Cyberpunk Character Page Proto.: Difference between revisions
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=Equipment= | =Equipment= | ||
*'''Clothing''' | |||
** 5 x Tactical Overalls with Name tag and 'SDPD' logo on back. (Dark Blue) | |||
** 1 x Boots (lace up ) | |||
** 1 x Tactical Gloves | |||
** 2 x Gym gear with SDPD logo | |||
** 1 x Shooters cap with SDPD logo (Dark Blue) | |||
** 1 x Reflective sunglasses. (laser-safe/ballistic grade) | |||
* '''Cyberwear''' | |||
** Neuralware processor (super encryption Bluetooth needs no plugs) | |||
*** GPS locator app loaded | |||
* '''Electronics''' | |||
** Demountable helmet 2-way radio/video headset | |||
** SDPD issue tablet | |||
** SDPD Badge wallet with bio-authorisor | |||
* '''Armour''' | |||
**Helmet (''SP20''), Anti-Dazzle, Hight intensity beam light, Hard Armour | |||
**Torso (''SP20''), MOLLE* harness, climbing/extraction harness, Hard Armour | |||
**Leg Rig (''SP12''), drop leg holster, MOLLE on thigh, feet, shins and knees are Hard Armour | |||
**Arm Rig (''SP12''), MOLLE on upper arm. | |||
(*MOLLE Harness: Allows the user to attach any sort of pouch, holster, magazine pouch etc to harness) | |||
* '''Equipment''' | |||
** 2 x handcuffs and key. | |||
** 1 x Evidence kit (gloves, 10 x ziplok bags, etc) | |||
** 10 x Ziplok cable ties | |||
** 2 x Large duffel bags | |||
=Background= | =Background= | ||
[http://wiki.rpg.net/index.php/Rust Rust main page] | [http://wiki.rpg.net/index.php/Rust Rust main page] |
Revision as of 12:20, 16 April 2015
Silent Waters Run Deep main page
Statistics
Name | Value |
---|---|
INTelligence | x |
TECH | x |
ATTRactiveness | x |
Movement Allowance | x |
EMPathy | x |
REFlex | x |
COOL | x |
LUCK | x |
BODY | x |
Skills
- ATTR: [x]
- Personal Grooming*:
- Wardrobe & style*:
- BODY: [x]
- Endurance:
- Strength feat:
- Swimming*:
- COOL: [x]
- Interrogation:
- Intimidate:
- Oratory:
- Resist torture/drug:
- Streetwise:
- EMPATHY: [x]
- Human perception*:
- Interview*:
- Leadership*:
- Seduction*:
- Social*:
- Persuasion/Fast Talk*:
- Perform:
- INT: [x]
- Accounting:
- Anthropology:
- Awareness/notice*:
- Biology:
- Botany:
- Chemistry:
- Composition:
- Diagnose Illness:
- Education & General Knowledge*:
- Expert:
- Forage:
- Fishing:
- Forward observer:
- Gamble:
- Geology (2):
- History:
- Instruction:
- Information Gathering:
- Linguistics:
- Mathematics:
- Metallurgy (2):
- Meteorology (2):
- Military Experience:
- Navigation:
- Physics (2):
- Psychology:
- Theoretical Sciences:
- Scrounging:
- Wilderness survival:
- Zoology:
- REF: [6]
- Autogun:
- Chemical weapons:
- Athletics*:
- Dance:
- Dodge/escape*:
- Drive Wheel:
- Drive Track:
- Handgun:
- Heavy weapons:
- Martial Arts:
- Motorcycle:
- Operate Heavy Machine:
- Pilot:
- Ride:
- Rifle:
- Snow ski:
- Stealth (2)*:
- TECH: [x]
- Aero tech (2):
- Basic tech (2):
- Biological weapons (3):
- Electrical Engineer (2):
- Civil engineering (2):
- Combat engineering:
- Demolitions (2):
- Disguise:
- Electronics:
- Farming:
- First aid:
- Forgery:
- Indirect fire (2):
- Large Calibre Gun:
- Medical/surgery (4):
- Nuclear weapons (4):
- Paint & draw:
- Photo & film:
- Pick lock:
- Pickpocket:
- Play:
- Rotor tech (3):
- Tactical Missile (2):
- Weaponsmith:
(*)These skills do not incur the -5 penalty for ‘No Skill Level’
Some skills such as 'language' and 'pilot' for example can be taken multiple times for different types.
A number in parenthesis such as (2) is the multiple in skill points it requires to increase that skill. Some skills such as Martial Arts have multiples depending on the type taken.
Weapons
Equipment
- Weapons
- 1 x Colt 'Enforcement 10' Automatic Pistol and 3 spare magazines
- 1 x Militech Taser
- 1 x Night Stick.
Weapon Name | Weapon Type | Accuracy | Concealment | Availability | Damage | Magazine Capacity | Shots/Round | Reliability | Range |
---|---|---|---|---|---|---|---|---|---|
Colt Enforcment 10 | Pistol | +1 | Jacket | Common | 2d6+3 (10mm/.40 calibre) | 14 | 2 | Very | 50m |
Militech Taser | Pistol | -1 | Jacket | Common | Stun (taser dart) | 10 | 1 | Standard | 10m |
Nightstick | Melee | 0 | Jacket | Poor | 2d6+3 | NA | NA | Very | 0m |
Equipment
- Clothing
- 5 x Tactical Overalls with Name tag and 'SDPD' logo on back. (Dark Blue)
- 1 x Boots (lace up )
- 1 x Tactical Gloves
- 2 x Gym gear with SDPD logo
- 1 x Shooters cap with SDPD logo (Dark Blue)
- 1 x Reflective sunglasses. (laser-safe/ballistic grade)
- Cyberwear
- Neuralware processor (super encryption Bluetooth needs no plugs)
- GPS locator app loaded
- Neuralware processor (super encryption Bluetooth needs no plugs)
- Electronics
- Demountable helmet 2-way radio/video headset
- SDPD issue tablet
- SDPD Badge wallet with bio-authorisor
- Armour
- Helmet (SP20), Anti-Dazzle, Hight intensity beam light, Hard Armour
- Torso (SP20), MOLLE* harness, climbing/extraction harness, Hard Armour
- Leg Rig (SP12), drop leg holster, MOLLE on thigh, feet, shins and knees are Hard Armour
- Arm Rig (SP12), MOLLE on upper arm.
(*MOLLE Harness: Allows the user to attach any sort of pouch, holster, magazine pouch etc to harness)
- Equipment
- 2 x handcuffs and key.
- 1 x Evidence kit (gloves, 10 x ziplok bags, etc)
- 10 x Ziplok cable ties
- 2 x Large duffel bags