Do we post actions anytime we want? I.e. No waiting for the rest?
Bonuses: Hunter(+3 on stealth checks if standing still) Soldier (+3 on firearms rolls) Crafty (+4 to electronic and mechanical rolls when making, modifying or repairing)
Negatives: None
(50 kilo Carry weight, 14 kilo effective before encumbrance penalties)
(5 meters per move. 1 move every 10 ticks)
(daily required sleep: 6 hours )
(Daily Caloric need: 2000)
(Fluid need: 2 liters)
>Strength - 4
>Reflexes - 10
>Brains - 8
>Senses - 4
>Endurance - 4
>Medical - 6 +4
>Stealth - 8+1
>Firearms - 8
>Survival - 8 +4
>Craft - 5 +4
>Speech - 5
>Electronics 0+4
>Mechanics 0+4
>Pilot/drive 0+4
>Melee 0+2
>Unarmed 0+2
A former member of the Army Corps of Engineers, you were assigned to a UN outpost as part of a group attempting to repair a bridge over a nearby gorge that had been deemed strategically important. After several months without instruction or information you received a dispatch explaining that the bridge you were sent to repair had never existed in the first place and that the gorge it crossed was 15 feet deep, rather then 15 meters. Contact with the UN was lost soon afterwards. With nothing else to do, you settled in a nearby village and lived as a mechanic until the Forgotten Sons arrived. After escaping the siege and razing that followed, you and the other survivors traveled further west before coming upon the enclave you now call home. You are determined to safeguard your new home from the Forgotten Sons, or anything which may threaten the way of life you've grown accustom to.
Camouflage Fatigues (+3 stealth)
Steel toe boots
First aid kit (1kg)
Tool Pouch (1kg)
SIG P220 pistol (1kg)(Weapon proficiency: 5. +5 to firearm rolls with this weapon)
10 round HP .45 magazine (4) (2kg)
Multi-tool (.5kg)
Backpack (reduces weight of items carried in it by 20%) (8kg)
1-liter canteen (1kg)
Bread (4) (200 calorie per serving. 4 servings per bread) (4kg)
Scrap metal (3) (3kg)
Bundle of wire (5)
Plastic tubing (2) (1kg)
Air filter (1) (1kg)
Total:13.5kg
>Travel NW - Warehouse
Sorry, I'm from the UK, so I get a massive disadvantage, seeing as you guys have said all these things during my sleep!
Terkiey, will go to the warehouse, if possible search the area for anything of use or anything interesting
"Hey Terkiey, want some help with scavenging for loot?"
Go with Terkiey to the warehouse, and search for phat lutes something we could use, like prototype coil gun parts...
>>You can post without waiting. I'm not keeping track of time really exactly, but be wary of traveling. I'll warn you before you do so, but there are some exits that will take several hours to get to their destination. In effect, if you do that without the rest, it will desync you from them so that you could all be standing in the same area but not actually be together because you're technically standing there several hours before them. It's all kinda strange. >UN Garage
A large, corrugated metal building resembling a huge shed. The fading insignia of the UN is painted above the entrance. Inside are several lockers full of tools, a welding area and a half disassembled jeep. Red jerrycans and dark green crates are piled to one side. To the southeast is the front of the Base, as well as the gate to the barracks. To the north west is a long, flat expanse of blacktop, on the far end of which you can see something dull gray.
exits
SE (Barracks) SE(Front of Base) NW (airstrip)Terkiey and New Guy begin searching the garage for anything which might be useful. The racks of tools, though probably very helpful, are far too large to warrant trying to carry around. The Jerry cans seem to be filled with gasoline and the green crates with an assortment of small electrical and mechanical pieces. New Guy liberates a few high power batteries, very much like the ones used to power his coil gun, from one of the crates. Terkiey rummages through one of the cabinets and finds an airtight chemical suit; he hands it to New Guy.
New Guy Inventory:
Ablative Torso Armor (5kg)
Cargo pants
Combat boots
Prototype Coil Gun (fully charged)(Warning: requires one move to charge before firing) (4kg) (Weapon proficiency: 5. +5 to firearm rolls with this weapon)
Prototype Coil Gun shell (10) (1kg)
Chemical Suit (2kg)
High Power Batteries (2) (1kg)
>>Note: There's tons of useful parts in here, including the tools, but I had you pick up only what your characters would consider immediately useful or good to have. If you need something specific later on, it may be a good idea to recheck this place for it.I'm adopting this as my colour
>>Put pack down and take food/drink out
>>Attempt to open the door with keypad
>>Error: Your inventory contains no "Pack" or "Food/drink"
>Inventory:Pilot Uniform
Lockpick (5)
Sneakers
Tool case (1kg)
.45 8 shot Revolver (Weapon proficiency: 5. +5 to firearm rolls with this weapon)
.45FMJ speed load (3)
>You optimistically type "12345" on the keypad and shrug as it buzzes. You didn't really expect that to work anyways. You open your tool case, remove the cover of the keypad, and begin working on the circuits inside. After a few minutes of tinkering you reconnect the key pad and type in a set of numbers. The keypad buzzes. Hmm, that didn't work. Luckily you don't seem to have broken anything and could probably try again. "I'll check the perimeter of the base."
>> Check around the outside of the base for threats
> You walk around the edge of the base, scanning the fields beyond it for any sign of threats. The main gate is secure but there's still that big hole in the fence. It seems pretty quiet for the moment, but you have the sinking suspicion that this chainlink fence would do little to protect you should someone decide to attack.