Come now wert, you must have SOME initiative.
Teal, seemingly pissed at the glass, rears back and [5] Punches straight through the two-way glass, with no injuries. This has opened a new room for exploration.
Lime-ish green color summons all of the power inside of himself and, channeling his inner spartan, lifts his leg and [3] breaks down the door B! Unfortunately, he has broken his leg in the attempt. D: ((-2 HP, Broken Leg))
Blue decides to teach
Shade of Green a few lessons about pacifism. [4] He succeeds, and
Lemon Green seems to be calmed, but secretly is still able to be violent.
Green walks to the end of Hall B and [3] trips, knocking his head on the door, but still opening it. Unfortunatley, he'll have to get himself up to investigate. ((-1 HP, Dazed))
Purple Goes to hall B and [5] Successfully unlocks and opens the right door.
This room seems to be a small locker room, with five medium-sized lockers, most likely for storing personal effects. There is a small bench in the middle of the room. There is a small-ish poster on the wall.
[2]
Red attempts to piece the two-way glass back together, and [4] manages to piece together a small portion of the window. Somehow, this clears the glass from the window pane, allowing safe access to the small room.
Inventory:
Fatigues
Health: ( 10 )
||||||||||
Inventory:
Fatigues
Health: ( 8 )
||||||||
Status effects:
Broken Leg: -2 to any rolls requiring speed or kicking.
Inventory:
Regal robes
Health: ( 10 )
||||||||||
Inventory:
Fatigues
Health: ( 10 )
||||||||||
Inventory:
Fatigues
Skills:
Eagle eye: +1 to any rolls involving perception
Health: ( 10 )
||||||||||
Inventory:
Labcoat
Health: ( 9 )
|||||||||
Status effects:
Dazed: -1 to all rolls requiring perception for 3 turns.
((For conveniences sake, the doors from left to right are Doors A-E. The left hall is hall A, and the right is hall B.))