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Waiting Room (Character Introductions)


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Fixer


Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18


Fixer looks aside towards Huntsman. "Code for the door makes the most sense to me. Be too easy if they just gave us the code though... unless they're counting on us overthinking this whole business. I know I've used that tactic in the field before."

Pausing, he collects his thoughts while Hog tries to break down the door. "Okay. Are the ducts viable? Where do they lead to?"

OOC

 

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Triage (Michelle Carver)4zkaE16A0lKrtJESaxCm--1--xcsuo.webp.cda062f27de629b463aa7ad3b07471b8.webp
Infantry: Medic: 1


HEALTH: 3/3 MOVE: 30, Perks Hang-Ups Bonds Training Scientist

Stats and Skills
STRENGTH: 2 SPEED: 5 SMARTS: 8 SOCIAL 1
Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11

Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin)


Triage already had the same thought as Huntsman about removing the ceiling tiles. It made sense to at least see if they would lead to anywhere useful first. Upon hearing the numbers she first thought maybe a code. "Yes a bypass code would make the most sense. Start with the simplest solution and work from there. If the door has an access key pad, might as well try it. On to the matter of the vents. I was having much the same thought. Initial direction is towards the clocks from what I see.

"Might as well see where this leads." Triage starts placing the chair under the tiles going towards the clocks, removing each ceiling tile as she goes and then changing direction if she notes the vent turn. When Billy offers a boost. Triage looks over. "Once we determine the path they go, that would certainly be helpful should the numbers from the phone prove ineffective." Continuing on, Triage removes the tiles until the wall or they move further up into the ceiling. To be certain she does this for the other ceiling vent as well to expose its path for the group.

 

 


Edited by Seardon (see edit history)
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Juice fiddled with the wires for a bit. After a minute or two it because clear however that the access panel did not connect with the door itself at all. It didnt seem to be a complete dummy panel however wither. It connected to something. However Juice would need to continue to work with it more if we wanted to find out what it actually did.

 

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Apex.jpg.0fbf396b66b78d418961387e2b90cb11.jpgJuice sighed. "So the panel goes somewhere, just not directly to the door. Gonna take me a minute to trace them.", he added over his shoulder as he began to trace the wires.

 

OOC: Do I need another roll.

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HUNTSMAN | Intelligence Rangerspacer.png


"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.

 



 

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Anticipated by Huntsman, Emma just stand there and look at the soldier as he check out the phone, right now she feel like a lab rat and cant shake the feeling that somebody is watching them, the sick mind who has devised this cage.

She give a look at her cellphone, to see if there is signal "at least we have food and stuff to read"

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As Huntsman adjusted all the clock times to correspond to the times that were relayed over the phone. There was a click in the ceiling. The vent opposite the one that Triage had been looking at, opened like a hinge. A TV Guide magazine fell to the floor from overhead.

Meanwhile Juice's wire trace was able to determine that the access panel connected to something that went into the closet space where the wire coat hangers hung. There was some sort of trapdoor in the flooring.

 

Edited by ArcaneDesperado (see edit history)
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Triage (Michelle Carver)4zkaE16A0lKrtJESaxCm--1--xcsuo.webp.cda062f27de629b463aa7ad3b07471b8.webp
Infantry: Medic: 1


HEALTH: 3/3 MOVE: 30, Perks Hang-Ups Bonds Training Scientist

Stats and Skills
STRENGTH: 2 SPEED: 5 SMARTS: 8 SOCIAL 1
Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11

Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin)


Quirking and eye, Triage walks over to the TV Guide, that fell from the other vent and examined the outside as well as thumbing through the pages for what would seem to be the next clue in this test.

 

 


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Apex.jpg.0fbf396b66b78d418961387e2b90cb11.jpg"Com'on buddy. Time to earn your pay." called Juice into his comms and waited for Chirp to make its way to the closet. Tapping around on the floor he locates the trap door. Showing it to the others he moves back to the panel and cross wires the terminal hoping to overload the latch and pop the door open. "Fire in the hole!" he yelled sparking the wires.

Edited by JagrHunter (see edit history)
Name
Overload roll
12
1d20+1d8 7,5
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HUNTSMAN
INTELLIGENCE RANGERspacer.png


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
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Fixer


Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18


Fixer claps his hands together. "And we're rolling! Needs be we can also try getting someone into that vent for a little scouting, but good call on the magazine Hunt. Hog, wanna try and pop that jar of pickles?" Pointing his thumb at the trapdoor Juice is trying to crack, Fixer figures the big guy would have better go there than trying to crack a vault door like that.

OOC

Happy to use Plan of Action wherever it's needed.

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Triage (Michelle Carver)4zkaE16A0lKrtJESaxCm--1--xcsuo.webp.cda062f27de629b463aa7ad3b07471b8.webp
Infantry: Medic: 1


HEALTH: 3/3 MOVE: 30, Perks Hang-Ups Bonds Training Scientist

Stats and Skills
STRENGTH: 2 SPEED: 5 SMARTS: 8 SOCIAL 1
Toughness: 12 Evasion: 15 Willpower: 18 Cleverness: 11

Languages: English, Japanese, Spanish, Russian, German, French, Italian, Chinese (Mandarin)


Triage gives the date to Huntsman. "Hmm. I wonder?" Not waiting to see if it is in fact a code, She grabs the remote off the table she noticed earlier. The TV guide might be pointing to something on the TV or with the Television. She first looks over the remote and opens the battery compartment for any pieces of paper and then starts to see if raising the volume will yield any information from the current staticky station and then finally flipping through different channels if she hears nothing for numbers or words. "The magazine itself may have simply been pointing to something with the TV maybe. Certainly can scout the vents if need be though."

 

 


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The date on the magazine was from several months ago. May 18th to be exact.

 

Checking the remote itself, would find nothing in the battery compartment. Including no batteries. However from earlier rummaging a pack of batteries had been located. Putting them in would allow the remote to work properly. Turning the volume up however found only rough grating sound of static. Flipping through the channels would provide nothing different expect when it rotated through other input options and went to a Video 1. The outside input screen stopping the rough sound of static for a moment and the black and white across the screen sat peacefully on a more calm blue screen. The television was capable of having something else connected through it.

 

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