((Late turn FTW))
Teal, somewhat disalluded by his minor concussion, attempts to sit down and assuage his dazed state with a massage. [6] He succeeds, and not only restores his lost HP, but alleviates his dazed state. ((+1 HP, No longer Dazed))
Orange-Green, not to be proven wrong, once more practices his l337 white mage skills, this time on
Red. [3] He manages to give
Red 2 HP, although all this really does is prolong his death.
Blue tries to remember something about The Assailant. [2] Unfortunatley,
Blue cannot remember anything about The Assailant, perhaps from the mental trauma of seeing someone stabbed in front of him.
Purple Attempts to fight back against his assailant, through a tackle.
[2][2]
[6][6]
[4][5]
Unfortunately, The Assailant manages to dodge
Purple's tackle, and the royal fellow slams into a locker, losing 1 HP and opening himself to attack.
[1][5]
For once,
Purple manages to gain the upper hand. As The Assailant charges forward with his knife, purple kicks upward, knocking the knife out of the nerdowells hand.
Purple then retrieves the knife, and stabs The Assailant in the thigh!
Purple continues to lose blood.
((Purple- -3 HP, Still Bleeding, KNIFE GET))
((The Assailant- Lost Knife, -4 HP, Bleeding, Injured))
Red continues to bleed out on the floor. However, his suffering is prolonged by
Eh Green.((-1 HP, Still Bleeding Heavily))
[6]
Green Walks through the door at the end of Hall B.
There is a crecent shaped hallway here. There are four doors, Doors W,X,Y, and Z. Door Z is the rightmost door, and the door
Green entered from. Door W is the leftmost door. Doors X and Y are both on the opposite end of the hallway, fairly far from each other.
Inventory:
Fatigues
Health: ( 10 )
||||||||||
Inventory:
Fatigues
Health: ( 9 )
||||||||
Status effects:
Broken Leg: -2 to any rolls requiring speed or kicking.
Inventory:
Regal robes [Bloody] [Damaged]
Kitchen Knife [Bloody]
Health: ( 3 )
|||
Status Effects:
Bleeding: -2 HP per turn. Recommended that bleeding is stopped as soon as possible.
Gash on Back: Grievous wound
Inventory:
Fatigues [Bloody]
Health: ( 3 )
|||
Status Effects:
Heavy Bleeding: -3 HP per turn. Stop ASAP.
Cut Jugular: Grievous wound
Inventory:
Fatigues
Skills:
Eagle eye: +1 to any rolls involving perception
Health: ( 10 )
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Status Effects:
Inventory:
Labcoat
Health: ( 9 )
|||||||||
Status effects:
Dazed: -1 to all rolls requiring perception for 3 turns. ((1 turns remaining))
Combat is very simple. There is no roll for initiative, and whoever attacks first gets the first roll. The defender then rolls, and whoever has the higher number wins. Also, whoever has the lower number is dealt damage equal to The winning roll-the losing roll.
This means that, barring status effects or skills, the most damage that can be dealt is 5 HP worth.
Also, combat is done in turns, so after the attacker attacks the defender retaliates.
So, for example...
1 pops up behind 2 with a baseball bat!
[2][1]
1 taps 2 on the head with the baseball bat for 1 HP of damage!
[1][6]
2 attempts to grab the bat from 1, and 1 runs 2 through with the baseball bat for 5 HP of damage!
[6][4]
1 Then Smacks 2 across the jaw with the baseball bat, breaking seven teeth for 2 HP of damage!
[2][6]
2 weakly raises his hand in retaliation, but is quickly stopped by 1, who caves his skull in with the baseball bat for 4 HP of damage!
2 is dead.