Lucadar Ban
Lucadar Ban
IRC Nick: Tellos
Real Name (Optional):
Time Zone:-8 PST
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Name: Lucadar Ban
Race: Human
Age:30
Height:5’8”
Weight: 185 lbs
Appearance: Short haired man wearing a smattering of uniform style gear made to bear the logo of the Alliance and hsi rank of Sergeant. His build is that of a toned rugged man.
Eye Color:Gray
Hair Color: Black
Notable Features:
<<> Character Personality <>>
Lucadar is a fairly nice guy but he’s been hardened by years of fighting the Empire. He is skeptical of new people often. This however fails to hide his sometimes morbid sense of humor and sarcasm.
Favorite Food: Meat stew
Likes: Diving and water exploration
Dislikes: Imperial officers, giving up
Favorite Color: Sapphire Blue
Fears: That all he has sacrificed will be for not and the Empire will stand after it all ends.
<<>Character Background<>>
History:Born on Kuat he decided he didint much care for the Empire and didint want to be married off by his mother so he fled and joined the Rebellion. In time he ended up in Andors overall group of rebels. Overtime becoming known for the ones nobody liked to talk about. Being sabatores and killers of any Imperial agents or any loose ends that risked the Alliance. They had sacrificed much of who they were for the war. In time however the Alliance was on the brink, a new weapon came to their attention. A planet killer the Empire called the Death Star. The alliance brass and leadership all panicked, fractured with some wanting to fight others to surrender. During this dark moment a young woman and two others with her they had picked up and Andors crew stole a shuttle with a defecting imperial pilot and they gave themselves a name.
Rogue 1, from here they went to Scariff to try to get the plans for the Death Star from the archive. With hope they may find a weakness to take it out. As they got past the shields being given a last speech and proceeded to infiltrate and disrupt the base. Before too long a battle broke out. Now at the rebellions darkest hour he finds himself among those fighting one desperate last battle to save the Alliance to restore the republic or watch the Dream of the Rebels crumble to dust. As his fellow Rebels fight heroically and fall one by one. He and whats left fight on seeking to bring something the Rebels need more than anything else now….Hope.
_______________________________________________________________________
<<>Statistics<>>
Total Experience Points: 1600
Health:250
Health Roll: (+1 Bonus for every 10 Health)
HP:15,000 /15,000hp (Health * 60)
Dexterity:300 [400]
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)
Strength:200
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength):20
Base Damage: (+1 Bonus for every 10 Strength * 5):100
Max Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs:800
Weapon Damage: (Base Damage * Weapon mod.):
Endurance:100 [150]
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance *50) Total:750
Survival Roll: (+1 Bonus for every 10 Endurance)
Intelligence:500
MP:2,500 MP (Intelligence * 5)
Skill Points: 2,000 SkP (Int * 4)
Magic Affinity:100
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)
Spirit:50
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]
Willpower:100 [200]
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level):20
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40):800
Luck:0
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
_______________________________________________________________________
<<>Skills<>>
2,693 /2,500 [2,695 with extra training] : 2 points remain
Movement Skills
Athletics 15 Cost: 130
Acrobatics 15 Cost: 130
Stealth 15 Cost: 130
Reaction 15 Cost: 130
Utility Skills
Perception 20 Cost: 220
Survival: 10 Cost: 65
Search 10 Cost: 65
Gather Information 20 Cost: 220
Computer Use 20 Cost: 220
Combat Skills
Assault Rifles 20 Cost:220
Roll 20 cost: 220
Knives 20 Cost: 220
Martial Arts 10 Cost: 65
Other Skills
Physics 12 Cost:88
Engineering 10 Cost: 65
Artisan: Vehicles 20 cost: 220
Piloting Land Vehicles 20 Cost: 220
Piloting Space craft 10 Cost:65
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
_______________________________________________________________________
<<> Traits and Feats <>>
-= Race Traits =-
Race:Human
Traits:Junior Hero, Extra Training
-= Character Traits =-
+100 exp
2 feats 1 stat improve 1 standard
-= Feats =-
Race Feats
(Stat Improve)- Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.
(Standard)-Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak.
*Feat 1 (Free) -Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +10 to [Weapon Proficiency: Pistols OR Weapon Proficiency: Sub-Machine Gun OR Weapon Proficiency: Shotgun OR Weapon Proficiency: Assault Rifles OR Weapon Proficiency: Sniper Rifles OR Weapon Proficiency: Heavy Weapons], +5 Roll, Reaction, Artisan: Engineering, Survival
*Feat 2 (100 XP) -Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.
*Feat 3 (200 XP) --Enhanced Health I
Associated Statistic: Health
Description: This character has above-average senses, resistance to disease, and is overall generally more healthy and resistant to toxins.
Effect: The Health Roll bonus changes from +1/10 points in Health to +2/10 points in Health. This does not affect HP calculations!
Example: The character has a 50 Health. The bonus is normally +5. In this case it becomes +10.
*Feat 4 (300 XP) -Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak
*Feat 5 (400 XP) -Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
*Feat 6 (500 XP) -Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character receives a +10 to gather info and search checks; and a +5 to spot and listen checks.
*Feat 7 (600 XP) -Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.
*Feat 8 (700 XP) -Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.
*Feat 9 (800 XP) -Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).
*Feat 10 (900XP) -Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.
*Feat 11(1000XP) -Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.
*Feat 12(1200XP) -Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.
*Feat 13(1400XP) -Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Receives a +10 to Disguise, Bluff, and Diplomacy checks.
*Feat 14(1500XP) -Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.
*Feat 15(1600XP) -Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:Devlon Industries Raptor
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
_______________________________________________________________________
<<> Inventory <>>
Name: Devlon Industries Raptor [Blaster retrofit]
Price: 139500
Augmentation Slots: 3 [1 For retrofit]
Roll Bonus: +21
Damage:21,750
DC:3120
Skill Required: 20
_______________________________________________________________________
<<> Special Notes <>>
______________________________________________________________________
Real Name (Optional):
Time Zone:-8 PST
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Name: Lucadar Ban
Race: Human
Age:30
Height:5’8”
Weight: 185 lbs
Appearance: Short haired man wearing a smattering of uniform style gear made to bear the logo of the Alliance and hsi rank of Sergeant. His build is that of a toned rugged man.
Eye Color:Gray
Hair Color: Black
Notable Features:
<<> Character Personality <>>
Lucadar is a fairly nice guy but he’s been hardened by years of fighting the Empire. He is skeptical of new people often. This however fails to hide his sometimes morbid sense of humor and sarcasm.
Favorite Food: Meat stew
Likes: Diving and water exploration
Dislikes: Imperial officers, giving up
Favorite Color: Sapphire Blue
Fears: That all he has sacrificed will be for not and the Empire will stand after it all ends.
<<>Character Background<>>
History:Born on Kuat he decided he didint much care for the Empire and didint want to be married off by his mother so he fled and joined the Rebellion. In time he ended up in Andors overall group of rebels. Overtime becoming known for the ones nobody liked to talk about. Being sabatores and killers of any Imperial agents or any loose ends that risked the Alliance. They had sacrificed much of who they were for the war. In time however the Alliance was on the brink, a new weapon came to their attention. A planet killer the Empire called the Death Star. The alliance brass and leadership all panicked, fractured with some wanting to fight others to surrender. During this dark moment a young woman and two others with her they had picked up and Andors crew stole a shuttle with a defecting imperial pilot and they gave themselves a name.
Rogue 1, from here they went to Scariff to try to get the plans for the Death Star from the archive. With hope they may find a weakness to take it out. As they got past the shields being given a last speech and proceeded to infiltrate and disrupt the base. Before too long a battle broke out. Now at the rebellions darkest hour he finds himself among those fighting one desperate last battle to save the Alliance to restore the republic or watch the Dream of the Rebels crumble to dust. As his fellow Rebels fight heroically and fall one by one. He and whats left fight on seeking to bring something the Rebels need more than anything else now….Hope.
_______________________________________________________________________
<<>Statistics<>>
Total Experience Points: 1600
Health:250
Health Roll: (+1 Bonus for every 10 Health)
HP:15,000 /15,000hp (Health * 60)
Dexterity:300 [400]
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)
Strength:200
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength):20
Base Damage: (+1 Bonus for every 10 Strength * 5):100
Max Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs:800
Weapon Damage: (Base Damage * Weapon mod.):
Endurance:100 [150]
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance *50) Total:750
Survival Roll: (+1 Bonus for every 10 Endurance)
Intelligence:500
MP:2,500 MP (Intelligence * 5)
Skill Points: 2,000 SkP (Int * 4)
Magic Affinity:100
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)
Spirit:50
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]
Willpower:100 [200]
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level):20
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40):800
Luck:0
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
_______________________________________________________________________
<<>Skills<>>
2,693 /2,500 [2,695 with extra training] : 2 points remain
Movement Skills
Athletics 15 Cost: 130
Acrobatics 15 Cost: 130
Stealth 15 Cost: 130
Reaction 15 Cost: 130
Utility Skills
Perception 20 Cost: 220
Survival: 10 Cost: 65
Search 10 Cost: 65
Gather Information 20 Cost: 220
Computer Use 20 Cost: 220
Combat Skills
Assault Rifles 20 Cost:220
Roll 20 cost: 220
Knives 20 Cost: 220
Martial Arts 10 Cost: 65
Other Skills
Physics 12 Cost:88
Engineering 10 Cost: 65
Artisan: Vehicles 20 cost: 220
Piloting Land Vehicles 20 Cost: 220
Piloting Space craft 10 Cost:65
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
_______________________________________________________________________
<<> Traits and Feats <>>
-= Race Traits =-
Race:Human
Traits:Junior Hero, Extra Training
-= Character Traits =-
+100 exp
2 feats 1 stat improve 1 standard
-= Feats =-
Race Feats
(Stat Improve)- Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.
(Standard)-Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak.
*Feat 1 (Free) -Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +10 to [Weapon Proficiency: Pistols OR Weapon Proficiency: Sub-Machine Gun OR Weapon Proficiency: Shotgun OR Weapon Proficiency: Assault Rifles OR Weapon Proficiency: Sniper Rifles OR Weapon Proficiency: Heavy Weapons], +5 Roll, Reaction, Artisan: Engineering, Survival
*Feat 2 (100 XP) -Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.
*Feat 3 (200 XP) --Enhanced Health I
Associated Statistic: Health
Description: This character has above-average senses, resistance to disease, and is overall generally more healthy and resistant to toxins.
Effect: The Health Roll bonus changes from +1/10 points in Health to +2/10 points in Health. This does not affect HP calculations!
Example: The character has a 50 Health. The bonus is normally +5. In this case it becomes +10.
*Feat 4 (300 XP) -Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak
*Feat 5 (400 XP) -Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
*Feat 6 (500 XP) -Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character receives a +10 to gather info and search checks; and a +5 to spot and listen checks.
*Feat 7 (600 XP) -Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.
*Feat 8 (700 XP) -Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.
*Feat 9 (800 XP) -Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).
*Feat 10 (900XP) -Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.
*Feat 11(1000XP) -Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.
*Feat 12(1200XP) -Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.
*Feat 13(1400XP) -Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Receives a +10 to Disguise, Bluff, and Diplomacy checks.
*Feat 14(1500XP) -Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.
*Feat 15(1600XP) -Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:Devlon Industries Raptor
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
_______________________________________________________________________
<<> Inventory <>>
Name: Devlon Industries Raptor [Blaster retrofit]
Price: 139500
Augmentation Slots: 3 [1 For retrofit]
Roll Bonus: +21
Damage:21,750
DC:3120
Skill Required: 20
_______________________________________________________________________
<<> Special Notes <>>
______________________________________________________________________