Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Kreis and Costas exchange another long glance after Corwin's obvious remark, and again Costas gives a slight shake of her head. "We could take them over the Course," suggests Kreis with a slight smirk.
"We could," admits Costas, "But they're supposed to come at it cold on the first day."
"True. But campus tour now, then boring Monday."
"Uch." Costas rolls her eyes, then thinks for a minute. "Not if we ..." She hesitates, then stops.
"Submit a request on their behalf for an early first Course, because they've already gotten oriented?" Kreis's eyes are twinkling a little; guy's got a bit of sly to him.
"Which would get them there on Monday ..." Costas again trails off, then grins. "Right, campus tour it is. Not that y'all are going to have the place memorized after one go-about, or that we'll be able to get into all the places, but after six months running all over campus with each other and somebody or three senior to you all the time, you'll know it just fine. Anyone say nay?"
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Yeah, I recognize Fiore. I assume Bruce is just being snide, since he has no actual combat skills. (Though he probably plays RPGs - one of the few places I've run into Fiore is in such. ;) )
Kreis looks sideways at Bruce with a narrowing of his eyebrows, not sure if he understands what the kid is getting at - or what, exactly, his attitude is.
Costas, however, has already blithely trundled on. "Oh, sure," she tells Mei, though you probably won't get to really do any serious study on it until spring - two quarters. That's when the 'always as a team' restriction usually gets lifted. But if you all can get agreement on free-time at the gym, usually you can find someone to work out with in the same area as each other. Obviously," she gestures to Bas, "that's easier for something like boxing, but we have a good six or eight martial arts represented here, and a couple of them include sword-fighting, so you should be in luck, Cartwright."
Once she's said that, and looking over the plates of the group, she glances at the inside of her left wrist again - left forearm, actually, and those to her right can see that there's a small readout stuck there, a microPIT or something, that displays the time for her. "Well, we got an hour and fifteen minutes before we have to be all-hands at Assembly. Not often you get to be a democracy, but now's your chance. Whadda y'all want to do?
Choices, Choices:
Yes, she's asking your real opinion. This is YOUR free time, and right now she and Crais are detailed off as your campus guides, so if you want to take the campus tour now instead of on Monday, they can get you oriented. Or go unpack your stuff for another hour, or interact with each other, or whatever. The Choice Is Yours!! ;)
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Costas watches the other CSgt do the whole fanboy routine, then shakes her head. "He's always been up about Fisk," she asides to the others, finally cleaning her plate and moving on to her dessert, an apple crumble. (The other option was a peach compote. You pays your money and you takes your choice ...) "Yeah, cultural studies," she says about Jackie's surprise. "Like Kreis said, they want us to be people first, soldiers second. Well-educated people, too - accepting of others, knowledgeable, that sort of stuff. The more you know, the better you can make up your mind."
Considering the conversation between Dakota and Bruce, she smiles slightly. "Don't go thinking it isn't regulated," she advises. "What we look up on our PITs, and what gets looked up on the desktop ones in our rooms, is tracked. You spend a lot of time looking into something, and they'll start getting into it in class. From what the cadet officers say, there's nothing you can study that doesn't have a military application. I'd guess that if you really start looking into materials, you'll get combat engineering training tacked on. And demolitions, but from what I've heard, demolitions is a sub-set of ComEng."
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Costas asides to Bruce, "Dude, you're in - okay, you'd be entering - eighth grade. You got a long way to go to get to material analysis and composition."
KSs:
Mei: Nothin'.
Talmadge:
Military: There was a German 'Fisk', an Oberfeldwebel (Staff Sergeant) in the Bundeswehr-Heer (army) during Fourth Berlin (3 years ago) who killed a control ship 'on his own' by getting inside it with a homing beacon and staying alive while artillery fired at the beacon; he was killed in the action, though.
PDF: Another German 'Fisk' is, so far as you can remember, a part of PDF Europe on the intelligence side, but although he's been very successful in field intel ops the past few years, he's a) only a lieutenant, and b) always gets most of his platoon killed. This could be him, but that kind of 'bad luck' would be more likely in the PDF to get him demoted, not bumped up by two grades. (Personal/Character Note: in the PDF's ranking system, your Captain father is no longer the O-3 he originally was, but instead is now an O-6 - equivalent in the old structure to a full colonel.)
Hint:
This is information that everyone might know. Since clearly most of you don't play 'Take Back the Planet!!' <insert_wink> ;), I'll give you the hint that the information is within one of the two links to actual documents found in the Campaign Blurb at the top of the page ... ;)
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Corwin Talmadge wrote:
“This is why we learn and practice discipline so that we can become less of a danger to our brothers and sisters and a threat to the Thunder. As the example given by our superiors demonstrates, power without control, without discipline is disaster, chaos and death.”
Costas and Kreis exchange a long look with each other, which ends when Costas gives a quirk of a smile and shakes her head just slightly.
Sebastian "Bas" Stein wrote:
"You know, one thing I don't really get, why did Schein decide that Threaded people were the best way to go? There's few of us, so many of us die between Threading and training...why not just try to reverse engineer Thunder tech or something? You could hand a gun to any soldier, and we're still pretty killable. Would we survive being hit by one of those acid guns even when fully Threaded and trained?"
Bas shrugs.
"Just seems like a weird basket to put all your eggs in, y'know?"
Corwin Talmadge wrote:
”Why wait until now to question the methods that brought all us here? Don't you think that someone else might have tried that before Professor Schein discovered his breakthrough? Obviously this was found to be the best way for us to finally defeat the Thunder and drive them from our Earth.”
Sebastian "Bas" Stein wrote:
"Maybe your experience was different from mine, but I didn't have time to ask questions during boot."
"And is it obviously the best? They basically put everything in the hands of one guy. Maybe it is, maybe it isn't, I dunno. That's why you ask things."
Costas takes this one. "Who says they aren't researching stuff? We're humans, we don't believe in one best way, ever. Too many of us thinking too differently. But don't think that we're all the eggs they got. They HAVE figured out how to do the acid-plasma stuff, they just can't figure out how to get it down to man-portable - hell, Hummer-portable - size. And yeah, from what I hear pretty much all of us can survive a few direct hits from their guns, you know, by the time we get to the ninety-day field op at the end of Fourth Year, but like anything, you hit it enough times and it won't be totally invulnerable in the end, so ..." She shrugs.
"Dr. Schein --" Kreis starts to say, when he is interrupted.
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
"Like I said, usually it starts out with an attack - fire bolts, plasma grenades, disintegration beams, stone shards, even just really impressive strength - and a defense of some sort, usually leaning towards what your attack is like." Costas pokes at her cauliflower, then frowns over at Bill. "Take all you can eat, eat everything you take, Younger. Chow down - you guys haven't had a chance to put anything into the fridges yet. If Candi-Boot didn't teach you, y'all'll learn here to eat until your gut is actually full, even if you don't think you're hungry." Of course, it looks like she's reminding herself of the unwritten, but just as strong as if it were, rule of the chow line, because she pokes at the steamed, buttered, and breaded cauliflower for a moment more before reluctantly putting it into her mouth and chewing.
"Lannings, you'll spend lots of time with your PIT. It's dinnertime, movie time, stuff like that that'll really help forge y'all into a group, a squad, instead of just ... seperate people. An' yes, uh ..."
"Marshall," prompts Kreis.
"Thanks. Marshall, yeah, we get trained on rescue an' recovery, but mostly that's a tailored thing - what part of it you get trained in depends on what you can do. Strong ones, earthmovers, and teeks - telekinetics - get trained in the engineering, lookin' at a pile and figurin' out what they can move, what they can't. Thing is, it's only one part of a really big bunch of stuff we need to know. So usually people don't get even halfway decent at it until they're officers."
"I doubt the kids who were the first ones on the spot were thinking too clearly either," Kreis admits around a bite of broccoli, wiping some mayonnaise from the corner of his mouth. "You see kids buried under rubble, well - we're Threaded, you know? I've watched kids run through a reinforced concrete wall with only bruising. But ... that's through, not a hundred tons of the stuff waiting to land on top of you. So yeah, like Walker says, stay alert, stay aware, always be as realistic as you can about what you can do."
Kreis frowns, considering Jackie's latest question. "I don't think so," he says carefully. "It isn't in any of the tactical information they let us see - and like Younger here knows, they let even you guys see some pret-ty serious stuff. But so far as I know, all they have is tech. That acid-plasma sh!t they fire from their guns, the random-walk anti-vehicular explosive rocket walker things they use, the hovercraft gunboats, the sea-mines, their aerial drones, the implants, all that - tech, tech, and more tech. Nothing like Professor Schein came up with." He glances over at Bill again, then frowns. "Hey, Younger, what's chewing your tail?"
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Costas looks across the table at the questioner, then says, "Hey - plenty of time for that later. It's polite - not to mention required in class - to pay attention and look at the person when you ask a question." She waits until Dakota is looking up again, then answers. "Nobody knows. You have the usual baseline Threaded abilities - boosted strength, endurance, agility, manual dexterity, resiliency, that sort of thing. You can all move really well in some manner. That'll probably be it for the next three or five weeks, until someone in your company ... hey, Kreis, what do the specs call it?"
Kreis swallows a chunk of potato and replies, "Lotta things. Erupt, evolve, adapt - I like 'erupt' myself."
"Yeah, me too, I just thought you knew the technical term. Anyhow, someone's genetics will finish talking business with the KS serum still in your bodies, and then bam, new powers - energy beams, force fields, all sorts of crazy stuff. Practically the whole class will erupt within the week or ten days afterwards - they call it a cascade. But there's no knowing until it happens what it's gonna be."
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
The food is fresh, not over-cooked, and - despite cooking for something like fifteen hundred at a time - pretty well seasoned. It's not ultra complex, you won't be getting five-star food, but apparently you can still make some pretty good stuff even if you've got only half a dozen ingredients. The pork thing is something called 'balsamic pork tenderloin', with these little potatoes.
"If you mean, like, power-wise, it's mostly personal starting out," Costas says as she chews. "Learning how you move - how fast you can go, maybe finding out what else you can do besides what you Threaded with. I think ... Kreis, Wednesday for the Course?"
"Tuesday," opinions the large-nosed Kreis. "Monday phys-time is the campus tour."
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Sorry for the delay - admit I somewhat expected more joining-in of the chattering. Anyhow.
True to her promise, right at thirty minutes (though not with stopwatch accuracy) CSgt Costas shouts out "Oscar Company, First Platoon, First Squad, on the deck!! Cadet Privates Junior-Grade, get your toes out here and on the line!!" Right after her shout, a bugle call sounds through what's apparently a PA system throughout the complex. It doesn't bounce around like it probably normally would in a concrete building, so either they have the volume turned down, or else there's something funny going on with the furnishings.
So fresh out of boot, you had of course noticed the two-inch-wide yellow tiles along either side of the corridor; though they stay the same distance from the wall, they run from the bottom of the stairs to the corner and around it. Toes should be at (not over) the line, and while the cadet corporals have skivvied off to their own quarters (or duties, or whatever), CSgt Kreis is still there on the stairs side (the overhead doors now closed), his hands clasped behind his back. Costas is towards the T-intersection beyond in an identical pose, waiting for you to get to the line and at attention.
"At ease. I expect that call you heard is familiar to you - chow time. Like always, wait for release by your teacher or commander of the moment; me, Kreis, and Baldwin are three of your seven assigned cadet sergeants, First of the First from Foxtrot Company. Except inside the school buildings, in quarters here, and during weekend free time, there'll be at least one and usually two of us, as well as two of the seven assigned cadet corporals you saw down here from Hotel Company, along with you. Keep your CQO's in mind, and even if we're not with you, you shouldn't go too far wrong. Now, we're headed out of barracks, so retrieve your weapons, and let's get a move on."
After the two minutes it takes five boys and four girls to rotate through a door, snag a weapon and ammo, put them into proper carry positions, and rotate back out to toe the line, Costas gives you a looking-over and nods. "Face the sergeant!!" (That means turns towards her.) She looks you over again, then nods. "Okay, here's the skinny. Always be ready to get called to attention, marching orders, the whole ramrod-military thing. Always be ready for it, but we don't usually go marching around the Academy in formation. You'll get pop quizzed, so to speak, pretty frequently for the next couple of years, but you're expected to maintain military discipline without us forcing you to become a brainless robot. You're here to develop your abilities, learn how to control them, and if you can't or won't control them, I guarantee they will kill you - your powers, most likely, far faster than any of the adults here. So keep it together - keep your head in it without us having to shove our arms up your a$$es to turn you into little meat-puppets. Officially, you're dismissed for chow; unofficially, that means y'all can follow me."
Gesturing you nine to follow while Kreis 'strolls along' bringing up the rear, Costas walks out into the T-intersection, and says, "Place is set up so that the nearest primary hall is your company rally point. With the First of the First, that'll be to the left," and she points to her right as she's facing you, your left. "The halls the other way," and she points to her left, your right, "belong to another Company. Right now, that means Lima Company, Class 38, Cadet Privates. You want to get hassled, turn right; you want to get to chow, turn left." She leads you along, gesturing to the halls off-set in the curving main hall. "Each ring is set up with four quadrants, nine barracks halls per quadrant, up to twelve cadets per hall. Once a year we move down a level; cadet privates and jay-gees on sub-one, corporals and pee-eff-cees on sub-two, sergeants and staff sergeants on sub-three."
As she walks and talks, other members of Oscar Company are emerging from their halls ahead of you, their own cadet-sergeants explaining probably the same stuff to them. As you approach the hall ahead, a sussuration of noise begins to grow. "This is the East Hall - East Sub-One. Company adjuntant's office there," she points at a doorway (currently closed) on the E-1 main hallway, 'inside' of the curved hallway, "company watch post there," and that is to the door-and-window guard booth on the 'outside'. "Food and commons is this way," she says, and heads 'inside'.
It isn't far - maybe fifteen, twenty meters - until you reach the wide ring balcony that contains cafeteria dining tables against three of the four walls and smaller four-seat tables up next to the railing. "Don't sit at one of the little tables for at least a few months unless you're ready to leave it," recommends Kreis from behind you. "Since those tables are by seniority, you have to obey the orders of anyone higher-ranked than you, and since a second-semester jigger outranks you, they'd take GREAT delight in ordering you to shift your butt."
"True," agrees Costas. "So - food there," she points where she's leading you, towards the wall between the south and west halls where a standard chowline runs left-to-right, and you get into line behind what seems like pretty much everyone else on your floor. "Like at boot - take all you can eat, but eat everything you take. Remember, there are people starving in the cities. Stick around until the rest of your squad is out of the line, then smartest thing to do is to secure a table back by your Company Hall. The long tables are first come, first served, but unless you want trouble outside chow, stick near your own quad. It IS four quads squished into three, but the fourth-quarter folks on each level usually grab the round tables, except for whatever upper-end cadet master sergeants and above decide to come to your level; mostly they stick down on sub-four." She gestures over the balcony rails, where three levels of balconies expose a floor with a fair number of the circular tables.
By then it's time to grab a tray, silverware, and a PDF-standard sectioned melamine plate and step through the chow line. The food is a) plentiful, b) quite hot (or quite cold) but c) of only moderate variety. Like at boot, you CAN manage to be a vegetarian (vegan is right out), but sharp-eyed adult noncoms near the end put protein on Every Single Plate, whether it's today's pig-based protein or a thick chunk of vegetarian-friendly soy-something-or-another.
Oh, and d) it's actually pretty damn good.
Costas leads you back over to the East Sub One hall, adding, "Dish return to either side of the radial halls. Every two weeks, your squad helps in the kitchens for one meal; starting out, that'll mean doing something like a couple thousand trays, plates, forks, spoons, cups, everything you see here. Here, either side of this table; stick together, don't line all down one side." Costas leads down one side, while Kreis anchors the other.
"Dig in! An' ask questions if y' got 'em. Don't worry, we got plenty of time for eating. Breakfast is fast, lunch is a hurry, but they give us an hour and a half for dinner - 1800 to 1930 on weekdays, hour earlier on weekends. Assembly's at 1900 tonight. Don't worry, schedule stuff is all in your PITs."
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
Costas, keeping to one knee, gives a quirk of a smile at the responses to the accented voice coming from behind her. When 'Talmadge, C' starts to speak, her head turns towards him - up towards him, as it happens, since he's standing upright.
His use of 'lowly cadet' makes her eyebrows furrow, and she lifts a hand to stop him. Once he does - considering Corwin, probably immediately - she states, "Secure that 'lowly' crap, chippie. This ain't one of the old Academies, where you were expected to grovel. You made it through Candidate Boot - you proved you aren't some powder-puff wannabe. Now, you were saying?" She listens to the rest of his question and answers, with a bit of surprise on her face, "All of the above, of course. Against other squads; against members of your own squad."
Before she can continue, a voice comes from behind her - that of 3L Masterson, who is clearly listening in. It's loud - well, sort of. It's projected."Cadets, what is your first challenge??"
Costas, along with the Cadet-Corporals that are out of sight, give in a firm 'hoo-rah!' indoor volume, "I am!!"
Masterson: "What is your last challenge??"
Costas & Cadet-Corporal Chorus: "I am!!"
Masterson: "Who can overcome that challenge?"
Costas & Cadet-Corporal Chorus: "I can!!"
Masterson: "Who helps you overcome your challenges?"
Costas & Cadet-Corporal Chorus: "My team!!"
Masterson: "Who helps the rest of your team in their challenges?"
Costas & Cadet-Corporal Chorus: "I do!!"
Masterson: "What do you do?"
Costas & Cadet-Corporal Chorus: "The Job!!"
Masterson: "What do your orders tell you?"
Costas & Cadet-Corporal Chorus: "Do The Job!!"
Masterson: "What if you the orders are unclear?"
Costas & Cadet-Corporal Chorus: "Do The Job!!"
Masterson: "What if you have no orders?"
Costas & Cadet-Corporal Chorus: "Do The Job!!"
Masterson: "Identify the job --"
Costas & Cadet-Corporal Chorus: "Do The Job!!"
Masterson waits a beat, then says in a less aggressive, far more thoughtful tone: "Do the job."
Costas, along with the Cadet-Corporals concealed in the seats, gives a firm "Hoo-ah!!" before looking up at Corwin with a crooked grin. "Answer your question, Cadet Private jay-gee Talmadge?"
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
'Costas, A' smiles crookedly, just one corner of her mouth curling up. "That's what we said," she agrees with Jackie. "Makes for something like a six hundred mile radius, plus-or-minus fifty, the school could be in. I gotta admit, I'm not entirely sure why it's so far away from the transfer point - or if it's even that far away - or why it's, y'know, so secret from everyone else. Buuuut ...."
She trails off, looking back towards the Striped-Bar cadet returning to the school, soon to become a cadet lieutenant who'll be issuing orders for her to direct you people into carrying out. "Cities are the battlegrounds. So we have to do training in a city - that's the Chicago Ruin, between the river and the lake. But we don't want to be anywhere near a city during standard schooling, so ..."
Shaking her head, she looks back at the nine of you. "I just don't get how they built it. Or sealed it. Or keep the air out ..." With a laugh, she lifts her hands palm-up in a 'whaddaya gonna do??' gestures.
That Thar Conversation's Private, Private!!: Corwin, Bas, Bruce, Mei:
Officer-Candidate Masterson rubs the side of his face for a long moment, staring at something far beyond the train car before Commander Fisk, lifting a hand to scratch at his earlobe, says in a precise, vaguely-accented baritone, "You were saying?"
"Sorry, sir, just ... remembering." Masterson apologizes. "You know the Arch?"
"In the city of Saint Louis?" Fisk pronounces it in the French manner, 'Lieu-IE', as compared to the American 'Lou-iss' or American-mock-French 'LOOie'.
"St. Louis, yeah," Masterson says, unconsciously correcting Fisk's pronunciation with the 'standard American'. "They damaged it when they invaded, you know? But now - now it's just gone."
Fisk considers this for a moment. "It was concrete, was it not?"
"The core, sure, reinforced, but a huge amount of steel in it and covering it. And it's all just ... just gone."
Frowning, the Commander considers this for a few moments more, then shakes his head. "A puzzle. What did Command have you do there?"
Masterson's expression sets, more than a little bit. "Scouting, sir. Harrassment. I've got some aquatic abilities, but ground too, so they embedded me with a PDF Marine Recon squad, working in tandem with a US Navy SEAL Squad. Place is practically surrounded by rivers, so we did a lot of in and outs. Lasing for terminal guidance on artillery."
"I know it well," the thirty-year-old Commander says drily. "You were successful?"
"We ... yeah. Mostly. But ... we lost people. Men. I ... my team lost our lieutenant on one mission. It all just went to hell on us ..." Masterson falls quiet, that stare returning as his mind replays for his eyes whatever combat hell he went through.
Letting the mental review play for a few moments, Fisk finally interrupts it. "You got your men out?"
"Some, sir. Some. Not all."
"Then you succeeded beyond what was expected of you," Fisk tells him with a hint of harshness. "You were - you still are - an officer in the PDF. You swore an oath before they pinned those taps on you." ("Tabs, sir." "Yes, sorry - tabhs.") "Your oath may be to all humanity, but it is executed for the men and women you fight with. It is expected you fight under an experienced officer, a man who is in command. He died, yes? This is war. But you kept your head on your shoulders, and instead of versaute, messing up and dying with all the soldiers, you escape. And some of the soldiers, you help them escape too.
"So yes, Third Lieutenant - it went to hell on you. And you are out of it. You have learned from it, yes? You know what you face, you have seen and killed your enemy. Now you must help them," and he gestures at the rest of you, whom Masterson actually finally seems to see, "to learn how to face their enemy and kill them. You still have responsibility; you still have your oath."
Though the cadet and the officer talk generally quietly, they are facing your way, and a few minutes into their quiet discussion, the officer gestures at the ten of you (nine plus Costas, after all). And then after a moment of continuing to speak he rather loudly says - or perhaps orders, considering his tone - "Don't f#ck it up."
Masterson's head jerks upright, his shoulders, neck, and head at attention. "Yes sir," he replies, and regards you brand-spanking-new Chippies with thoughtful interest.
Fisk, after briefly scanning your faces, leaves Masterson to his thoughts and extracts what fifty years ago might have been called a cellphone, but what is now simply a 'pit', 'portable information terminal'. Fisk's looks to be a standard military-issue pit - fine for in the field or on the move, but with its small, flat, limited screen very insufficient for so many modern uses.
Cadet Sergeant (CSgt) Female Caucasian (Dark hair cut short, hint of Hispanic in skin tone) w/ slight Southern US Accent.
Known Powers:
Made ya look. But seriously, later this will actually have something in it. Promise!!
"They never tell anyone," Costas replies. "I'm pretty sure it's some sort of classified. But one of my classmates, a real brainy sort before he tried and failed to outcompute a combat situation, decided that the train moves at almost Mach 3." She gestures with her thumb towards the windows in the front section, which remain dark. "We figured that the thumps and the noise you hear before acceleration is the train moving into a sealed section, and that they pump the air out so that the train doesn't have issues with air resistance. Or," she adds, "sonic booms."
[AC 20 (T 15 , FF 15) | HP 33/36 | F +5, R +12, W +5 | I +4, P +10 |Grit/Panache: 3/4 Spells: 1st (2/2) | Bardic Performance Rounds: 8/8 Active Conditions:
Size
M
Strength
10
Dexterity
18
Constitution
11
Intelligence
10
Wisdom
14
Charisma
14
About Orin Tarfoot Tallfeather
About Orin Tarfoot Tallfeather
Background Summary
Personality:
Background Narrative:
CG Male Tengu (medium humanoid)
Initiative +4, Perception +10
Speed 30 (medium)
DEFENSE
AC 20 (T 15, FF 15) (+5 DEX, +5 armor)
HP 30
Fortitude +5, Reflex +12, Will +6
Special: Deflects 1st Arrow Attack/Round, Opportune Parry/Riposte
OFFENSE
Ranged: mwk hand crossbow
Melee : wakizashi
STATISTICS
STR 10 DEX 18 (20) CON 12 INT 10 WIS 14 CHA 14
BAB +4, CMB +4, CMD 18
Melee: +11 Adamantine Wakisashi +1 (1d6+1/18-20)
Ranged: +11 MWK Hand Crossbow (1d4/19-20) or +9 Heavy Crossbow (1d10/19-20)
Full Attack: +9 Adamantine Wakisash +1 / +9 MWK Hand Crossbow / +6 Bite (1d3)
Traits: Anatomist (+1 to confirm critical hits), Black Powder Bravado (reroll one attack roll/day made as part of a deed), Child of the Streets (bonus) (+1 sleight of hands and is class skill)
Feats: Deflect Arrows, Point Blank Shot, Rapid Shot, Rapid Reload, Two Weapon Fighting
Special Abilities: Swashbuckler’s Finesse, Grit/Panache, Fast Reactions, Bardic Performance
Gear: mwk hand crossbow, +1 Mithral Chain Shirt 2250 , +1 Adamantine Wakisashi 3035, Belt of Incredible Dexterity +2 4,000 Wakisashi 35, Heavy Crossbow 50, Thieves Guild 4PP, Wand of Cure Light Wounds 37 charges 2 PP, 48 Bolts, 1598 gold
Swashbuckler Finesse (EX):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Grit:
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.
Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Grit and Panache:
The gunslinger’s grit and the swashbuckler’s panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources together into a larger pool of both grit points and panache points.
For purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds:
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed). This deed replaces deadeye.
Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.
Derring Do (EX): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.
Opportune Parry and Ripose (EX): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Fast Reactions(Ex):
At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn’t need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a –5 penalty on his second attack roll) and at 17th level (with a –10 penalty on his third attack roll). This ability replaces bardic knowledge and lore master.
Combat Juggling (Ex):
At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it. This ability doesn’t grant the juggler additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on). At 6th level and every 4 levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level.
If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check’s DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly. This ability replaces versatile performance.
Evasion (Ex):
At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Performance Types:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): DC 13 At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Tengu Traits:
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
Swordtrained: Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Chronicles and Boons:
XP 13 (5th level; 6th level at 15)
#8-05 Ungrounded but Unbroken
#9-15 The Bloodcove BLockade
#9-12 Shrine of the Sacred Tempest
#7-00 The Sky Key Solution
#7-14 Faithless and Forgotten, Part 1: Let Bygones Be
#6-01 Trial by Machine
#6-05 Slave Ships of Absolom
#9-08 Birthright Betrayed
#6-08 The Segang Expedition
#5-09 The Traitor's Lodge
Pathfinder Module: Fangwood Keep