Project Duct Tape: Cast & Crew

Tanstaafl said:
Snowtiger, Rauth Snowfang, and Douane - please add one action die and 100XP to your agent's total.

Any alterations you wish to make must be finalized by the time we finish the 'mission briefing' stage of the game. We'll be starting that stage on Monday 6-30 or Tuesday 7-1.
1)Thanks for the bonus!

2)But how am I supposed to spend a mission budget/gadget budget until after I know what the mission is?

3)Also, you had mentioned some homegrown/specialized gadgets that you might have available. Are those ready?

Thanks!
 

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Snowtiger:
Mission Budget: part of the mission briefing will be informing you as to the 'code' of the mission... so you'll know this before the 'Mission Briefing' stage has finished. The 'Gearing Up' phase happens just after that & then we actually, technically get to start the game.:)

Re: Specialized Gadgets: none are available at the start of this mission (nor at the start of the next one) but you will find some in-game and developments will be made by ABF scientists at NESTER Labs (NESTER is the National Endowment for Super-Technology Experimentation and Research; an Alpha Beta Foundation run research facility) throughout the multi-Season game.
 

Tanstaafl said:
Snowtiger:
Mission Budget: part of the mission briefing will be informing you as to the 'code' of the mission... so you'll know this before the 'Mission Briefing' stage has finished. The 'Gearing Up' phase happens just after that & then we actually, technically get to start the game.:)

Re: Specialized Gadgets: none are available at the start of this mission (nor at the start of the next one) but you will find some in-game and developments will be made by ABF scientists at NESTER Labs (NESTER is the National Endowment for Super-Technology Experimentation and Research; an Alpha Beta Foundation run research facility) throughout the multi-Season game.

Ok. Sounds good.

--Snowtiger
 

Domingo Martinez, Mr. Gold (Jaik).

Soldier 4, Home Office;
Initiative: +7, FF Defense: 12, Defense: 16, Spd: 30ft.;
Str 12, Dex 18, Con 14, Int 16, Wis 15, Cha 16;
SV: Fort +6, Ref +6, Will +3;
VP: ; WP: 14;
Budg 8, Gadg 2; Action Die 3d4;
BAB: +4 (melee +5, ranged +8);
Inspiration: +6, Education: +7, Favor: +4;

Skills: Balance +7/3, Bluff +9/4, Bureaucracy@ +6/1, Climb +4/3, Craft(Gunsmithing) +6/3, Demolitions +6/1, Diplomacy +9/4, Driver +8/4, First Aid +5/3, Hide@ +5/1, Intimidate +6/1, Jump +4/3, Knowledge(Firearms)@ +6/3, Move Silently@ +5/1, Profession(Law Enforcement) +4/2, Sense Motive# +4/2Sport(Rollerblading) +7/3, Spot +6/4, Surveilance@ +5/1, Swim +3/2, Tumble +6/2.

@Cross Class
*Class skill as of 1st level.
#Class skill as of 4th level

SQ: Departmental Benefits: +2 Bonus on action dice rolls, 2 Class skills +1/4 levels, Feat; Racial Benefits: +4/+1 skill points, bonus starting feat.

Feats:
Base: Armor Group Proficiency (Light), Armor Group Proficiency (Medium), Armor Proficiency (Heavy), Weapon Group Proficiency (Hurled), Weapon Group Proficiency (Melee), Weapon Group Proficiency (Handgun), Weapon Group Proficiency (Rifle), Weapon Proficiency Group (Tactical);
Earned: 1-Traceless(Dept), Police Training(Level), Sidestep(Race), Extra Budget(BG Bonus), Ambidexterity(Class), 3-Persuasive(Level), Speed Trigger(Class);
Class Abilities: Accurate, Damage Reduction 1/-, Armor Use +1.

Gear, Personal Budget: 63 BP


Languages: Native: English, Spanish, Neo-Sterian, French, Cantonese.

Experience: 8000.

Appearance:
Height: 5'10"; Weight: 180 lbs; Hair: Black; Eyes: Brown.

Background:
Domingo was born the third child in a latino family in the bad part of Miami. From an early age, everyone knew that Domingo was bright, very bright. He was also quick and agile. He was also addicted to adventure, constantly getting into trouble and ignoring hisparents. He vexed teachers by causing trouble and skipping classes, then aceing tests. Then he found Los Lobos Loco, the neighborhood gang. His invoilvement with them brough excitement, money, and power. Money and power brought excitement. It was a cycle that Domingo dove into. His parents, and his best friend, Jesus Chavez, tried to talk him out of it, but he wouldn't listen. Not until a rival's drive-by missed Domingo but got Maria Santiago, did Domingo change his mind. He had to change and he had to get away. He grabbed his life savings and headed for Georgia.
4 months of lying low, living quiet convinced Domingo that it wasn't the night for him. He was going crazy in his apartment, craving action, something, anything to do. He tried booze and he tried light drugs, but they didn't help enough and he knew ebtter than to try the heavy stuff. Deciding to escape his apartment, he went out jogging, running long and hard, trying to wear himself out so he could sleep. On his way back home, he knew even that had failed. His mind was still awhirl with thoughts and he was still driven to DO. That's when he saw the cops outside of his building.
It turns out that one of his neighbors had been a voilent drug dealer implicated in multiple murders. For a moment, Domingo wished that he had been the one to track the man down and make the world a little safer. And then he knew.
Two months of working out later, his system squeeky clean, Domingo enrolled in the Miami police academy. As soon as he knew that he was in, he met with Jesus Chavez, gave him $500,000, the last of his money from the old life, and told Jesus to get married and move away. "I can't get away, but you can, Jesus. Get away and be happy."
He worked hard to overcome some suspicion about his past, but his natural talents, his knowledge of the streets, and his drive all brought him above board. Soon, he was working undercover stings and investigations. And that's when he started hearing about Z-Max, a new street drug with near-mythic properties. It was new, it was hip, it was cheap, and it was dangerous beyond belief. And Domingo found a lead straight to the supplier.
Everything was going to plan, except that when Domingo tried to arrest the creep, said creep grabbed a sofa and threw it as a distraction for jumping out of a fourth-story window. Domingo managed to dodge the sifa and get to the window in time to see the little creep running away, apparently unhurt. A quick trip down the fire escape and a chase to an abandoned warehouse, Domingo found the creep again, only now he had an extra pair of arms and way too many teeth. There was a fight, Domingo remembers that. He knows that he reloaded his weapon at least twice, and that at some point two guys in black suits showed up helping. He knows those things, but he can't really remember them. What he does remember is a moving truck driving off with the creep inside and the two guys sharing a look, then offering him a job.
His parents think he got into some trouble and had to transfer to a desk job with the state police. His friends think he hit the lottery and moved away. His priest thinks it's good to see such a nice young man at Mass every Sunday. His girlfriends all think he has a trust fund. Domingo knows that he's having fun and making things better for more people than he could have ever hoped.
 

Thanks Jaik... your agent is currently located in Mr. Green's office (or at least in the building that his office is in) please introduce him to the rest of the party in the IC Thread.
 

Snowtiger: please edit your agent sheet to reflect the bonus action die from your first post {AD should be 4d4; XP 8,100}.

Pbartender: please do the same.

Raurth Snowfang: you too:), you'll also need to add in a spot to keep track of your action die... preferably in the same line as your budget & gadget point bonuses.
 



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