Tinkerer

Jacob Farrell's page

191 posts. Organized Play character for EmissaryOfTheNorth.


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Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Totally slipped from my mind, sorry Jon

The irishman snickers at Naomi's theories "I ain't one to judge noone's conspiracies, but I think the answer could be more simple... An escapee, child-size escapee, running away from the grays." Jacob says, crouching in front of the shirt's remains and observing them.
"Keep yer weapons ready, just in case." as he stands up and turns to Richard "Look for more trails, I'll radio the chief."

<"Farrel here, we found signs of passage and child-size clothing, we'll scout and secure the place before planting. Over.">

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Neat job, David, we'll be there in no time unless we get ambushed..." the demoman pauses as he manes sure the explosives and tools inside his toolbox are placed safely "That happens, you follow the explosion sounds."

Jacob turns to Richard and says "Ready when you are, lad. Ready when you are."

Okay, preliminary plan: to set claymore like charges throuhhgout the sewer's grid junctions as well as remote activated oned at bottle-neck points that might pose a problem. If we don't have enough juice to booby trap everything we'll go with just the remote activated ones at bottle-necks. If that's okay with the otherd... What should we roll and how many times?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Oi mates, I'm back!
I already told Jon that life kicked me in the vitals and kept me down, but still I should have warned you all that I was going to be out of comission for a while.

I am really sorry in any case.

As I'm back in the game, as soon as Jon gives us the signal we can start sewercrawling and bombplanting. I'm pretty sure it will be interesting.

Grand Lodge

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Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I am partial to the 'following the escaping ayylmao and nailing him' as already stated, but Borax plan does sound solid and I am worried Richard and I might end facing the bugger and his extraction team.

So as of right now, I am completely unsure on what to do. Will post tonight, but I'd appreciate more opinions.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Corblyme!" exclaims the Irish kicking some debris in the process "He will alert his ugly mates if he hasn't already, we need to bring him down"

Jacob checks the ammo on the clip and turns to Richard "Hope you can keep up with my pace, Richie Boy"

Okay, I support pursuing. Jacob's faster than usual so I might have a chance of getting him but I am not sure if we would be going sideways regarding the Mission and I definiteoy don't want to slow down the Campaign so here I am waiting for Jon's words.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Darnit, missed it. Posting tonight!

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Smarts: 1d8 ⇒ 71d6 ⇒ 4
The eldritch blast catches Jacob square, the Irishman mutters as he blinks multiple times...

Unshake: 1d6 ⇒ 11d6 ⇒ 6
Ace: 1d6 ⇒ 1
I unshake but didn't raise so the bugger will manage to escape... Using a benny to Unshake!.

... But his will overcomes the little magic trick and he spits on the ground [b]"Damned bugger, you ain't escaping!" he says before following the alien.

Jacob stops and shoots, aiming for the gray's weapon arm to try and disarm it.

Attempting to Disarm and Double Tapping to help the effort
Shooting with Called Shot to the Arm: 1d8 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Ace: 1d6 ⇒ 2
Damage: 2d8 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Why people keep ignoring Coding Rule 0: if it ain't broken, don't fix it?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Is it a bug or some sort of safety measure?
In any case, I need to log in on my phone every damn time I want to check my updates.
Bug or not, is definiteoy annoying.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

As far as me, I did miss the update. I have my first exam and group assignment so I've been increasingly dumber.

Posted already, though.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

The handmade explosion triggers a laugh on Jacob "Go get those greys, newbies,
I'm going for the purple gobshite!"
he exclaims as he runs past them, through the door and inside the control room with quickness unlikely for a man his age.

Got the quick edge so I figure I don't need to run to get inside. If I need to, tell me
"Wrong train, ya fokken bógan! Go back to yer fokken planet!" yells the Irishman as he rises his gun and aims for the weirdo's.

Double tapping here, I'm assuming Damage is 2d6+1 like most of the pistols on the Core book, if it is 2d6 like a Glock substract one
Shooting: 1d8 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 2
Total of 9
Damage: 2d6 + 1 + 1 ⇒ (1, 5) + 1 + 1 = 8
Raise: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3
Total of 17

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I, for one, welcome our new non-eucledian and tentacled overlords. Praise Cthulhu and that shite

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Concussion? Not exactly, but lemme check if I can do something simmilar with things lying around, chief..." comms the irish bomber as he turns around and walks the hall looking for odds and pieces he can use.

Notice: 1d8 ⇒ 31d6 ⇒ 4
Close one, I hope the penalties you talked about applied to Repair
Repair: 1d8 ⇒ 51d6 ⇒ 1
Crap. Depending on the penalties I might want to benny that... Remember guys we got an extra one from the Interlude.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Before I do so I wanted to discuss the odd possibility that the ones to walk out of the room might be brainwashed civvies.

With that out of the way I will try to create the least possible lethal device, minimum shrapnel for example, trusting the pressure inside the extinguisher to 'stun' the greys or the civvies instead of turning the hall into Chunky Salsa Paradise.

Also, I got the McGyver edge, just in case it helps lessen the penalties.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Sorry for the delay, Jacob would surely want to babysit the newbies... I mean, going in a scout mission with them

Stealth: 1d8 ⇒ 41d6 ⇒ 5

Jacob's face turns to disgust as he comes closer to view the grey's Naomi spotted "Some ugly motherf... Some ugly hostiles, sir, really ugly and doing eldritch stuff." he whispers through the comm. "Permission to engage sir, possible dangerous alien stuff being done to the civvies."

The irishman draws his old trusty combat knife that sat around his ankle and 'dual wield' both the knife and pistol in a sort of tactical style "If we go in fast and hard we can take them out without alarming the rest of greys. Call your target, I take the big wobbly head one, and wait for the Chief's order." he whispers waiting for the door to be opened and the order to be handed.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Well Doc, you ain't a morning beauty neither... Just kidding, I'm not really happy with the whole situation." says the Irish with a smile as he puts on the vest and grabs a Sig Sauer p226 As those are listed as the standard British pistols other than Glocks, so unless Jon corrects me, enjoy the 007 style

After checking the clip and cocking it, Jacob looks outside the window "This is worst case scenario so we better play it smart, even if part of me wants to go to the train's roof. Always wanted to do that." the olf man turns to Borax with his weapon lowered but ready and smiles again "Instructions, chief?"

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Oh damn, I feel tired... The hell are you staring me at for? Do I have something on the beard? I sure have nothing on my glass... Wait, why is the train slowing?" he comments, still dizzy and sleepy, before the others bring him up to speed.

Do we ended bringing our old gear or some fancy silenced new stuff? In any case, Jacob gets his stuff and gets ready

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Jacob's head was hurting really bad as he stared out the window, bad enough to need a whiskey or three to shut the pain down...
Smarts: 1d8 ⇒ 31d6 ⇒ 3
C'mon! I'm supposed to be smart and paranoid and I go and fall for it? Dammit RNG!
... but he kept staring, british' landscapes sure are captivating.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Posting later today, I fancy myself writing some pure incoherent Irish RP text!

Also, on the matter of equipment: what are we bringing and in which amounts? Not like I want to blow up the entire town but I want to be sure I could if I needed.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8
Borax Bohan wrote:
Borax is overconfident that any plans will work. So he's ready.

Funnily, Jacob always works under the assumption that any plan is doomed from the word go and will need the liberal application of explosives to unf$#@ it.

That makes him overconfident in his cyinicism and C4.

So let's go undercoverly and slyly kick some alien asses.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"I could, chief, given a little time and enough supplies... but I'd vote against motion activated booby traps, we don't know if any civvies are going to randomly enter the sewers." Jacob says to Borax.

"If we could get minicameras I could lay out some sewer surveillance and set up the place with remote activated traps and motion detectors just in case they got cloaking or some bullshite." continues the Irish as he takes a piece of paper, draws a pen and starts writing and drawing. "I could rig different detonators for each one, perhaps get a firework's one instead. Thing is that way the explosives will go off only if we have visual with the greys."

"As far as cover, I betcha Richie and I can pass as tired lazy workers if you give us a dirty enough jumpsuit. We can carry the weapons, gear and explosives down there in toolboxes." smiles Jacob before turning to Borax "No offense, chief, but you have too much an aura of command and dignity to pass as a working drone... the spooky documentary, though, that I can see working."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"More unusual than a bunch of little fellas disappearing in half a month? I am in sir, this might be the grays or it might not... but it sure as hell is bad." says the Irish
"In any case, this being european soil I guess heavy ordinance and explosives are out of place, am I right? In fact I'm not even sure we are officially cleared to act according to the local authorities, so silenced arms, fake IDs and that kind o'shady stuff might be in order." Jacob continues "Oh! In the case we encounter the cloaking things I would like to requisite thermal vision goggles too, sir,
I want to test if those things can be spotted by thermal signatures different to our own.

Jacob stops, considering the fact that he jumped straight to the gearing to kill part and scratches the back of his head "Well... a map and a briefing on the kids, town, places of disappearance and escape routes probably won't hurt either."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

At the pub:

The pints a-flowing, one after the other. The patrons laughed and chatted around them. The smell of beer and spirits.
Jacob felt at home after a long time drifting.
The irish laughed like a madman, told the others stories of his time in the Middle East (partly truth with extra topping of dramatism and excerpts from 80s action movies he remembered). He seemed happy, yet his eyes betrayed him.

Jacob stood up and walked to the pub owner "Oi mate, could you do a favour to an old brother returning home soon?" but the rest he whispered.

As he returned to the table an old song started playing Her song.
"She always shone like a fukken star the moment she heard the Sinead voice... My sweet Eyre."

"She was a tempest, I tell you, with emerald eyes and fiery hair the colour of red hot iron." Jacob continued speaking, but he wasn't looking at anyone in particular, as if the irish was rewatching part of his past "I remember the day I fell in love with her... I was drinking with the mates at Finn's, pretty usual stuff mind you, drunk as all hell and spoiling for a fight. Then some Unionists entered Finn's... you may not know, but at the time there was some pretty bad blood between us. The kind of blad blood that ends with people bleeding in the ground, sometimes dead."

"I remember starting to sing the Army's hymn, Jake by my side spitting at them. One of them Union boys drew a knife and then... then a fukken bottle broke against my head. I was drunk as all hell and almost unconscious, but I could see Eyre behind me with half a bottle in a hand and a rolling pin in the other. He threathened the whole fukken pub into silence and made both the Unionists and my mates to made peace. Peace! Between the fukken Army and the Unionists!" he exclaimed before bursting into laughter "I knew that a woman capable of that would be capable of saving me... and I spent the next six months trying to get a date with her. When she finally accepted I even cut my hair and dressed like it was Mass... She was so beautiful and pure, and they stole her from me... her and Colin. I've never talked to a priest since their funeral... Oh God, Eyre... I miss you."

The Irish started silently crying as he sipped on his pint. No amount of ale or whiskey could erase his pain, and it wasn't long because he excused himself.

Sorry for the delays. As the post is already long (and I hope worth reading) I will write Jacob visit to Ireland with details in my next post, but assume he spends the next two days after the Night at the Pub on it.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I can't even apologize. It's simply that I couldn't write something I did enjoy reading.

Since you moved us into the Interlude I knew the story, but the words weren't flowing. THat said, good or not (I hope yes), tonight will be.

Sorry, anyway.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Have no excuse, it simply slipped my mind. Which is a bad thing that I intend to fix in the morning.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"You have a couple weeks off and want to waste them exercising? Sweet summer childs... Let's go to an Irish pub and have a pint, and the first one to suggest eating fish'n'shits gets a boot to the ass." says Jacob "The greys are diverse, some of them have shite that let them fky, others can pose as humans until a watchful eye discern them... and I betcha a hundred bucks we haven't seen shite yet."

The Irish relax a bit now knowing he will have at least a chance at being honourable before continuing "One thing I know for sure: I haven't seen anything like their weapons. Sone sort of scifi plasma shite."

"And regarding your last question, you lad sure like asking stuff, I'm Jacob. Ex-military, yeah, Engineer Captaen and Explosives Squad member, but I like setting them as much as I love defusing them."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8
Richard Makeba wrote:


...Richard is constantly on the border of 'unprofessional behaviour'...

I call dibs on training this rookie.

Listen here, you chummer, when the higher ups ask what will you need for the mission, always add at least three explosives, a bottle of fine whiskey and a tank.

One of these days they'll give us the tank...

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

The night before the flight to London, Jacob was nowhere to be found. The old man knew how to evade others and did so, yet he appeared during the morning having washed his usual dirt covered clothes and groomed his beard.
Any atempt to ask the reason was quickly dismissed with grumpy sounds, "None yer bussiness." and "Necessary fukken evils."

When the squad met with their CO, there was no trace of sarcasm or the usual jolly dickery that Jacob meant qhen around anyone above NCO ranks. He sat quierly and waited for an opportunity to speak after the debriwfing ended. "Sir, I need a favour, sir... I can't remember the last time I set foot on the Islands and would like to have some time to visit the missus and my baby boy." the old man was visibly moved and coughed to force the tears back "I know our mission is of vital importance, and if I may speak openly I considered walking away just so I could see them once again."

"But I didn't, because I wish to be part of the X-COM and fight side by side with these good lads and lasses, and I'd rather not burn that bridge if I can help it. I only ask for a couple days, sir, be it now or before you send us overseas... just please consider it, sir" he finishes, bowing his head and quickly regaining his composure to greet the newbies.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Second rule: Never carry Jacob's luggage. It's his, and it might or might not be composed at least partially of highly volatile and reactive... completely legal stuff, oh, hello there Miss Moshad lady I wholeheartedly welcome to our group.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8
Jon wrote:
...then begins to close the door behind her.

Assuming that line means I got a chance to act before she closes it...

"You ain't getting away, Lena!" yells Jacob as he fires his shotgun at the traitor.
MAP penalty due to... later in the post
Shooting, Rubber Bullet, Double Tap: 1d8 - 2 + 1 ⇒ (7) - 2 + 1 = 61d6 - 2 + 1 ⇒ (4) - 2 + 1 = 3
Damage: 2d10 + 1 ⇒ (6, 6) + 1 = 13

Aaaand assuming after running towards the mysterious man/her for the last few rounds I can get into melee...

Right after firing, the Irish drops his shotgun on the ground and keeps running, slamming into the jeep's side before throwing a vicious elbow hit to Lena's face.
Wild Fighting, Non-Lethal: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 81d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Ace: 1d8 ⇒ 4
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
If raising add: 1d6 ⇒ 4

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

The chopper already out of his range and carrying the mysterious bastard, Jacob turns around to evaluate his options...

Vasquez seemed to be fine, no troops managed to reach Chase. Damnit, Gavril took a hit and Borax was seriously bleeding...

And there she was, wounded and postponing her eventual capture.

Jacob kneeled to pump out the remaining shells and started reloading the shotgun, this time with rubber rounds.

"C'mon, Lena, let's dance a catchy tune!" yelled the Irish to try and divert her attention from his wounded pals before shooting a warning round.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Actually, I missed the update. On my way to shoot at the witch.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I'm not sure if it was your intention, but I already hate the mysteriousan with a passion.

It's a bittersweet feeling, I love to hate my enemies. Makes me more engaged when I plot their eventual, explosive filled, bloody demise. Kudos to Jon!

But hey, unless Lena and the defenders kill us, we got ourselves a couple interrogation volunteers! I vote we let Jackalyn do her schtick again, if only because Lena is a bastard that dragged us into this.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I'll eat through the wound, gotta get some scars to woo the ladies... because that's still a thing, isn't it?

Recover from Shaken(+1 from Borax): 1d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (3) + 1 = 4
Close call

"Agh! Away and pull your wire, you fukken geebag!" yells the irish after the bullet pierces him "Ye'll pay for this, motherfukken slimy bastard, I'll fukken gouge your eyes out!"

Without delay, Jacob drops his nade launcher on the ground and starts running as his hands move quickly to his brand new shotgun to unleash hot leady death on the mysterious man in black's legs. F!!* him.

Bear with me... Using Double Tap, applying MAP penalty, Wound penalty and Shotgun bonus. And he's aiming to blow his legs off, so Called Shot to the Legs. Jacob's out for blood.

Shooting: 1d8 + 1 - 2 + 2 - 1 - 2 ⇒ (6) + 1 - 2 + 2 - 1 - 2 = 41d6 + 1 - 2 + 2 - 1 - 2 ⇒ (6) + 1 - 2 + 2 - 1 - 2 = 4
Lucky Clover Ace: 1d6 ⇒ 1
Total of 5. Neat-o
Damage: 3d6 + 1 ⇒ (3, 6, 5) + 1 = 15
And the Brutal Vengeance Award goes to...: 1d6 ⇒ 2
Total of 17. Eat shit, motherf@@&er

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Jacob turns his aim at the mysterious man in black.
"<<He got some A Grade armor there... I pack a punch, tho. Eat shite>>" as his grenade launcher's barrel rotates and the trigger's click is followed by a cannister flying.

Aiming for a direct hit, as I think Malik isn't close enough to get hit.
If he is, tho, Jacob would try to aim so the blast doesn't catch M

Shooting: 1d8 ⇒ 41d6 ⇒ 5
Damage: 3d6 ⇒ (1, 2, 6) = 9
Ace: 1d6 ⇒ 6
Acer Ace: 1d6 ⇒ 3
Total Damage 18

The irish moves after firing, circling around instead of beelining Malik, because he intends to live through this day.
Jacob's pace is 8 because of Quick edge

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"<<Take the big guy down but keep him alive, we'll need to question him if Edward's bleeds out for good. I'll cover you, Chase.">> whispers the Irish through the com as he turns to aim his launcher at the forces moving to Jackalyn.

"<<Man... I hate the aftereffects of these toys, to be honest. Not a good way to go...>>" he says as he pulls the trigger, almost an afterthought.

Shooting, Grenade Launcher: 1d8 ⇒ 41d6 ⇒ 5
Damage: 3d6 ⇒ (1, 2, 1) = 4

Lamest grenade of them all. What was the loadnof this one? Confetti?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Aaaaaand done. Rolled Stealth again, just in case I needed it.

Also, I realized that perhaps the Claymores I placed at the end perhaps required a check too. If that's the case, or placing them after doing all of that is too much of a stretch, please feel free to roll for me or ignore that part as you see fit, just so we put the action back on track.

I also wanted to apologize beforehand if I have done too much, I got a tad excited about getting the explosive spotlight for a while, I must confess.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Can't edit my last post now, gotta spam. SorryNotSorry. Also,
I forgot to add the following sentence:

Before: Jacob places one of his hand grenades duct taped to the charge, just for good measure and that small personal touch.

Now
After placing the charges, Jacob crawls under the vehicles, leaving one jeep 'unbombed' and getting to the next, to maximize the spread and chaos. Once under the vehicle, he takes the next C4 charge and places it under the car's fuel deposit, complete with Jacob's Special Duct Taped Hand Grenade -or extra share of Screw Ya Gobshite as he calls it-.

Kn. Explosives: 1d8 ⇒ 11d6 ⇒ 5

His job with the vehicles done, the Irish moves from under the car and sneaks to the crates, waiting for the camp's staff to pick the last batch before placing the charge beneath the sand and almost under the crates. He refrains from placing a hand grenade this time, as that would leave him with none left, almost like walking naked around for him.

Kn. Explosives: 1d8 ⇒ 51d6 ⇒ 2

No demolition charges left, Captaen Farrell returns to under the vehicles, bidding his time as he scouts the camp's surroundings he can see from there. Jacob looks for any spot that could provide him at least a bit of cover while prone yet be close enough so he can provide 'nade launcher support and rifle fire.

Stealth just in case: 1d8 ⇒ 61d6 ⇒ 2
The irish quickly moves there, stopping only to leave two claymores facing towards the camp, just for good measure.

"Fireworks ready." muttered Jacob through the team's comlink "Bring the traitorous whore down and I'll light the bastards up like it's Christmas." as he prepares the button and the 'nade launcher.

I feel like I have gone a bit overboard with this. Or maybe I've been soft and should have placed more explosives... we'll know soon.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Well, I do love reading the global News, gotta be knowledgeable if you want to be a learned person. Or that's what I've been taught!

Regarding the gameplay post, if I understood Jon correctly, my turn should end there (As each retry to set charges would require an aditional turn of action).
I left the part where I sneak out until I know for sure the following: that I need or don't need any more Kn. Explosives rolls to make the vehicles and crates go boom (i.e. this one is enough), that i need or do not need to roll sneak again and if this should be done following any Initiative order or I can keep doing stuff until I give the signal.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Jacob nods, smiling, before muttering "Radio silence until I give you the signal, boss."

Stealth: 1d8 ⇒ 11d6 ⇒ 5
Not enough, don't want to die
Benny: 1d8 ⇒ 31d6 ⇒ 4
Ugh... third time's the charm?
Stealth: 1d8 ⇒ 61d6 ⇒ 6
Ace: 1d6 ⇒ 4
As a foot note, I assumed this was an oposed check and the higher the better. If it was a TN4 roll... well, I'd be happy to take my bennies back xd

With trained grace despite his age Jacob moved close to the ground in almost a crouching stance, using the scarce shadows and timing his advances to when the men and women at the camp turned away.
If I don't get spotted read the following

Once at the vehicles he crawled under the biggest one and started working on the charges.
Kn. Explosives: 1d8 ⇒ 61d6 ⇒ 4

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

You can't have a conspiranoic conversation without the mad Irish guy:

I will start by saying that I have a strict policy of not mentioning foreign stuff 'unprovocked'. What with wounded feelings, deceased relatives and the usual matter of respect.

That said I made my fair share of research regarding 9/11 and I find the whole attack interesting. The claim, later turned a meme, that jet fuel can't melt steel beams was proved to be fake as the temperatures obtained by igniting the fuel -specially concentrated in a place like the plabe's deposit- could have dealt enough structural damage for the WTC to go down like it did. Which this I establish that I believe the planes did bring down the buildings but bear with me.

How come, as Borax mentioned, no F-14 (correct me if that wasn't the standard combat jet at the age) was stationed and ready to take down the planes? I can understand that the pilots perhaps were already dead and the terrorists indeed piloted them, but air traffic controllers are pretty exhaustive at their job... a non responsive pilot combined with a clear change od route would have sound any alarms and jet's would have been deployed.
And later investigations and media publications showed that the NSA (or the CIA, can't remember) did investigate the terrorists due to suspicions arised by their training and nationality.

So I think the real conspiration lies there. Same as Bush' dad trained Bin Laden for a purpose and later turned rogue with the USA turning a blind eye until he was a menace... either it was a massive f~## up on the secret service's part or the whole deal was orchestrated to motivate the population's payche to align with the long list of stuff that the USA would later start in the Middle East.
Wars are never liked by the people, unless people feel that some payback and justice are needed.

--------

Now on a simmilar note, look at the Boston Bombings. Around the dark and strange parts of internet (the least dark of them being 4chan), photographs surfaced of wounded and paramedics after the attack. And I shit you not, the same people appeared dressed differently in different situations. Either a lot of twins and triplets worked there or were affected, or some fishy stuff went on. I don't deny the Bombings per se, that would be crazy, but I do think the attack was at a time were antiterrorist campaigns sat at an all time low and needed a boost. Take the suspected terrorists, a pair of teens that weren't the type for that sick thing. During their 'arrest' one of them was gunned down by the police, the other was too wounded to speak there and I don't remember him ever getting out of ICU. Circumstancial evidence like black powder and some sort of manifesto was found at their home.

-------

And now I want to direct you all to the long list of terrorist attacks happening here in Europe. If you make some research you wilk find that in each and every one of them the Secret Services had investigated the perpetrators but decided that they weren't likely to attack. And I mean each and every terrorist attack, no exception.
So, either no European country has a Secret Service worth shit or there's some shady stuff going on and orders to let the terrorists do their thing.
Casualties range from minimal to average, but the population's impact is so great that Europe, a region that traditionally have hated with a passion any political movement that was even a tad close to fascism/nazism/far right, has seen an increase on right wing and fascist movement support so huge, during the last two years most of the countries' elections have been won by them.
And the antimuslim movements are at an all time high, believe me. Countries like France, whose muslims are mostly third and fourth generation migrants and therefore completely integrated, suffer from it.

-----

Before speaking of aylliuuums, I want to take everything I said and postulate my personal moral of the story:
Every generation needs a nemesis, a vile enemy, someone to hate with a passion so we stay docile and forget the shit that goes on in town.
Russians are too​ trite for that job anymore. China is trying his best to not be like Russia. North Korea is almost a joke. And in general no country works for that, because if a single one or a federation of them attacked our lands like this the masses wouldn't rest until the NATO attacked.
But islamic terrorists? They have no distinct region of origin that you can target except for the casual 'France/USA/Rusia has bombed an ISIS base in X' news that keep the fire burning. They are our age's boogeyman, we have been told anyone can be one of them.
They are a perfect for our malcontent and hate, and they will for as long as there is need for them.

-------
Now on the matter of aliens. The universe isn't huge, it's infinite. Which means that there are infinite planets and many chances for a planet to evolve life.
But the chances of said life evolcing to the point of sentience are narrow at best. We aren't the norm, in fact we are strange as f*$& and have gotten to where we are by sheer luck.
There was an anthropology theory regarding civilizations and spacefaring whose name I can't remember, but the sum up would be the following:
Any sentient being race and civilization has to get through a number of points of extinction during their history.
The first or firsts are catastrophic and endemic to their environment and habitat (like the Ice Age and the meteors during the... jurassic? cretacic? my knowledge here is fuzzy at best).
If they manage to adapt and survive through it/them, they become a Class 2 Civilization and have to face the ones caused by their own civilization. Great wars, pandemics and instability (WWI and WWII anyone?).
If they manage to thrive despite them, they have to face the last: overpopulation, lack of food and resources. Is during this point of extinction, theoretically, that the civilization would turn to spacefaring research, population control and/or overplanet farming/mining/stuff. If they'd manage to develop it and survive, they'd become a Class 3 Civilization. That's what is usually meant by post-scarcity societies.

We Earthlings sit comfortably at Class 2. The overpopulation menace seems real but distant, and we yet have to deal with the whole 'Complete Nuclear Obliteration' event.

I'm a spaniard and I'm not that proud of my ancestors. We were great at two things: genocide and mass enslavement. And that's only five centuries of our planet, the aliens could research us and see that no matter the distance and lack of connection... each and every earth civilization have killed without reason, with reason and for sport. We are damn good at it as a whole and, linking to the conspiration tirade I spew, we need only to feel morally obligated to not feel any remorse for it.

So I too think there is, or at least there has been, extraterrestrial beings. But I can't be sure if they all died when still living in caves, they nuked each other out or simply hungered to death. But let's be honest, if they managed to establish themselves in a global peace, with no hunger and scientific advances that would shame us... the second they take a peek at us they'd either turn tail or destroy us before we evolve and destroy them.
We have a history of being bloodthirsty, ruthless bastards.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Two questions and then I post the modified plan with Borax input so the others can give it the green signal:

1)Using the McGiver edge, could I improvise a HIgh-Ex round for the grenade launcher? Initial idea is to open a 'nade canister or two and replace the charge with C4 and shotgun pellets.
2)Are there called shots for vehicles? Something like aiming at the cockpit's windshield or the door they are using to load the crates. The chopper may be armored, but his innards maybe not.

Those are my two cents regarding how could I try to damage the chopper. If the answer to those is no, here is the updated plan:

1) Jacob sneaks in and plants C4 on the crates and vehicles. He sneaks away from the bombs.
2) Chase takes out Lena or the armored guy, or both. Non lethally if possible (Shooting their legs? Shooting their weapons?)
3) The bombs go off, Jacob provides blanket bombing via 'nade launcher so the team can enter the scene with covering fire.
4) We take Malik, and if possible Lena and/or the armored guy.
5) We leg it.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

I wanted to check Jacob's plan with y'all, specially Jon, so I get party approval and the DM can tell me what should I roll and how many times.

Idea is to sneak around the camp until I get to the vehicles and crates, putting two C4 there (probably placing a claymore there as well, at least partially facing the detpacks to act as 'secondary trigger' if for any reason I can't push the button).
After that, Jacob would sneak until he can get the helicopter in range.

Now the plan here has two variations: the first option would be for Jacob to unload his 'nade launcher on the helicopter, that being the signal for Jackalyn, before waiting for the mercs to run towards the vehicles and Jacob detonating them.
Second option would be to do it the other way, Jacob detonates the vehicles and amjdst the confusion tries to blow up the helicopter before withdrawing. The flaming vehicules being Jackalyn's signal here.

Sooo, any suggestions?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

"Sir, I can sneak and blow the choppah up before they can know what hit them. Give me the order and I'll-" but Borax gives the order to the team'sr resident sniper and Jacob simply prepares his 'nade launcher.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Huge wouldn't be enough to describe the size of Jacob's grin when Gavril asks him. Humongous would be far more apropiate.

The irish lets his rifle hang from his back, clinking as it stops against the shotgun place there as well. With practiced movemebts he takes the grenade launcher, opens it, counts the shells to check it's fully loaded and readies it.

"I'm glad you ask, got the toy for that. If we find the landing zone I could rig some C4 if y'all prefer to wait until it's on the ground. In any case, I can make it go boom."

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Jacob fidgets with the Deagle the team took from one of the brothers, cleaning the dust residue and checking the safe.
The irish raises an eyebrow when Rosa speaks but keeps his sight fixed on the high caliber gun "Well Vasquez, if it were me the one being hounded, you can bet your ass this jeep would have already been flying like a chopper... I mean, no landmines, no RPG around the corner? I'm not so sure if we'll get into an ambush and shite, but if we are I don't expect it to be on the road but wherever they are going, that's when things will get interesting."

Happy with the results, Jacob puts the gun away and shuffles through his pockets looking for a cigarette before dramaticly revealing he brought the Irish whiskey to the ride. With a smile he gives it a long go before passing it around to whoever wants some "You see, they seemed to be in a fukken hurry when they escaped the base, even with help they must been focused on legging it instead of stopping us. Not like they brought an army for that, it was a fukken inside job. In any case, once we find their hole I'll make sure they are as surprised as they should." the demoman says that last part as he gently taps the demolition charges inside his open backpack "They ain't taking no backdoor to evade us, that I can promise Vasquez."

Just to be sure, we'll ride the jeep further or we are to walk from now?

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

It will look like I'm stalking Jon through his games while he's looking for replacements (I've just recommended the X-Com game in another of Jon's) but if you want to peek at my character, here he is.

Oh, and I'm Jon the Hunter here, just in case you want to know but don't want to give my profile a click!

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

As I said, Level Headed is indeed useful.

Jacob, for example, has both Quick and Level Headed. That means he draws two cards and keeps redrawing until he gets a 5 or higher... and when I get Improved Level Headed, that goes up to three cards.

You can never go wrong with going first.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Another "assaulter"? Damnit! When will I get a explosive buddy!

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Echoing what Jon said, Rock&Roll would improve your damage and Combat Reflexes is foolproof, you can never go wrong imrpoving your defenses.

Another couple edges that always work are Quick and Level Headed. The former makes sure that you don't go last unless Jon feels specially lucky while the latter double downs on that and gives you an extra chance to get a Joker. Only downside is you need Smarts d8 to get the latter, so it would be something you build around for your next advances.

Brave and Nerves of Steel would be appropiate given the "fearless" description you have (sorry for peeking, forgive this old crazy Irishman) and once again are ways to make sure you don't get easily disabled.

Reharding your Command Edge, you could pick Command Presence to improve the area or Inspire to improve the bonus to +2. The other edges, while useful, require higher ranks or Smarts d8. That said, when we get to Veteran rank, Leader of Men improves our Wild Die to d10... nothing to sneeze at.

To finish this rather long post, you could always improve your Abilities or Skills, remember you can improve only one Ability per rank and these are not cumulative (If you don't improve one while Novice, you can't improve two when Seasoned and so on). As I said, Smarts d8 open a few routes and it would allow you to upgrade Notice as well as other non-maxed skill the following advances instead of improving Notice above the associated ability die.

Jon: Perfect! Then I need only amounts of each ammo, boom thingy to update my profile.

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