ArcaneDesperado Posted March 5 Author Clone Share Posted March 5 (edited) Roughly a half dozen broken-down motorcycles lie amongst the parts of a dozen engines in the 120-footlong gravel field. Two riot shields also lay against the pile of random debris. A large Samoan man wearing a football jersey stands at the far end on a platform at the far side of the field. As the first Joe exits the maze, a heavy beanbag smacks against the wall next to them. The bag hurled forward from device that looked similar to a pitching machine. It was on a swivel that allowed him to move it with easy and aim at the group. Name's Red Dog.. Bags ain't enough to hurt ya' long term. Give ya' some black and blue. For'sure bruddah' The man pulled another bag from the large barrel next to him and fired another at their feet. Edited March 5 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Niven81 Posted March 5 Clone Share Posted March 5 (edited) DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf jumps up and down pointing at Roaddog while continuing to look back at the other Joe hopefuls. "Oh my god!" She almost squeaks. "This is like American Gladiators! I love this show ... we watch it all the time in the common room! " The broad smile on the young Sapper's face was damn near childlike. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited March 5 by Niven81 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted March 5 Clone Share Posted March 5 Triage (Michelle Carver) Infantry: Medic: 1 HEALTH: 3/3 MOVE: 30, PerksGiven the opportunity to observe another martial artist for one minute, you can learn information about their capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in Threat Level as well as Toughness and Evasion defense. When you choose this Influence, choose your previous career. You gain an Edge on Smarts and Social Skill Tests when performing tasks related to that career or interacting with members of that profession. (Doctor) When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. (Science, Medicine) In My Sights: You may spend a Story Point oncemn per combat to reroll all Targeting skill dice on a single attack. You must use the new result. When you use this ability, you may crit on the d2. Defense. While you are wearing armor, you gain a +1 bonus to your Toughness and Evasion. SAFETY FIRST Increase your Smarts Essence by 1 at 1st level, and again at 10th level, and the skill from that increase must go into Science or the Medicine Specialization for that skill. You are assigned a Limited medicine kit that does not count against your requisition budget during the Equipment Assignment and Requisition phase. Hang-UpsYou have a Snag on Social and Smarts Skill Tests that don't drive your personal success forward. Once per session when you would roll with a Snag, you automatically fail BondsMy art stresses the importance of remaining calm under pressure; I still mentor in my business community, helping businesses and veterans connect I seek out people to mentor - G.I. Joe is a dangerous lifestyle and I don't want my skills to go with me if a mission goes sideways. TrainingBattledress: You are trained in Light, Medium, and Heavy armor. Weapons: You are trained in all weapons.+1 Health; • Standard issue equipment qualification; • Qualified with all standard land, sea, and air vehicles; • Battle Cry: As a brave member of G.I. Joe, you ScientistWhen you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one. Area of Study (Medicine) Stats and Skills STRENGTH: 2Athletics: d2 Brawn: Hang-Up Conditioning: +1 Intimidation: Hang-Up Might: Hang-Up SPEED: 5Acrobatics: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 2/5 Speed; 0/8 Smarts; 0/1 Social Emerging from the maze, Tirage hears the "thwack" of the bean bag as it hits the wall and floor. When she hears Red Dog. Triage is actually pissed. "ONLY BLACK AND BLUE! THOSE ARE TRAVAILING AT A VOLOCITY OF...Ferruh...MORE THEN 43 KILOMETERS AN HOUR! THEY COULD SNAP SOMEONES NECK! EEh!" Triage avoids a few of the beanbags and quickly finds the riot shield calling over to DeCafe. "There's a shield over their. Phalanx formation, Sound good?" Japanese TranslationOh this is so groll. I so need a bath. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Niven81 Posted March 5 Clone Share Posted March 5 (edited) DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf finishes - what in a future time would become known as "fan girling" - and quickly falls Triage's direction. "Got it!" She yells as she goes for the second riot shield. Despite how serious she seems however anyone close but can hear that she's humming the American Gladiators theme. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited March 5 by Niven81 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted March 5 Clone Share Posted March 5 (edited) 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 Edited March 6 by SoupViking (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted March 6 Clone Share Posted March 6 (edited) Angel evaluate the situation "single shot, slow reload, slow bullet speed..." she can get on the other side between the reloads but she look at Decaf, wondering if the redhead can do the same, by now Emma believe to know what the Joes want to see, taking a beanbag to the chest with the team would get her more points than flawlessly completing this stage alone. While she might not feel particularly team-oriented today, she can certainly pretend it, after all Angel is quite good at deception. "good idea" she say while taking position behind her red headed teammate Edited March 6 by Rudra (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Niven81 Posted March 7 Clone Share Posted March 7 DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf lets out a whistle of admiration as she looked at Huntsman's makeshift shield. "That's kinda badass!" She says then hefts her riot shield up in front of her, and nods at Triage. "Okay, I guess that means everyone without a shield stays behind us ...and keep close I guess." She looks at her partner as takes up position and gives the other woman a nod. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action:. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted March 8 Clone Share Posted March 8 Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "Don't have to tell me twice! I got enough bruises during high-school gym to last me a lifetime!" Fixer takes position behind Huntsman as the team huddles up for the advance against Red Dog. By his reckoning patience would be key in this particular challenge; they move up, slowly and surely like an old phalanx, and let the shields take the hits for them. Any other way was liable to see some of them get taken down, and he didn't relish the idea of taking one of those sandbags upside the head... OOC Stress Damage: Strength - 1/1; Speed - 1/1; Smarts - 6/6; Social - 8/8 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted March 9 Clone Share Posted March 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: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 2/5 Speed; 0/8 Smarts; 0/1 Social As Huntsman found what was needed to build a makeshift shield. She waited for everyone to get into position. "We ready? Keep it tight." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 9 Author Clone Share Posted March 9 With the extra makeshift shield the team was able to shore up a bit of extra open weakness that only the two alone provided. The beanbags smashed against the shields with force as the group would slowly make their way through the gravel. Once past Red Dog's line of fire the group would find another wall. You watcha' for Low-Light. He be less forgivin' with his shots than me. Forsure. He laughed a bit as they moved to the other way. Tossing a beanbag nonchalantly in their direction. UP AND OVER DIF 5 Acrobatics, Athletics, or Brawn Skill Test to climb the wall. Once over the wall, the Joes would find a zipline with a crank handle fitted to a 40-foot-long wire that descends over a field of gnarly looking branches below. The crank turns slowly if forced, and a series of overlapping switches covers the release TOE THE LINE DIF 15 Alertness, Brawn, Might, Science, or Survival Skill Test to make it across the zipline. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted March 10 Clone Share Posted March 10 (edited) As she reach the end of the shooting stage Angel leave the shield-wall, like a running back, she dash toward the wall get on top of it in no time, from there she look at the next obstacle, weighting her options, noticing the gnarly branches "careful here, a fall will hurt more than a beanbag..." no way this obstacle course is legal. Angel proceed with caution, taking it slow, brain over brawn, it take her a lot of time to get to the bottom and she's visibly unsatisfied, but better than falling. Edited March 10 by Rudra (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls acrobatics 20 keep(2d20,highest,1)+1d2 7,19,1 science 6 keep(2d20,highest,1)+1d4 5,4,1 Link to comment Share on other sites More sharing options...
Seardon Posted March 10 Clone Share Posted March 10 Triage (Michelle Carver) Infantry: Medic: 1 HEALTH: 3/3 MOVE: 30, PerksGiven the opportunity to observe another martial artist for one minute, you can learn information about their capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in Threat Level as well as Toughness and Evasion defense. When you choose this Influence, choose your previous career. You gain an Edge on Smarts and Social Skill Tests when performing tasks related to that career or interacting with members of that profession. (Doctor) When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge. (Science, Medicine) In My Sights: You may spend a Story Point oncemn per combat to reroll all Targeting skill dice on a single attack. You must use the new result. When you use this ability, you may crit on the d2. Defense. While you are wearing armor, you gain a +1 bonus to your Toughness and Evasion. SAFETY FIRST Increase your Smarts Essence by 1 at 1st level, and again at 10th level, and the skill from that increase must go into Science or the Medicine Specialization for that skill. You are assigned a Limited medicine kit that does not count against your requisition budget during the Equipment Assignment and Requisition phase. Hang-UpsYou have a Snag on Social and Smarts Skill Tests that don't drive your personal success forward. Once per session when you would roll with a Snag, you automatically fail BondsMy art stresses the importance of remaining calm under pressure; I still mentor in my business community, helping businesses and veterans connect I seek out people to mentor - G.I. Joe is a dangerous lifestyle and I don't want my skills to go with me if a mission goes sideways. TrainingBattledress: You are trained in Light, Medium, and Heavy armor. Weapons: You are trained in all weapons.+1 Health; • Standard issue equipment qualification; • Qualified with all standard land, sea, and air vehicles; • Battle Cry: As a brave member of G.I. Joe, you ScientistWhen you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one. Area of Study (Medicine) Stats and Skills STRENGTH: 2Athletics: d2 Brawn: Hang-Up Conditioning: +1 Intimidation: Hang-Up Might: Hang-Up SPEED: 5Acrobatics: d2 Driving: d2 Finesse: d2 Infiltration: Hang-Up Initiative: d2 Targeting: d2 SMARTS: 8Alertness: d2 Culture: d2 Science: d8 - Medicine Survival: Hang-Up Technology: d2 SOCIAL 1Animal Handling: Hang-Up Deception: Hang-Up Performance: Hang-Up Persuasion: d2 Streetwise: Hang-Up Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11 Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin) Stress Damage: 0/2 Strength; 2/5 Speed; 0/8 Smarts; 0/1 Social As they got through the beanbag field it didn't take long for Angel to take off again. Triage could not understand her impatience. What if her teammate needed assistance. Not having a teammate, with Juice over exerting himself on the second obstacle left Triage mostly helping other team members. Huntsman and Fixer both seemed to be doing well and DeCafe has a lot of energy. So Triage decided to work through this and see how the others did. If she noticed anyone struggling she would slow down and offer a hand if they seemed to need it at the next obstacle. But Triage's competitive side was starting to show from the one person not trying to be as team oriented. She wanted to show Angel she did need help from time to time. But more irksome is that she wants to beat Angel now just to deflate her ego a bit. When Triage reached the wall she didn't slow down as she did last time. She started off a bit rocky but the walls were of little concern and she felt the others by now don't need the help with them. It was surprising to hear that Angel warn the others of the potential of falling. Maybe she can be a team player...sometimes. Wonder why she's so resistant to it though. The thought softened her judgment on the Jo Hopeful but only slightly. The Zip line was a simple matter of navigating and avoiding the trees. Triage took a moment to familiarize herself to how the buttons operated before she committed to the leap. She glided down to the other side with ease. She was hoping she was not overestimating the others abilities and even saw Angel struggle with the zipline. Triage stopped to make sure the others came down safely as well. "Is everything alright?" Up and Over: 16 Toeing the Line: 22 Rolled on Discord Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted March 11 Clone Share Posted March 11 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted March 12 Clone Share Posted March 12 Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 "Look, so long as it's kept above the belt, I won't hold a grudge." Fixer jibes as the team passes by Red Dog. He won't deny that certain confidence was starting to set in at this point. They'd been dominating the course up 'till now, and they had to be nearing the end at this point. Maybe it was a bit premature, but Fixer was feeling good about his odds. Summiting the wall with practiced ease, Fixer takes a moment to collect himself and assess the next challenge. After a moment looking over the ziplines he picks out the sturdiest looking one and begins slowly and surely making his way across. OOC Stress Damage: Strength - 1/1; Speed - 1/1; Smarts - 6/6; Social - 8/8 Alertness Result: 23 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 13 Author Clone Share Posted March 13 Most of the Joes made it across the zipline without much trouble. Angel found herself climbing out of the bramble a little less for wear. Her pride probably having taken the largest blow. Thankfully the fall was padded underneath the branches so despite the initial discomfort was was a minor saving grace. It just left Decaf to find her way across. Beyond them lay two more walls and then the final gauntlet test. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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