Dr Davaulus

Carl, Phasing Addict's page

116 posts. Alias of Ira kroll.


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Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Jud, I think we won't do that. Phasing out is a bit hit or miss, and I haven't really thought about how far down into the ground I'd end up. And stopping myself would probably still require me to get seriously effed up while I'm trying to stop."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Sounds okay to me. We still might want to appropriate a car that pulls in front of their truck. Seems to me to be more likely for them to stop. Tracy might go all smiley and jiggly at them, but they might just swerve around her. Imagine might have better luck at thinking them to stop and help Tracy. That said, if we pick the spot now, I can go intangible and hide in the street. And when I say 'in the street', I mean it. I can have just my eyes at ground level, and when the truck stops, I can walk up into it."

"Hey, anyone got a camera or a phone with a camera? I could take that with me and take pictures, too"


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

This all assumes Carl has gone intangible and is nearby, gun at the ready, and as stealthy as possible.

Spirit and wild: 1d8 ⇒ 81d6 ⇒ 2

Stealth and wild: 1d10 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (5) + 2 = 7


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"As Renegade said, you'll need some tactical support. I can ghost-stealth out there in case things go south."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Awww, shoot! And here I was gonna take care of the peepers out there. I vote we send a message to the gang that they'll understand. And they won't understand if we come crawling up to them with our hands over our groins saying Oh, massa, we'se sorry we done messed up. The only thing they'll understand is if they keep playing with fire. They're gonna get burned."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Carl will phase out, and, since we've identified who is watching, and where, will sneak up on each "watcher" and "remove" them.

If they are alone, then he will attempt to kill them with the vibroknife (since it is silent). If they are in small groups (two or three) he'll phase in and ambush them. If they are larger groups, he will avoid them.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

In reality, I'm good either way.

1) If we don't change things we'll have some terrific fights, and some of us might really shine. We'll also really get to know how good (or bad) are character builds are. Of course, we might die (or worse), or the scenario might grind to a halt.

2) If we do change things we'll move the story along better, but it sets a precedent that if we, as a group, make bad decisions, the GM, as a deus ex machina, can fix it, and our bad decision-making has no (or little) downside.

Now that I've listed both ways, I actually think we should stick to what we've been doing, and leave it up to the GM to figure out a way to not have the storyline die. Perhaps the rival gangs have problems of their own, and/or the V'Sori really don't care about the Slashers, and/or the V'Sori are using this as a crucible to test Dr. Destruction's real capabilities...


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"I guess it is up to me to carjack a car about twenty minutes before this goes down. Imagine, you could help just by 'telling' the car owner to let me borrow the car, rather than me threatening them with bodily harm."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

I'll be out of touch until Monday. Feel free to GMBot me until then.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

PWGM,

Before I make another rules-based mistaken assumption, can you clarify the following for me.

In my ghost-like intangible form, am I able to affect the material world? So, for instance, if I fire my gun, what happens? Or, can I go tangible while poking a ghost-like finger in someones eye and blind them?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Thanks for the clarity on perceiving Imagine... Not that I'm gonna target her, or anything <<grin>>

As he moves ahead, Carl thinks to Imagine, Sure, Imagine, I'll keep up a running diary of what I'm seeing. Let's see, I'm passing some bums. Oh, and here's a lamppost. Oops, gotta watch the curb.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Spirit and wild to notice Imagine: 1d8 ⇒ 81d6 ⇒ 4
Spirit #2: 1d8 ⇒ 4
Total = 14 - 4 = 10

Hiya, Imagine. I can still see you. <<grin>>

Spirit and wild to phase out: 1d8 ⇒ 61d6 ⇒ 2
YAY! Upgraded spirit die FTW

Carl ghosts, and starts to move ahead rapidly.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Well, hell, there goes any chance of walking in quietly. Imagine, do you want to read the tin man here the riot act?"


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:

Updated dumb questions now with some answers!

a. Looks like you will be approaching from the SW absent any further discussion.

b. The walkers walk the flyers fly. Imagine on overwatch and Renegade on close support.

c. Walkers?

A: Yes

B: Yes
C: No obvious weapons, but anyone taking a close look will notice the gun bulge and the vibroknife. But, with Carl, Rigor ('hey, baby'), and Judd walking in a flying wedge, it is likely we are attracting attention.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:
Carl, Phasing Addict wrote:
Raised Spirit die from d6 to d8.
Figured you would do that. It is a really good choice for Carl and will mitigate your epic bad dice lately.

At first I really wanted to take the "Take the Hit" to make him even more invulnerable, but we've got Jud for that.

Than I thought about taking the "New Power" and jacking up my power, but Carl is not truly super... yet.

Then I looked at "Improved trademark weapon", but it is likely that we, as a group, are going to graduate from our mechanical weaponry to lasers/phasers/masers/particle beam/magic weaponry.

Then I looked at "Improved extraction". But, right now, it is more important for me to be able to change rather than run away. But, it is definitely on my list.

Still, improving Spirit allows me to go from a 25% (4/16) failure rate to a 19% (3/16) failure rate. It's not much of a benefit, but, right now, I feel it is the correct one.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Raised Spirit die from d6 to d8.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Sounds good to me! I'll let you brainiacs figure out strategy. I'm just a cat-burglar.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Okay, Baldy. It's time to lead the way. Lead us to... Ummm, Take us to your leader. I always wanted to say that."

Carl nudges him with the gun.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Carl will walk over to "Baldy", take his stuff, and shoot him once in the head, execution style.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Carl has the bag of cash and the drugs.

How much of the drugs is Red Agility (the combat drug). Carl will make sure to "appropriate" lots of that.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Assuming no bad guys need taking out, Carl will go tangible again spirit and wild check: 1d6 ⇒ 21d6 ⇒ 3 second round spirit and wild check: 1d6 ⇒ 21d6 ⇒ 2 third round spirit and wild check: 1d6 ⇒ 41d6 ⇒ 5 and collect the cash and the drugs.

"Hey, folks, there's some guns and knives here, we should take them."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Since this is my first SW game, and I've already committed to the powerpoints scheme, I'd rather not change.

But, that said, if the majority wants to change, I'll go along. I just might need additional hand-holding to make it happen.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Carl attempts (again) to ghost --- spirit and wild: 1d6 ⇒ 31d6 ⇒ 4

Then he moves past Baldy, through the door, looking to see who is there.

Imagine, I'm gonna check out what's beyond the door, now that you've got Ball-less -- I mean Baldy on his knees.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

With the woman down, Carl switches his target to Twitchy.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Atlas2112 wrote:

48 hours since Rigor's last post.

We okay botting her damage to keep it going?

Yes. And you should do the same with me if I go more than 48 hours.

BTW, in mid-april I'll be out of town. I'll let you know, but during those times, you can completely BOT me.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Gun out. Shoot the woman.

Shooting and wild, double-tap: 1d12 + 1 + 1 ⇒ (12) + 1 + 1 = 141d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Both ace: 1d12 ⇒ 21d6 ⇒ 6
wild ace: 1d6 ⇒ 3

Most advantageous for me is 17

Damage (includes trademark weapon and double tap): 2d6 + 1 + 1 + 1 ⇒ (5, 2) + 1 + 1 + 1 = 10

My assumption is that I have a raise here, so extra damage: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Agility and wild: 1d12 ⇒ 41d6 ⇒ 3

Spirit and wild to go intangible: 1d6 ⇒ 11d6 ⇒ 3

Carl attempts to go intangible, so that he can get behind them, but he doesn't seem to be able to concentrate very well this evening.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

The following are left at the lair:

50 bullets
Blaster pistol (since I still haven't figured out how to use it.)
One yellow survival belt.

That should relieve me of 13wt, leaving me with 26wt, which is under the limit.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Casting a sideways glance at the newcomer, Carl says to the man behind the counter, "Hi, me and my friends are interested in expanding into the business, like you have here. We've heard there are franchise opportunities. We just need to know who your boss is, and who is your supplier."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Carl has, but is not wearing the nullifier cuffs and the V'Sori belt.

They probably remember me from asking about buying drugs earlier

Imagine, I'm not so good at talking to folk. What kind of demands are we making here?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"The bodega is on Vincent Vega Avenue between Guevera and Hesse streets. How about I and honeybear go in and talk tough to them, and you, Imagine, start screwing with their minds?"


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:

Imagine & Carl

Your backgrounds have you active in Star City and associated with gangs, do you have an existing relationship with the Slashers? With the Family?

If so what is that relationship?

Carl had some dealings with the Slashers, but was not a part of them. He has heard of the Family, but never could seem to get their attention in a good way.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Okay, let's go!


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Just how not pleasant are those not pleasant things? You've really piqued my interest! Now, about taking a car, I would suggest about two hours before our planned rendezvous. Enough time to get the car without having to rush, but not enough time to give honest citizens -- cough! -- a chance to complain to the complaints department."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"That sounds good to me," Carl says out loud.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Imagine, do you have a plan for this? Or is it just honeybear and me going in guns a'blazing?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Okay, Imagine. Sounds good to me."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

I didn't realize you might be waiting for me.

"Oooh, Rigor. Honey, We're gonna get along just fine."

"Yeah, let's take this two AM BS, but for right now, let's shake up the neighborhood."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"C'mon, Honey," Carl says as he takes Rigor's hand, "I know a bodega that has plenty of money and drugs, and we can appropriate them, and find out where they're getting them from."


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Yeah, I know who to talk to, at least. We might want to consider going into the drug trade, or at least getting a cut of it. The prices are pretty astronomical"


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Now, that's more my style! Honey, why don't you and I and Imagine go out and scare up some money? And, I do mean 'scare'.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

During the next few days, Carl will, as Imagine suggested, go out and ask questions -- specifically about making quick money -- Is there a Brinks truck ready to be plucked for instance.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:

Carl Getting the gear from your stash is no problem. Your mother is not at home but she was there this morning judging by the breakfast dishes.

How are you getting there and back? Walking will take hours. The Maglev is running. Mayor Perez keeps the trains on time!
So you can take that to save shoe leather if you like.

Carl will definitely take the maglev, thinking to himself that I should really get a car or a motorcycle or something.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

To Heaven: "It's just Carl, or you can call me Mr. Verblan. I'm just a guy who knows a guy. Right now, I need to find a guy to make sure I got what I need."

Later, on finding the prices... Darn! I'll have to make some real moolah to be able to afford this. Maybe I stashed some at home with mom.

He will get his stash from home. It includes his vest, his gun and some ammo, his drugs (a five day supply), and his lock picks.

Upon returning to Imagine: Girl, we gotta make some real moolah here. I don't know if you've seen, but prices have skyrocketed. You got any ideas?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

We all applaud her. Even if we don't want to. 'Cause she makes us want to.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

You stated before that his addiction to combat reds would be $20/day. Is this something different?

Carl will go to Southpoint to score some combat reds.

streetwise and wild: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

To Imagine: Nah, as long as your mom is cool with what goes down here, it's fine. Although, if she's gonna nag me about washing the dishes and stuff, it's gonna break. As far as what I need from the store, some frozen pizzas would be nice. I think that what I need is some reds. I'm gonna go out and score some reds and collect my gear from my stash at my mom's.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:

Lair is good. Added to Campaign sheet.

Are you all waiting on me?

Yup, I'm waiting for the next hook.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

"Well, baby! You don't have to ask me twice."

Carl goes into the new digs and starts to poke around.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

That sounds good to me.

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