances ===
  
*Credits:
+
*Credits:95,000 after Cybernetics
**Credit Chips Carried: (If you're willing to have high denominations, you can carry a lot of money on your person)
+
**Credit Chips Carried: 500
**Electronic Credits Carried: (This is an amount carried on your compad. It's not EASY to steal, but it's traceable unlike chips)
+
**Electronic Credits Carried:1500
**Stowed: (I assume you guys have little safes in your cabins on the ship)
+
**Stowed: 5000
**(Deposit A): (You might want to keep your funds in a bank or something back in the State, just in case)
+
**(Deposit A): 88,000 in State Bank.
 
**(Deposit B):  
 
**(Deposit B):  
  
 
=== Holdings ===
 
=== Holdings ===
 
*(If your character personally owns chunks of a planet or business or something, list it here)
 
  
 
=== Materiel ===
 
=== Materiel ===
 
*(If you have some other big thing, list it here)
 
  
 
=== Vehicles ===
 
=== Vehicles ===
 
*(Custom cars, mecha, whatever)
 

Latest revision as of 19:17, 16 June 2015

A character in the Stars Without Number: Back in Black campaign.

Graham Parker[edit]

  • Level 8 (Expert)
  • XP: 128320/YYY
  • Age:39
  • Homeworld: Reef, Elway-9 Colony
  • Languages: English, Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French, Afrikaans
  • Background & Description: Former Navy Com-Tech and First Responder who got a decent retirement package after a classified op. He drifted for a few years, until finally deciding to go freelance--normal jobs were too boring, and fringe exploration was close enough to his old line of work to keep the doldrums away. He put his resume out on the net, and Danger’s crew had the best offer.

Attributes[edit]

  • Strength: 10
  • Dexterity: 14 (+1)
  • Constitution: 7 (-1)
  • Intelligence: 14 (+1)
  • Wisdom: 10
  • Charisma: 14 (+1)

Combat Block[edit]

  • Movement Rate: 20
  • Hit Points:
  • System Strain: 3/7
  • Armor Class:
    • Under Armor: AC: 7
    • Power Armor: AC: 1
  • Attacks
    • (Attack 1): Laser Rifle: 1D10 (Burst +2 for 3 ammo), ammo 20
    • (Attack 2): Laser Pistol: 1d6, ammo: 10
    • (Attack 3): Monoblade: 1d8+1
  • Saves
    • Physical: 14
    • Mental 13
    • Evasion 10
    • Tech 9
    • Luck 12

Cybernetics[edit]

  • (Pressure Sheath)
    • SS: (1)
    • Description: Occasionally purchased by workers in hard

vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency fi lm sealants that trigger at the user’s mental command. Th e pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected by a medical examination, but not by less specific inspection.

  • (Ghost Talker)
    • SS: (1)
    • Description: Th ese units act as a built-in compad for

the user and allow for reception and transmission of audio and visual recordings

  • (Eelskin Capacitor)
    • SS: (1)
    • Description:A hair-fi ne mesh of almost imperceptible

wiring along the user’s palms and fi ngers allow them to trigger brief, controlled bursts of electrical energy at targets within fi ve meters. Rolled as an Unarmed attack, it does 2d4 non-lethal damage to those struck. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Security skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.

Skills[edit]

  • Athletics 1
  • Bureaucracy 0
  • Combat
    • Energy 1
    • Primative 0
  • Computer 3
  • Culture
    • The Reef 0
    • Spacer 0
  • Exo-suit 1
  • Language 0
  • Perception 1
  • Persuade 1
  • Security 2
  • Stealth 0
  • Tech/
    • Astronautics 0
    • Postech 1

Equipment[edit]

Loadout: High-Risk/Hostile Situation[edit]

  • READIED
    • Armor: Power Armor: AC 1
    • Weapons:Laser Rifle
    • Consumables: 6 A-cells
    • Gear: Multitool, Backpack (in suit)
  • STOWED
    • Weapons:laser pistol, monoblade
    • Consumables:6 a-cells, glowbugs
    • Gear: Vaccc Fresher, Survival Kit, Toolkit Postech

Low-Risk/Civvie Load[edit]

  • READIED
    • Armor: Under Armor
    • Weapons: laser pistol, laser rifle
    • Consumables:
    • Gear: Multi-tool
  • STOWED
    • Weapons:
    • Consumables: 6 a-cells, toolkit
    • Gear:

Assets[edit]

Finances[edit]

  • Credits:95,000 after Cybernetics
    • Credit Chips Carried: 500
    • Electronic Credits Carried:1500
    • Stowed: 5000
    • (Deposit A): 88,000 in State Bank.
    • (Deposit B):

Holdings[edit]

Materiel[edit]

Vehicles[edit]