BORN TO TIEF, WORLD IS FUCK
- Pronouns
- He/Him
NAME: Karlach Cliffgate
RACE: Tiefling
HIT DIE/MELEE DAMAGE: 1d12 | HIT POINTS: 21/21 | LUCK: 6/6
PROFF: +2
XP: 0 | LEVEL: 2
RACIALIZED TRAITS
GEAR
Armored Vac Suit (AC 19, 7 Bulletproof)
Collapsable Knife: +5 to hit, 1d12+3 damage
MP-5: The Solar System's sexiest SMG
Effective Range: 0-25 Meters | 25-50 Meters
Damage: 1d4+3| Caliber: Medium | Recoil: 4 | ROF: 8 | Magazine: 30+1 | Intimidation: +3
Arachne 9mm
Effective Range: 0-50 Meters
Damage: 1d4+3 | Caliber: Medium | Recoil: 7 | ROF: 3 | Magazine: 15+1 | Intimidation: +2
23 magazines fully stocked of 9mm rounds
Standard patch kit
Effect: It can patch any hole of about palm size or smaller. Unfortunately, since they're designed to be 'slap and forget' patches, they can't really patch bigger holes effectively. Fortunately, you can apply them as a free action.
Computer Tool Kit
Effect: The computer tool kit is the collection of various lengths of wire, soldering gun, screwdriver (magnetized) and other nibbly little bits you need to do repair work on a computer, physically speaking. This won't do anything to debug it, unless you're being really literal about debugging here.
Cuffband
Effect: A plastic set of restraints. Good for dissidents, bounties and, until the Supreme Court's decision re Staton V Solarium Primary School, unruly children.
FINANCES
Q-Card: +0
Specie: 1 Gold
LEGALITY
Current Hab Legality: Not in Hab
Intimidation: Not in Hab
Total Criminality: Not in hab
Description: A 300 ton warship, the Short Sword comes armed with 12 point defense cannons capable of covering every angle of attack and a 3 tube dorsal mounted torpedo bay, with 20 torpedoes, currently stocked with 15 MD82b antiarmor torpedoes that burn high density hydrogen fuel (making them high speed, short range), and 5 IPBMs with 30 kiloton tactical nuclear warheads. These have Zevar drives. They do not have "range" limitations.
RACE: Tiefling
HIT DIE/MELEE DAMAGE: 1d12 | HIT POINTS: 21/21 | LUCK: 6/6
PROFF: +2
XP: 0 | LEVEL: 2
STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
16 (+3) | 16 (+3) | 13 (+1) | 8 (-1) | 10 (+0) | 12 (+1) |
Save: +5 | Save: +5 | Save: +3 | Save: +1 | Save: +2 | Save: +3 |
RACIALIZED TRAITS
Darkvision: Can see 100 feet in darkness without colors. Born this way, ma called it 20/Evil vision.
Light Sleeper: Only needs four hours of sleep for a long rest. Learned this in CapFor - nap when you got it.
Energy Resistance [Fire]: Take 1/2 damage from fire. This is why we got the cheap apartments, near the radiators.
Speed Malus: -1 meter of movement per round. Gorby Jr. is a pain in the ass.
Hider: Can hide when even only lightly obscure. Learned to duck pretty fast in the military.
ABLITIESLight Sleeper: Only needs four hours of sleep for a long rest. Learned this in CapFor - nap when you got it.
Energy Resistance [Fire]: Take 1/2 damage from fire. This is why we got the cheap apartments, near the radiators.
Speed Malus: -1 meter of movement per round. Gorby Jr. is a pain in the ass.
Hider: Can hide when even only lightly obscure. Learned to duck pretty fast in the military.
Action Surge (1/rest): Can take an extra action, refreshes on a short rest.
Reckless attack: Can gain advantage on Str based attacks while giving enemies advantage to hit you.
Rage (2/day): can go into a rage for 1 minute, gaining advantage on str checks and saves, +2 to str damage, reistance to B, P and S damage. Can't cast spells while raging.
Fighting Styles: Defensive (+1 to AC while wearing armor), Ranged (+2 to hit with ranged weapons), Blind Fighting (gain blindsight to 10 ft)
Second Wind (1/rest): Can use a bonus action to get 1d10+Level HP.
Natural Explorer: Ensure that the group has enough vac-suits and full tanks unless enemies take specific actions to negate it. When trapped with limited resources, double what the GM says you have. Create 3 shifts as a crew, rather than 2. Can patch suit as a free action. once per session, you can declare one thing to be true about a space station, habitat or spaceship - if the GM refuses, you're given a Luck Point.
Favored Enemy (Fascists): Get advantage on Wisdom (Survival) to track them and Intelligence rolls to know about their tactics.
Broad Proficiency: Martial Weapons, Heavy Weapons
Single Proficiency: Vac-Suits, Light, Medium, Heavy
Tool Proficiency: Repair, Shuttles, Armored Fighting Vehicle
Fighter's Luck: Get x3 LP per level.
Skills [8]: Skilled in Athletics, Acrobatics, Stealth, Perception, Persuasion, Performance, Intimidation, Insight
Expertise [2]: Expertise in Athletics and Stealth (double proff bonus.)
Reckless attack: Can gain advantage on Str based attacks while giving enemies advantage to hit you.
Rage (2/day): can go into a rage for 1 minute, gaining advantage on str checks and saves, +2 to str damage, reistance to B, P and S damage. Can't cast spells while raging.
Fighting Styles: Defensive (+1 to AC while wearing armor), Ranged (+2 to hit with ranged weapons), Blind Fighting (gain blindsight to 10 ft)
Second Wind (1/rest): Can use a bonus action to get 1d10+Level HP.
Natural Explorer: Ensure that the group has enough vac-suits and full tanks unless enemies take specific actions to negate it. When trapped with limited resources, double what the GM says you have. Create 3 shifts as a crew, rather than 2. Can patch suit as a free action. once per session, you can declare one thing to be true about a space station, habitat or spaceship - if the GM refuses, you're given a Luck Point.
Favored Enemy (Fascists): Get advantage on Wisdom (Survival) to track them and Intelligence rolls to know about their tactics.
Broad Proficiency: Martial Weapons, Heavy Weapons
Single Proficiency: Vac-Suits, Light, Medium, Heavy
Tool Proficiency: Repair, Shuttles, Armored Fighting Vehicle
Fighter's Luck: Get x3 LP per level.
Skills [8]: Skilled in Athletics, Acrobatics, Stealth, Perception, Persuasion, Performance, Intimidation, Insight
Expertise [2]: Expertise in Athletics and Stealth (double proff bonus.)
GEAR
Armored Vac Suit (AC 19, 7 Bulletproof)
Bulletproof: AC applies to gunfire. If an enemy rolls 8-17, remove 1 bulletproof.)
M-Gloves: Can create two mage hands as a free action, controlled by focusedCollapsable Knife: +5 to hit, 1d12+3 damage
Concealable: Advantage to hiding, -1 intimidation
Sharp: Deals 3 damage on a miss.
Sharp: Deals 3 damage on a miss.
MP-5: The Solar System's sexiest SMG
Effective Range: 0-25 Meters | 25-50 Meters
Damage: 1d4+3| Caliber: Medium | Recoil: 4 | ROF: 8 | Magazine: 30+1 | Intimidation: +3
Special: Tacti-Cool (comes with a built in, infinite use wand of Ray of Frost, which can be fired from the weapon whenever you want.)
Underslung DC8-ROFW: 60 foot range, 1d8 frost damage, reduces enemy movement speed by 10 feet on a hit.
Underslung DC8-ROFW: 60 foot range, 1d8 frost damage, reduces enemy movement speed by 10 feet on a hit.
Arachne 9mm
Effective Range: 0-50 Meters
Damage: 1d4+3 | Caliber: Medium | Recoil: 7 | ROF: 3 | Magazine: 15+1 | Intimidation: +2
Special: Frangible - you can buy Small Caliber rounds for this to reduce the recoil to 4.
23 magazines fully stocked of 9mm rounds
Standard patch kit
Effect: It can patch any hole of about palm size or smaller. Unfortunately, since they're designed to be 'slap and forget' patches, they can't really patch bigger holes effectively. Fortunately, you can apply them as a free action.
Computer Tool Kit
Effect: The computer tool kit is the collection of various lengths of wire, soldering gun, screwdriver (magnetized) and other nibbly little bits you need to do repair work on a computer, physically speaking. This won't do anything to debug it, unless you're being really literal about debugging here.
Cuffband
Effect: A plastic set of restraints. Good for dissidents, bounties and, until the Supreme Court's decision re Staton V Solarium Primary School, unruly children.
FINANCES
Q-Card: +0
Specie: 1 Gold
LEGALITY
Current Hab Legality: Not in Hab
Intimidation: Not in Hab
Total Criminality: Not in hab
STARSHIP - USAF-SGF Short Sword (Drizzit Class)
Acceleration Max: 3Gs | Handling: +4
Sensors: 5 Locks, 2 Jams
STRUCTURE SPACES: 300
T2-9 Tactical Nuclear Interplanetary Ballistic Missiles (5) [INOPERABLE]
Special Note: These use Zevar drives and have infinite range.
Acceleration: 10G | Handling: +4
Structure: 3
Acceleration Max: 3Gs | Handling: +4
Sensors: 5 Locks, 2 Jams
STRUCTURE SPACES: 300
Thrusters (10): 25 [10 Armor]
Externalities (9-4): 85 [0 Armor]
Externalities (9-4): 85 [0 Armor]
Weapons: 72
2 Fore, 2 Starboard, 2 Port, 2 Aft, 2 Dorsal, 2 Ventral S&R Draconic Limited Twin Linked 40mm PDCs
1 Dorsal Multipurpose 32cm Launch Tube
1 Dorsal Multipurpose 32cm Launch Tube
EW/COM: 5
D98 Panopticon Installation
Cargo: 6 Tons
Life Support (3): 39 [10 Armor]
Radiators: 10
Water Recycling & Air Filtering: 15
Cabins: 10 (6 Bunk Rooms, 3 Cabins, 1 Officer's Cabin)
Sickbay: 5
Mess Hall: 5
Water Recycling & Air Filtering: 15
Cabins: 10 (6 Bunk Rooms, 3 Cabins, 1 Officer's Cabin)
Sickbay: 5
Mess Hall: 5
Command, Control & Communication (2): 5 [10 Armor]
Engines (1): 90 [10 Armor]
ARMERMENTEngines (1): 90 [10 Armor]
S&R Draconic Limited PDCs
Range: 0 | Damage: 1 Damage
ROF: 4d10 | Special: +5 to hit Torpedoes
32cm Launch Tube
Range: N/A | Damage: Per torpedo
ROF: 3 per round | Capacity: 17 Torpedoes
MD-82b Armor Piercing Chemical Torpedoes (12)
Special Note: These use high density hydrogen fuel bricks and have an extremely short duration
Acceleration: 20G | Handling: +4
Structure: 3
Range: 0 | Damage: 1 Damage
ROF: 4d10 | Special: +5 to hit Torpedoes
32cm Launch Tube
Range: N/A | Damage: Per torpedo
ROF: 3 per round | Capacity: 17 Torpedoes
MD-82b Armor Piercing Chemical Torpedoes (12)
Special Note: These use high density hydrogen fuel bricks and have an extremely short duration
Acceleration: 20G | Handling: +4
Structure: 3
Thrusters: -
Externalities (9-4): 1 [Armor 1]
Externalities (9-4): 1 [Armor 1]
Weapon: 1
High Yield Armor Piercing Warhead: 30 damage
Life Support: -
Command, Control & Communication: -
Engine: 1
Command, Control & Communication: -
Engine: 1
T2-9 Tactical Nuclear Interplanetary Ballistic Missiles (5) [INOPERABLE]
Special Note: These use Zevar drives and have infinite range.
Acceleration: 10G | Handling: +4
Structure: 3
Thrusters: -
Externalities (9-4): 2
Externalities (9-4): 2
Weapon: 2
Tactical Nuclear Warhead: 300 Damage (5km radius)
Life Support: -
Command, Control & Communication: -
Engine: 1
Command, Control & Communication: -
Engine: 1
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