Difference between revisions of "Cyberpunk Character Page Proto."

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m (Weapons)
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=Weapons=
 
=Weapons=
  
{|class=wikitable
+
* '''Weapons'''
! Name               || Type || WA  || Con.  ||  Damage (ammo)  ||  Shots  ||  RoF  ||  Rel.  ||  Range
+
** 1 x Colt 'Enforcement 10' Automatic Pistol and 3 spare magazines
|-
+
** 1 x Militech Taser
| Colt M1911 || Handgun || 0 || P || 2d6+3(.45 Cal) || 7 || 2 || VR || 50m
+
** 1 x Night Stick.
|-
+
 
| Gun    || -  || - || - || - || - || - || - || -
+
{| border="1" cellpadding="2"
|}
+
!width="250"|Weapon Name
 +
!width="100"|Weapon Type
 +
!width="100"|Accuracy
 +
!width="100"|Concealment
 +
!width="100"|Availability
 +
!width="300"|Damage
 +
!width="200"|Magazine Capacity
 +
!width="150"|Shots/Round
 +
!width="150"|Reliability
 +
!width="150"|Range
  
 
=Equipment=
 
=Equipment=

Revision as of 05:17, 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: 0


(*)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

  • 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

Equipment

Background

Rust main page