Kriss Flesland

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(Basic Information)
 
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Current revision as of 15:45, 1 May 2013

Player Name: John O'Koren (Corkman)
Character Name: Kriss Flesland

Contents

Basic Information

Race: Human
Gender: Male
Handedness: Left
Height: 1.9 M
Weight: 80 kg
Initiative Modifier: +6

XP spent: 10
XP unspent: 1

STATS:
STR/STA: 60/65
DEX/RS: 60/60
INT/LOG: 50/50
PER/LDR: 35/35
PUNCHING SCORE: 3

MOVEMENT:
WALK/TURN: 10 M
RUN/TURN: 30 M
HOURLY: 5 K

Skills

PRIMARY: Agent
- Detective [DEX]: Level: 1 [40%]
- Thievery [DEX]: Level: 1 [40%]
- Stealth [DEX]: Level: 1 [40%]
SECONDARY (1): Military
- Melee Weapons [STR/DEX]: Level: 1 [40%] - Projectile Weapons [DEX]; Level: 1 [40%]
SECONDARY (2): Tech
- Technician {LOG]: Level: 1 [35%]

RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)

Equipment

Civilian Skeinsuit [1 Kg] (Issued)
Tech Kit [12 Kg] (Personal Gear/Issued)
Everflame [n/a] (5 cr)
Flashlight [n/a] (5 cr)
[x2] Holo-Flares [1 kg/each] / (5 cr/each)
Machete [3 Kg] (30 Cr)
Rope [1 Kg] (2 cr)
[x2] Solvaway [n/a] (10 cr/each)
Sungoggles [n/a] (2 cr)
Vitasalt Pills [n/a] (1 cr)
[x2] Water Packs [4 kg/each] (4 cr/each)
Expandable Baton (Nightstick) [1 Kg] (20 cr)
Standard Equipment Pack [1 Kg] (150 cr):
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose & StayDose), doze grenade, pocket tool and 5 days survival rations
[1] Auto-Rifle
- [1] 20 Round Clip
- [1] 20 Round Clip (2 Rounds left)
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150)
- [1] 20 Round Clip
[1] Mono-Tanto (From guard)


MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety) Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items.

Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use.

By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis)

with some Mono Sabers seeing use in the various space navies.

Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements.

Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price.

Melee mod. 

Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr

Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr

Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr

Background

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