Turn 002: Gratuitous Violence
Kyle:
(5+1) Kyle stealthily removes the rope from his wrists, and gets them into position to choke out the guard.
(5+1) He then quickly starts to strangle the guard!
(6) The guard puts up a hell of a fight though, and fires his shotgun in random directions!
(3) Thankfully it didn’t hit anyone.
Cromwell:
(5) Cromwell busts the weak rope of his wrists.
Pyoter:
(2) Pyoter does his best, but the ropes are too strong to break so easily.
Marcus:
(2) Marcus tries to remove his bindings, but they are too strong.
(1) Seeing Kyle’s approach go a little less than stealthy, he charges at the guard! However the guard sidestepped, and the head that was going to the guard groin, ended up at a metal bench, ouch…
Syra:
(4) Syra gets her ropes off with a little work.
(6+1) Syra flies into the air with a jump kick, smashing against the guards face, she then grabs him and slams her knee into the guards face for the next 2 minutes while the others watch in horror!
Health: Fine
Inventory: Prison Jumpsuit (Your items are somewhere on one of the trucks in the convoy.)
Skills: Engineering, Hacking, Stealth
Perks: None
Health: Fine
Inventory: Prison Jumpsuit (Your items are somewhere on one of the trucks in the convoy.)
Skills: Launchers, Shotguns, Machine Guns
Perks:
+Molotov Master: Can assemble a Molotov cocktail in 6 seconds flat.
-Maniac Pyro: Starts to feel itchy and jittery when not in the presence of flames, keeping him from focus or concentration.
Health: Fine
Inventory: Prison Jumpsuit (Your items are somewhere on one of the trucks in the convoy.)
Skills: Sniper Rifles, Stealth, Lockpicking
Perks:
+Quiet: Kyle has a 1/6 chance to have enemies not notice him when he fails a stealth role.
-Four Eyes: Kyle can’t see well without his glasses. This means he has to make a d6 roll to look at anything farther then 10 meters away.
Health: Fine
Inventory: Prison Jumpsuit (Your items are somewhere on one of the trucks in the convoy.)
Skills: Pistol, Stealth, Rifle
Perks:
+Close-Quarters Specialist: Despite knowing how to properly use guns, Syra is an expert at C.Q.C. She gets a +1 bonus to utilizing Martial Arts or melee weapons while fighting and blocking/dodging in a melee fight.
+Animal Friend: In the caravan, oxen, horses, dogs, cats and other animals had a much more important role than most people typically use them for in this era. Because of this, Syra seems to have a special intimate with any animal she meets, able to calm angry guard dogs or easily ride horses she had never met before, among other things. Syra gets a +1 to all rolls involving animals.
-Jaded Realist: Syra isn't looking for some glorious utopia to live in, just one where she isn't hounded all the time. So speeches about "FREEDOM!" or "THIS IS WHERE WE BECOME HEROES!" aren't going to have much effect on her. So she receives a -2 to morale boosts.
-Wouldn't Hurt An Animal: Being attacked by a guy with five starving children? Snap his neck. An elderly person? Slash their jugular. A child? Knee em' in the face. A horde of angry guard dogs? Fuck no! They're just innocent puppies! Who would do such a thing? Because of this Syra receives a -2 to attacking animals.
Health: Dazed (-1 to all rolls for the next turn.)
Inventory: Prison Jumpsuit (Your items are somewhere on one of the trucks in the convoy.)
Skills: Assault Rifle, Explosives, Persuasion
Perks:
+Rabble Rouser: Marcus gets a +1 when attempting to recruit or bolster the morale of members to his cause.
-Diehard Anarchist: Marcus regards anyone who work for a government or military as a tool of the man, and will refuse all offers made by them.
All your starting items are somewhere in the convoy. I’ll be adding more and more features that focus less on you, and more on the big picture, seeing as how you will be leading a world wide revolt.