Fifty to Cincy — IC

Help test out a new system in a considerably shorter, quicker-paced game.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4750
Registered for: 12 years 1 month
Location: Blockbuster

Post by Namelessjake »

Fucking hell, so much for stealth, trust the soldier to go in guns blazing, Nate thinks, his ears ringing from Woody's gunshot. He is surprised to see Tane dash into the fray, but with his heart racing and his own skin on the line, he tries to stick to his plan, making for the open apartment, glad to see Lane has taken down the zombie following them into the the unit.

Getting inside, he pulls the door shut behind himself, locking it.

"Fuck, do we go help him?" He asks Lane and Woody once he is safely inside the apartment, unsure of what to do next.
Mechanics
Move: move inside apartment.

On turn/main: shut and lock door.
Character Sheet
Nathan Howard

Background: Crafter
Level: 1
XP: 0

Age: 34
Height: 5'10"
Weight: 160 lbs.
Languages: English, Spanish

HP: 5/5
Major Injuries: None
System Strain: 0/11
Stress: 5/13
Addictions: Alcohol
Psychic Scars: None
Initiative: +0


DEFENSES AND SAVING THROWS

Melee AC: 10
Trauma Target: 6

Physical Save: 15
Evasion Save: 15
Mental Save: 14
Luck Save: 15


WEAPONS

Base Attack Bonus: +0

Knife
1d20-2, 1d4, Trauma 1d6 x3., (1/15AC), Melee
Mods: None
Ammo: N/a


ATTRIBUTES AND SKILLS

STR 11 (+0)
DEX 13 (+0)
CON 11 (+0)
INT 14 (+1)
WIS 13 (+0)
CHA 11 (+0)

Fix-1
Know-0
Program-0
Sneak-1
Trade-0

Skill Points: 0

EDGES AND FOCI
EDGES

Educated: You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.

Ghost: You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.

FOCI

Gray Man-1:
You are uncannily unremarkable. No one thinks to look twice at you, and you always seem an unprofitable mark for violence or theft.
Level 1: Gain Sneak as a bonus skill. You know how to conceal your carried belongings so that you never appear to have anything worth stealing. Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat.

INVENTORY
READIED (Capacity: 4/5)

Wearing
2~ | Cold weather clothing and footwear
1 | Unremarkable backpack

Jacket Pockets
1 | Flashlight with 6 hour battery charge
1 | A fully-charged smartphone
1 | Knife
* | Wallet
* | Keys to Rental 2010 Toyota Corolla
* | Pack of Cigarettes
* | Opioid, Refined

STOWED (Capacity: 3/11)

Unremarkable Backpack
1 | A fully-charged laptop computer
1# | Alcohol, common
1 | Water Jug, full
2 | One days worth of scavenged food
2 | Preserved Food x2

STORED


CURRENCY

TRANSACTIONS
CHARACTER GENRATION & ROLLS
[3d6]=11[3d6]=10[3d6]=11[3d6]=9[3d6]=13[3d6]=11


STR 11 (+0)
DEX 10 -> 13(+0)
CON 11 (+0)
INT 9 -> 14 (+1)
WIS 13 (+0)
CHA 11 (+0)

[1d20]=2

Background: Crafter
Free Skill Fix-0

Trade-0
[1d8]=2
Fix-1
[1d8]=1
+2 Psychical (+2 DEX)
[1d6]=4

Edges
Educated: You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.
Know-0

Ghost: You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.

Sneak-0

Foci:

Gray Man
You are uncannily unremarkable. No one thinks to look twice at you, and you always seem an unprofitable mark for violence or theft.
Level 1: Gain Sneak as a bonus skill. You know how to conceal your carried belongings so that you never appear to have anything worth stealing. Enemies will not target you in combat unless you are the only practical target or you are making yourself an immediate threat.

Sneak-1

Level 1 HP: 5
[1d6]=5

Free Skill: Program-0
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ratwizard
A Wan Smile
Posts: 6267
Registered for: 12 years 2 months
Location: Hellworld

Post by ratwizard »

Nate
As you step inside the apartment, it looks to be the same floorplan as the unit above — though unlike its neighbor, this unit is in poor shape with belongings and furniture a-scatter. A mirror has fallen from the wall, spreading glass fragments all over the entryway that crunch under your feet. There are a few dark, red patches on portions of the carpet of the living room. Doors to the bedroom and bathroom are closed, but you do see on the far wall a window in place of the balcony access door.
The lock clacks softly as Tāne is momentarily alone with a pair of the undead horrors.

Off-balance from Tāne's assault, one claws wildly at him with a throaty groan though the security guard's reflexes prove superior.

Go: Woody, Lane, Tāne
Mechanics
Nate: moves, closes and locks door.

Walker 2: attacks Tāne, 11 vs AC = miss.
Status
Image
Map
Image
Map Info
The room is about 10 meters long and 8 meters wide.
Chanchabruhh
Vigilant Resolution
Posts: 208
Registered for: 3 years
Location: Fragments of myself

Post by Chanchabruhh »

Tāne looks to the zombies as he attacks again and looks around before looking between the two as he takes a tactical stance
Mechanics
Main Action- Attack zombie 2
Attack-[1d20+2]=14+2=16
Damage-[1d4+2]=3+2=5
Trauma-[1d6]=5, x3 if traumatic
Character Sheet
 Tāne Kauri 
Background: Warrior 
Level: 1
XP: 0
Age: 29 
Height: 6'2 cm
Weight: 270 lbs 
Languages: English
HP: 6/8
Major Injuries: None
System Strain: 0/13
Stress: 5/8
Addictions: None
Psychic Scars: None
Initiative: +1

DEFENSES AND SAVING THROWS
Melee AC: 15
Trauma Target: 6
Physical Save: 14
Evasion Save: 14
Will Save: 15
Luck Save: 15

WEAPONS
Knife
1d20+2, 1d4+2, Trauma 1d6 x3., Shock (3/15AC), Melee
Mods: None
Ammo: N/a

ATTRIBUTES AND SKILLS
STR 14 (+1),
DEX 14 (+1),
CON 13 (+1),
INT 8 (+0),
WIS 8 (+0),
CHA 8 (+0)
Skill-Stab-1 Shoot-0 Punch-0 Notice-0 Survive-0 Skill Points: 0
EDGES AND FOCI
EDGES
Hard to Kill: Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. If using Traumatic Hit
rules for your campaign, your base Trauma Target increases by +1, turning the base 6 into 7.
They're Here: You have an intuitive danger sense that alerts you before a zombie attack or impending catastrophe. Gain Notice as a bonus skill and a +1 bonus to your Wisdom modifier, to a maximum of +2. You cannot be surprised, and you have an instinctive sense of whether or not there are zombies, raiders, or other enemies in your general surroundings. If some attack or disaster is about to happen to your home enclave, you may get a day or two of intuitive warning, though not any specifics of the threat.
FOCI Armsmaster: You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
INVENTORY
READIED (Capacity: 7)
Wearing
2~ | Cold weather clothing and footwear
Pockets
1 | A fully-charged smartphone
Body
1 | Flashlight with 6 hour battery charge
1 | Duffle bag (over the shoulder)
Belt
1|Water Jug, full
1 | Knife
Enc | Item
Hands Enc | Item
1 | Improvised Shield
STOWED (Capacity: 14) Backpack (if carried) Enc | Item
Transactions
$Starting money -$expenses $Total
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
Tāne "Blade" Kauri 

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Scratcherclaw
YUO ARE SMART
Posts: 4284
Registered for: 12 years 2 months

Post by Scratcherclaw »

"I mean, we should, right?" Lane says to Nate, anxiously eyeing the locked door. But why the hell did he rush in there? Not the time to play hero. And I would know. I've been in burning buildings. "But like... what was he thinking?"
Mechanics
Move: Hold action
If the door opens and there's a zambie, whack it with my axe
Character Sheet
Lane Bradshaw

Background: Healer
Level: 1

Age: 31
Height: 6'1"
Weight: 200 lbs.
Languages: English

HP: 1/1
Major Injuries: None
System Strain: 0/9
Stress: 5/11
Addictions: Junk Food
Psychic Scars: None
Initiative: +0


DEFENSES AND SAVING THROWS

AC: 10
Physical Save: 14
Evasion Save: 14
Mental Save: 15
Luck Save: 15


WEAPONS

Base Attack Bonus: +0

Big Axe
1d20+1, 1d10+1, 3/15AC, 1d8 Trauma, x4
 


ATTRIBUTES AND SKILLS

STR 14 (+1), DEX 10 (+0), CON 9 (+0), INT 14 (+1), WIS 11 (+0), CHA 10 (+0)

Heal-1
Notice-0
Exert-1
Stab-0

EDGES AND FOCI
EDGES

Focused: I begin play with an extra focus pick.

Comrade: Once per day per PC ally or good NPC friend, as an instant action, allow them to reroll a roll they just made of any kind.

FOCI

Healer: Gain Heal as a bonus skill. I can attempt to stabilize a mortally-wounded adjacent person per round as an On-Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.

Strong Back: Gain Exert as a bonus skill. My Strength is treated as 18 for purposes of Encumbrance. I can carry a downed teammate as if they were 6 points of Encumbrance, and it does not slow down my overland travel.
INVENTORY
READIED (Capacity: 7/9)
Worn
ENC 2~ | Cold weather clothing and footwear (Worn)
ENC 1 | Unremarkable backpack (Worn)

Pockets, Body, Belt
ENC 1 | A fully-charged smartphone
ENC 1 | Water Jug, full
ENC 1 | Swiss Army Knife
ENC # | Wallet
ENC * | Disposable Lighter
ENC 1 | Battery-operated walkie talkie

Hands
ENC 2 | Big Axe

STOWED (Capacity: 15/18)
Backpack
ENC 1 | A well-stocked first aid kit
ENC # | Antibiotics, common
ENC 1 | Flashlight with 6 hour battery charge
ENC 4 | 7 days worth of packed preserved food
ENC 2 | 1 days worth of scavenged food
ENC 4 | One day of firewood
ENC 1 | Handheld AM/FM radio
ENC 2 | 1 days worth of scavenged food (Junk Food)

STORED
ENC | Item

CURRENCY
# sp
TRANSACTIONS
Starting sp
-Expense sp

Total sp
CHARACTER GENERATION & ROLLS
Stats: [3d6]=14[3d6]=10[3d6]=9[3d6]=7[3d6]=9[3d6]=10
Replace INT with 14

Background: [1d20]=6
Healer (Heal-0)

Growth: [1d6]=4
+2 Mental (WIS)
Learning: [1d8]=2
Notice-0
Learning: [1d8]=1
Heal-1

Edges:
Focused
Comrade

Focus: Healer (Heal > Exert)
Strong Back

HP: [1d6]=1

Free Skill: Stab

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