1
Roll To Dodge / Re: Murder Time!
« on: Today at 02:16:18 pm »Spoiler: action (click to show/hide)
”… or we can rush in headlong sans planning too, I guess.”
Charge at the robot but away from Aywen, shooting at the eye.
Charge at the robot but away from Aywen, shooting at the eye.
Spoiler: Roc Smith (click to show/hide)
Name: Roc Smith
Description: A grizzled defense lawyer with decades of experience. Roc has defended the guilty one too many times and has decided to take matters into his own hands.
Team: Green
HP: 8/8
SP: 10/10
Strength/Speed: 3
Traits: Wise, Helpful
Flaws: Honorable
Armor: Light
Weapon: A Colt Single Action Army revolver designed to look like a statue of “The Thinker”. Don’t think about it too hard.
A revolver some psycho decided would look good inside a statue. You get to pick which side the bullets come out of. 3d4 damage, 4 turns worth of shooting inside, 1 turn reload. You have enough bullets for three complete reloads. +1 at close/melee range, -1 at longer ranges. Gives an extra +2 to philosophy rolls.
Gadget: A cellphone full of illicit contacts
It’s a phone. With only a cellphone app. It is filled with shady, one-word-name contacts named like “Knifers” and stuff. Stupid phone. At the beginning of every mission, you may use this to call your contacts and get something illegal delivered. You don’t get to pick, although you can make suggestions, and it is almost always something you’d get arrested for carrying.
Other: (list the other stuff you pick up here
Permanent Status: Light Armor: +1 Evasion, 1d2 Resistance
Wise: +1d to rolls to analyze, predict, or recall information.
Helpful: +1d to ally’s action when helping them.
Honorable: -1d against enemies you have outnumbered.
Weapon: 3d4 damage (4/4 bullets, 12 bullets for reloading) +1 at close/melee range, -1 at longer range, +2 to philosophy rolls
Cellphone: At mission start, call someone to get something very illegal delivered.
Temporary Status: (list temporary effects and their duration here)
Description: A grizzled defense lawyer with decades of experience. Roc has defended the guilty one too many times and has decided to take matters into his own hands.
Team: Green
HP: 8/8
SP: 10/10
Strength/Speed: 3
Traits: Wise, Helpful
Flaws: Honorable
Armor: Light
Weapon: A Colt Single Action Army revolver designed to look like a statue of “The Thinker”. Don’t think about it too hard.
A revolver some psycho decided would look good inside a statue. You get to pick which side the bullets come out of. 3d4 damage, 4 turns worth of shooting inside, 1 turn reload. You have enough bullets for three complete reloads. +1 at close/melee range, -1 at longer ranges. Gives an extra +2 to philosophy rolls.
Gadget: A cellphone full of illicit contacts
It’s a phone. With only a cellphone app. It is filled with shady, one-word-name contacts named like “Knifers” and stuff. Stupid phone. At the beginning of every mission, you may use this to call your contacts and get something illegal delivered. You don’t get to pick, although you can make suggestions, and it is almost always something you’d get arrested for carrying.
Other: (list the other stuff you pick up here
Permanent Status: Light Armor: +1 Evasion, 1d2 Resistance
Wise: +1d to rolls to analyze, predict, or recall information.
Helpful: +1d to ally’s action when helping them.
Honorable: -1d against enemies you have outnumbered.
Weapon: 3d4 damage (4/4 bullets, 12 bullets for reloading) +1 at close/melee range, -1 at longer range, +2 to philosophy rolls
Cellphone: At mission start, call someone to get something very illegal delivered.
Temporary Status: (list temporary effects and their duration here)