Character Accepted!
I've changed your username to Nikola Edison to fit with your character's name, it will also count when it comes to login in so have that in consideration. Here are the items that your character will ultimately have:
- Main Weapon: Jury rigged Laser Gun
- Secondary Weapon: Monkey Wrench
- Helmet: Welding Helmet
- Mask: Nothing
- Goggles: Nothing
- Clothes: Leather Jacket, Jeans.
- Armor: Prospector Armor
- Backpack: Nothing
- First Accessory: Advanced Repair Kit: +20 to all repair related dice rolls to whoever wields it.
- Second Accessory: Medical Multitool: Every 5 uses it needs to recharge its contents; it costs 100 caps to recharge. +10 to all healing related dice rolls of the person who wields it.
- Other: Sons of Kanaloa Communicator (Allows you to call Merchant Drones)
- Jury Rigged Laser Pistol Dice Roll Tables:
- 0-15: The weapon jams until the next turn.
- 16-45: The attack misses.
- 46-75: The attack scratches your objective. Doing 15 Hit Points.
- 76-79: The attack hits your objective. Doing 40 Hit Points.
- 80-87: Critical attack. Doing 100 Hit Points.
- 88-100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
- Monkey Wrench Dice Roll Tables:
- 0-25: The weapon misses.
- 25-50: The attack scratches your objective. Doing 35 Hit Points.
- 51-64: The attack hits your objective. Doing 70 Hit Points.
- 65-88: Critical attack. Doing 140 Hit Points.
- 89-100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
Your Bonuses:
+5 to all attack dice rolls
+5 to repair and engineering dice rolls.
+17 to all unarmed or melee attack dice rolls
+21 to all ranged attack dice rolls
+12 HP with each LV UP
+16 to all dice rolls related to attacking with laser, plasma, pyro, cryo and tesla weapons
+10 to all dice rolls related with diplomacy, seduction and lying
+14 to all dice rolls related with working, hacking or repairing technology
+14 to all dice rolls related to science or medicine
+15 Points to all dice rolls related to dodging or doing acrobatic feats.
-11 Needed to score a critical hit
-10 On all Dice need requirements (Comprehension Perk)
Objects are 25 caps cheapers
Armor Bonuses:
Protection against melee and unarmed weapons: 5+1 = 6 points of damage.
Protection against ballistic weapons: 5+2= 7 points of damage.
Protection against energy weapons: 5+3= 8 points of damage.
Protection against explosives: Nothing.
And finally, I'll do a 1d100 dice roll to see with how much money you start!