Post your sheets here when complete.
http://home.wtal.de/marcorubert/SkilList.pdf
Some house rules that we will be using:
Every level up, you get to add a new skill starting out at level 1.
Also, every THREE levels you go up, you get to add a point to a single attribute of your choice.
While your skills will max out at 98%, keep track of your numbers above that level. In the event of a negative modifier, it will take the minus off of the top of the skill, not just from your max roll of 98%. For example, if you have a skill that at your current level would be a 115%, and you have a -20 to your roll due to modifiers. Your target number would be a 95%, not 78% as it would be without the higher top end.
Equipment wise, everyone can start out with a pistol and a rifle of your choice, each with three magazines, a suit of heavy MDC body armor and a arm shield. If you have the WP Heavy MD Weapons, you can replace your rifle with a squad heavy weapon with a belt power pack and a standard energy clip inside.
http://home.wtal.de/marcorubert/SkilList.pdf
Some house rules that we will be using:
Every level up, you get to add a new skill starting out at level 1.
Also, every THREE levels you go up, you get to add a point to a single attribute of your choice.
While your skills will max out at 98%, keep track of your numbers above that level. In the event of a negative modifier, it will take the minus off of the top of the skill, not just from your max roll of 98%. For example, if you have a skill that at your current level would be a 115%, and you have a -20 to your roll due to modifiers. Your target number would be a 95%, not 78% as it would be without the higher top end.
Equipment wise, everyone can start out with a pistol and a rifle of your choice, each with three magazines, a suit of heavy MDC body armor and a arm shield. If you have the WP Heavy MD Weapons, you can replace your rifle with a squad heavy weapon with a belt power pack and a standard energy clip inside.
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