Kara Addibissi

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Name: Kara Addibissi
Player: Corkman

Contents

Basic Information

Race: Human
Gender:' Female
Handedness: Left

STR/STA: 60/60
DEX/RS: 65/60
INT/LOG: 50/50
PER/LDR: 35/35
IM: 6
RW: 32
MW: 30
PS: 3

Description: Kara stands 5'8" tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes. She appears to be physically muscular and in very good shape.

Movement
Walking: 10m/turn
Running: 30m/turn
Hourly: 5km/hr

XP (spent): 52
XP (unspent): 0

Racial Abilities: N/A

Credits: 1,000 Cr

Skills

PSA's Primary PSA: MILITARY
Secondary PSA: AGENT
Secondary PSA: SCOUT

  • Military Skills:
    • Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2
  • Agent Skills:
    • Stealth: 1, Detective: 1, Thievery: 1
  • Scout Skills:
    • Survival: 1

Equipment

Equipment carried:

  • Automatic Rifle

An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst. Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300

  • Semiautomatic Pistol

These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled. Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia, Range: 5/15/30/60/150

  • Military Skeinsuit
  • Survival Kit

This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.

The Survival Kit consists of the following items: All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack

Standard Equipment Pack:

A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days). Cost 150 Cr, Wgt.: 1 kg

Explorer Boots (35 cr)

Explorer Vest (15 cr)

Bandoleer Sling (1 cr)

Vibroknife (25 cr)

Brass Knuckles (10 cr)

Night Stick (20 cr)

(10) Auto-Rifle Mags (5 cr/ea)

(6) Semi-Auto Pistol Mags (2 cr/ea)

Other Equipment

Background

Your character's history

NPC contacts

Karl Addibissi is Kara's father. He was also in the military for New Pale for 20 years before he retired. He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms. Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago. Kara had become of age and began to follow in the footsteps of her father. Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.

Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people. Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes. Karl has established a basic but, very suitable and modern conditions in his cabin.

He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale. He is happy that Kara is home on leave and he knows that she will be getting called up quickly. Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.