Carlos Danger: Difference between revisions
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*'''Carlos Danger''' | *'''Carlos Danger''' | ||
'''Level | '''Level 5 Warrior''' | ||
'''16664/32080''' | '''16664/32080''' | ||
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*'''Attack Bonus:'''+3 | *'''Attack Bonus:'''+3 | ||
*'''Hit Points:''' | *'''Hit Points:''' 18 | ||
*'''AC:''' 4 | *'''AC:''' 4 | ||
*''' | *'''Initiative:''' +1 | ||
*'''Languages''' | *'''Languages''' | ||
**English | **English | ||
Line 24: | Line 24: | ||
*Monoblade: +6 to hit/1d8+2 | *Monoblade: +6 to hit/1d8+2 | ||
*Kinesis Wraps (Boots): +6 to hit/1d2+2 | *Kinesis Wraps (Boots): +6 to hit/1d2+2 | ||
*Mag Pistol: + | *Mag Pistol: +6 to hit/2d6+2/6 of 6 shots remaining | ||
*Plasma Projector: +7 to hit/2d8 | *Plasma Projector: +7 to hit/2d8 | ||
*Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining | *Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining | ||
*Spike Thrower: + | *Spike Thrower: +6 to hit/3d8/15 of 15 remaining | ||
===Saving Throws=== | ===Saving Throws=== | ||
Line 38: | Line 38: | ||
===Background Package=== | ===Background Package=== | ||
====Soldier==== | ====Soldier==== | ||
*Combat/Projectile | *Combat/Projectile 2 | ||
*Combat/Unarmed 1 | *Combat/Unarmed 1 | ||
*Culture/World 0 | *Culture/World 0 | ||
Line 45: | Line 45: | ||
===Warrior Training Package=== | ===Warrior Training Package=== | ||
====Mercenary==== | ====Mercenary==== | ||
*Athletics 0 | |||
*Business 1 | *Business 1 | ||
*Combat/Energy Weapons 2 | *Combat/Energy Weapons 2 | ||
*Combat/Primitive 2 | *Combat/Primitive 2 | ||
*Culture/Spacer 0 | *Culture/Spacer 0 | ||
*Perception | *Perception 2 | ||
*Tactics 1 | *Tactics 1 | ||
*Exosuit | *Exosuit 1 | ||
===Equipment and Cash=== | ===Equipment and Cash=== |
Revision as of 01:54, 22 November 2013
Stars_Without_Number: Back_in_Black
- Carlos Danger
Level 5 Warrior 16664/32080
- Strength 14(+1)
- Intelligence 16 (+1)
- Dexterity 14 (+1)
- Wisdom 16 (+1)
- Constitution 12
- Charisma 16 (+1)
- Attack Bonus:+3
- Hit Points: 18
- AC: 4
- Initiative: +1
- Languages
- English
- Mandarin
- Afrikaans
Combat
- Monoblade: +6 to hit/1d8+2
- Kinesis Wraps (Boots): +6 to hit/1d2+2
- Mag Pistol: +6 to hit/2d6+2/6 of 6 shots remaining
- Plasma Projector: +7 to hit/2d8
- Laser pistol: +7 to hit/1d6 damage/10 of 10 shots remaining
- Spike Thrower: +6 to hit/3d8/15 of 15 remaining
Saving Throws
- Physical: 10
- Mental: 13
- Evasion: 12
- Tech: 14
- Luck: 11
Background Package
Soldier
- Combat/Projectile 2
- Combat/Unarmed 1
- Culture/World 0
- Tactics 0
Warrior Training Package
Mercenary
- Athletics 0
- Business 1
- Combat/Energy Weapons 2
- Combat/Primitive 2
- Culture/Spacer 0
- Perception 2
- Tactics 1
- Exosuit 1
Equipment and Cash
- Available Credits: 6820
- Armored Undersuit
- Backpack (TL4)
- Compad (stored)
- Combat Field Uniform (1000 credits)(readied)
- Monoblade (50 credits)(dagger-sized)(r)
- Kinesis Wraps (boots/100 credits)(r)
- Mag Pistol (400 credits)(r)
- Laser Pistol (200 credits)(s)
- 6 magazines (60 credits)(s)
- Plasma Projector (400 credits) 2 items of encumbrance (s)
- 6 Type A energy cells (60 credits)(s)
- Glowbug (10, 50 credits)(s)
- Low-light goggles (200 credits)(s)
- Rope, 20 meters (40 credits)(s)
- Vac fresher (400 credits)
- Vac suit (100 credits)
- Dataslab (300 credits)(s)
- Rations, one month (150 credits) (s)
- Grenades (8)(200 credits)(r)
- Spike Thrower (1)(600 credits)(r)
- Power Armor (1)(10000)(r)
Encumbrance
- Normal: 6/7 readied, 7/14 stored
Currently Carried
- "r" stands for readied, "s" for stored
- Encumbrance: 7/7 readied, 12/14 stored
- Combat Field Uniform (0 encumbrance)
- Backpack (r)
- Monoblade (r)
- Mag pistol (r)3/6
- 3 magazines (s)
- Spike thrower (r)7/15
- 3 magazines (3)
- 3 Type A energy cells (s)
- Grenades (3)(r)
- Grenades (3) (s)
- Glowbug, 5 (s)
- 1/2 day's rations (s)
- Low-light goggles (r)
- Dataslab (s)
- Rope, 20 meters (s)
- Comm pad (s)
- 10 orbs