Difference between revisions of "Reynard Marko"

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'''Attack and Damage Rolls (with Bonuses):'''<br>
 
'''Attack and Damage Rolls (with Bonuses):'''<br>
 
Unarmed (+4 to hit; 1d2)<br>
 
Unarmed (+4 to hit; 1d2)<br>
 +
Kinesis Wraps (+4 to hit; 1d2+2)<br>
 
Spike Thrower (+6 to hit; 3d8)<br>
 
Spike Thrower (+6 to hit; 3d8)<br>
 
Void Carbine (+6 to hit; 2d6)<br>
 
Void Carbine (+6 to hit; 2d6)<br>
Line 47: Line 48:
 
Backpack (TL4)<br>
 
Backpack (TL4)<br>
 
Compad (TL4)<br>
 
Compad (TL4)<br>
Vacc suit (Encumbrance 2; TL4)<br>
+
Kinesis wraps (1d2+2; TL4)<br>
 
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
 
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
 +
Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br>
 +
Low-light goggles (Encumbrance 1; TL3)<br>
 +
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
  
 
Stowed (14):<br>
 
Stowed (14):<br>
 
Atmofilter (Encumbrance 1; TL4)<br>
 
Atmofilter (Encumbrance 1; TL4)<br>
 
Survival kit (Encumbrance 1; TL4)<br>
 
Survival kit (Encumbrance 1; TL4)<br>
Binoculars (Encumbrance 1; TL3)<br>
 
 
40 rounds (Encumbrance 2; TL2)<br>
 
40 rounds (Encumbrance 2; TL2)<br>
 
40 meter rope (Encumbrance 1; TL4)<br>
 
40 meter rope (Encumbrance 1; TL4)<br>
 
Climbing harness (Encumbrance 1; TL3)<br>
 
Climbing harness (Encumbrance 1; TL3)<br>
 +
Grapnel launcher (Encumbrance 1; TL3)<br>
 +
Medkit (Encumbrance 2, TL4)<br>
 
Thermal flarex4 (TL3)<br>
 
Thermal flarex4 (TL3)<br>
 
3 Power cells, Type A (Encumbrance 1; TL4)<br>
 
3 Power cells, Type A (Encumbrance 1; TL4)<br>
 
3 days' rations (Encumbrance 3; TL1)<br>
 
3 days' rations (Encumbrance 3; TL1)<br>
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)<br>
+
5 glowbugs (TL3)<br>
 +
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)<br>
  
 
Ship:<br>
 
Ship:<br>
 
Armored undersuit (AC 7; Encumbrance 0; TL4)<br>
 
Armored undersuit (AC 7; Encumbrance 0; TL4)<br>
Combat Field Uniform (AC 4; Encumbrance 0; TL4)<br>
+
Binoculars (Encumbrance 1; TL3)<br>
 +
Vacc suit (Encumbrance 2; TL4)<br>
 
80 rounds (Encumbrance 4; TL2)<br>
 
80 rounds (Encumbrance 4; TL2)<br>
 
17 days' rations (Encumbrance 17; TL1)<br>
 
17 days' rations (Encumbrance 17; TL1)<br>
 
Vacc fresher (Encumbrance 1; TL4)<br>
 
Vacc fresher (Encumbrance 1; TL4)<br>
 +
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)<br>
 +
Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)<br>
 +
3 Power cells, Type A (Encumbrance 1; TL4)<br>
  
 
11355 credits<br>
 
11355 credits<br>

Revision as of 21:30, 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)
Kinesis Wraps (+4 to hit; 1d2+2)
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)
Kinesis wraps (1d2+2; TL4)
Void Carbine (2d6; Range 100/300; Magazine 10; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)
Combat Field Uniform (AC 4; Encumbrance 0; TL4)
Low-light goggles (Encumbrance 1; TL3)
Spike Thrower (3d8; Range 20/40; Magazine 15; Encumbrance 2; TL4) plus 20 rounds (Encumbrance 1; TL2)

Stowed (14):
Atmofilter (Encumbrance 1; TL4)
Survival kit (Encumbrance 1; TL4)
40 rounds (Encumbrance 2; TL2)
40 meter rope (Encumbrance 1; TL4)
Climbing harness (Encumbrance 1; TL3)
Grapnel launcher (Encumbrance 1; TL3)
Medkit (Encumbrance 2, TL4)
Thermal flarex4 (TL3)
3 Power cells, Type A (Encumbrance 1; TL4)
3 days' rations (Encumbrance 3; TL1)
5 glowbugs (TL3)
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)

Ship:
Armored undersuit (AC 7; Encumbrance 0; TL4)
Binoculars (Encumbrance 1; TL3)
Vacc suit (Encumbrance 2; TL4)
80 rounds (Encumbrance 4; TL2)
17 days' rations (Encumbrance 17; TL1)
Vacc fresher (Encumbrance 1; TL4)
3 grenades (2d8; Range 10/30; Encumbrance 1; TL3)
Rocket launcher (3d10; Range 2,000/4,000; Magazine 1; Encumbrance 2; TL3) plus 10 missiles (Encumbrance 10; TL3)
3 Power cells, Type A (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