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G.I. Joe RPG (Renegade Games)

Detailed Description

The Anarchy Matrix

80's Stylized Military-Espionage-Action-Scifi-Thriller

 


 

image.png.f718d3d3250936ca2fb46510c69c8f5e.pngAt ease recruits. Welcome to The Pit. My name is General Hawk. I am the commander of Special Counter-Terrorist Group Delta. Code Name: G.I. Joe.

I’m sure that name sounds familiar to some of you. I know I also recognize a few of your faces from the Greenshirt program. Welcome back. I can also tell that a few of you are wondering if you heard me right.

Let me assure you, G.I. Joe is not a myth. G.I. Joe is not propaganda. G.I. Joe is real. And G.I. Joe wants you. For any of you who don’t know, G.I. Joe is the code name for an international, highly trained special missions force. It’s purpose: To defend human freedom against multiple terrorist organizations determined to topple global stability and insight anarchy.

I understand that’s a lot to take in. Whether you were aware of it or not, there’s a war going on right now, one we can’t afford to lose.

GeneralHawk.jpg.acffaff7827677c22b13d05b3549f2e5.jpgSome of you may already be acquainted with Staff Sergeant Sneeden. Some of you make know him already as Beachhead from the earlier mentioned Greenshirt program. Once we're done here, he will be prepping you all for your run through "The Meatgrinder" obstacle course. Keep in mind beating the obstacle course is the main objective but isn't a guarantee for moving forward. The course is a means for us to observe how you handle things not just physically but also mentally. Problem solving under pressure and out-of-the-box thinking.

If you survive the Meatgrinder, you'll be given a more in-depth briefing on the threats you'll be facing. Keep in mind a majority of this information is highly classified and why you'll not be getting that until you've moved on to the next phase.

Just remember that G.I. Joe isn’t a secret rank you get for being the best soldier. Or marine, or sailor, or pilot. Every member of G.I. Joe earned their spot on the team. Including you. You may not have known it, but not too long ago you made a choice. Maybe you took initiative at the right time, in the right way, and saved the day. Maybe you stood up for someone else who was being treated unfairly even if that wasn’t a smart move for your career. Maybe you disobeyed an order you felt was wrong and you were right. Or maybe you are just the best. And I don’t just mean the best America has to offer.

These threats we face are a global threat. They require a global solution. Trusted allies in the United Nations were secretly approached about signing a limited resource share treaty in the name of working together to eliminate them. Most of us are American, and most of our funding comes from the United States. That just means our international recruits had to work that much harder to qualify for their position, and you better give them the respect they earned.

For those of you looking nervous, you didn’t end up in the wrong secret military base. On rare occasions -and I mean rare- someone with no military service gets a field commission. These exceptional recruits were lucky enough to have a skill that’s not commonly found in the military -firefighter, veterinarian- and they just happen to have come to our attention.

We are still soldiers. We have skills, not super powers. Our job is to do the impossible and make it look easy.

For now, I look forward to watching you all on the obstacle course. Good luck, and Yo Joe.

 


 

Game Information

 

image.png.ecd18d2d751ceb3979cce6fc72c91299.pngThe game will be using the G.I. Joe Roleplaying game by Renegade Game Studios and utilizing the Essence 20 system within. The game will be starting at level 1 with new recruits into the G.I. Joe Special Mission Force. The core book at this point will be the only book I will be allowing for characters and creation rules. The Cobra Codex, Ferocious Fighters, and other Essence 20 books such as Transformers and the Power Rangers are currently off-limits for player usage.

This will be my first go with the system, and while I have enough time as a GM I don't foresee to many snags, I'd prefer to keep the options limited in one place until I get a firm grasp on the system's unique quirks and potential hang-ups. Should the game find its legs, and the group sees itself in a longer potential campaign, we can see about opening up the books to allow some other options.

 

 

 

 

 


 

Setting and Lore

 

image.png.c1819a52359fbcc24d08c95979037efb.pngThe G.I. Joe universe has seen a fair number of reboots over the years. Be it through multiple different comic book publishers (Marvel, DDP, IDW, Skybound, etc.), numerous cartoon series (RAH, Sigma 6, Renegades, etc.) and movies. I will not lie, and claim that this game will not be any different. I will not be using any specific series as canon through it will be leaning heavier in the comics as its main source of inspiration and tone. While the cartoons were a primary source of my childhood, the highly cheesy nature and red vs blue laser gun approach is not the feel that I want the game to have. Yes, this is a crazy sci-fi military world where ninjas exist. Mad scientist make clones of dead warlords. Soldiers are treated to DNA therapy that turns them into mutated zombie like creatures. But characters can also be killed. The lasers aren't always going to conventionally miss the PCs because they are the main characters.

For now though, consider the game as a reboot. The Joes are a new organization just getting off the ground. The players are on the ground floor and set to establish themselves as heroes and founding leaders in the new war on terror.

There many also be some other outside sources that the game pulls from in the military spectrum and 80s - 90s action/espionage genres such as, but not limited to - Metal Gear, Rainbow 6, Aliens, Agents of Shield, Street Fighter, Rambo, Predator, Suicide Squad, James Bond, Ninja Turtles, Robocop, Terminator, True Lies, Clear and Present Danger, Hunt for Red October, Broken Arrow, The Saint, Top Gun, Platoon, Navy Seals, Crimson Tide, etc.

 

 

 

 


 

Players Expectations

 

*Maturity. I expect the game to potentially hit on some mature themes. The site rules will clearly limit the degree on which things can be discussed by default. However it's a fantasy game set in the real world, so things like sex, drug use, bigotry, religious conflict, assault on minors, etc. all can come up. Bad people do bad things. That's why the heroes exist to stop them. These things also exist within the realm of comics/manga, video games, television, etc. As such. they may be implied within the game. If anyone has a personal problem with a specific topic. Let me know. Things can be glossed over, faded to black, etc, where appropriate. Some things can just be avoided ahead of it. Some things may be unavoidable based on a plot point. If that situation arises I'll do are best to approach the topic in the most healthy manner as possible with the group and move forward to a point where everyone is comfortable again. No one should feel unsafe in a game. But remember it is also just a game.

*Patience. Its not my first rodeo by far when it comes to running a game. I've been doing this "Forever-GM" thing almost 25+ years now. This is my first run with Essence 20 and the G.I. Joe game though. I am by no means perfect. I expect to be a dummy from time to time when it comes to things just because I can't remember every detail of every book, class, perk, statistic, etc. at every waking moment. Add in a new system in general with its own little quirks. It's the internet and things can be reference a lot easier, but mistakes will still likely occur. The main point however is we all have fun though and get to make a good story together. I am a firm believer in both Rule 0, and the Rule of Cool.

*Teamwork. This applies both in-game and out. You'll be playing as a military special ops team. Keyword - "Team". You'll need to have one another's backs. Going solo it isn't going to cut it very well. It'll probably get you killed. I know this can be tempting in PbP where you might otherwise be stuck waiting on the rest of the party. There might be some narratives that going solo works but generally as a whole it'll likely be discouraged. Out of character I expect everyone to be understanding of each other and their feelings. Sometimes disagreements happen. Let's all act like sensible adults.

*Commitment. Posting rate is expected to fairly steady paced for this game. The use of Discord is also partly to help ensure that, as well as help communicate when people may be absent for a period of time. If you don't think you can handle several posts a week, I would probably ask that you don't apply. Life happens. Work happens. Vacation happens. I don't expect people to make the game their life by any means. Five seconds of advising you need a day or two off for mental health though on the Discord to everyone can save five other people waiting for five days on a post that never comes, causing the game to stall. And when a PbP game stalls, well, most of us know what comes next for the game... ☠️ ☠️ ☠️

 

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  1. What's new in this game
  2. Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 Fixer nods along at Decaf's words. "That tracks yeah, but still begs the question - what do we do that's different from those groups? What's the nature of our enemy or operations that necessitates so much operational independence from the Department of Defense or the Intelligence Community? Whose to say the CIA couldn't make better use of the budget here for operations in Latin America or other flashpoints? We could be pushing up the timetable for ousting the Sandinistas in Nicaragua for instance." He shifted his gaze towards Duke, gauging his reaction. He was curious about how Duke would respond; a measured response? Anger and frustration? Either would tell a great deal about him as a person, and more pointedly the kind of operation he manages. OOC
  3. Didn't notice until a second read through for my post that Flagg is president. Nice!
  4. DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf nods. "Thank you, sir." She says and after going through the motions sits back down, trying to figure out if her new barracks room would have enough space for a fancy Italian expresso machine. "Thank you, Joe hazard pay," she whispers quietly to herself. As the other new Joes continue either waiting or questioning, DeCaf can't help but be curious about Fixer's comment. "I would assume that it's because we're basically a black book operation," the young sapper says. "We have no true DOD or Agency oversight, no public records, even our true identities are encrypted and at this point held in a secure off-network database." She remembers some other Greenshirts talking once about an incident a few years ago where Cobra managed to hack the Pentagon and kidnapped the families of several Joes. "The CIA, NSA, JSOC, and even SOCCOM have oversight and can easily be called before Congress for hearings ... I think it would take an act of God to get General Hawk in front of Congress." Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  5. Triage (Michelle Carver) Infantry: Medic: 1 HEALTH: 3/3 MOVE: 30, PerksGiven the opportunity to observe another martial artist for one minute, you can learn information about their capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in Threat Level as well as Toughness and Evasion defense. When you choose this Influence, choose your previous career. You gain an Edge on Smarts and Social Skill Tests when performing tasks related to that career or interacting with members of that profession. (Doctor) When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. (Science, Medicine) In My Sights: You may spend a Story Point oncemn per combat to reroll all Targeting skill dice on a single attack. You must use the new result. When you use this ability, you may crit on the d2. Defense. While you are wearing armor, you gain a +1 bonus to your Toughness and Evasion. SAFETY FIRST Increase your Smarts Essence by 1 at 1st level, and again at 10th level, and the skill from that increase must go into Science or the Medicine Specialization for that skill. You are assigned a Limited medicine kit that does not count against your requisition budget during the Equipment Assignment and Requisition phase. Hang-UpsYou have a Snag on Social and Smarts Skill Tests that don't drive your personal success forward. Once per session when you would roll with a Snag, you automatically fail BondsMy art stresses the importance of remaining calm under pressure; I still mentor in my business community, helping businesses and veterans connect I seek out people to mentor - G.I. Joe is a dangerous lifestyle and I don't want my skills to go with me if a mission goes sideways. TrainingBattledress: You are trained in Light, Medium, and Heavy armor. Weapons: You are trained in all weapons.+1 Health; • Standard issue equipment qualification; • Qualified with all standard land, sea, and air vehicles; • Battle Cry: As a brave member of G.I. Joe, you ScientistWhen you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one. Area of Study (Medicine) Stats and Skills STRENGTH: 2Athletics: d2 Brawn: Hang-Up Conditioning: +1 Intimidation: Hang-Up Might: Hang-Up SPEED: 5Acrobatics: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 3/5 Speed; 1/8 Smarts; 0/1 Social Triage sat quietly listening to Duke speak and the others questions. Her situation is one she does not really wish to discuss. She only hopes her family is safe and Cobra didn't get her full background from that scumbag medical director at Mass General.
  6. Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "I'll admit, I'm curious about what you mean by 'other enemies' boss. Look, I don't expect a counter-terrorism unit to focus on a single group - that would just be a massive waste of money - but what do we do that's different from the Special Mission Units or Directorate of Operations back at the CIA? In fact are we even part of JSOC? Now that you got me thinking I'm trying to fit us into the organizational puzzle, though I suspect you're about to answer that question." OOC JSOC - Joint Special Operations Command, created in 1980.
  7. Once Duke has finished talking about Cobra, noticing the silence of the room, she speak up "no questions" inviting the officer to continue with the explanation. An enemy is an enemy, Angel find it dangerous to delve too much on their motivations, if you begin to see your enemy as a misguided person then you risk to hesitate at a crucial moment, maybe she's cynical but her job taught her that life is unfair.
  8. Duke nodded to Huntsman. Plenty of information to go over on our enemy. Dont expect you to take it all in at once, in a day. We'll get to the overview here in a minute. The more colorful details can get filled in along the way, or based on the mission. Plenty of training options to keep you busy if not on assignment too. He nodded a second time. Any gear you came in with will get transported to The Pit. If you have any other personal affects from your previous billet or place of employment, we'll make sure arrangements are made to have it secured and delivered to your new lodgings. Duke looked over the group one more time. Anything else pressing? I expect more questions but it's probably a good idea to give you the run down beyond what you might hear on the news. Because Cobra is very real, and its far worse than anything your local channel 7 report might want to let on. And Cobra is far from the only threat we are dealing with. He picked up the remote for the projecter and would dim the lights if no one else had any further questions..
  9. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "While I appreciate the obstacle course, but will there be any additional training or should we now prepare for missions? I like to keep busy." Code names were not something unfamiliar to Tap. He'd used them over mics from time to time in a mission, and he once had a HAM radio as a child. Though the name Huntsman was new. He hoped that a spider icon was not going to be incorporated in his identity. He hated spiders. "I assume our gear would be delivered to our assigned rooms?" CHARACTER SHEET Influence: SpecialistINFLUENCE PERK When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. BOND I frequently forget to eat, sleep, or care for myself when I’m in the middle of research or a challenging problem., AdventurerINFLUENCE PERK You’re passionate about exploring new places, environments, and cultures and have a deep wealth of stories to draw from. Once per scene when you draw upon your experiences with a short story of your adventures, you gain an Edge on a Smarts or Social test. HANG-UP You have a bad case of wanderlust, and find staying in place for long incredibly boring. You suffer a Snag on Social and Smarts Skill Tests when you’ve been in the same place more than a few days. BOND I know someone in just about every city, but getting them to take my calls or see me after our last excursion can be difficult. Origin: IntelligenceEssence Score Increase : Increase your Smarts by +1. Origin Skill : Your Origin trained you in either Alertness, Culture, or Technology. This skill training must be in the Essence taken in your Essence Score Increase. Starting Health : You begin play with one Health. Movement : Your base Ground Movement is 30 feet. Languages : You begin play with two languages in addition to your native languages and gain one additional language for every 2 points of Smarts you possess. ORIGIN BENEFIT: CLUED IN Your ability to piece together clues from disparate information is unrivaled. Once per scene, you may spend a Story Point to get a clue pertinent to a character, current scene, or current mission. Alternatively, you may ask the GM a single question with a yes or no answer. (US Marshals) Role: Ranger-- BE A HERO -- GUIDE : You may spend a Story Point as a Standard action to allow all of your allies to ignore the penalties of moving through Rough Terrain in your environment of expertise from your Environmental Expertise Perk for 1 minute. -- TRAINING -- ESSENCE INCREASE : Increase your Speed and Smarts Essences by 1. You also receive an Essence increase from your Focus which is detailed below and not included in the role chart ROLE SKILLS : Gain one rank in two skills from the following: Alertness, Culture, Driving, Infiltration, Survival, and Targeting. These skill ranks must be of the Essences taken in your Essence Increase. | Focus: Predator - UrbanSTALK Your Speed Essence increases by 1 at 1st level, and again at 10th level, and the skill point from this improvement must be placed in Finesse or Infiltration. Additionally, any time you are in your environment of expertise (URBAN) , you can not be surprised, and gain an Edge on Infiltration Skill Tests. Languages: English, Spanish, French, Cantonese, Arabic, Cheyenne Health: 3 | Movement: 30 | Toughness: 12| Evasion: 14 | Cleverness: 16 | Willpower: 13 ESSENCES & SKILLS STRENGTH : 2 SPEED : 5 SMARTS : 6 SOCIAL : 3 Athletics : - Brawn : - Conditioning : +1 Intimidation : D2 Might : - Acrobatics : - Driving : D2 Finesse : - Infiltration : D4 Initiative : D2 Targeting : D2 Alertness : D4 · Perception (S) Culture : D2 Science : - Survival : D2 Technology : D2 Animal Handling : - Deceptive : - Performance : - Persuasion : D2 Streetwise : D4 EQUIPMENT WEAPONS ARMOR GEAR Might melee & thrown weapons Close combat heavy blade Assault Rifle Tactical Armor (standard) Stuff More Stuff Stuff More Stuff
  10. Duke smiled lightly at the question. It seemed to be completely different from what he expected as the first real inquiry regarding the Joes and how they functioned. That seemed to make him a bit more amused. Fort Wadsworth..or more casually, The Pit, has barracks. Probably better than what you've had to deal with in the past. You get your own room. No sharing with anyone else. Privacy and being able to be alone can be important aspects with some of the things we do. Just as much as knowing there is a group of people you can talk to. Now, for anyone single, we'd prefer they live on site. Make it easier for response times. Anyone with family, or with a valid reason to not live in the Pit directly, can be discussed later. Housing arrangements can be made. Though, given our proximity to Staten Island, and trying to find housing in the area. I'd probably suggest taking a room in the Pit. Plenty of means of recreation and ways to relax provided. And of course the city... well New York speaks for itself. We're not looking to keep you locked down in a hole.
  11. Relationships, thats a sore point, Emma is single, not by choice, while it would be easy to blame her job, bad luck, or men in general the truth is that her moody personality and stubbornness scare people away, while not mean she has a domineering attitude that make her unattractive. Either she find a submissive man, basically doormat, to boss around or someone as stubborn as her. Neither types are particularly common in her field of work. The mention of black ops and wetworks surprise her a bit, it partially taint the image she had of the Joes, but the end justify the means. "no problems for me"
  12. DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf was mostly in shock coming out of the showers and being introduced to Lady Jaye ... LADY JAYE ... and while her hair was wet and the caffeine headache already setting in! Moments later the team was ushered into a rather nice-looking ready room and the debriefing with Duke commenced. Listening in the former Green Shirt could only nod along. She'd been part of enough Joe missions as a rank-and-file that she already knew the basics of the Joe life. "Sir, one question?" DeCaf says raising her hand then standing up at-ease. "Is there onsite Barracks or will we receive a housing allowance?" She looks a bit embarrassed. "Apologies, Sir, I've only ever lived in the barracks." After another moment the young sapper is acutely aware that she is most likely the youngest person in the room. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  13. Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "Be pretty bad at my job if I didn't at least get the CliffNotes version of an intel report." Fixer shrugs nonchalantly at Lady Jaye's comment, then falls in with the others as they move towards the auditorium. He is silent for much of Duke's presentation, finding no need for witty retorts at this juncture. All this sounds like a the 9 to 5 at The Company by his estimation, though odds are that Fixer'll end up getting pulled for wet-works around here. That had always been Special Activities wheelhouse, not the sort of thing a case officer gets tapped for. But if that's what Uncle Sam needs, who was Fixer to deny him? Once Duke's finished, Fixer gives him a thumbs up. "All good on my end boss. I'm married to my job or... whatever people who are terrified of commitment say to squeeze out of sayin' that. Little surprised that the Air Force isn't getting repped among the higher ups though. What, they forget to RSVP then get told to shove-off?" OOC
  14. Jaye shook her head slightly, laughing a bit at the fact Fixer was able to known as much as he did. Well someone has done their homework.. or we have a security breech that I'm going to have to look into. Might need to run that by Stalker. Shaking the others hands. Either way good to meet you all. Once the rest of the group would exit the locker rooms she was escort the group up the hall and into a medium sized room. It was set up like something one might find at a community college class room. Long shared desk space in a number of rows. Chairs ran along the each row. A projector hung from the ceiling and a screen was hanging down at the front of the room. Also inside was a man. Blonde, athletic, and seemed to ooze a certain midwestern farm-boy charm just looking at him. Welcome, Joes. Please have a seat. Make sure you are comfortable. This is going to be a lot of information and it might take a bit. I know the chairs aren't the greatest. Government buys in bulk. Even for our status we're still subject to a few government spending restrictions when it comes to things like office equipment. He looked over a few papers he had on the podium by him. I'm glad to see everyone survived Slaughter's little obstacle course. The Sarge is a bit rough around the edges at time, but you cant ask for a better person to have at your back in a brawl. The man moved out a bit more to the center of the front of the room. You can call me Duke. I'll be your OIC from this point forth so long as you are part of G.I. Joe. Only ones above me are General Abernathy, who you already got briefed by, Codename Hawk, and Admiral Colby, Codename: Keel-Haul. Anyone higher, you're talking to President Flagg himself. He looked over the group as they took their seats. Under me will be Flint. You will meet him later during the tour of the Pit. Under that is Beachhead. You already got introduced when you all got here. And then Slaughter. Followed by Stalker. Beyond that, command is ... fluid based on assignments. We have a lot of different military branches and non-military members. I've sure you've also noticed we use codenames. This is partly because of the fluid nature of command. Putting a rank with last name through normal etiquette would quickly end with arguments or general confusion for some. It is also a means of security and team safety. If your names or even just your rank was to leak out with a picture of your face, its that much easier for the groups we are fighting against to get information to use against you. Track down your family or friends. Find ways to hurt them or use them against you. Duke paused for a moment. This isnt going to be a cake walk for anyone or their family. There will be a lot of information you cant take home. There might be times you cant even go home. There will be travel, but its not always going to come with the bonus of sightseeing attached. This is covert operations. Black ops. Wetwork. Anti-terrorism. We will get our hands dirty. And its not going to be pretty doing it somethings. Its going to be physically demanding a lot of the time. But even more its going to be emotionally draining. If anyone has concerns about that before we go any further, please speak up now. Its nothing against you. Everyone has different goals in life. Different priorities. We respect peoples families and that it might be more important for your parents, spouse, or kids to know their father or mother comes home every night. Not that they might die in a foreign jungle somewhere, and the government can't even tell them why. He sighed a bit. If anyone needs to think that over, I'll give you time. Otherwise if everyone is okay with that...I can continue.
  15. Triage (Michelle Carver) Infantry: Medic: 1 HEALTH: 3/3 MOVE: 30, PerksGiven the opportunity to observe another martial artist for one minute, you can learn information about their capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in Threat Level as well as Toughness and Evasion defense. When you choose this Influence, choose your previous career. You gain an Edge on Smarts and Social Skill Tests when performing tasks related to that career or interacting with members of that profession. (Doctor) When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. (Science, Medicine) In My Sights: You may spend a Story Point oncemn per combat to reroll all Targeting skill dice on a single attack. You must use the new result. When you use this ability, you may crit on the d2. Defense. While you are wearing armor, you gain a +1 bonus to your Toughness and Evasion. SAFETY FIRST Increase your Smarts Essence by 1 at 1st level, and again at 10th level, and the skill from that increase must go into Science or the Medicine Specialization for that skill. You are assigned a Limited medicine kit that does not count against your requisition budget during the Equipment Assignment and Requisition phase. Hang-UpsYou have a Snag on Social and Smarts Skill Tests that don't drive your personal success forward. Once per session when you would roll with a Snag, you automatically fail BondsMy art stresses the importance of remaining calm under pressure; I still mentor in my business community, helping businesses and veterans connect I seek out people to mentor - G.I. Joe is a dangerous lifestyle and I don't want my skills to go with me if a mission goes sideways. TrainingBattledress: You are trained in Light, Medium, and Heavy armor. Weapons: You are trained in all weapons.+1 Health; • Standard issue equipment qualification; • Qualified with all standard land, sea, and air vehicles; • Battle Cry: As a brave member of G.I. Joe, you ScientistWhen you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one. Area of Study (Medicine) Stats and Skills STRENGTH: 2Athletics: d2 Brawn: Hang-Up Conditioning: +1 Intimidation: Hang-Up Might: Hang-Up SPEED: 5Acrobatics: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 3/5 Speed; 1/8 Smarts; 0/1 Social After getting some water in her. Triage made her way to the women's locker area find her designated change of cloths and even PT shoes. "Ah, very nice." It took Michelle a long time to get used to people waring shoes indoors. Even still she tries to bring indoor shoes wherever she goes to maintain her own habits. She pulls off her cloths and places them in the dirty laundry before claiming a towel and wash cloth and make her way to the shower. The hot water was nice, but considering where she was, Michelle didn't feel comfortable lingering. She stayed long enough to get her bones warmed again from the mud pit. As she dried off and got herself into the PT cloths, she was now wearing her glasses with her hair up in a bun, held in place by a hair stick she had in one of her packs. She checked the med kit supplies to make sure not too much water got to the kit through the hard plastic case. She came out to where the others were awaiting their final debriefing from Duke. Michelle recalled the man from her earlier obduction. She shook Lady Jay's hand as she entered the hallway to wait. "Pleased to make your acquaintance."
  16. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Once Fixer started singing, Tap hung and shook his head. He quietly dried, dressed and gathered his things. Once out of the shower, he met yet another Joe. "Tap Henry. Covert Ops. Intelligence," he said in reply. He eyed her up and down, nodded and stepped aside for others to interact. CHARACTER SHEET Influence: SpecialistINFLUENCE PERK When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. BOND I frequently forget to eat, sleep, or care for myself when I’m in the middle of research or a challenging problem., AdventurerINFLUENCE PERK You’re passionate about exploring new places, environments, and cultures and have a deep wealth of stories to draw from. Once per scene when you draw upon your experiences with a short story of your adventures, you gain an Edge on a Smarts or Social test. HANG-UP You have a bad case of wanderlust, and find staying in place for long incredibly boring. You suffer a Snag on Social and Smarts Skill Tests when you’ve been in the same place more than a few days. BOND I know someone in just about every city, but getting them to take my calls or see me after our last excursion can be difficult. Origin: IntelligenceEssence Score Increase : Increase your Smarts by +1. Origin Skill : Your Origin trained you in either Alertness, Culture, or Technology. This skill training must be in the Essence taken in your Essence Score Increase. Starting Health : You begin play with one Health. Movement : Your base Ground Movement is 30 feet. Languages : You begin play with two languages in addition to your native languages and gain one additional language for every 2 points of Smarts you possess. ORIGIN BENEFIT: CLUED IN Your ability to piece together clues from disparate information is unrivaled. Once per scene, you may spend a Story Point to get a clue pertinent to a character, current scene, or current mission. Alternatively, you may ask the GM a single question with a yes or no answer. (US Marshals) Role: Ranger-- BE A HERO -- GUIDE : You may spend a Story Point as a Standard action to allow all of your allies to ignore the penalties of moving through Rough Terrain in your environment of expertise from your Environmental Expertise Perk for 1 minute. -- TRAINING -- ESSENCE INCREASE : Increase your Speed and Smarts Essences by 1. You also receive an Essence increase from your Focus which is detailed below and not included in the role chart ROLE SKILLS : Gain one rank in two skills from the following: Alertness, Culture, Driving, Infiltration, Survival, and Targeting. These skill ranks must be of the Essences taken in your Essence Increase. | Focus: Predator - UrbanSTALK Your Speed Essence increases by 1 at 1st level, and again at 10th level, and the skill point from this improvement must be placed in Finesse or Infiltration. Additionally, any time you are in your environment of expertise (URBAN) , you can not be surprised, and gain an Edge on Infiltration Skill Tests. Languages: English, Spanish, French, Cantonese, Arabic, Cheyenne Health: 3 | Movement: 30 | Toughness: 12| Evasion: 14 | Cleverness: 16 | Willpower: 13 ESSENCES & SKILLS STRENGTH : 2 SPEED : 5 SMARTS : 6 SOCIAL : 3 Athletics : - Brawn : - Conditioning : +1 Intimidation : D2 Might : - Acrobatics : - Driving : D2 Finesse : - Infiltration : D4 Initiative : D2 Targeting : D2 Alertness : D4 · Perception (S) Culture : D2 Science : - Survival : D2 Technology : D2 Animal Handling : - Deceptive : - Performance : - Persuasion : D2 Streetwise : D4 EQUIPMENT WEAPONS ARMOR GEAR Might melee & thrown weapons Close combat heavy blade Assault Rifle Tactical Armor (standard) Stuff More Stuff Stuff More Stuff
  17. Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 Fixer chuckles at Angel's joke, a dangerous thing with a mouth full of protein bar. After swallowing some of his snack he manages to muster up a comeback. "I know! you'd think I'd use it more. Yet here we are." He nods in approval at Falcon's answer, even as he finds the notion of a Donner Cut wishful thinking (you don't get booted from a project like that and a director's cut after all). The Joe might not have been a true movie buff like Fixer was, but he knew his stuff at the very least. More pointedly he actually took the time to answer what was essentially a joke question - Fixer appreciated that. Showed that this operation wasn't doom and gloom all the time. Sure he wasn't expecting this a party, but at least it wasn't gonna be soul-crushing either. Bones' response elicits another chuckle, but thankfully by now he's already finished off his food. "Fair enough. But hey, guess that means we're not sandwiched behind a hundred other prospects, right? Lucky me." He gives Bones a wink and disarming smile as he hobbles off. "Nos vemos por aquí, cariño." Not for nothing is Spanish called a romance language by Fixer's reckoning; suppose he owed life that much at least. A shower was just what he needed after a course like that. The soreness and tension melted away under the pressure and hot water. He takes his sweet time in the showers - his whole process of shampooing, conditioning and generally washing clocks in at around 20 minutes. Plenty of time to belt out a few singles while he works; Huntsman is treated to Fixer's renditions of Jim Croce, Elton John, and the Steve Miller Band to name a few. As to the quality well... Fixer won't be winning any AMA's for his work. His knee was good as new after that, and Fixer felt rejuvenated in his clean clothes as the scent of Zest wafted off of him. He mills about with the team for a moment, but takes Lady Jaye's hand with a smile when its offered. "Ah someone else from U.N.C.L.E eh? Don't tell me... D-J2? SIS?" Before Jaye responds however Fixer pauses and narrows his eyes, recollection on the cusp of his mind. "Wait a minute... I think I've seen you before. Or at least a picture of you on a desk somewhere. Military Intelligence after a stint with the Airborne right? Dad was from the States, Mom from Ireland? Come on, Double Jeopardy or no?" OOC Spanish into English Translation: "See you around, darling." With the options given Fixer's asking whether Lady Jaye works for the Irish (Directorate of Military Intelligence, aka D-J2) or the British (Secret Intelligence Service). Updated based on Culture roll.
  18. Angel was hoping for a mid-high score but ready for a low one for not using the power of friendship, or something along those lines but Falcon's reply take her by surprise, like a gut punch she is left without air, getting criticized , in front of everyone, for asking a question leave her embarrassed. She go silent and distant, the shower does bring some relief but she keep thinking at Falcon words: why is she here? To save people would be an easy answer, but false, she was already doing that in her previous job. Is this just a career advancement? unlikely, she'll earn more but the risks far outpace the benefits. Maybe the prestige that come from being a member of a legendary spec ops force? this...this is getting close, she cant deny it, Angel want respect, want to see her talent recognized. Why did she join the joes? because they are the movers and shakers and she deserve to be among them. Unfortunately its too late to give this answer. Out of the shower, inside the new clothes, Emma walk down the corridor still with a cloudy mood, when Jaye address the group she maintain a professional, if a bit detached, attitude , she introduce herself and shake Jaye's hand but doesnt add anything more.
  19. Falcon glanced at Fixer given his rather random comment. Despite it, the man didnt miss a beat and replied. Heard Donner didnt want to cave to producers demands on making the movie more "campy", so they brought in Lester to bring in some of said nonsense. I chalk it up to Fortress defenses and illusions to ease the experience. Hopefully its something that can get ignored and never mentioned again. Maybe one day we can see the original Donner cut. His attention then shifted to Angel asking about scores. You passed. All that really matters. If you're worried about numbers and scores you might want to personally re-eval why you're here. You're prior Air Force. You're Fire Rescue. Means you've been through at least two boot camps. Obstacle course shouldn't be a new thing.. Nor the point of it all. Falcon glanced back to Bones and nodded to her. Call me if there are any issues. Gonna do a final check on Juice before Wild Bill air lifts him out. Bones nodded. As she did Fixer made his other comment. Only the second time they've done this recruitment process like this. So, No? She smirked lightly. - There would be two locker rooms. Men's and Women's. Bags provided for the dirty clothes with pre-assigned tags. P.T. gear and new sneakers were already laid out in each locker room with earlier measured sizes. Soap, shampoo, and other toiletries were supplied. Nothing fancy, but it would get the job done. On exit from the other side of the locker rooms they would move out into similar hallways that they had seen before before entering the "escape room" part of the testing. Another woman waited in the hallway for the entire group to filter out. She leaned against the wall. Her voice had a bit of an Irish accent. Soon as you all are ready we'll get you settled for the debrief from Duke. She offered her hand to shake for anyone that was inclined. Lady Jaye. Covert Operations. Intelligence.
  20. DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 "Buuut ..." says trying to sound sagely. "Coffee has water in it so I will totally stay hydrated." Despite this the red head does grab a bottle of water and drinks it down quickly. "Better be some hot water left." She mumbles as she watches Huntsman depart for the Showers. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  21. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap didn't hesitate. He finished off the orange and claimed a shower to wash up. He stowed his dirty gear where indicated for cleaning and then examined the bruises he sustained, noting that they were minor. Once clean, Tap donned the PT gear the Joes supplied and went looking the others. "A tour huh? How delightful." Tap wasn't sour. He was just ready to get moving; he needed a task. CHARACTER SHEET Influence: SpecialistINFLUENCE PERK When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. BOND I frequently forget to eat, sleep, or care for myself when I’m in the middle of research or a challenging problem., AdventurerINFLUENCE PERK You’re passionate about exploring new places, environments, and cultures and have a deep wealth of stories to draw from. Once per scene when you draw upon your experiences with a short story of your adventures, you gain an Edge on a Smarts or Social test. HANG-UP You have a bad case of wanderlust, and find staying in place for long incredibly boring. You suffer a Snag on Social and Smarts Skill Tests when you’ve been in the same place more than a few days. BOND I know someone in just about every city, but getting them to take my calls or see me after our last excursion can be difficult. Origin: IntelligenceEssence Score Increase : Increase your Smarts by +1. Origin Skill : Your Origin trained you in either Alertness, Culture, or Technology. This skill training must be in the Essence taken in your Essence Score Increase. Starting Health : You begin play with one Health. Movement : Your base Ground Movement is 30 feet. Languages : You begin play with two languages in addition to your native languages and gain one additional language for every 2 points of Smarts you possess. ORIGIN BENEFIT: CLUED IN Your ability to piece together clues from disparate information is unrivaled. Once per scene, you may spend a Story Point to get a clue pertinent to a character, current scene, or current mission. Alternatively, you may ask the GM a single question with a yes or no answer. (US Marshals) Role: Ranger-- BE A HERO -- GUIDE : You may spend a Story Point as a Standard action to allow all of your allies to ignore the penalties of moving through Rough Terrain in your environment of expertise from your Environmental Expertise Perk for 1 minute. -- TRAINING -- ESSENCE INCREASE : Increase your Speed and Smarts Essences by 1. You also receive an Essence increase from your Focus which is detailed below and not included in the role chart ROLE SKILLS : Gain one rank in two skills from the following: Alertness, Culture, Driving, Infiltration, Survival, and Targeting. These skill ranks must be of the Essences taken in your Essence Increase. | Focus: Predator - UrbanSTALK Your Speed Essence increases by 1 at 1st level, and again at 10th level, and the skill point from this improvement must be placed in Finesse or Infiltration. Additionally, any time you are in your environment of expertise (URBAN) , you can not be surprised, and gain an Edge on Infiltration Skill Tests. Languages: English, Spanish, French, Cantonese, Arabic, Cheyenne Health: 3 | Movement: 30 | Toughness: 12| Evasion: 14 | Cleverness: 16 | Willpower: 13 ESSENCES & SKILLS STRENGTH : 2 SPEED : 5 SMARTS : 6 SOCIAL : 3 Athletics : - Brawn : - Conditioning : +1 Intimidation : D2 Might : - Acrobatics : - Driving : D2 Finesse : - Infiltration : D4 Initiative : D2 Targeting : D2 Alertness : D4 · Perception (S) Culture : D2 Science : - Survival : D2 Technology : D2 Animal Handling : - Deceptive : - Performance : - Persuasion : D2 Streetwise : D4 EQUIPMENT WEAPONS ARMOR GEAR Might melee & thrown weapons Close combat heavy blade Assault Rifle Tactical Armor (standard) Stuff More Stuff Stuff More Stuff
  22. Angel ignore Triage suggestion, the medic is well-intentioned but talk like text book, that is, if books could talk, give the idea of a perfectionist bound to the regulation while Emma is kind of the opposite, someone who cut as many corners as possible, sometimes with outstanding results...sometimes with epic fails. "arent you from the intelligence?" she ask, sarcastic, to Fixer, in reply to his silly question. Then, to Falcon "Slaughter said teams would receive a score, i'd like to know the results"
  23. Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "In Superman II, what was the deal with that cellophane S Superman rips off his chest and throws at Terrence Stamp and his goons?" In the absence of a serious question for Falcon, Fixer could only muster a flippant one as he rubbed at the knee Low-Light had hit. A little stiff and sore aye, but nothing to write home about. Especially in light of the win today; he could be a mess of cracks and sprains and that still wouldn't have wiped off the smirk on his face. Hobbling over to the craft services table Fixer pops open a bottle of water and starts sifting through the various confections at hand, settling on a stray Tiger's Milk bar. In between bits he shoots a disarming glance towards Bones. "So, come here often?" OOC
  24. Triage (Michelle Carver) Infantry: Medic: 1 HEALTH: 3/3 MOVE: 30, PerksGiven the opportunity to observe another martial artist for one minute, you can learn information about their capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in Threat Level as well as Toughness and Evasion defense. When you choose this Influence, choose your previous career. You gain an Edge on Smarts and Social Skill Tests when performing tasks related to that career or interacting with members of that profession. (Doctor) When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. (Science, Medicine) In My Sights: You may spend a Story Point oncemn per combat to reroll all Targeting skill dice on a single attack. You must use the new result. When you use this ability, you may crit on the d2. Defense. While you are wearing armor, you gain a +1 bonus to your Toughness and Evasion. SAFETY FIRST Increase your Smarts Essence by 1 at 1st level, and again at 10th level, and the skill from that increase must go into Science or the Medicine Specialization for that skill. You are assigned a Limited medicine kit that does not count against your requisition budget during the Equipment Assignment and Requisition phase. Hang-UpsYou have a Snag on Social and Smarts Skill Tests that don't drive your personal success forward. Once per session when you would roll with a Snag, you automatically fail BondsMy art stresses the importance of remaining calm under pressure; I still mentor in my business community, helping businesses and veterans connect I seek out people to mentor - G.I. Joe is a dangerous lifestyle and I don't want my skills to go with me if a mission goes sideways. TrainingBattledress: You are trained in Light, Medium, and Heavy armor. Weapons: You are trained in all weapons.+1 Health; • Standard issue equipment qualification; • Qualified with all standard land, sea, and air vehicles; • Battle Cry: As a brave member of G.I. Joe, you ScientistWhen you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one. Area of Study (Medicine) Stats and Skills STRENGTH: 2Athletics: d2 Brawn: Hang-Up Conditioning: +1 Intimidation: Hang-Up Might: Hang-Up SPEED: 5Acrobatics: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 3/5 Speed; 1/8 Smarts; 0/1 Social Coming into the last portion of the meatgrinder Triage simply nods to the doctor, recalling her name after a moment. "Oh, Dr. Gre..uhm Bones. Good to see you." Triage does get a bottle of water and drinks it. As Angel says she is fine then DeCafe not seeing any coffee. "You may cramp up if you don't hydrate. Thirst means you are already dehydrated after all." Triage offers to the ladies. Finding out there is a hot shower in her near future brings relief to Triage. It's not a bath, but she can just daydream the water is a magnificent hot springs waterfall of Kamuiwakka in Hokkaido.
  25. Falcon chuckled lightly. Don't worry. Plenty of time for celebratory drinks later tonight. Be it coffee or whiskey. Hell, mix 'em both. Just want to make sure everyone is in one piece before moving on. He pointed with his thumb over his shoulder. Got locker rooms for you all to clean up. We'll have the clothes laundered. Got some temporary P.T. gear for you in the mean time. Showers. Bones will be on call if anyone has any issues you find once the water hits you. Now that you're through this, we can give you a bit more detail on what we're dealing with that Hawk wasnt able to earlier. Then you can meet some more of the team. Get a tour of the pit. He put the clipboard under his arm. After that, we'll look into letting you crack that bottle. In the meantime, like I said. Refuel. Clean up. I'll catch up with you all when you're done. Any questions in the meantime?
  26. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap rotates his shoulder after standing and waves off Bones' ministrations. "I should be good." He stands next to DeCaf. "Well I was hoping for whiskey so we're both out of luck. Might be a good reason they want us to consume these natural energy providers." He takes an orange and water and begins peeling. "So what's next? I could at least go for a shower." CHARACTER SHEET Influence: SpecialistINFLUENCE PERK When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. BOND I frequently forget to eat, sleep, or care for myself when I’m in the middle of research or a challenging problem., AdventurerINFLUENCE PERK You’re passionate about exploring new places, environments, and cultures and have a deep wealth of stories to draw from. Once per scene when you draw upon your experiences with a short story of your adventures, you gain an Edge on a Smarts or Social test. HANG-UP You have a bad case of wanderlust, and find staying in place for long incredibly boring. You suffer a Snag on Social and Smarts Skill Tests when you’ve been in the same place more than a few days. BOND I know someone in just about every city, but getting them to take my calls or see me after our last excursion can be difficult. Origin: IntelligenceEssence Score Increase : Increase your Smarts by +1. Origin Skill : Your Origin trained you in either Alertness, Culture, or Technology. This skill training must be in the Essence taken in your Essence Score Increase. Starting Health : You begin play with one Health. Movement : Your base Ground Movement is 30 feet. Languages : You begin play with two languages in addition to your native languages and gain one additional language for every 2 points of Smarts you possess. ORIGIN BENEFIT: CLUED IN Your ability to piece together clues from disparate information is unrivaled. Once per scene, you may spend a Story Point to get a clue pertinent to a character, current scene, or current mission. Alternatively, you may ask the GM a single question with a yes or no answer. (US Marshals) Role: Ranger-- BE A HERO -- GUIDE : You may spend a Story Point as a Standard action to allow all of your allies to ignore the penalties of moving through Rough Terrain in your environment of expertise from your Environmental Expertise Perk for 1 minute. -- TRAINING -- ESSENCE INCREASE : Increase your Speed and Smarts Essences by 1. You also receive an Essence increase from your Focus which is detailed below and not included in the role chart ROLE SKILLS : Gain one rank in two skills from the following: Alertness, Culture, Driving, Infiltration, Survival, and Targeting. These skill ranks must be of the Essences taken in your Essence Increase. | Focus: Predator - UrbanSTALK Your Speed Essence increases by 1 at 1st level, and again at 10th level, and the skill point from this improvement must be placed in Finesse or Infiltration. Additionally, any time you are in your environment of expertise (URBAN) , you can not be surprised, and gain an Edge on Infiltration Skill Tests. Languages: English, Spanish, French, Cantonese, Arabic, Cheyenne Health: 3 | Movement: 30 | Toughness: 12| Evasion: 14 | Cleverness: 16 | Willpower: 13 ESSENCES & SKILLS STRENGTH : 2 SPEED : 5 SMARTS : 6 SOCIAL : 3 Athletics : - Brawn : - Conditioning : +1 Intimidation : D2 Might : - Acrobatics : - Driving : D2 Finesse : - Infiltration : D4 Initiative : D2 Targeting : D2 Alertness : D4 · Perception (S) Culture : D2 Science : - Survival : D2 Technology : D2 Animal Handling : - Deceptive : - Performance : - Persuasion : D2 Streetwise : D4 EQUIPMENT WEAPONS ARMOR GEAR Might melee & thrown weapons Close combat heavy blade Assault Rifle Tactical Armor (standard) Stuff More Stuff Stuff More Stuff
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