Tobin Starlaw, Humble Fighter Ace, 250 points
SC_Privateer_Option |
Attributes
ST 10 [0]
DX 14 [80]
IQ 12 [40]
HT 11 [10]
DX 14 [80]
IQ 12 [40]
HT 11 [10]
Secondary Characteristics
Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]
Advantages
Ally (TB-7, Almost
all the time) [9]
Charisma +1 [5]
Combat Reflexes
[15]
Daredevil [15]
Fearlessness +2 [4]
Higher Purpose
(Dogfighter) [5]
Honest Face [1]
Hot Shot Pilot +4
[20]
Luck [15]
Maverick [1]
Maverick [1]
Military Rank 2
[10]
Side Winder [1]
Signature Ship (Starhawk) [1]
Signature Ship (Starhawk) [1]
Disadvantages
Compulsive Carousing
(12 or less) -5]
Duty (Space Navy, 12
orless, Extremely Hazardous) [-15]
Impulsiveness [-10]
Overconfidence (12
or less) [-5]
Pacifism (Cannot
harm innocents) [-10]
Sense of Duty
(Comrades) [-5]
Skills
Animal Handling
(Blue-Milk Space Cows) (A) IQ [2]-12
Area Knowledge (The
Farm World of Pechita) (E) IQ+1 [2]-13
Artillery
(Guided missiles) (A) IQ+4
[16]-16
Beam
Weapons (Pistol) (E) DX [1]-14
Brawling (E) DX+1
[2]-15
Carousing (E) HT+2
[4]-13
Computer Operation
IQ [1]-12
Fast-Talking (A) IQ
[2]-12
Free-Fall (A) DX+2
[2]-16
Gunner
(Beams) (E) DX+6*[4]-20
Leadership (A) IQ+2* [4]-14
Mechanic
(Contragravity) (A) IQ [2]-12
Mechanic (Starship)
(A) IQ+1 [4]-13
Navigation
(Hyperspace) (A) IQ+3*[1]-15
Parachuting (E) DX [1]-14
Pilot
(Contragravity) (A) N-4* [0]-16
Pilot
(Starship) (A) DX+6* [8]-20
Savoir-Faire
(Military)(E) IQ [1]-12
Scrounging (E) Per+2
[4]-14
Spacer IQ+2 [4]-14
Stealth (A) DX+1
[4]-15
Vacc Suit (A) DX
[2]-14
Wrestling (A) DX
[2]-14 Gear
Battleweave Vaccsuit: DR 30, $20,000 30 lbs,
Blaster Pistol: 3d(5) Acc 5, 1.6 lbs, RoF 3, Bulk -2, rcl 1, $2200
Tiny wrist-mounted radio: 100 mile range, $200, 0.05 lbs
Blaster Pistol: 3d(5) Acc 5, 1.6 lbs, RoF 3, Bulk -2, rcl 1, $2200
Tiny wrist-mounted radio: 100 mile range, $200, 0.05 lbs
Notes
Light Encumbrance
Dodge: 10, Parry (Brawling) 11.
Tobin keeps the same gear he had before (with a few minor updates that should have been there in the first place, honestly), as he's more concerned about his starship than he is about anything else. He only sends $22,400 of his portion of the $150,000 budget. He has TB-7, but as an ally rather than something he paid a dollar cost for. And, of course, he has his Starhawk (a classic Starhawk is good enough for him), but he's chosen it as Signature Gear, and thus he leaves the $60 million budget completely alone.
This version of Tobin is far, far more lethal than he was before, thanks to the streamlined template. He's not much good at anything other than flying a starfighter, but he's at least reasonably competent at "adventuring."
And, of course, what would Tobin be without his trusty sidekick, TB-7?
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP NA; Basic Speed 5.25 [0]; Basic Move 5 [0]
Advantages: TL 10 Tech-Bot [144]
Programmatical Advantages: Artificer 2 [20], Computer-Brain (1 slot, 4 points, Repair programs only -20%) [18],
Disadvantages: Cannot Speak [-15]
Programmatical Disadvantages: Clueless [-10], Curious (12 or less), [-5], Honesty (15 or less) [-5], Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2].
Features: Sculpted Body [0].
Skills: Beam Weapon (Projector) (E) DX+1 [2]-11, Savior-Faire (Servant) (E) IQ [1]-10 and one of Engineering (Contragravity, Starship, Robotics) (A) IQ+2* [8]-13,
Notes: Repair programs include Armoury (Any), Electrician, Electronics Repair (Any), Machinist, and Mechanic (Any), all (A) IQ+2* [4]-13. A Repair-Bot will generally use his Engineering skill to assess the problem, and then load the appropriate skill (takes 4 seconds) and begin repairs.
Tobin keeps the same gear he had before (with a few minor updates that should have been there in the first place, honestly), as he's more concerned about his starship than he is about anything else. He only sends $22,400 of his portion of the $150,000 budget. He has TB-7, but as an ally rather than something he paid a dollar cost for. And, of course, he has his Starhawk (a classic Starhawk is good enough for him), but he's chosen it as Signature Gear, and thus he leaves the $60 million budget completely alone.
This version of Tobin is far, far more lethal than he was before, thanks to the streamlined template. He's not much good at anything other than flying a starfighter, but he's at least reasonably competent at "adventuring."
And, of course, what would Tobin be without his trusty sidekick, TB-7?
TB-7: 150 points
Like most robot allies, TB-7 has been around the block awhile and has begun to exceed his programming. He's picked up a few additional programming quirks (disadvantages) that compensate for the fact that he's slightly better at repairing things. Technically, he's too expensive for Tobin at this point (an error), but I'm overlooking it because I expect that the final characters will be 300 points.
Attributes: ST 8 [0], DX 10 [0]; IQ 10 [0]; HT 11 [0]Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP NA; Basic Speed 5.25 [0]; Basic Move 5 [0]
Advantages: TL 10 Tech-Bot [144]
Programmatical Advantages: Artificer 2 [20], Computer-Brain (1 slot, 4 points, Repair programs only -20%) [18],
Disadvantages: Cannot Speak [-15]
Programmatical Disadvantages: Clueless [-10], Curious (12 or less), [-5], Honesty (15 or less) [-5], Pacifism (Total Nonviolence, Galactic Sapient Organics only -80%) [-6], Sense of Duty (Master) [-2].
Features: Sculpted Body [0].
Skills: Beam Weapon (Projector) (E) DX+1 [2]-11, Savior-Faire (Servant) (E) IQ [1]-10 and one of Engineering (Contragravity, Starship, Robotics) (A) IQ+2* [8]-13,
Notes: Repair programs include Armoury (Any), Electrician, Electronics Repair (Any), Machinist, and Mechanic (Any), all (A) IQ+2* [4]-13. A Repair-Bot will generally use his Engineering skill to assess the problem, and then load the appropriate skill (takes 4 seconds) and begin repairs.
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