Edit: sorry, forgot knowledge skills. just fixed that.
Hi all,
Updated Terry. Found out I'd miscalculated how many points I'd spent pretty badly the first time. Since this game seems to be into powerful I just poured the rest in to increase his survivability, but he does basically the same thing. Comment away if want.
(How I spent points listed at bottom in detail)
[ Spoiler ]
Terry O'Neil
Human
Adept 3rd grade initiate (Masking once)
body 8
quick 9
str 6
cha 3
int 9
will 6
reaction 15+ 4d6
combat pool 13
Magic 7
skills:
Pistols 6 B/R 2
SMG 6
Assault Rifles 6 (12) B/R 4
Rifles 4
Launch Weapons 6
Heavy Weaponry 6
Thrown (Grenades) 3/5
Demolitions 6
Unarmed 6
Stealth 6(10)
Athletics 6
Etiquitte (military) 2/4
Small Unit Tactics 6
Knowledge skills:
Firearms 6
Military Vehicles 6
Military Organizations 6
Military Procedure 5
Military Tech (new) 3
Corporate Politics 4
Government Politics 4
History (Irish) 2/4
All Things Ares 4
Gilbert and Sullivan 2
Scrabble 2
Languages:
English 6 r/w 3
French 3 r/w 1
Gaelic 3 r/w 1
Spanish 1 r/w 0
Adept Abilities: (2nd number cost) 14 points spent total
Improved Initiative lvl 3 5
Killing Hands M 1
Increase Quickness lvl 3 1.5
Assault Rifles 6 3
Stealth 4 1
Combat sense lvl 1 1
Mystic armor lvl 3 1.5
Cyberware (all alphaware) total essence cost .92
Smartlink II
Cyber Replacement eyes
flare comp
low light
thermographic
optical mag lvl 3
Cyber Replacement ears
dampener
hearing amp
low frequency
high frequency
Bioware: total cost .85
Enhanced Articulation
Reflex Recorder - Assault Rifles
Items:
Auld Lang Syne (Ares Alpha w/ gas vent IV, shoulder pad)
Ares Alpha (dissasembled in pack, for spare parts)
Ares Predator III w/silencer
Survival Knife
MircoFlare launcher and 4 flares
Gunkit
Rationbars (10days)
Trauma patch x2
medkit
Ammo:
Alpha 3 clips EX
2 Clips Regular
1 clip gel
Predator 2 clips EX
2 clips regular
1 clip gel
Grenades:
IPE offensive x2 defensive x2
Mini IPE offensive x10
Flash x2
IR Smoke x4
2 kilos C4
radio detonator
timer
plasteel restraints
Microtranciever rating 6 w/ encrypt decrypt 6
subvocal mike
pocket secretary
earplug cellphone
pocket flashlight
lighter
navdat gps
rope (50m)
respirator
Middle lifestyle 1 month
Diving Armor 4/2
full Camo Suit (Urban) 5/3
forearm guards 0/1
hardliner gloves
Flaws:
Distinctive style
allergy (moderate, uncommon) to whiskey
Edges:
High Pain Tolerance lvl 3
Contacts:
Larry Fields - lvl 1 - Bartender at Scotty's
Sean Macallister - lvl 2 - Arms Dealer, ex-quartermaster
Miles O'Brian - lvl 2 - Ares Corp, ex-corporal
Leigh O'Conner - lvl 2 - Street Sami, ex-sarge
Scott Thomas - lvl 2 - Knight Errant Quartermaster
Points used:
Attributes basic: 66
attributes past limit: 20
Skills: 79
Money: 17
flaws: -4
Edges: 6
(Magic: 76 total, broken down below)
Magic ability: 5
Magic rating: 5
Mana focus: 3
Astral Percept: 2
Initiation lvl 3: 16
Masking: 1
Power points up to 7 (magic attribute): 14
Power points 7 to 14: 28
coming to... 256! on the nose.
Checked it a couple times, so think it's legit, but let me know if you see any math errors.
Shadow
Sep 28 2004, 10:02 PM
Sphynx I am just not feeling the character, I want to play in the game, but I am just not loving hte character. So I think it would be best if I dropped and let someone else do the rigger thing.
Mr Hamster
Sep 28 2004, 10:25 PM
Sphynx,
Quick question: Roughly what's the annual salary for a Knight Errant employee in a team like this?
(not trying to get money out of you, just curious so I can visualize what sort of lifestyle and background our guys may be used to if we've been working for Knight Errant awhile. we rich, poor, upper middle class etc.)
Ecclesiastes
Sep 28 2004, 10:45 PM
QUOTE (Sphynx) |
Kah'Gi: Really need your sheet to have BP costs so I can see how you spent BPs. Your Magic rating is only a 7 (2 initiate grades removed Geasa). Other than that, further comments await a BP listing. |
I won't have time for this today, been a busy one for me. I'll get back to you tomorrow.
Kremlin KOA
Sep 29 2004, 01:07 AM
the points spent is in the secnd spoiler tag within the spoiler tag.... if you need more of a breakdown say so and I will have it up later today my time
Sphynx
Sep 29 2004, 03:04 PM
Ok folks, I won't be able to be on as much over the next few days (hence the original delay to begin game next week). I think you have the jest of what's needed from you. All I need is one more time, everyone send in an updated form of their sheet WITH BP expenditures. This time though, it must be emailed to wing_lion@hotmail.com, no history/background. Preferably in a .txt format if you can handle notepad.
Monday will have my first IC post given, and an OOC thread to explain the way to post in my games. You should use this thread from this point onward to work with each other on character creation finalization, getting to know each other, and deciding who is leading who. There should be 2, 4-man squads created each with Squad Leader. In addition, a Sarge that is in neither Squad (yep, 9 man team. Since WhizBang is in no game currently, I allowed him to join in).
You guys decide that if you can. If not, on Monday, the OOC thread will have it for you.

Cya on Monday.
Sphynx
Sandoval Smith
Sep 29 2004, 03:38 PM
Well, it looks like Smith and Lightfoot are the two medics in the group, so they should be in different squads. Also, given his general role as I've written him (scout and intial contact asset)he would probably be a poor choice for either squad leader. His job is to provide recon and tie up enemy elements while someone else oversees the engagment and assigns additonal elements as needed. Squad commanders should not be the first ones out of the choppers.
Whizbang
Sep 29 2004, 04:25 PM
I got the okay to come on and play with you guys

So now I can be a backup medic, defensive caster, and general person who tells you just how to kill the darn things.
[ Spoiler ]
Name: Leslie Carmon
Race: Human
Sex: Female
Height: 5'4"
Weight: 120
Hair: Red
Eyes: Blue
points spent: 256/256
Bod: 4
Quik: 6
Str: 3
Cha: 6
Int: 7
Will: 6
Ess: 6
Magic: 12
Reac: 6
Init: 1
Initiate: 6 (Masking, Centering, Invoking, Quickening, Shielding,Cleansing)
Combat Pool: 9
Spell Pool: 6
Karma Pool: 1
Edges:
Flaws:
Active Skills:
Aura Reading 6
Sorcery 6
Conjuring 6
Centering 6
Pistols 4
Ettiquette (Magic) 4/6
Negotiations 4
Computer 2
Electronics 2
Car 2
Edged Weapons 4
Instruction 4
Knowledge Skills:
Spell Design 6
Insect Spirits 3
Magical Threats 3
Dragons: 3
Magic Knowledge 6
Poetry 2
Pop Culture 2
Paranormal Creatures 6
Mythos Folklore 4
Language Skills:
English 4
English R/W 2
Latin 6
Latin R/W 3
Spells: (10 bp for 50 sp)
Spirt Blast 6
Physical Barrier 6
Astral Barrier 6
Magic Armor 6
Heal 6
Stunbolt 6
Magic Fingers 6
Levitate 6
Makeover 2
Weapons: Weapon Foci 2 (290k), Colt Manhunter (425)
Gear:
pocket secretary (2k),
hermetic library chip lvl 6 (36k),
spirit foci lvl 6 (360 k), ),
summoning gear (fire 6 x 2, earth 6 x 2) (24k),
ration bars (10 days, 30),
10 16 shot clips Ex-Explosive ammo (1650)
5 16 shot gel clips silver shavings (265)
5 16 shot gel clips holy water (265)
2 16 shot gel clips gammascoplhamide (24106)
rappeling gloves (70)
personal comm unit 6 (12k)
Sustaining Foci 6 - Magic Armor (90k)
Sustaining Foci 6 - Astral Barrier (90k)
Sustaining Foci 6- Physical Barrier (90k)
GPS - 700
large flashlight 25
Low light & Thermographic goggles (2700)
Binoculars (100)
Pocket Computer (1000 mps) (100k)
small rucksack (110)
Nuyen left - 75,765
32 points
Background: Leslie's origins were nothing special. Only child in a loving middle class home. Her parents both being teachers, her awakening was met not with fear, but with curiosity. They encouraged her in her studies, ensuring that she got proper education in both mundane and magical matters. Magic in particular fascinated her. Following her parent's example, she took a teaching position at the Dunkelzan Institute, specializing in the paranormal, be it spirits, dragons, or paracritters. Her extensive knowledge has led to numerous requests for her assistance in dealing with paranormal threats.
Before being allowed out into the field, the Institute required her to undergo combat training incase something went wrong. It was a good thing too. Apparently somewhere down the line, someone had not seen fit to inform her as to just what they were going up against. But with the first sighting, she knew they were in deep trouble. She had had the opportunity to study one of the nests that had popped up in Seattle, and that was enough for serious concern...this went way beyond that.
5 points for Magic Ability
5 points to up Magic to 6
5 for Perception and Projection
2 for Mana Manip
4 for Sorcery
12 for Conjuring (Spirits and Elementals)
Shalimar
Sep 29 2004, 04:53 PM
QUOTE (Whizbang) |
I got the okay to come on and play with you guys So now I can be a backup medic, defensive caster, and general person who tells you just how to kill the darn things.
[ Spoiler ]
Name: Leslie Carmon Race: Human Sex: Female Height: 5'4" Weight: 120 Hair: Red Eyes: Blue
points spent: 256/256
Bod: 4 Quik: 6 Str: 3 Cha: 6 Int: 7 Will: 6
Ess: 6 Magic: 12 Reac: 6 Init: 1
Initiate: 6 (Masking, Centering, Invoking, Quickening, Shielding,Cleansing)
Combat Pool: 9 Spell Pool: 6 Karma Pool: 1
Edges:
Flaws:
Active Skills: Aura Reading 6 Sorcery 6 Conjuring 6 Centering 6 Pistols 4 Ettiquette (Magic) 4/6 Negotiations 4 Computer 2 Electronics 2 Car 2 Edged Weapons 4 Instruction 4
Knowledge Skills: Spell Design 6 Insect Spirits 3 Magical Threats 3 Dragons: 3 Magic Knowledge 6 Poetry 2 Pop Culture 2 Paranormal Creatures 6 Mythos Folklore 4
Language Skills: English 4 English R/W 2 Latin 6 Latin R/W 3
Spells: (10 bp for 50 sp) Spirt Blast 6 Physical Barrier 6 Astral Barrier 6 Magic Armor 6 Heal 6 Stunbolt 6 Magic Fingers 6 Levitate 6 Makeover 2
Weapons: Weapon Foci 2 (290k), Colt Manhunter (425) Gear: pocket secretary (2k), hermetic library chip lvl 6 (36k), spirit foci lvl 6 (360 k), ), summoning gear (fire 6 x 2, earth 6 x 2) (24k), ration bars (10 days, 30), 10 16 shot clips Ex-Explosive ammo (1650) 5 16 shot gel clips silver shavings (265) 5 16 shot gel clips holy water (265) 2 16 shot gel clips gammascoplhamide (24106) rappeling gloves (70) personal comm unit 6 (12k) Sustaining Foci 6 - Magic Armor (90k) Sustaining Foci 6 - Astral Barrier (90k) Sustaining Foci 6- Physical Barrier (90k) GPS - 700 large flashlight 25 Low light & Thermographic goggles (2700) Binoculars (100) Pocket Computer (1000 mps) (100k) small rucksack (110)
Nuyen left - 75,765 32 points
Background: Leslie's origins were nothing special. Only child in a loving middle class home. Her parents both being teachers, her awakening was met not with fear, but with curiosity. They encouraged her in her studies, ensuring that she got proper education in both mundane and magical matters. Magic in particular fascinated her. Following her parent's example, she took a teaching position at the Dunkelzan Institute, specializing in the paranormal, be it spirits, dragons, or paracritters. Her extensive knowledge has led to numerous requests for her assistance in dealing with paranormal threats.
Before being allowed out into the field, the Institute required her to undergo combat training incase something went wrong. It was a good thing too. Apparently somewhere down the line, someone had not seen fit to inform her as to just what they were going up against. But with the first sighting, she knew they were in deep trouble. She had had the opportunity to study one of the nests that had popped up in Seattle, and that was enough for serious concern...this went way beyond that.
5 points for Magic Ability 5 points to up Magic to 6 5 for Perception and Projection 2 for Mana Manip 4 for Sorcery 12 for Conjuring (Spirits and Elementals)
|
Uhh, I thought we weren't allowed to know about bugs before hand. It would be great to have the knowledge though.
Cthulhu449
Sep 30 2004, 12:54 AM
Here's my finished character. I will take whatever position/rank is given to me.
[ Spoiler ]
Attributes (66 BP):
Bod 6, Qui 6 (9), Str 6, Cha 3, Int 6, Will 6
Essence 5.36 w/ .95 Bioware
Combat Pool 10
Init 7 (13) + 1D6 (4D6)
Skills (48 BP):
Rifles 6 (12) (14)
Pistols 6 (12) (14)
Sorcery 6
Unarmed 6
Athletics 6
Stealth 6 (12)
Conjuring (Conjuration) 2 (4)
Electronics (Communications) 5 (7)
Electronics B/R (Comm Gear) 3 (5)
Rifle B/R 3
Magic Abilities (105) -4 for four failed meta-techniques = (101):
Astral Perception 2
Level 1 Conjuring 1
No Great Summoning -1
No Enchant -1
No Anchor -1
No Quickening -1
6 Power Points up to magic 12
8 Power Points beyond magic 32
3 Initiations 28
Shielding 1
Got rid of 2 Gaeas to restore magic
Adept Abilities (Level):
Improved Stealth 6
Improved Rifle 6
Improved Pistol 6
Improved Quickness 3
Improved Reflexes 3
Traceless Walk 1
Pain Resist 1
Mystic Armor 2
Improved Senses 4 (Flare Comp, Low Light, Thermo, Improved Scent)
Spells and Foci:
Enhance Aim 6
Spirit Bolt 6
Mana Bolt 6
Heal Exclusive 6
Armor 6
Barrier 6
Levitate 2
Sustaining Focus Levitate 2
Sustaining Focus Armor 6
Sustaining Focus Aim 6
Edges (14):
Ambidexterity level 4
Photographic Memory
Perceptive
Flaws (-2):
Astral Impressions
Cyber/Bio:
Enhanced Articulation Cultured
Reflex Recorder x2 (Rifles, Pistols)
Smartlink II Alpha
Datajack x2 Beta
Guns:
Remington 950 w/ Smart II, Scope Mag 3 Optical, Silencer, Shock Pad
50 Rounds EX, Regular, Gel
Ruger Thunderbolts x2 w/ Smart II, Laser Sight, Quickdraw Holster
4 Clips Both EX, Regular, Gel
Armor:
Winterized Coverall 4/4
Diving Armor 4/2
Forearm Guards 0/1
Respirator w/ Pressure Regulator -2(-1) vs. gas
-2 power fire, -6 power contact vector
Total: 6 (12 w/ Armor Spell) / 7 (8 ) (14 w/ Armor Spell)
Gear (Money Cost 25 Points):
Guns and Armor
Foci
Thin Black Underlining w/ Thermal Dampener +8
Ruthenium Poncho w/ 12 Scanners, 10 Gel Packs +12
Micro Transceiver rtg 6 w/ Transducer, ECCM 3, Encrypt 6
NavDat GPS
Ration Bars
Wire Cutters
Large Transceiver rtg 6 w/ ECCM 3, Signal Amp 6, Scanner 6, Encrypt/Decrypt 6, Signal Repeater 6
Contacts:
Derek LaRou SWAT Officer 2
Kurt Webber Ares Sniper 2
Samantha Carter Intelligence Officer 2
Goat Troll Bartender 1
Henry Bannon Mechanic 1
Sandoval Smith
Sep 30 2004, 03:49 PM
To try and get some of the IC stuff set up, I'll talk a bit about Rupert. Due to the blessings of good dental genes he speaks fairly clearly, with a public school accent. He's a pretty polite chap and tries to get along with others as a matter of course. He very good with the first impressions and generally when he sets out to get someone on friendly terms, he suceeds. He is rather fussy about his appearance, and keeping his hair neatly combed and parted, and his complexion clear (well, for a troll anyway. He tends to be rather lumpy no matter what he does).
Being a troll who drinks his tea with his pinky extended and who can frequently be heard loudly expounding why his are the best recipes for crumpets (it's the lashings and lashings of ambrosia cream!), he's got a fairly well developed and broad sense of humor. He takes practical jokes played on him in good humor, and usually refrains from retaliating. He has mastered the 'art' of the dumb troll impersonation, and likes to use it at appropriate moments.
As for his career in Knight Errant, he has established himself as a solid squad member. He takes orders well, knows when to speak up, and when to keep his trap shut. He does sometimes have a tendancy to grandstand, and many times stores of past engagments have a strange tendancy to feature him filling the pivotal roles. He really does enjoy it when he gets rotation on fast response teams, enjoying the rush that comes from his frequent role as intial retaliation element. There're few greater thrills than leaping from a helicopter and immendiately engaging enemy operatives (although this is tempered by the knowledge that if the rest of the team does not deploy like they're supposed to, he'll be in in drek up to his horns).
He also enjoys defensive assignments as that give him a chance to show off his non-pugilistic skills. Very few people expect a to be taken by surprise by a troll, and his favorite story retells about how he once concealed himself so well against a tree, that a runner started to climb him.
So, in summation, he's a troll, polite, friendly, sneaky, and has a bit of an ego. How does this work with all of your characters?
Ecclesiastes
Sep 30 2004, 05:52 PM
I was out sick again yesterday. I'll have my sheet fixed and sent in to you by the end of the day.
Shalimar
Oct 1 2004, 05:21 PM
Well, lets make with the dividing. 2-4 man squads, and a Sergeant.
We are pretty magic heavy here, and we are going to be up against a magical threat, so my thoughts and what have gotten out of the info so far is that we are all operatives of Knight Errant and we were all pulled from different areas, or we volunteered, and they took us from wherever we were and stuck us together for this mission. If thats correct, then it stands to reason that they would indeed pick a group as magical as we are to fight a magical threat like this, and that the leader would have a wide base of magical knowledge (The boss knows aproximately whats going on, and he calls on his specialist for detailed knowledge, but he needs to know everything, even if only to a lesser degree)
There are 2 ways to do the Squad assignments, a balanced method where both squads have some of everything, or specialty squads where the people in the squads would be assigned around the purpouse of the Squads. For example, a Main Battle Unit, with the Merc, two of the Adepts, and the most combat oriented of the Spell Slingers; and a Support Unit of the Rigger, 2 Magicians, and the last adept.
Sargeant: LT. Douglas (Street Sam)
Squad 1 (Battle Squad)
Squad 1 Leader: Tony Beck(Merc)
Squad 1 member: Rupert Smythe(Adept)
Squad 1 member: Terrance ( Adept)
Squad 1 member: Douglas O'Malley (Adept)
Squad 2 (Support Squad)
Squad 2 Leader: Frost (Hermetic Adept, Astral Specialist)
Squad 2 member: Kan'gi lightfoot (Shaman Adept)
Squad 2 member: Leslie (Defensive Hermetic)
Squad 2 member: Ajax (Rigger)
Kremlin KOA
Oct 1 2004, 05:53 PM
or a more fluid structure with the teams being able to sitch between the two configurations mentioned previously.
Shalimar
Oct 1 2004, 07:49 PM
QUOTE (Kremlin KOA) |
or a more fluid structure with the teams being able to sitch between the two configurations mentioned previously. |
I don't particularly care one way or the other, it was just stated that we need to come up with some method for doing it.
Mr Hamster
Oct 1 2004, 08:00 PM
Decent setup shalimar, personally though I'd vote for two balanced squads capable of acting independantly.
We've got the firepower and enough overlap in abilities to do it, and chances are we're going to split up occasionally; either by design like when 2 things need to happen at once, or because when bad stuff happens sometimes you have no choice.
So yeah, when the two squads are together its nice, but let's have it so one squad isn't screwed if it's left alone. Also makes us more versatile if the squads have a spread of capabilities within themselves.
Side note: Lt. Douglas, that's cool if you want to be the leader, but checking out your character think you forgot to get any small unit tactics skill. I suppose it's your choice, but might be nice if you could put 6 points into it; would be pretty useful for the team leader and just sorta make sense. Your call though,
Cthulhu449
Oct 1 2004, 08:41 PM
Looking over some special forces info, and considering our teams are broken into too small of groups to really cover all the bases as we should (I personally think 9 people is good if not too small for a single special teams unit and everything I'm reading here points that way), here's what I think we should have in each team:
Detachment Commander: This person should have very good knowledge of tactics, and in my personal opinion should have the ability to astrally perceive so that he is aware of all aspects of the battle field. He should be versed in the most common weapons to the team, as well as some sort of backup.
Every team will also have an EXECUTIVE OFFICER who doubles as the INTELLIGENCE SPECIALIST and the OPERATIONS OFFICER. The shadowrun parallel here should probably be another decent leader who can also be a stealthy covert op type. Also, taken right out of some special forces texts: "For any particular team, the position of Executive Officer is served by a Warrant in possession of considerable regional expertise in language, political science, HUMINT and COMINT (Human and communication intelligence for those not down with the mil terms) techniques, and interrogation methods above and beyond that of other team members. No other team member is cross-trained in this area; the function is solely the responsibility of the XO."
The next position I have to squeeze together is the ENGINEER/COMMUNICATIONS officer. This person must be trained in all manner of technical skills, as well as vehicle piloting.
MEDICAL OFFICER: This position is easily filled by a mage with Heal, and I feel, though you may disagree, that it is VITAL that both teams have this capability and that it be in the hands of someone not in a critical leadership position who cannot be distracted with such duties while fighting.
Finally there is the WEAPONS NCO (well, most of us are NCO's). This person should have some sort of support weapon, whether it be the ability to snipe, carrying heavy weapons, or in some cases a mage who is decked out with combat spells.
Of course a lot of these will overlap causing a bit of trouble. For instance, my character could fill the role of Weapons, Medical, and perhaps Intelligence or Communications Specialist. However, we can endeavor to make sure that these roles are filled on both teams if we have to split up.
Why doesn't everyone post what they think they would fit in based on these classifications and then we can arrange the teams as needed. The overall commanding officer can be chosen out of the people who feel their character would make a good Detachment Commander.
Side Note: Who has demolition equipment? Also, are there any viable perimeter defense weapons our team can bring along?
Mr Hamster
Oct 1 2004, 09:34 PM
It would be useful if everyone who hasn't yet posted their characters on this board does so, so everyone knows who their teamates are and what sort of capabilities everyone has.
Also, now Cthulhu mentions it, the overall leader should definitely have astral projection. Not only for observation and quick recon, but he could always manifest if he needs to deliver a message to a squad and radio is out (or if there's not enough time to return to his body)
Fortune
Oct 2 2004, 03:46 AM
Sphynx: Sorry to intrude dude, but I'm damn sure I regret not being involved in this game. So many concepts, so few high-level games!
Have fun, Play Shadowrun.
Sandoval Smith
Oct 2 2004, 04:45 AM
Rupert has some commercial plastic explosives, radio, timer detonators, and the skill to use them. He's also got medical training (but no healing magic) and a wide selection of mundane medical equipment. The only problem with him playing medical support is that he is also supposed to be one of the forward elements.
"Medic!!"
"Sorry, he's out reconning the enemy position. Could your chest wound maybe suck a little quieter? That slurping noise is really grossing me out."
Shalimar
Oct 2 2004, 04:48 AM
QUOTE (Sandoval Smith) |
Rupert has some commercial plastic explosives, radio, timer detonators, and the skill to use them. He's also got medical training (but no healing magic) and a wide selection of mundane medical equipment. The only problem with him playing medical support is that he is also supposed to be one of the forward elements.
"Medic!!" "Sorry, he's out reconning the enemy position. Could your chest wound maybe suck a little quieter? That slurping noise is really grossing me out." |
Your realize that over half the team has heal spells, or medical skills right? Not an issue to be concerned about.
Cthulhu449
Oct 4 2004, 01:15 AM
Is everyone still around?
Whizbang
Oct 4 2004, 01:57 AM
I'm here. Guess weekends are just slow
Sandoval Smith
Oct 4 2004, 03:37 AM
I didn't want to be the spastic poster and sound like "Hey guys! How about this? Huh? How about it?" I'm hoping to see some more posted character development before we start, since supposedly our characters have probably allready met each other professionaly. I don't know about everyone else, but I always do the 20 questions thing with my characters, and try to come up with more depth than stats and a back story about how bad ass they are usually provide.
So, here are two questions: what was your character's most embarassing professional moment?
2: The squad has just returned from a succesful mission. What do you do next?
Shalimar
Oct 4 2004, 12:19 PM
In answer to your questions Sandoval:
1)Frost wouldn't allow herself to be embaressed, its all just a state of mind, and she does the whole I'm a haughty Elf Lord thing very well. She can look down on someone even if they are 100 feet tall, not sure how, but somehow she seems to manage it.
2)Frost is pretty new to the whole corporate thing, and before that, she was just wandering around learning her mystical skills. She would most likely reward herself (thought she wouldn't call it that), with a few days of simply relaxing, drinking fine wines, a trip to the Spa, some meditation, some cathartic extreme shopping. After her mellow out period, she'd get back to her studies, summoning more elementals, learning spells. She is only with Knight Errant to put her abilities that she has recently gained to the test, as a test of herself, of her readyness.
Sphynx
Oct 4 2004, 12:29 PM
Well, it looks like some people dropped out as I never received the requirements (BP Allocations, etc) from them.
GenoSick: No posts in awhile, none in this thread. No BP Allocations.
Kan'gi: No BP allocations.
Toothpick: No BP Allocations.
Frost: Spent 266 BP, and be careful on Edged Weapons, you paid 1 point to little because your Strength is only a 4
I'll start with your characters in the story, but these are requisites to post in the IC thread. Mail me the fixes first please.
Sphynx
Sandoval Smith
Oct 4 2004, 01:19 PM
Rupert's most embarassing professional moment (you really don't need to know the private one) occured shortly after he was promoted to a KE HTR team. A cargo ship carrying both a shipment of some of Ares whiz new products, as well as some of the specialists who'd designed them was departing from Detroit, heading North for Lake Huron. Shortly after leaving port, the ship was attacked by an unknown force intent on stealing the shipment and extracting the personnel. Rupert's squad was first on the scene, and as the deployment chopper leveled off above the freighter, it came under fire.
Rupert prepared to launch himself right into the thick of the gunners, but as he went out the hatch, his feet came out from under him. To his credit, he has never made any excuses about what happened. He might've protested that it could've been a sudden gust of wind, or that a good hit sent the chopper lurching and it wasn't his fault, but he didn't. It was his frag up and no excuse could change that.
Instead of landing in the midst of the gunners on the deck, he plummeted hoop over headware, bounced off the side of the freighter, and into the lake. Two things made it even worse: he lost his staff in the impact, and the frieghter was still in motion. He managed to avoid being pulled into the props, but the freighter quickly began to leave him behind while the rest of his team engaged in a pitched battle on the deck.
Eventually, with the addition of three more HTR teams, KE was able to prevent the loss of most of the shipment, and rescue most of the specialists. Although the ship was stopped well before the fight was over, there was no way for Rupert to make it up to the deck, and there was no one to spare to get him out of the water while the battle was still ongoing .
Following that fiasco, Rupert was demoted from HTR duty, and spent a good while holding down a bank of security monitors. He also spent nearly a month worth of his off hours in scuba equipment on the bottom of Lake St Claire looking for his staff. A solid performance record, and working even harder to excel from that point on allowed him to redeem himself, but in a database somewhere his file has a big black tag leading to the report of that engagement.
He also now possess and absolute hatred of swimming.
Whizbang
Oct 4 2004, 01:24 PM
hmm...
1. She isn't hard to embarrass, at least in her own eyes. She's a perfectionist, and hates when things don't go as planned. Hmm...trying to think of something to pull out...
2. After the mission...hmm...She'd likely join Frost for the spa and shopping. Then back to teaching at the Institute.
hmm...making me think here...hmm....
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