Throw Glowstick then ready snapper.
You huck the glowstick down the hall. The bright, green tinged light tumbles through space, illuminating more and more the hall as it goes. About 40 feet down it hits something. There are several Exoskeletons in the hall; empty but somehow standing and moving. And they are headed towards you at a jog.
If I think I have enough time for it, turn my flashlight on and point it down the hallway. If one of those exoskeletons or a larger variant of the ones we've seen so far, or some other kind of machine is charging at us, fire my rocket launcher at it. If we manage to damage it, defend myself and Tavik Toth's character against melee attacks with the Stun club and go after joints with the Cutting Torch. If the rocket and the probable Snapper gunfire don't seem to damage it, run for the stairs.
If I don't have enough time to get both a flashlight and a rocket launcher out, just fire the rocket launcher down the hallway blind. Then try to get the flashlight out. If it isn't slowed down by the rocket, run for the stairs.
If I attempt to run and can't manage it because of my ankle, and/or I or one of my teammates cannot outrun whatever's coming down that hall, turn around and attack it. Try to hold it off, but if I can get a few hits in, too, that'd be nice. Aim for joints.
EDIT: If one of my teammates decides not to run even if the rocket launcher and Snapper gunfire has no effect, don't run away on them. Stay and fight.
Ben lived on a small colony, specialized in mining. Crime was rampant, so Ben took a few self-defense classes. Then he starting buffing up. Like, really buffing up. More than once, he was accused of steroid abuse. His muscles were put to good use in the mines, helping to pay for his family's apartment and food costs, until one day a family member won the Corporate lottery. Ben seemed like the most likely family member to survive whatever dangerous scenarios the Corporation would put him through, so he quit his job in the mines, claimed the "prize", and was soon on his way to the Crossroads.
Tender Ankle, Minor Bleeding (+1 Pain)
50 Credits
Boons:
- Buff (+2 to rolls involving physical strength)
- CQC Basics (+1 to melee combat rolls)
Flaw:
- Distracted (-1 to rolls involving understanding or examining things)
Inventory:
Mercenary Suit
Backpack
- Rocket Launcher
- Box of Glowsticks [29]
- Synthetic Rope
- Grappling Hook
- Cutting Torch
- Bottle of Painkillers
- Bottle of Tranquilizers
- Radio Headset
- [Artifact: Floating Lantern]
- [Artifact: Severed, Partially Flattened Exoskeleton Arm]
- [Artifact: Hermetically Sealed 30cm Metal Cube]
Flashlight
Luminous Marking Pen
Stun Club
Pain: 2
Sanity: 1
Weight: 7/7
You shove your way to the front of the group and drop down onto one knee, balancing the rocket launcher on your shoulder. You take quick aim down the hall, aiming for the center of the advancing mass of animated metal. You hit the trigger and the rocket ignites, straining to free itself for an instant and then screaming down the tunnel, lighting it with a flaming trail of exhaust. It strikes the exoskeletons a fraction of a second later and the shaped explosive detonates, hurling a wall of force and sharpened tungsten armor penetrator shards forward through the oncoming mob. The explosion, though directed forward, is so confined by the hall that a good deal of the shockwave gets directed back up the tunnel and into the team, most of whom go tumbling over backwards. You manage to stay up, kneeling as you are, but you can't see anything down the hall, thanks to the dark and the smoke. Your ears are ringing and deafened by the blast, so you're not sure if you could hear anything coming either.
Go film stuff happening to the others. Follow if they run, stay if they don't.
Berius
Name: Alec Badel
Background: An employee for a digital security company, he learned how to twist electronics to his purposes. He might have made it far in the company, but he had a couple of problems. If he didn't succeed at something on the first try, he gave up on it and moved on, no matter how important the project. The even bigger problem was that being hurt often caused him to flip out and start trashing workstations, whether if was from slamming his finger in a door or accidentally putting a staple in his hand. The higher-ups did some final in with the lottery to have him win and "politely suggested" he go to the Crossroads. At gunpoint.
Boons
21:Berserker
14:Techie
Flaw
20:Defeatist
Credits
130
Pain:1
Sanity:1
Weight:4
Inventory: Talon Gauntlet, Data-pad with Adapter kit, Merc Suit, Filmed Evidence (Door Unlock Code), Filmed Evidence (Exoskeleton uses), Filmed Evidence (Elevator), Filmed Evidence (Exoskeleton charging alcoves), Filmed Evidence (Crazy Exoskeleton Attack), Filmed Evidence (Little Fishies and Organs and Other Box Stuff)
You film the whole thing with the glow stick and the rocket, through the shockwave of the explosion plants you firmly on your ass, with the camera staring up at the ceiling.
Descend.
Inventory:Chrome Perforater
Extra Mags (2)
CS Space Suit
Flashlight
Tool Box
Cutting Torch
Knife
Luminous Marking Pen (2)
Datapad w/ Adapter set
Backpack
Cigs + Lighter
-----------
Jury-Rigged Beacon (in shuttle)
-----------
Silvery Capsule
Assorted Alien Armor BitsAlien Murder Stick-----------
26:Rationalist
29:Death Rage
Flaw
25: Dangerous Honor
Credit:180
Pain:1
Sanity:2
Weight:7
You take a few steps down into the pit, following the stairway which is literally nothing more then metal wedges that have been driven into the wall, with no railing or solid floor between them. You go down about a dozen stairs and then look back up. The pit edge looms 50 feet above your head and the stairs are each 6 or 8 feet apart from each other.
"Thats...unfortunate."
You feel yourself starting to panic, so you close your eyes and take a few deep breaths. Freaking out won't help you survive.
You continue down the stairway until you reach the last stair. Looking up now, the pit must be a mile deep, or more; and the spacing between the stairs increases as it goes down. The space between this last stair and the one just before it must be over 30 feet. The amber cube waits below, but the room it's in is much larger then the shaft, and there's no safe way down from this last stair; the shaft just leads to open space above the cube. The cube itself is, however, only, you think, 15 or so feet below the last stair. You could probably just fall and land on it; but if you screw it up you could easily break your leg.
Damn, should have known to bring some rope.