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• Adverse Condition Suit/Padded Armor: Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for desert environments.<br>
 
• Adverse Condition Suit/Padded Armor: Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for desert environments.<br>
 
• Blaster Pistol: Damage: 6, Critical: 3, Range: Medium, Encumbrance: 1, HP 3<br>
 
• Blaster Pistol: Damage: 6, Critical: 3, Range: Medium, Encumbrance: 1, HP 3<br>
o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
 
 
• Blaster Rifle (1000 cr): Damage: 9, Critical: 3, Range: Long, Encumbrance: 4, HP: 4<br>
 
• Blaster Rifle (1000 cr): Damage: 9, Critical: 3, Range: Long, Encumbrance: 4, HP: 4<br>
o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
 
 
• Combat Knife: Damage: +1, Critical: 3, Range: Engaged, Encumbrance: 1
 
• Combat Knife: Damage: +1, Critical: 3, Range: Engaged, Encumbrance: 1
  
 
''Other Gear''<br>
 
''Other Gear''<br>
 +
• Backpack (50 cr)<br>
 
• Binders (25 cr)<br>
 
• Binders (25 cr)<br>
• Combat scanner (2,000 cr): Encumbrance: 1, Note: Allow character to see normally in darkness; 360 degree vision; can track motion, heat and metal; +2 Setback dice to decode transmissions between combat scanners.<br>
 
• Comm Scrambler (1,000 cr): Encumbrance: 0<br>
 
 
• Commlink, Handheld (25 cr)<br>
 
• Commlink, Handheld (25 cr)<br>
 
• Datapad (75 cr): Encumbrance: 1<br>
 
• Datapad (75 cr): Encumbrance: 1<br>
 
• Electrobinoculars (250 cr): Encumbrance: 1<br>
 
• Electrobinoculars (250 cr): Encumbrance: 1<br>
 
• Glow rod (10 cr): Encumbrance: 1<br>
 
• Glow rod (10 cr): Encumbrance: 1<br>
• Holo-messenger (250 cr): Encumbrance: 0<br>
 
 
• Load-bearing gear (100 cr)<br>
 
• Load-bearing gear (100 cr)<br>
 
• Military Field Manual (25 cr): Encumbrance: 1. Note: Once per scene, you may use the information in the field manual to gain one Boost die at the GM’s discretion.<br>
 
• Military Field Manual (25 cr): Encumbrance: 1. Note: Once per scene, you may use the information in the field manual to gain one Boost die at the GM’s discretion.<br>
• Military Pack (60 cr). Cumbersome: 2<br>
 
• Restraining bolt (35 cr): Encumbrance: 0<br>
 
• Stimpack (25 cr): Encumbrance: 0, Notes: One use; automatically heals 5 wounds.<br>
 
• Surveillance Tagger (75 cr), Encumbrance: 0<br>
 
 
• Utility belt (25 cr)
 
• Utility belt (25 cr)
 
''Not Carried''<br>
 
• Adverse condition suit, cold (500 cr): Soak: 2, Encumbrance: 2, Note: You may ignore one Setback die for cold environments.<br>
 
• Breath mask (25 cr): Encumbrance: 1<br>
 
• Comm jammer (400 cr): Encumbrance: 4<br>
 
• Crash survival kit (300 cr): Encumbrance: 5<br>
 
• Hardened comlink (450 cr): Encumbrance: 3, Notes: Automatic +2 failures to any checks to decode and understand its transmissions, automatic +2 successes to any checks to broadcast through a jammer<br>
 
• Holographic Ghillie suit (800 cr): Encumbrance: 1, Notes: Provides holographic camouflage, increasing the difficulty of all checks to find the character by +1 as long as they remain motionless.<br>
 
• Ionization blaster (250 cr): Damage: 10, Critical: 5, Range: Short, Encumbrance: 3, HP: 3, Notes: Disorient 5, Stun Damage, Droids Only<br>
 
o Laser sight (500 cr): Encumbrance: 0, Note: Gain one automatic Advantage on a success with this weapon<br>
 
• Laminate Armor (2,500 cr): Soak: 2, Encumbrance: 4, HP: 3<br>
 
• Medpack (400 cr): Encumbrance: 2<br>
 
• Powered Armor (9,000 cr): Defense: 1, Soak: 3, Encumbrance: 3, HP: 3, Notes: Protection from vacuum and toxic environments; deduct two Setback Dice from all Perception, Surveillance, Vigilance and combat checks due to darkness, smoke or similar environmental factors that obscure vision; +1 to Brawn; +1 to Athletics<br>
 
• Scanner Goggles (150 cr): Encumbrance: 0, Note: Allow character to see normally in darkness<br>
 
• Space suit (100 cr): Encumbrance: 4<br>
 
• Thermal cloak (200 cr): Encumbrance: 2, Note: Remove up to 2 Setback Dice from any checks made to handle extreme heat or cold.<br>
 
  
  
 
''Credits'': 3,540
 
''Credits'': 3,540
  
''Encumbrance'': 14<br>
+
''Encumbrance'': 13<br>
''Encumbrance Threshold'' (Brawn + 5 + Military Pack [6] + Load-bearing gear [3] + Utility belt [1]): 17
+
''Encumbrance Threshold'' (Brawn + 5 + Backpack [4] + Load-bearing gear [3] + Utility belt [1]): 15
  
 
== Combat: ==
 
== Combat: ==

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