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SoupViking

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  1. 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
  2. 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
  3. 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
  4. 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
  5. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap scaled and conquered the next two walls in quick succession. He muttered a curse upon seeing the next course. "I suspect he's very good with that rifle." After entering the turnstile, Tap allowed his training to take over. It wasn't until the end that Tap felt the snap of a paintball upon his shoulder. He fell off balance and tripped into the final room. "I'll take that whiskey now," he said from the floor. 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 : 5/6 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
  6. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Well done everyone." Tap looked up at the wall. "We meet again," he whispered. He joined the others at the zip line, then tapped the crank handle. "This isn't going to be easy." He took a few parts from his ad hoc shield and wrapped it around the descending line. The descent was short but quick. 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 : 5/6 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
  7. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Those shields are going to prove invaluable. If we can't all be covered we might be able to piece together something shield-like from the parts." Tap examined a many-spoked motorcycle wheel. After collecting a few parts, including a couple of front wheel fenders, a windshield and cowl, two saddlebags, Tap was able to piece together enough of a shield that might last ten seconds under the sandbag barrage. 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 : 5/6 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
  8. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 After a bit of a tussle with Taurus, suddenly Tap was facing the ceiling. He had felt a unfamiliar grip and then the room spun. He took a moment to appreciate the man's skill. "That was new." He stood up after a few seconds of recovery and took the wall. Once he landed he was faced with a series of interlocking corridors... a maze. "This reminds me of that warehouse in Salem. That joker thought he was clever." He emerged with a smirk on his face. 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 : 5/6 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
  9. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Looking at the others, Tap cracks his knuckles. "Well, let's do this." He slaps Triage's and Fixer's shoulder while stepping between them and entered the fray, offering Angel some assistance. 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 : 5/6 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. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Using Triage's assist to reach the the top of the wall, he turned at the peak and gripped her hand. Using his momentum, he pulled her over the top with him. "It looks like I owe you again." Tap turned back and watched DeCaf take the wall with ease. "We're the last two." Once on the ground, Tap eyeballed the wrestler. "This should be fun." 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 : 5/6 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
  11. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 15/16 | WILLPOWER: 13 "Yeah. This is a real treat." Tap spoke to Fixer with an angry smirk. This was not something he was expecting.. But I suppose that was the point. Being caught off guard, or just ready at a moment's notice, was the life he chose. "Trophy? I'll settle for a shot of something alcoholic." Tap took off through the water. A memory of a particular fugitive seeking refuge among the Portland sewer refuse. His gauge of the 60 foot traverse proved correct when he raised his head and didn't scalp himself on the barbed wire. "Highly alcoholic." 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 : D6 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
  12. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Blessed floor was closer than I thought," he replied to Triage. Tap dashed across the hot coal floor using tiles to ease the transition. Once he reached the wall, countless fugitive chases around western United States came flashed through his memory. Maybe I am getting too old for this. He sees the offered hands and takes advantage. "My thanks to you both." 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 (5) SOCIAL : 3 Athletics : - Brawn : - Conditioning : +1 Intimidation : D2 Might : - Acrobatics : - Driving : D2 Finesse : - Infiltration : D4 Initiative : D2 Targeting : D2 Alertness : D6 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
  13. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 15/16 | WILLPOWER: 13 "Alright Fixer. Let's get a move on!" Tap tossed down the tiles and leapt for them and immediately cried out. 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 : D6 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
  14. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap's eyes narrowed as he scanned the obstacle course from the room's edge. His lips twisted and he made a sound of sucking something between his teeth. Once his eyes hit the room of hot coals, Tap stepped away and gathered some of the fallen ceiling tiles. Tap approached Fixer while arranging the tiles. "So... Fixer. Got anything that will fix a 'floor is lava' scenario?" He took three tiles and handed three others to Fixer. "I thought these might help if we stay quick on our feet." 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 : D6 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
  15. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Well boys and girls, we are all here for a single purpose... to take on Cobra. This room is just a small step into working together. " Tap takes the orange key. "I'll go last. Angel goes first with her green. Then Fixer with red. Juice you want to turn the blue key?" Tap poises himself to turn the orange key. 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 : D6 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
  16. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Let's see what's on this thing?" Tap turned a chair around and sat, leaning forward on the chair's back. 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 : D6 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. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap examines the duct work as best he can to discover a way to remove it and access the box. 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 : D6 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
  18. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap offered to help Triage stand. Once up, Tap positioned one of the tables under the white box, as indicated by medic. "This should help out, probably safer than me lifting you." He gave a quick smirk. He knew his limitations, but he was determined to help as best he can. "What will it take to get through to the box? We don't have any sheet metal cutters." Tap looked over at Juice. "Or do we?" 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 : D6 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
  19. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Here." Tap maneuvers under the closed vent and bends both knees. He interlocks his fingers and, palms up, offers Triage a lift to the vent. 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 : D6 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
  20. HUNTSMAN | Intelligence Ranger "Careful." Tap cautions Fixer as he opens the trapdoor. He approaches the door as close as he can but doesn't push past anyone. "So what did we find?" Tap Henry had worked on several cases where the fugitives had created elaborate rooms they could hide within. He must admit this one was fairly clever. "Do need the flashlight?"
  21. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 Tap tossed Triage the batteries. "Try those for the remote, and maybe see if it helps?" He shot a thumb over at Big Hogg. "I believe he could boost you much better than I." 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 : D6 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. HUNTSMAN INTELLIGENCE RANGER HEALTH: 3 | MOVEMENT: 30 | TOUGHNESS: 12 | EVASION: 14 | CLEVERNESS: 16 | WILLPOWER: 13 "Hrm." Tap looked from Triage to Juice. This was a puzzle. A test for sure, but one designed for teamwork as well. "What's the date on that TV Guide, Triage?" He approached Juice waiting on her answer. "Juice, when she read the date, let's see if that's a code for the keypad." 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 : D6 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
  23. HUNTSMAN | Intelligence Ranger "Could the numbers correspond to the numbers on the clocks?" Tap walked to the clocks and manually set each one to the respective numbers from the phone.
  24. HUNTSMAN | Intelligence Ranger "7-4-4-11-9-2. I don't know what importance this plays but the phone is repeating it. Golf-Delta-Delta-Papa-India-Bravo... if we transfer to letters." He hung up the phone and took stock of his findings, telling the others what he had available to him. "Those are drop ceiling tiles." He indicated the area around the ducts. "We can remove them to see where the duct work goes before crawling through them."
  25. HUNTSMAN | Intelligence Ranger Tap watched the young man work as Angel and he had failed. He noted that Angel was talented and shared skills. Today wouldn't be the day to show off perhaps, but knowing what she could do catalogued her as an asset. He walked away as they worked on the door. He opened a few drawers to see if there was anything useful, then noticed the phone. "Wonder if this works." He removed it from the cradle and listened.
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