![]() ![]()
![]() As soon as Daniel kisses her hand, Clara starts seeing red. She pulls her arm away. She grabs his shoulder to brace him for a punch in the gut. As she readies the punch, the doors open and she freezes when the sent reaches her nostrils. She backs down and peers into the room. "Oh no..." She follows behind Erik, surveying the room. ![]()
![]() Clara is ready to get out of the cyro room. Once the door opens she tries to rush through it, only to practically trip over another pod. "We've got another pod up here!" Medicine: 1d20 + 8 ⇒ (4) + 8 = 12 will use last ditch effort for additional dice roll. Medicine: 1d6 ⇒ 1 Annnd great.13 total med check Clara can't make out if anyone is in the pod. She glances at Erik and Konrad. "This one seems to be malfunctioning as well...Anyone think they can get it open?" ![]()
![]() @Konrad: All of your concepts seem like they would help the group, I would go with whatever one is most fitting for your vision of Konrad. I was also concerned about the availability of military weapons but if we find them, they'd be all yours. The specialist build is missing two perks, just an fyi. He can get even more stacked. :) ![]()
![]() If you'll don't mind, I am going to swap one of my skills for medicine. Edited Technician: Package C - Technician: BAB +0 HP 10 AC 14 Saves: +4 fort/+2 Ref/+4 Will Basic weapon proficiency 4 perks
4 skills
![]()
![]() Technician: Package C - Technician: BAB +0
4 perks
4 skills
|