Post by Draxas on Jun 15, 2004 0:29:54 GMT -5
Jim Raynor is a tough, no-nonsense fellow who was born out in the badlands of Mar Sara colony. As a boy, he worked hard on the family hydroponics farm, but he always dreamed of doing something bigger and better, and having grand adventures. It was no surprise that when the Colony Police sent out a recruitment team, young Jim was the first one in line. Life in the badlands made him a tough kid, who in turn grew up into an even tougher adult as he rose through the ranks in the force. He was eventually promoted to Marshall, granted his Sherriff's star, and given a district of the colony to patrol and keep order in. For years, he brought order to the badlands, bringing in hardened criminals who thought they could hide in the sparsely populated regions of Mar Sara. Fate, however, had another destiny in store for Jim Raynor on the day he was called in to aid the new Magistrate's militia as they investigated reports of suspicious, and possibly alien, activity. It was on that day that Jim Raynor came face-to-face with the Zerg, and his life would never be the same. Since then, he has been embroiled in the political intrigue of the Confederacy, Arcturus Mengsk, the Protoss, Kerrigan, the Dark Templar, the Earth Alliance, and Duran, often as an unwitting pawn, and often in an attempt to change the tides of an increasingly vicious war between 3 species. Even now, he is once again on the frontlines, as one of three generals leading forces in a last desperate push against Kerrigan's Zerg swarms...
Raynor is a Warrior-type character in the most classic sense: He is big and buff, with excellent HP, ATK, and DEF, but has poor Special stats, few Techniques, and no magic at all. As such, Raynor will be mainly reliant on his guns, which suits him just fine, because that is frontierjustice in a nutshell; The guy with the gun makes the rules. He can equip Rifles or Attachment Weaponry as weapons.
Jim Raynor (Ranger)
Warrior type
Level 2
20/50 XP to advance
HP(+2): 36/36 HP
TP(-2): 12/12 TP
MP(0): 0/0 MP
ATK(+): 25
DEF(+2): 27+3
S-ATK(-): 10
S-DEF(-2): 6
AGL(-): 12
Techniques:
(3 TP)Stimpack: Either adds +2 damage dice, or doubles Raynor's damage dice, whichever is greater, on his regular attacks for the duration of the battle. Reduces Raynor's current HP by 20% of his Max HP when used.
Equipment:
Weapon: -
Shield: -
Armor: Soldier's Uniform (+2 DEF)
Helm: Soldier's Cap (+1 DEF)
Accessory: -
Inventory:
2 X Vespene Grenade (Inflicts 5d6 damage)
Key Items:
1 X Cell Key #1 - For Cell #1 in the Severnaya Bunker
1 X Cell Key #2 - For Cell #2 in the Severnaya Bunker
Raynor is a Warrior-type character in the most classic sense: He is big and buff, with excellent HP, ATK, and DEF, but has poor Special stats, few Techniques, and no magic at all. As such, Raynor will be mainly reliant on his guns, which suits him just fine, because that is frontierjustice in a nutshell; The guy with the gun makes the rules. He can equip Rifles or Attachment Weaponry as weapons.
Jim Raynor (Ranger)
Warrior type
Level 2
20/50 XP to advance
HP(+2): 36/36 HP
TP(-2): 12/12 TP
MP(0): 0/0 MP
ATK(+): 25
DEF(+2): 27+3
S-ATK(-): 10
S-DEF(-2): 6
AGL(-): 12
Techniques:
(3 TP)Stimpack: Either adds +2 damage dice, or doubles Raynor's damage dice, whichever is greater, on his regular attacks for the duration of the battle. Reduces Raynor's current HP by 20% of his Max HP when used.
Equipment:
Weapon: -
Shield: -
Armor: Soldier's Uniform (+2 DEF)
Helm: Soldier's Cap (+1 DEF)
Accessory: -
Inventory:
2 X Vespene Grenade (Inflicts 5d6 damage)
Key Items:
1 X Cell Key #1 - For Cell #1 in the Severnaya Bunker
1 X Cell Key #2 - For Cell #2 in the Severnaya Bunker