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Scott Yellowman

By: Abricomas on May 15th, 2013  |  syntax: None  |  size: 5.72 KB  |  hits: 230  |  expires: Never
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  1. Commander Scott Yellowman
  2.  
  3. Strength: 2
  4. Health: 4
  5. Dexterity: 6
  6. Intelligence: 7
  7. Willpower: 3
  8. Perception: 8
  9. Charisma: 7
  10. Leadership: 5
  11.  
  12. Wounds/HP: 4/8(2 Shields, 1 Ablative, 1 Adamant) Current: 4/7(2 Shields, 0 Ablative, 1 Adamant)
  13.                                                        
  14. Survivor Points: 3 (Spendable points that allow a reroll with a bonus equal to Willpower on failed rolls that endanger Yellowman or an ally.)
  15. Dumb Luck Points: 0(Spendable points that allow a reroll on anything.)
  16. Skills:
  17. Starship Pilot: 2
  18. Computers/Hacking: 10
  19. Stealth: 12
  20. Investigation: 8
  21. Pistols/Sidearms: 11
  22. Rifles/Longarms: 11
  23. Heavy Weapons: 3
  24. Throw: 3
  25. Hand to Hand: 2
  26. Melee: 7
  27. Bluff: 13
  28. Repair/Engineering: 10
  29. Comm/Scan: 3
  30. Lore: 7
  31.  
  32.  
  33. Traits:
  34. Unnatural Survivor: Allows accumulation and spending of Survivor Points.
  35. Stubborn: Grants +10 bonus to rolls made to resist mental influence of any kind.
  36. Tactical Redeployment: Grants a +20 bonus to rolls made to escape or flee from combat. Grants +10 bonus to rolls made to move around in combat.
  37.  
  38. Alchemy Gate: Scott retains an Amestrian Gate of Alchemy within his soul, allowing him to perform Alchemy. However, he has lost nearly all knowledge of Alchemy and the FMA franchise, and so cannot learn it at this time.
  39.  
  40. Inventory:
  41. 'Statler': A gauss pistol modified to accept enchanted rounds. Good at penetrating armor, with magic bullets offering additional effects. Twelve round magazine. “It's an old gun that likes to tear into things. Seemed appropriate.”
  42.  
  43. 'Waldorf': A light plasma pistol modified to work with a power-recharger. Deals heavy damage to soft targets and things vulnerable to fire. Forty-shot battery. “Sick burn.” Ammo: 40/40
  44.  
  45. Scout Combat Suit: An armored jumpsuit that can accept add-ons and modifications. Currently has reactive force-shields installed. Grants extra Wounds. Has Ablative Armor, Adamant Plating (Scott's Scout Armor absorbs a free wound each combat unless the weapon is Armor Piercing.) and Magnetic Grappler upgrades.
  46.  
  47. Power Recharger: A conversion device capable of hooking into any power outlet with sufficient energy to provide recharging to shields or certain energy weapons.
  48.  
  49. Gummer-Brand Survival Kit: A top of the line survival kit with most of the supplies you'd need to survive for a period of time in the wilderness. Comes with a supply of MREs. “It tastes like toilet paper.” “That IS the toilet paper.”
  50.  
  51. USCM Tactical Tracker Helmet: USCM standard-issue tactical helmet with built-in Motion Tracker module. Comes with comm-link headset and IR Lens as standard. The comm-link also includes an IFF transponder identifying the wearer as a Colonial Marine/San Drad PD officer.
  52.  [ http://alienanthology.wikia.com/wiki/Motion_Tracker ]
  53.  
  54. TNR Shoulder Lamp: A should-mounted lamp that can also be attached to a USCM Tactical Helmet.
  55.  [ http://alienanthology.wikia.com/wiki/TNR_Shoulder_Lamp ]
  56.  
  57. Belt with Ammunition Pouches
  58.  
  59. Reality Emitter Mk.3
  60. 1 RR-1 Plasma Rifle.
  61. High Power Type-XI ID beacon (deactivated)
  62. Electronic toolkit (Makeshift)
  63. Narrator's Tome
  64. Fireman Flash Drive
  65. Portal Card: Fool
  66.  
  67. TG Comm Headset
  68.  
  69. 38 Revolver with 11 rounds.
  70. Flashlight, High Power.
  71. Cobbled Disguise. (Modern)
  72. FMA Disguise (Amestrian Civilian Clothes)
  73.  
  74. Magic Bedroll - Allows healing of 1 Wound for 8 hours of rest
  75. Sentient Luggage Chest
  76.  
  77. Amestris State Military Forms (random)
  78. Amestris State Military ID's
  79. Small Mirror
  80. Map of Central City (FMA)
  81.         - Marked with the first 4 kidnappings by the Mad Alchemist (four cardinal points)
  82.         - Marked with all kidnapping locations
  83. Human Transmutation Alchemy Notes (anti-aging, encrypted) - given to Ed and Al Elric
  84.  
  85. DM 146 = €74, 64c
  86.  
  87. 2 gold coins, 7 copper
  88. 170,000 Cenz (FMA Currency)
  89. Guardswoman Sword
  90. Backpack
  91. Crowbar
  92. Flint and Steel
  93. Lamp, Common
  94. Mirror 10gp
  95. Oil (3flasks)
  96.  
  97. 2 Canteen of Water
  98. Belt pouch
  99. Silk Rope
  100. Torch (4)
  101. Candle(2)
  102. Chalk (2)
  103. Luggage Jr.
  104.  - 6 Healing Potions (Cure 1 Wound)
  105.  - 2x Trail Rations (1 Trail Ration is enough for 1 person per day)
  106.  - Shovel
  107.  - 2x shotguns
  108.  - 2x Pulse Rifles
  109.  - 1x Sharpshooter Rifle (with scope)
  110.  - 3 Pistols
  111.  - 1x VA-571C Robot Sentry Gun (out of ammo)
  112.         [ http://alienanthology.wikia.com/wiki/UA_571-C_Sentry_Gun ]
  113.  
  114.  - Shoulder Lamps [ http://alienanthology.wikia.com/wiki/TNR_Shoulder_Lamp ]
  115.  - 1x M56 Smartgun (x340 round drum magazine) *AUTOAIM DESTROYED
  116.         [ http://avp.wikia.com/wiki/M56_Smartgun ]
  117.  
  118.  - Yautja Combistick
  119.  - Yautja Speargun.
  120.  - 2 Amestrian Sub-machine guns
  121.  - 20 Amestrian hand grenades
  122.  - Duct Tape and Wire
  123. TF2-D Grenade Launcher
  124. Flintlock Pistol
  125. Healing Pack (3 Potions, 3 Mana Potions, 1 Phoenix Down)
  126. 2x E-Tank
  127. 1x Partially Used E-Tank (2/3 Charge)
  128. FN SCAR-H3
  129. - integral suppressor, electronic firing, Smargtun system with all camera upgrades, bipod, sling, handline connections, cryptosense module, Ammo Skip System and an Airburst Link
  130. 2x TF38 ART Spectacles
  131.  - one pair worn, second pair worn by Burton
  132. Psi Armor
  133. Advanced Bio-Stabilizer Mask
  134. Enchanted Gauss Rifle
  135. - Infinite Ammo, Improved To-Hit Enchantment, Improved Damage Enchantment
  136.  
  137. CORT Security Disguise *currently worn
  138. CORT Security ID Tags
  139.  
  140.  
  141. Ammunition:
  142. 2 Magazines of normal Gauss(Statler) Ammunition. (12/12)(10/12)
  143. 1 Magazine of Shocking Gauss(Statler) Ammunition. ( 4/12 Doubles damage against shielded targets)
  144. 1 Magazine of Seeker(Statler) rounds (8/12)
  145. 41 MFCs
  146. 3 TF2-D Grenades
  147. Powder and Shot for Flintlock
  148. 862x Rounds 10x24mm Armor Piercing Caseless (M41A Pulse Rifle)
  149. 16x Rifle Grenade (M41A Pulse Rifle)
  150. 8x Frag Grenade
  151. 176x rounds Pistol
  152. 99x rounds Sharpshooter Rifle
  153. 475x rounds of ammunition for Amestrian Sub-Machine Guns
  154. 6 WP, 6 HE, 12 Frag, 6 smoke, 6 flashbang minigrenades (SCAR-H3)
  155. 222 APDS, 210 Subsonic, 60 SticknShock rounds, 180 EX-Explosive rounds in 13 magazines of 60 (SCAR-H3)