Rudra Posted February 7 Clone Share Posted February 7 When it become evident that this is just a puzzle, Angel is visibly annoyed, all the talk about being highly trained, having earned their spot, the infamous meatgrinder test, yadda-yadda. All fake, it's like judging an accountant based on the distance he can throw a javelin , it make no sense and it is disrespectful of their skills and time. She move toward the fridge and take out a bottle of juice, or water, whatever is available, and a glass, then she pick one of the sport illustrated magazines and move to one of the armchairs, sitting there she begin to enjoy her drink while reading the magazine, mostly searching for some handsome men to look at. She pause long enough to say "sometimes the only winning move is to not play" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted February 8 Clone Share Posted February 8 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: Hang-Up Driving: d2 Finesse: d2 - Martial Arts 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) "Hmm" Triage ponders as she is checking on channels. "Maybe a VCR is hidden somewhere as well?" When angel sits down, looking disgusted with the test, Triage shook her head. "The surest way evil wins is if good people do nothing." She says as she looks up at the vents then over to Hunter. "You found a flashlight yes? If it works I could use it. A boost will be appreciated as well." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted February 8 Clone Share Posted February 8 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 8 Clone Share Posted February 8 (edited) Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 This... isn't what I was expecting either. But I can see what they're getting at with it. I'd wager they want to see how we work as a team rather than test our individual capabilities; I mean that's what our dossiers are for. So on that note..." Sidling towards Triage, Fixer looks over her shoulder to study the TV Guide. The date jumps out as a pertinent point of reference, but what else could there possibly be to look for in this... OOC Happy to use Plan of Action wherever it's needed. I'll take a crack at an... Alertness test? Trying to guess at a possible pattern in the TV Guide. Result: 14 Edited February 9 by Maester1216 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted February 8 Clone Share Posted February 8 (edited) She doesnt like being judged by a stranger, Triage comment annoy her, but she's no better, having judged Billy from his appearance. Choosing to not fight this battle with the other medic, she keep looking at the magazine until Fixer address her. "and doing nothing together would be a shining example of teamwork, of our of the box thinking, we have food,water,entertainment but no bathroom, the room wont stay locked for that long, we could surprise the Joes with something they did not expect...." she try to tempt Fixer, the general hasnt given any instruction after all, Angel doesnt really expect to persuade everyone but speaking her mind make her feel better. Edited February 8 by Rudra (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 8 Author Clone Share Posted February 8 Flipping through the TV guide seemed to not provide much in terms of a pattern. However after second glance, Fixer would note that the same ad was repeated in the magazine several times. Again perhaps something that might have gone unnoticed if not for the comment from Triage earlier regarding a VCR. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 9 Clone Share Posted February 9 (edited) Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "I'll level with you Angel, I don't think that's a test of wills we wanna see the other side of. I mean think of the smell." Narrowing his gaze, Fixer can't help but note the repeated ad for a VCR in the TV Guide Triage is holding. Eyes flitting from the VCR - where there seems to be a conspicuous lack of tapes - to the trap door where Juice's drone is hovering. "Juice, do you see a keypad or something by that access panel? I've got the rumblings of an idea here." Making his way over the the closet where the trap door is located, Fixer starts feeling or scanning about for anything resembling a hidden keypad. "If you do see a keypad, try punching in... 0518? Or 518 if it's only a three digit passcode. Or some variation of those numbers." OOC I'll take a crack at another Alertness Test. Result: 14 Edited February 9 by Maester1216 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 9 Author Clone Share Posted February 9 Neither 0518 nor any quick variant of those numbers would result in the trapdoor unlocking. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted February 9 Clone Share Posted February 9 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: Hang-Up Driving: d2 Finesse: d2 - Martial Arts 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) The response from Angel annoyed Triage. Largely from how culture in Japan is about working collectively an efficiently. "Who knows. Perhaps this only the first part of the test and getting out starts the other part." Triage posits as she looks to get the flash light and take Big Hog up on his offer to boost someone. "Probably should check the vent that opened up first Big Hog." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted February 9 Clone Share Posted February 9 (edited) "Why not 437?" asked Juice Edited February 9 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 9 Clone Share Posted February 9 Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "Oh yeah, see where you're coming from there Juice. Give it try, or any combination of 437." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 9 Author Clone Share Posted February 9 Inputting 0437, there would be a chirp sound from the access panel, and a following sound from the trapdoor unlocking. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 9 Clone Share Posted February 9 Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "Haha, there we go! Now, let's see if my hunch paid off." Leaning down, Fixer starts feeling about for a latch or point on the floor he can pull on. When he finds it he angles to the side before pulling open the trapdoor, erring on the side of caution in the event the Joes decided to leave a nasty surprise for them. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted February 9 Clone Share Posted February 9 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?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 9 Author Clone Share Posted February 9 Inside the trapdoor was a VCR, complete with the necessary cables to plug it into the television's video and audio jacks, as well as the electrical cord. The VCR however empty in terms of a video cassette tape. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts