Mando Characters

Our KOTOR campaign.
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Jonkga
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Joined: Mon Jul 11, 2005 6:30 pm
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Mando Characters

Post by Jonkga »

My Mandalorian:

Verro Vahn, male Zabrak Soldier 8

Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 10, Wis 12 (+1), Cha 8 (-1)
Move 6, HP: 89, BAB: +8, FP: 8, DT: 30
Fort: 25, Ref: 21, Wil: 20

Zabrak traits: Heightened Awarness (reroll Perception), Superior Defenses (+1 all defenses)
Soldier traits: Weapon Prof (simple, pistol, rifle), Armor Prof (light, med), +2 Fort, +1 Ref

Talents: Weapon Specialization (unarmed), Melee Smash, Penetrating Attack (unarmed), Devastating Attack (unarmed)
Feats: Weapon Focus (unarmed), Martial Arts I, Echani Training, Martial Arts II, Mighty Swing, Improved Damage Threshold, Martial Arts III

Trained Skills: Endurance (+12), Jump (+13), Pilot (+11)
Other Skills: Initiative (+6), Perception (+7)

Equipment and Gear:
Mandalorian Combat Suit (with jetpack, internal commlink, helmet package, 5 upgrade slots)
Light Energy Shield SR10
Combat Gloves
Blaster Carbine
All-Temp Cloak
Utility Belt
Bandolier (with power packs)

Languages: Zabrak, Basic, Manda'o

Combat Stats:
Unarmed Strike: attack +13, damage 1d10+16 (2d10+16 with Mighty Swing)
Blaster Carbine: attack +10, damage 3d8+4

Verro was an unremarkable member of a Zabrak colony, traveling the galaxy, eventually ending up in an Echani encampment where he learned some hand-to-hand fighting techniques. His encampment was conquered by a clan of Mandalorians, and after a brief hold-out where his fighting skills were apparent, he was offered to join the clan or be killed by their superior numbers. He joined, and has been part of Clan Olan since. Verro is rarely seen without his armor and helmet on, to the point were even some members of the Clan forget that he's not human, or how many horns he has on his head, etc. This seems to please Verro.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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NukeHavoc
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Re: Mando Characters

Post by NukeHavoc »

Background
Krul is a brutal, hulking Feeorin filled with rage for the destruction of his village by the Jedi Master Feln (who was not only a Jedi Master, but also the Exalted leader of the Feerions). Feln fought a duel with the Jedi renegade Zayne Carrick. When the Jedi Master lost that fight, the heignited a detonator which destroyed the "Sanctum of the Exalted" a sacred temple that the Jedi Order had turned into a secure holding area for Sith artifacts.

The explosion destroyed the villages surrounding the temple, unleashed a dark side taint, and killed thousands. Krul's entire life -- brothers, sisters, wife, children -- was ended by the Jedi, and so, he sought to end theirs as well.

He left his home world to seek revenge. He soon met up with the Mandalorians, whom he found shared a similar (if alien) warrior ethic. While many sought to challenge the Jedi to prove their battle prowess, he found several who harbored a similar hatred of the Force users.

In the field, Krul is a ferocious, unyielding combatant who retains his Feeorin pride in self-reliance. He uses his jetpack to move in close to an enemy, then draws his dire virboblade to strike down his opponents. While he prefers to slay his enemy's by burying his blade in their corpses, he also carries a custom-built double-barreled blaster carbine that he uses to blast enemies that might be too far away for close work. His armor and his weapons are all built by hand -- his hand -- and contain all manner of hacks and enhancements.

He wears polished durasteel bands on his head tentacles, each one representing a fallen family member and etched with Feeorin runes and gylphs in honor of them. Together, the bands form an extension of his armored helmet.

The Feeorin is not without honor; he does not bully the weak and he accepts surrender when offered. The sole exception may be Jedi. They've already declared total war on his species by poisoning his world with dark side artifacts. Slaying them -- even those who have surrendered -- is merely a continuation of that war. That said, it's a problem he hasn't faced yet: the three Jedi he's killed all faced their deaths with honor, and did not back down from the fight.

Krul of Clan Olan CL 8

Medium Feeorin (middle aged) scout 4/soldier 4
Force 9
Init +5; Senses low-light vision; Perception +9
Languages Basic, Feeorin, Huttese

Defenses Ref 21 (flat-footed 20), Fort 26, Will 18
hp 79, Never Surrender; second wind +19/39; Threshold 26
Immune +5 to Fortitude and Will Defense against any Use the Force checks

Speed 6 squares, fly 6 squares, climb 3 squares
Melee vibro-ax +11 (2d10+9) or
Melee vibro-ax +11 (2d10+12) with both hands or
Melee vibro-ax +6 (3d10+12) with Rapid Strike or
Melee vibrodagger +11 (2d4+7) or
Melee vibrodagger +9 (3d4+7) with Rapid Strike
Ranged blaster pistol +9 (3d6+4) or
Ranged double-barreled blaster carbine +8 (3d8+6)
Base Atk +7; Grp +10
Atk Options Blast Back, brutal, Rapid Strike, Second Strike, Withdrawal Strike (advanced melee)
Special Actions Shake it Off

Abilities Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Talents Armored Defense, Blast Back, Jet Pack Training, Second Strike
Feats Armor Proficiency (light), Never Surrender, Rapid Strike, Shake it Off, Tech Specialist, Unstoppable Force, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple), Withdrawal Strike (advanced melee)
Primary Skills Climb +13 (may reroll and keep the better result; may take 10 even when distracted or threatened), Endurance +12, Initiative +5, Jump +13, Knowledge (technology) +11, Mechanics +11, Perception +9, Pilot +10, Swim +8
Secondary Skills Acrobatics +5, Deception +3, Gather Information +3, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Persuasion +3, Ride +5, Stealth +5, Survival +4, Swim +8, Treat Injury +4, Use Computer +6
Possessions blaster pistol (tech specialist mod; +1 attack), double-barreled blaster carbine (tech specialist mod; +2 damage) with Overload switch, Mandalorian combat suit (+4 armor, +2 equipment) with climbing claws, diagnostics system, shockweb and integrated equipment, 10 slots, vibro-ax (tech specialist mod; +2 damage) with Ion charger, vibrodagger
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Lars Porsenna
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Location: Manta, Ecuador

Re: Mando Characters

Post by Lars Porsenna »

Background
Bossus doesn't talk much about his past, and reveals as little of himself to others as he can. No doubt there must have been some sort of tragedy, but whatever it might be, he's not talking about it. Nonetheless, the scarred and weathered armor of his Mandalorean Combat suit tells a tale of its own: one of survival.

A Mando all his life (or so he reveals to others when asked -- one of the few items of his past he talks about), Bossus excels at being a survivor. Many are the missions where he is the only survivor, emerging battered, bruised, but alive. Some rumor this is because he is bad luck; but Bossus knows better, and it is everyone else that has bad luck -- his is just unusually good. A member of Clan Olan, it is only recently that he has returned to Mandalore, answering the Call to the Colors, and rejoined his clan.

Bossus Spacestalker CL 8

Medium Human scoundrel 4 / soldier 4
Force 9; Dark Side 0
Init +7; Senses Low-light vision, Perception +9
Languages Basic, Bocce, High Galactic, Huttese, Mando'a, Rodese, Ryl

Defenses Ref 27 (flat-footed 22), Fort 24, Will 19
hp 82; Threshold 24

Speed 6 squares
Melee bayonet +8 (1d8+5) or
Melee bayonet +8 (1d8+6) with both hands or
Melee combat gloves +8 (1d8+6) or
Melee combat gloves +8 (1d8+7) with both hands
Ranged blaster carbine +10 (3d8+4) or
Ranged blaster carbine +5 (3d8+4) with Autofire or
Ranged blaster pistol +10 (3d6+4)
Base Atk +7; Grp +10
Atk Options Point Blank Shot, Precise Shot, Running Attack
Special Actions Dodge, Skirmisher

Abilities Str 12, Dex 16, Con 16, Int 14, Wis 10, Cha 12
Talents Skirmisher, Skirmisher, Spacehound, Armored Defense, Improved Armor Defense
Feats Armor Proficiency (Light), Dodge, Linguist (x1), Martial Arts I, II, Mobility, Point Blank Shot, Precise Shot, Running Attack, Weapon Proficiency (pistols, rifles, simple)
Skills Acrobatics +12, Deception +10, Knowledge (Galactic Lore) +11, Perception +9, Persuasion +10, Pilot +12, Stealth +12
Possessions blaster carbine (Mods: bipod, Targ. Scope, Ion Chrger, Bayonet Ring), blaster pistol (in suit), bayonet, combat gloves (in suit), mandalorean combat suit (+4 armor; Mods: Blaster Pistol, Electrobinoculars, Combat Gloves, Datapad, Cable Disp., Commlink, Jetpack)
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
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My Minis Blog: http://minislikedust.blogspot.com/
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erilar
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Re: Mando Characters

Post by erilar »

Ferro d'Olan CL 8

Medium Human soldier 8
Force 9
Init +8; Senses darkvision, low-light vision; Perception +12
Languages Basic, Bothese, Durese

Defenses Ref 19 (flat-footed 15), Fort 22, Will 19
hp 72; second wind +18/36; Threshold 22

Speed 4 squares, fly 6 squares, Running Attack
Melee by weapon +9
Ranged flamethrower +14 (3d8+4 fire, 6-square cone) or
Ranged flamethrower +9/+9 (3d8+4 fire, 6-square cone) with Double Attack or
Ranged flamethrower +4/+4/+4 (3d8+4 fire, 6-square cone) with Triple Attack or
Ranged heavy blaster pistol +12 (3d8+4)
Base Atk +8; Grp +12
Atk Options Advantageous Attack, Charging Fire, Cunning Attack

Abilities Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 10
Talents Devastating Attack, Improved Trajectory, Jet Pack Training, Jet Pack Withdraw
Feats Advantageous Attack, Armor Proficiency (light, medium), Charging Fire, Cunning Attack, Exotic Weapon Proficiency (flamethrower), Mandalorian Training, Running Attack, Skill Focus (Initiative), Weapon Focus (flamethrower), Weapon Proficiency (pistols, rifles, simple)
Primary Skills Acrobatics -2, Climb -5, Endurance -5, Initiative +8, Jump +0, Knowledge (tactics) +11, Perception +12, Pilot +13, Stealth -2, Swim -5, Treat Injury +10
Secondary Skills Acrobatics -2, Climb -5, Deception +4, Endurance -5, Gather Information +4, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +4, Ride +8, Stealth -2, Survival +5, Swim -5, Use Computer +6
Possessions hands-free comlink, heavy blaster pistol, jet pack, Mandalorian combat suit (+4 armor, +1 equipment), medical kit, Rakatan flamethrower, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

----------------------------

Before his recent re-assignment, Ferro trained with the Concordian Dawn, a unique Mandolorian shock-and-awe marine unit specializing in swift, ultraviolent preemptive strikes. The Dawn specialize in highly mobile combat via jetpacks and light flying craft, and are notorious for their liberal use of flame- and explosive-based weaponry.

Ferro is also a trained pilot and medic, and a renowned specialist with the Rakatan flamethrower.

(Will write up a more fleshed-out background when I get a chance.)
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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EvilGenius
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Re: Mando Characters

Post by EvilGenius »

Dha'waden CL 8

Medium Human scout 5/soldier 3
Init +15(+20); Senses Perception +15
Languages Basic, Huttese, Mando'a

Defenses Ref 25 (flat-footed 22), Fort 23, Will 19
hp 78; second wind +19/39; SR 10; Threshold 23

Speed 8 squares, fly 6 squares, climb 4 squares, swim 4 squares
Melee vibroblade +3 (2d6+6)
Ranged assault blaster rifle +10 (3d8+4) or
Ranged assault blaster rifle +5 (3d8+4) with autofire or
Ranged blaster pistol +9 (3d6+4)
Base Atk +6; Grp +9
Atk Options Advantageous Attack, autofire (assault blaster rifle), Charging Fire, Cunning Attack
Special Actions Shake it Off

Abilities Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Talents Acute Senses (re-roll Perception), Armored Defense, Improved Armor Defense, Long Stride (+2 squares movement in light armor), Watchful Step (use Perception skill in place of Init. Initiative is considered Trained).

Feats Advantageous Attack (+8 damage to targets who have not yet acted in combat), Armor Proficiency (light), Charging Fire (charge then make ranged attack), Cunning Attack (+2 against flat-footed opponents), Mandalorian Training (+2 attack and Will Defense when Charging Fire), Shake it Off (2 swift for +1 condition track), Skill Focus (Perception, Stealth, Survival), Weapon Proficiency (pistols, rifles, simple)

Primary Skills Climb +11 (may reroll and keep the better result; may take 10 even when distracted or threatened), Endurance +11, Initiative +7 (may use Perception +15 instead), Knowledge (galactic lore) +11, Knowledge (tactics) +11, Perception +15 (may reroll but must keep the result of the reroll even if worse; +20 against targets that have moved at least one square since last turn), Stealth +22, Survival +15, Swim +6 (may reroll and keep the better result; may take 10 even when distracted or threatened), Treat Injury +10

Secondary Skills Acrobatics +7, Deception +4, Gather Information +4, Jump +6, Knowledge (bureaucracy) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +4, Pilot +7, Ride +7, Swim +6 (may reroll and keep the better result; may take 10 even when distracted or threatened), Use Computer +6

Possessions assault blaster rifle (tech specialist mod; +1 attack) with Enhanced energy projector (once per encounter reroll a natural 1) and Targeting scope, low-light, blaster pistol, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), Mandalorian combat suit (+4 armor, +1 equipment) with climbing claws, aquatic adaptation and shadowskin (Mandalorian Template), vibroblade, fusion lantern, syntherope, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), encrypted long-range comlink, light energy shields (SR 10), Helment Package: Motion Sensing Visor (+5 Perception if the target has moved 1 square), sensor pack, stealth field generator (!)
Another daring escape for the intrepid Spaceman Spiff!
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NukeHavoc
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Re: Mando Characters

Post by NukeHavoc »

Krul of Clan Olan CL 8

Medium Feeorin (middle aged) scout 4/soldier 4
Force 9
Init +5; Senses low-light vision; Perception +9
Languages Basic, Feeorin, Huttese

Defenses Ref 21 (flat-footed 20), Fort 27, Will 18
hp 87, Never Surrender; second wind +21/43; Threshold 27
Immune +5 to Fortitude and Will Defense against any Use the Force checks

Speed 6 squares, fly 6 squares
Melee vibro-ax +12 (2d10+10) or
Melee vibro-ax +12 (2d10+14) with both hands or
Melee vibro-ax +7 (3d10+14) with Rapid Strike
Ranged double-barreled blaster carbine +9 (3d8+4)
Base Atk +7; Grp +11
Atk Options Blast Back, brutal, Rapid Strike, Second Strike, Withdrawal Strike (advanced melee)
Special Actions Shake it Off

Abilities Str 18, Dex 12, Con 16, Int 14, Wis 10, Cha 8
Talents Armored Defense, Blast Back, Jet Pack Training, Second Strike
Feats Armor Proficiency (light), Never Surrender, Rapid Strike, Shake it Off, Tech Specialist, Unstoppable Force, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple), Withdrawal Strike (advanced melee)
Primary Skills Climb +14, Endurance +13, Initiative +5, Jump +14, Knowledge (technology) +11, Mechanics +11, Perception +9, Pilot +10, Swim +9
Secondary Skills Acrobatics +5, Deception +3, Gather Information +3, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Persuasion +3, Ride +5, Stealth +5, Survival +4, Swim +9, Treat Injury +4, Use Computer +6
Possessions double-barreled blaster carbine (tech specialist mod; +1 attack) with Overload switch, Mandalorian combat suit (+4 armor, +2 equipment) with shockweb and shield generator, sr 10, vibro-ax (tech specialist mod; +2 damage)


Notes

Krul has the tech specialist feat (to represent his "maker from hell" persona) and I've applied that to his gun, his vibro-ax and armor. Note -- unlike Zulen, Krul isn't big on sharing his talents -- if you can't build it yourself, you don't deserve to have it.

On the Jedi-killing front, he's got the Unstoppable Force feat, which gives him a +5 to Fortitude and Will Defense against any Use the Force checks. It represents his unrelenting hatred of Force users for devastating his world. :twisted:
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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EvilGenius
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Re: Mando Characters

Post by EvilGenius »

I've retooled my guy a little. :)

Dha'waden CL 8

Medium Human scout 7/soldier 1
Init +17; Senses darkvision, low-light vision; Perception +15
Languages Basic, 3 unassigned

Defenses Ref 23 (flat-footed 20), Fort 23, Will 19
hp 69; second wind +17/34; Threshold 23

Speed 6 squares,
Melee knife +7 (1d4+5)
Ranged assault blaster rifle +9 (3d8+6) or
Ranged assault blaster rifle +4 (3d8+6) with autofire or
Ranged DH-23 "Outback" blaster pistol +9 (3d6+6)
Base Atk +6; Grp +9
Atk Options Assured Attack, autofire (assault blaster rifle), Charging Fire, Cunning Attack, Point Blank Shot
Special Actions Ghost Assailant, Shake it Off

Abilities Str 13, Dex 16, Con 13, Int 16, Wis 12, Cha 10

Talents Armored Defense, Ghost Assailant, Hidden Movement, Improved Stealth, Total Concealment

Feats Armor Proficiency (light), Assured Attack, Charging Fire, Cunning Attack, Mandalorian Training, Point Blank Shot, Shake it Off, Skill Focus (Initiative, Perception), Tech Specialist, Toughness, Weapon Proficiency (pistols, rifles, simple)

Primary Skills Endurance +10, Initiative +17, Knowledge (galactic lore) +12, Knowledge (tactics) +12, Mechanics +12, Perception +15, Stealth +22 (may reroll but must keep the result of the reroll even if worse), Survival +10, Treat Injury +10

Secondary Skills Acrobatics +7, Climb +5, Deception +4, Gather Information +4, Jump +5, Knowledge (bureaucracy) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Knowledge (social sciences) +7, Knowledge (technology) +7, Persuasion +4, Pilot +7, Ride +7, Swim +5, Use Computer +7

Possessions assault blaster rifle (tech specialist mod; +2 damage) with Targeting scope, low-light, DH-23 "Outback" blaster pistol (tech specialist mod; +2 damage), knife, Mandalorian Mandalorian combat suit (+4 armor, +2 equipment) with shadowskin, reflec, stealth field generator, , utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), light energy shields (SR 10)


Dha'waden (Unseen Death) is an elite Mandalorian Scout. He is frequently sent on solo scouting missions through difficult and dangerous terrain on hostile planets and as such has become a master of covert combat. He enjoys hunting, both beasts and enemies. Dha'waden has also spent countless hours honing his skills and self reliance. Accordingly, he is adept at repairing and modifying his own equipment and tending to his own minor injuries.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Location: Allentown, PA

Re: Mando Characters

Post by EvilGenius »

This is the 'finalized' version of Dha'waden. I dumped Charisma because first of all, no one can see me to interact with me. :) And second of all, hey, i'm a Mandalorian for pete's sake! ('Hi, I'm here to destroy your world to prove my valor. But it's really important to me that you're okay with it first, so let's talk for a bit.')

Dha'waden CL 8

Medium Human scout 7/soldier 1
Init +17; Senses darkvision, low-light vision; Perception +14
Languages Basic, Devaronese, Durese, Huttese, Mando'a

Defenses Ref 23 (flat-footed 20), Fort 24, Will 18
hp 61; second wind +15/30; SR 10; Threshold 24

Speed 6 squares, climb 3 squares
Melee knife +7 (1d4+5)
Ranged assault blaster rifle +9 (3d8+7) or
Ranged assault blaster rifle +4 (3d8+7) with autofire or
Ranged DH-23 "Outback" blaster pistol +9 (3d6+4)
Base Atk +6; Grp +9
Atk Options Assured Attack, autofire (assault blaster rifle)
Special Actions Ghost Assailant, Shake it Off

Abilities Str 13, Dex 16, Con 13, Int 18, Wis 10, Cha 8

Talents Armored Defense, Ghost Assailant, Hidden Movement, Improved Stealth, Total Concealment

Feats Armor Proficiency (light), Assured Attack, Duck and Cover, Shake it Off, Skill Focus (Initiative, Perception, Stealth, Use Computer), Tech Specialist, Weapon Proficiency (pistols, rifles, simple)

Primary Skills Climb +5 (may reroll and keep the better result; may take 10 even when distracted or threatened), Endurance +10, Initiative +17, Knowledge (galactic lore) +13, Knowledge (tactics) +13, Mechanics +13, Perception +14, Stealth +27 (may reroll but must keep the result of the reroll even if worse), Survival +9, Treat Injury +9, Use Computer +18

Secondary Skills Acrobatics +7, Climb +5 (may reroll and keep the better result; may take 10 even when distracted or threatened), Deception +3, Gather Information +3, Jump +5, Knowledge (bureaucracy) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (technology) +8, Persuasion +3, Pilot +7, Ride +7, Swim +5

Possessions assault blaster rifle (tech specialist mod; +2 damage) with Targeting scope, low-light and Improved energy cell, DH-23 "Outback" blaster pistol, knife, Mandalorian light beskar'gam (+5 armor, +3 equipment) with shadowskin, reflec and climbing claws, stealth field generator, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), light energy shields (SR 10)
Another daring escape for the intrepid Spaceman Spiff!
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