Sareesa Tavis (V-Norrec) Training Phase...
A lightfingered young thief, Sareesa has been recruited to explot thier abilites as a covert operative.
Roll for stealth: 5
Result: +2 to all stealth rolls.
Roll for impromptu weapons: 1
Result: -2 to all unorthadox combat, unless a 6 is rolled, which will result in massive overkill.
Toby Freeman (Donuts) Training Phase...
Toby Freeman is fresh out of MedSchool, but does have a slight attitude problem.
Roll for impatient medic: 5
Result: Can heal any injury with incredible skills with a skill check roll of 5 or 6. A roll of 1 will make any condition worse...
Roll for persuasive: 3
Result: no bonus to persuasion - for example, making others kiss.
Roll for Hulk like rage: 1
Result: When made angry, all rolls end up with a -2 applied, unless a 6 is rolled, which will cause instacarnage.
Boxcar Joe the Magic Hobo (Dermonster) Training Phase...
Boxcar Joe ended up working for the agency after being arrested by them apparently responsible for some kind of temporal screw up. Likes cider.
Roll for time travel: 1
Result: time travel may occur at random and unpredictable moments, in particular for any challenge rolls of 1. Wikipedia random page will be used to direct time and space jumps.
Roll for couch throw: 1
Result: Boxcar Joe's warped mind will lead him to attack furniture when the opportunity presents itself. Combat rolls of 2 or less will be directed only at the scenery.
Roll for universe bending: 2
Result: Once per time jump Boxcar Joe can attempt to turn an object into a singularity. This might end the universe.
Horribly Ultimae Lemur (BFEL) Training phase...
H.U.L is an interesting fellow - in his own sightly deluded mind he is a rock god with mental powers surpassing those of any other human. In reality he is a skinny guy in a jumpsuit who needs to wash his hair.
Roll for rock god: 3
Result: H.U.L is a wannabe rockstar, but gains no benefit from this.
Roll for Telekinetic Choke: 2
Result: H.U.L can attempt to use mind power to choke adversaries, but anything lower than a 5 wont work., with entertaining consequences.
Roll for walk on water: 2
H.U.L can attempt to walk on water (or any other liquid), but anything lower than a 5 will lead them to get very wet. Or dead, depending on substance.
John Stalvern (Spinal Taper) Training Phase...
A spec ops combat veteran, the agency deploys John when subtlety MOAR DAKKA is required.
Roll for I have a machine gun: 5
Result: Will be deployed with a better gun, and +1 to all gun fun.
Roll for I dont give a fuck: 1
Result: -2 to all rolls for 3 turns should John witness a friendly death.
Roll for American Badass: 3
Result: No bonus or penalty as a result of being born in the land of the free and home of expensive healthcare.
Steve (RedWarrior0) Training phase...
A wrold famous stand up comic with an alcohol problem. Tested very highly during Psi training. The only person who seems to understand Boxcar Joe.
Roll to MacGuyver: 4
Result: can do A-Team like builds (Areoplane out of bedsheets? Sure!) if a skillcheck rolls a 5 or 6. A roll of 1 will have amusing consequences.
Roll to Like alcohol: 5
Result: +1 to all rolls when drunk and inspired to be awesome.
Roll to Mind control: 1
Result: a 6 will allow mind control to be pulled off. Anything lower will result in disaster. A 1 will allow the intended target to control you for one turn.
Briefing to follow tomorrow.