Pyoter:
(5) Pyoter finally gets his bindings off with a little elbow grease.
Marcus:
(3-1) Marcus groans in pain as he attempts to remove his bindings, but fails.
“Can someone get me out of these things?”
Kyle:
(1) Kyle looks over the body of the guard and his weapon, noticing that the bastard emptied his magazine while being strangled. (6) However in the guards pouch are 20 more shells, on his belt is a Makarov PM, quite the rare find, seeing as how most of these are in the hands of administrators in Russia. Along with the weapon there are 4 magazines worth of ammo.
Cromwell:
(6) Cromwell looks around for any flammables, and notices that the guard has a uniform. He tears a chunk of it of with his bare hands and!... wait…
“WHERE THE FUCK IS THE VODKA?”
In an angry rage Cromwell grabs the Spas 12 and ammo belt, loads the shotgun fully, and gets ready to jump out of the truck.
Syra:
(5) You search through the truck but find nothing of interest, however you hear two other trucks have just come to a stop, not including the one you are in. It seems as if your stuff is on one of those.
(6) You tear off Marcus’ bonds.
Everyone please choose a color, and be sure to communicate as much as possible. Also to see a description of the items, scroll over them in your inventory.
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,
Spas12,
Ammo Pouch, 11 Shotgun Shells. (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: Fine
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.