ArcaneDesperado Posted February 20 Author Clone Share Posted February 20 (edited) Slaughter walked over to a set of stairs that ascended to a catwalk that overlooked the obstacle course. He looked down into the area. most of it hidden from the group still. Taurus, Falcon, Red Dog. You boys ready? I'm sending in the little lambs. Try not to send any to the infirmary this time. I'm still hearing about it from Doc from last time. He pulled out a whistle from his pocket. Glancing at the clipboard one last time he laid in on a table up on the catwalk. First team line up. Don't care who. Who's willing to jump into the fire and lead the charge? Oorah! Clicking the watch, he blew on the whistle. Go! Hot Foot It DIF 15 Acrobatics, Brawn, or Survival Skill Test to cross the hot coals Edited February 20 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted February 21 Clone Share Posted February 21 (edited) 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 Edited February 21 by SoupViking (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted February 21 Clone Share Posted February 21 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) Looking at Huntsman take initiative and run out. The approach was...less then graceful unfortunately. "Are you alright, Huntsman?" Despite being on teams, Triage is concerned of people being injured. Even more so with how Slaughter was speaking. Looking over to Juice, Triage had a feeling from his result during his physical that he was not as athletic as some. She considered how this would work for their own team dynamics. "I can try and get to the top of the wall and help you up, Juice...also, with the hot air, try to breath shallow. The heat might cause your lungs to seize if not carful. You don't suffer from asthma or other lung problems I hope." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted February 21 Clone Share Posted February 21 (edited) "Nope..,no issues" he answered as he hit the tiles and makes it past the first few before slipping, burning his hand slightly as he caught himself. "Dammit..." he cursed as he tried to regain his footing and continue to the wall. Once to the wall he will place his back against it, hook his fingers together and be ready to toss Triage up and over. While he wasn't as strong as most, he did understand momentum. He looked up quickly to see Chirp scoot over the wall behind him to get a sitrep. Edited February 21 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 21 Author Clone Share Posted February 21 Slaughter silently watches as the teams start. Some of them clearly having issues even before the first wall. For those getting to the wall, it is a straight 10ft tall wooden wall. No rope or hand holds. Up and Over DIF 5 Acrobatics, Athletics, or Brawn Skill Test to climb the wall. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Niven81 Posted February 21 Clone Share Posted February 21 (edited) DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 "I'll get to the top and help you up" DeCaf says as she slips her canteen out from her belt and takes a drink, the obvious smell of black coffee wafting in the air. Decaf looks at the other groups. "We should help the others too, this doesnt seem very Joe-ish ." With that the small woman darts forward and praying a little prayer makes it over the coals and doesn't quite clear the wall. "Dang it!" Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited February 21 by Niven81 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted February 21 Clone Share Posted February 21 (edited) 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; 1/5 Speed; 0/8 Smarts; 0/1 Social Nodding, Triage follows suit. The coals shift underfoot more then she anticipated they would forcing her to land on her knees. "Uh tut tut, that's shiftier then I thought" Getting back to her feet she continues and lifts one of her feet, shaking free any coals before placing the boot into Juices hands. Triage begins to lift herself up to try and get to the top of the wall. Scaling up she then straddles the wall and lowers a hand to help Juice and any others still trying to get over the wall. "Alright, I got you." Edited February 21 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 21 Clone Share Posted February 21 (edited) Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 Taking Huntsman's queue, Fixer throws the ceiling tiles he has on hand like shuriken onto the burning coal. Then - after a momentary windup - he begins a series of bounding leaps from one tile to the next. The motion would hardly be the picture of grace or coordination at the best of time, but in a do-or-die test like this Fixer can only imagine how he must look to anyone observing. Huntsman's aid keeps the whole affair from failing utterly, prompting Fixer to look back and give his partner a solid thumbs up in appreciation. Reaching the wall, Fixer is able to use his forward momentum to leap and grab the top. Swinging from side to side he manages to get a foot up there as well and, finally, pulls himself onto the otherside. OOC Stress Damage: Strength - 1/1; Speed - 1/1; Smarts - 6/6; Social - 8/8 Got a 22 for the first test and 19 for the second. Edited February 22 by Maester1216 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudra Posted February 21 Clone Share Posted February 21 (edited) Angel take a deep breath, this is a test of endurance, the test is designed to make them suffer, she acknowledge that she will suffer but no matter what she must get to the end, she'll power through this test and get the respect she deserve. After a second deep breath she begin running across the hot coals, no easy feat but she has the right motivation, she run toward the corner closest to Decaf and once near the wooden wall she leap against the side wall then wall jump from it to reach the top of the wooden obstacle. Once near the partner she is able to whisper to her "do not underestimate them..." she say about the other participants who she know slightly better than Decaf "and do not underestimate the test, it will be long and grueling, the best we can do to help them is getting fresh to the welcome party sergeant laughter has prepared for us and soften them...somehow" the others are resourceful, yes, the ceiling tiles trick is an example, but if there are opponents inside this maze things will get realllly complicated. She look forward, checking the next test Edited February 21 by Rudra (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls acrobatics 18 keep(2d20,highest,1) 18,9 acrobatics 1 1d2 1 acrobatics(wall climb) 14 keep(2d20,highest,1) 14,13 acrobatics(wall climb) 1 1d2 1 Link to comment Share on other sites More sharing options...
SoupViking Posted February 21 Clone Share Posted February 21 (edited) 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 Edited February 23 by SoupViking (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted February 22 Author Clone Share Posted February 22 Once over the wall, the splash of water would greet the landing boots of the Joes. A small space of clearing and then they were greeted by a knee high sheet of barbed wire that extended out over muddy brown water and jagged rocks. It looked to go on for about sixty feet before it went to another small open area and another ten foot tall wall. Shallow Grave DIF 15 Alertness or Athletics Skill Test to crawl through the water under the barbed wire. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted February 22 Clone Share Posted February 22 (edited) Essence STR SPD Smarts SOC 0/2 3/3 7/8 2/2 Juice cursed as he eventually made it over the wall. Looking at his wrist he sees a single word "Water" he looks up at Chirp. "Thanks buddy. Not helpful." he responded as the little drone shot over the next wall. Not wasting any time, he entered the water on his back and began to work his way under the water. Edited February 22 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Maester1216 Posted February 22 Clone Share Posted February 22 Fixer Health: 2 | Movement: 35 | Toughness: 11 | Evasion: 11 | Cleverness: 16 | Willpower: 18 Fixer’s success up ‘till now is a surprise even to him, though he’s quick to remind himself that there’s still a ways to go yet; plenty could wrong from here to the finish line. Looking aside to Huntsman once he clears the wall, he musters up a smile for the old man. “Not a bad start for us, eh Hunt? Here’s hopin’ there’s a trophy at the end of all this.” Casting his eyes about over the murky waters and barbed wire for a moment, Fixer settles on a path where the terrain seems less rocky - or at the very least less jagged. Slowly but surely he crawls his way through the mire, all the while trying to keep his chin above the water. Soon enough he comes out the other end, his front caked in wet mud but his spirit as yet unbroken. Now comes sizing up the wall to try and replicate he previous good fortune. OOC Stress Damage: Strength - 1/1; Speed - 1/1; Smarts - 6/6; Social - 8/8 Alertness Result: 21 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SoupViking Posted February 22 Clone Share Posted February 22 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Niven81 Posted February 22 Clone Share Posted February 22 (edited) DeCaf | Vanguard(Heavy Ordnance) Health: 3 | Movement: 30 | Toughness: 14 | Evasion: 13 | Cleverness: 13 | Willpower: 15 DeCaf scratches her nose as she joins everyone else on the wall and looks over the barbwire and water course. "Well that's just mean" The energetic engineer says as she looks over the course. "You know there has to be a reason we're in teams ... I'm not seeing it yet, but there just has too be." I look toward Angel. "Any ideas or do we just go all BCT on this thing?" Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited February 23 by Niven81 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts