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Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Sun Mar 01, 2020 3:00 pm
by Freemage
Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara):

You are brought to a large room filled with other volunteers. Police Chief Lowell Grant is clearly relieved to see Tomorrow Legion veterans among the volunteer brigade. "Simply put, people, we're trying to keep the lid on here, without stirring up too much resentment. The protests are pretty peaceful right now--there's a lot of complaining about the quarantine, of course, but thus far, there's been no actual trouble. So we're going to just have you posted as a presence near the gates, make sure everyone knows that we are in fact watching for people trying to breach the quarantine. Stick to the stun weapons we've provided unless someone starts real trouble--even if you see someone brandishing a laser or other serious weapon, if you can, we'd prefer the perpetrator brought down non-lethally. If a really bad situation arises, fall back a bit if you can, see if that can relieve some pressure; only if there's no other choice should you engage with actual lethal force. Unfortunately, the radio black-out means that we can't have you contact home base directly while in the field, so we're trusting your judgement. Please keep the body-cams we've issued you all active at all times. If there is an incident, we'll need proof that you had no choice."

Sara and Jacob's enlistment means that the Creeper and Sasha can be brought into play--the city's mechanics will outfit them with a fire hose and water tank; they also get a mounted grenade launcher equipped with tear gas grenades.
Note
The Water Cannon counts as 2 mod slots, due to the water tank; the grenade launcher counts as a single slot weapon. If you lack the slots, then the mechanics will handle the swapping out of your current armament, as needed.
The Tear Gas Grenades are both larger than handheld grenades, and include acrid chemicals that mix with the standard smoke grenade--anyone caught in the 4" radius must make a Vigor check each round to resist Fatigue; this can Incapacitate but not kill. It takes 1d4+1/Fatigue Level hours to shake off the gas unless the victim receives medical treatment--a Healing Skill check will clear up one level of Fatigue, or two with a Raise.

With that, he sends out out with whatever weapons you've taken out of the armory.

Instructions
Currently, there's no serious efforts at breaches, nor major unrest, so the job is fairly easy for now.

Roll once each for Day 2 and Day 3.
Roll Options:
Any Social Skill, no penalty.
Notice.
Sara and Jacob Only: Electronics

Success gets 1 Token; a Raise gets 2 (but no more than that).
On Day 2, you need a total of 2 Tokens
On day 3, you need 3 Tokens
Tokens do NOT carry over from one day to the next, however.

Doing All the Things: Anyone who rolls in both the QEB and SIT threads gets a -2 to both rolls, as a MAP.

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Sun Mar 01, 2020 7:45 pm
by Chok'lat
Day 2, 2 tokens
Day 2, Notice:
[dice:8olkjbni]63839:0[/dice:8olkjbni]

WD Notice
[dice:8olkjbni]63839:1[/dice:8olkjbni]
Day 3, 2 tokens
Day 3 Notice
[dice:8olkjbni]63839:2[/dice:8olkjbni]

WD Notice
[dice:8olkjbni]63839:3[/dice:8olkjbni]
Chok'lat acknowledges the instructions, and does his best to be as non-threatening, yet imposing, as possible. He puts his new cyber to work, yielding a flood of information on any and all happenings within eye or earshot, and then some. He's able to direct security assets to break up some of the breaching attempts before they get in motion, while still maintaining a pleasant demeanor (for a demon).

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Wed Mar 04, 2020 9:08 pm
by Growler
Day 2 - 2 Tokens Earned
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2ntxtxp4]63968:0[/dice:2ntxtxp4]
    • Ace: [dice:2ntxtxp4]63968:4[/dice:2ntxtxp4]
    Wild: [dice:2ntxtxp4]63968:1[/dice:2ntxtxp4]
    Result: 14 - Success with Raise(s). 2 Tokens Earned.
Day 3 - 1 Token Earned
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2ntxtxp4]63968:2[/dice:2ntxtxp4]
    Wild: [dice:2ntxtxp4]63968:3[/dice:2ntxtxp4]
    Result: 5 - Success. 1 Token Earned.
Getting his Gamma Rifle back, Growler draws out 5 Stun Grenades and loads them into the under barrel launcher. Slinging it over his shoulder, Growler is now ready.

Growler's keen ears are very useful when trying to find out where there could be some trouble brewing nearby. Many times during the two days Growler is able to hear some muttering from various people to know where trouble could be coming from. This allowed Growler and his team to be able to react to situations where quick action was able to prevent the situation from escalating.

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Mon Mar 09, 2020 3:27 am
by Sara Turner
Kingsdale/Gate
Morning
Round 0

Sara’s tour on quarantine duty the first two days were uneventful. She was posted on the Creeper’s sensors and vehicle weapons and kicked her feet up. Chok’lat and Growler caught a few troublemakers, but eventually Sara even took her boots off and got comfortable, popping in some music. With her brain keyed into the sensors, she pulled out some playing cards to keep herself occupied.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Bennies: 3/3
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Sun Apr 12, 2020 8:25 pm
by Freemage
The strain of the strict quarantine order is clearly starting to put some pressure on the population--while there's still no major efforts at fleeing, nor active violence, the protests are both more frequent and louder, as various inconveniences start to mount. There's also reports of hoard-shopping--food and water, of course, and medicines (mostly aspirin and other medical supplies that treat some of the symptoms). And, for some reason, there's almost immediately a shortage of toilet paper, as if some sort of bell had been rung in the citizenry's populace.



OOC Comments
There's still no serious efforts at breaches, but the protests, while peaceful, are a bit more vocal, so the job is just a bit tougher

Roll once each for Day 4 and Day 5.
Roll Options:
Any Social Skill, at -1 due to unrest.
Notice, no penalty,
Sara and Jacob Only: Electronics, no Penalty

Success gets 1 Token; a Raise gets 2 (but no more than that).
On Day 4, you need a total of 3 Tokens
On day 5, you need 4 Tokens
Tokens do NOT carry over from one day to the next, however.

Doing All the Things: Anyone who rolls in both the QEB and SIT threads gets a -2 to both rolls, as a MAP.

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Sun Apr 12, 2020 8:28 pm
by Chok'lat
No, these aren't Herra's rolls
Notice
[dice:va83v8ja]65542:0[/dice:va83v8ja]

WD Notice
[dice:va83v8ja]65542:1[/dice:va83v8ja]

Interlude Benny to reroll, with Elan
[dice:va83v8ja]65542:2[/dice:va83v8ja]

WD reroll Notice
[dice:va83v8ja]65542:3[/dice:va83v8ja]

TD: Audio
[dice:va83v8ja]65542:4[/dice:va83v8ja]
Chok'lat tries to run his same beat, but the unrest and the crowding are creating more chaos than he had prepared himself for. He moves to break up a protest, but ignores his new system's alarms. An unruly protestor manages to clock Chok'lat upside the head, striking him directly in the ear. He ignores the strike and the neural shock, but the burst shorts out his cyber audio package. The tinnitus from the feedback in his ears sends him reeling, strangely off-balance. He manages to drive off a few of the protestors, but his hearing is almost completely shot. "AAARGH! SHUT IT OFF! SHUT IT OFF!" He is of little use at this point until he can make his way to a cyber doc.

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Tue Apr 14, 2020 4:52 pm
by Growler
Day 4 - 1 Token
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2mtqzqop]65655:0[/dice:2mtqzqop]
    Wild: [dice:2mtqzqop]65655:1[/dice:2mtqzqop]
    Result: 5 - Success. 1 Token.
Day 5 - 1 Token
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2mtqzqop]65655:2[/dice:2mtqzqop]
    Wild: [dice:2mtqzqop]65655:3[/dice:2mtqzqop]
    • Bennie Reroll
      • Notice: [dice:2mtqzqop]65655:4[/dice:2mtqzqop]
        Wild: [dice:2mtqzqop]65655:5[/dice:2mtqzqop]
    Result: 6 - Success. 1 Token.
During his time with the QEB, Growler's keen ears are very useful in determining any dangerous situations... paying special attention to Grackles after remembering what he noticed in the City Hall. Unfortunately his following some of the Grackles that seem of interest distracts him from applying his full attention to his QEB work.

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Wed Apr 15, 2020 3:27 am
by Sara Turner
Day 4 Electronics 9; 2 tokens
+2 Telemechanics
Electronics [dice:yzdzzp7l]1d+2[/dice:yzdzzp7l]
Wild [dice:yzdzzp7l]65678:0[/dice:yzdzzp7l]
Ace [dice:yzdzzp7l]65678:3[/dice:yzdzzp7l]
Day 5 Electronics 7; 1 token
+2 Telemechanics
Electronics [dice:yzdzzp7l]65678:1[/dice:yzdzzp7l]
Wild [dice:yzdzzp7l]65678:2[/dice:yzdzzp7l]
Kingsdale
Morning
Round 0

After her shift on the investigation team, Sarah works her quarantine shift, though she can sift through the old camera footage on her shift when it is quiet. She set up the sensor screen on the Creeper to keep her alerted to any trouble around.

When Chok’lat got hurt, Sara asked, “Can I do anything to help?” She wasn’t a cyber-doc, but maybe her she could attempt some repair or alleviate his pain electronically.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Mind Link
Bennies: 3/3
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Wed Apr 15, 2020 1:30 pm
by Chok'lat
Chok'lat slams his hands onto his ears. "STOP....shouting. It hurts Chok'lat's ears. You fix Chok'lat's ears?"

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Fri Apr 17, 2020 3:05 am
by Sara Turner
Time to repair 3 days
[dice:2m1yrmx2]65795:0[/dice:2m1yrmx2] days
Repair 19; and takes only 18 hours
+2 Telemechanics, +2 UEMC, Mr. Fixit halves time, UEMC halves time again
Repair [dice:2m1yrmx2]65795:1[/dice:2m1yrmx2]
Wild [dice:2m1yrmx2]65795:2[/dice:2m1yrmx2]
Kingsdale
Morning
Round 0

Sara put a hand on Chok’lat’s shoulder. “Calm,” she said. “Grab my tools, and let me take a look.”

Sara settled down beside the cybernetically enhanced brodkil and pulled out her UEMC and other tools she needed to take a look at the cybernetics enhancing his hearing.

“This is going to take a while,” Sarah told Chok’lat. “I’ll have to remove this and work on it for a couple days. And it’s going to be expensive. It got really damaged.”

Taking it to her workbench, Sarah laid out everything she needed and set to work. She proved better than her word, however, getting it done in much less time.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Mind Link
Bennies: 3/3
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Posted: Fri Jun 12, 2020 7:28 am
by SnackHappy
Day 4: 1d8: [3] = 3
Day 5: 1d8: [4] = 4
Benny to reroll Day 5: 1d8+2: [3]+2 = 5
One more Benny Just in Case: 1d8+2: [2]+2 = 4

Jacob spends the days mindlessly doing sensor sweeps. Lost in thought about the craziness of it all.