Difference between revisions of "Reynard Marko"
Line 69: | Line 69: | ||
Vacc fresher (Encumbrance 1; TL4)<br> | Vacc fresher (Encumbrance 1; TL4)<br> | ||
− | + | 11355 credits<br> | |
Expenses:<br> | Expenses:<br> | ||
Line 88: | Line 88: | ||
- 100c Vacc suit<br> | - 100c Vacc suit<br> | ||
- 30c 3 Power cells, Type A<br> | - 30c 3 Power cells, Type A<br> | ||
+ | |||
+ | Second visit:<br> | ||
+ | - 150c 6 grenades<br> | ||
+ | - 100c Kinesis wraps<br> | ||
+ | - 4000c Rocket launcher<br> | ||
+ | - 500c 10 missiles<br> | ||
+ | - 25c 5 glowbugs<br> | ||
+ | - 200c Grapnel launcher<br> | ||
+ | - 200c Low-light goggles<br> | ||
+ | - 100c Medkit<br> | ||
+ | - 30c 3 power cells, Type A<br> |
Revision as of 20:51, 16 September 2013
Name: Reynard Marko
Class: Warrior
Level: 4
XP: 13,220
Homeworld: Far Haven
Background Package: Gunnery Crew
Training Package: Mercenary
Characteristics
Strength 14 (+1)
Intelligence 13 (0)
Dexterity 16 (+1)
Wisdom 8 (0)
Constitution 14 (+1)
Charisma 14 (+1)
Hit Points: 18/18
Attack Bonus: +3
Physical Effect Save: 10
Mental Effect Save: 13
Evasion Save: 12
Tech Save: 14
Luck Save: 12
Attack and Damage Rolls (with Bonuses):
Unarmed (+4 to hit; 1d2)
Spike Thrower (+6 to hit; 3d8)
Void Carbine (+6 to hit; 2d6)
Skills:
Athletics 1
Business 0
Combat/Gunnery 1
Combat/Projectile 2
Combat/Unarmed 0
Culture/Criminal 0
Culture/Spacer 0
Computer 0
Perception 0
Stealth 0
Survival 0
Tactics 1
Equipment:
Ready (7):
Backpack (TL4)
Compad (TL4)
Vacc suit (Encumbrance 2; TL4)
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Stowed (14):
Atmofilter (Encumbrance 1; TL4)
Survival kit (Encumbrance 1; TL4)
Binoculars (Encumbrance 1; TL3)
40 rounds (Encumbrance 2; TL2)
40 meter rope (Encumbrance 1; TL4)
Climbing harness (Encumbrance 1; TL3)
Thermal flarex4 (TL3)
3 Power cells, Type A (Encumbrance 1; TL4)
3 days' rations (Encumbrance 3; TL1)
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Ship:
Armored undersuit (AC 7; Encumbrance 0; TL4)
Combat Field Uniform (AC 4; Encumbrance 0; TL4)
80 rounds (Encumbrance 4; TL2)
17 days' rations (Encumbrance 17; TL1)
Vacc fresher (Encumbrance 1; TL4)
11355 credits
Expenses:
- 250c set aside to upgrade ship
- 1000c Combat Field Uniform (AC 4; Encumbrance 0; TL4)
- 400c Void Carbine
- 50c 100 rounds
- 600c Spike Thrower
- 30c 60 rounds
- 100c Atmofilter
- 20c Binoculars
- 50c Climbing harness
- 100c 20 days' rations
- 40c 40 meter rope
- 60c survival kit
- 20c 4 thermal flares
- 400c Vacc fresher
- 100c Vacc suit
- 30c 3 Power cells, Type A
Second visit:
- 150c 6 grenades
- 100c Kinesis wraps
- 4000c Rocket launcher
- 500c 10 missiles
- 25c 5 glowbugs
- 200c Grapnel launcher
- 200c Low-light goggles
- 100c Medkit
- 30c 3 power cells, Type A