Carlos Danger: Difference between revisions
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*Power Armor (2 encumbrance) | *Power Armor (2 encumbrance) | ||
*Backpack (r) | *Backpack (r) | ||
* | *Captain's Cutlass (r) | ||
*Kinesis Wraps (r) | *Kinesis Wraps (r) | ||
*3 magazines (s) | *3 magazines (s) | ||
*Spike thrower (r)15/15 | *Spike thrower (r)15/15 | ||
**Underslung grenade launcher | |||
*3 magazines (3) | *3 magazines (3) | ||
*3 Type A energy cells (s) | *3 Type A energy cells (s) | ||
*Grenades (3)(r) | *Grenades (3)(r) | ||
*Grenades (6 | *Grenades (launcher) 6 (s) | ||
*Glowbug, 5 (s) | *Glowbug, 5 (s) | ||
*3 day's rations (s) | *3 day's rations (s) | ||
Line 110: | Line 111: | ||
*Rope, 20 meters (s) | *Rope, 20 meters (s) | ||
*Comm server (s) | *Comm server (s) | ||
===Skills to Learn=== | ===Skills to Learn=== | ||
*5 skill points | *5 skill points |
Revision as of 21:46, 6 October 2014
Stars_Without_Number: Back_in_Black
- Carlos Danger
Level 7 Warrior 111537/128320
- Strength 14(+1)
- Intelligence 16 (+1)
- Dexterity 14 (+1)
- Wisdom 16 (+1)
- Constitution 12
- Charisma 16 (+1)
- Attack Bonus:+3
- Hit Points: 22
- AC: 0
- 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
- Underslung grenade launcher: +5 to hit/2d8 damage/3 of 3 remaining
- Captain's Cutlass:
Saving Throws
- Physical: 10
- Mental: 13
- Evasion: 12
- Tech: 14
- Luck: 11
Background Package
Soldier
- Combat/Projectile 2
- Combat/Unarmed 1
- Culture/World 0
Warrior Training Package
Mercenary
- Athletics 0
- Business 1
- Combat/Energy Weapons 2
- Combat/Primitive 1
- Culture/Spacer 0
- Perception 2
- Tactics 1
- Exosuit 1
- Leadership 0
- Combat/Gunnery 0
- Vehicle/Grav 0
Cyberware
- Genotyped Adrenal Suppression pump: Five rounds to activate/deactivate, lasts for 1 hour, +2 to initiative roll but -2 to all social skill checks.
Equipment and Cash
- Available Credits: 180,428
- 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)
- Flamethrower (1) (5000)
- Ten tanks of jelly (100 a pop)
- Captain's Cutlass (see main wiki page)
Encumbrance
- Normal: 9/9 readied, 13/18 stored
Currently Carried
- "r" stands for readied, "s" for stored
- Encumbrance: 9/9 readied, 13/18 stored
- Power Armor (2 encumbrance)
- Backpack (r)
- Captain's Cutlass (r)
- Kinesis Wraps (r)
- 3 magazines (s)
- Spike thrower (r)15/15
- Underslung grenade launcher
- 3 magazines (3)
- 3 Type A energy cells (s)
- Grenades (3)(r)
- Grenades (launcher) 6 (s)
- Glowbug, 5 (s)
- 3 day's rations (s)
- Low-light goggles (r)
- Dataslab (s)
- Rope, 20 meters (s)
- Comm server (s)
Skills to Learn
- 5 skill points