cover them angles with smg
offer toby a cuppa booze
Inebriation: acquiredacquired
HP: 6/6
Stats:
Strength: 12/12
Dexterity: 7/13
Mind: 7/7
Skills:
Guns: +3
Unarmed: +2
Gear: 0 SB
Archaic Sub Machine Gun (1d6) (25 SB)
9mm FMJ Ammo x29 (Pierces 1 Armor) (Loaded) (4.5 SB)
Riot shield (30 SB)
Radio (5 SB)
Envirosuit (10 SB)
Lighter (.5 SB)
Keg of Booze, 248 units (25 SB)
Debt: 51 MB
You shove the cup of booze down into Toby's face.
"Hey. HEY. You know what you help with that big ass hole in your chest? Booze. Booze solves any problem! Especially if tha problem is being awake."
You pour a bit of booze on his head
"DRINK UP BUTTER CUP, HERE COMES THE MEDITRAIN! CHOO CHOO"
"Holy...holy shit you're alive. I...I wasn't entirely certain you'd survive, but holy shit, look at ya, here you are not bleeding everywhere anymore. You have no idea how happy I am right now!" Grant leans back a bit, looks around and throws up his hands, "And me! I'm not even a doctor. Holy shit..I can't believe that worked. Ha! Is...is this normal? I'm feeling really happy all of a sudden. Maybe I should sit for a bit? Heh. Ha!"
Look at Toby, make sure he's somewhat stable where he's at. Look at the burning room. Try and figure out if, with the standard environment suit, I can go in there and poke around. And not, you know. Die from the fire.
Stats:
Str: 13
Dex: 16
Int: 10
HP: 4
Skills:
Guns: 2
Unarmed: 2
Stability: 2
Debt: 61 Mb
Inventory:
1 M1911 Pistol, .45 caliber (Archaic gun, 1d6) (Loaded with AP 10/10)
2x Standard ammo
1 Standard AP ammo (Ignores 1 armor)
2x Standard HP ammo (Extra d4 damage vs unarmored)
2x Standard white phosphorus ammo (1 burning damage for d4 turns)
1 Radio
1 White phosphorus grenade
1 Flash bang grenade
1 Standard environment suit (Worn)
1 Kinetic dampening skin suit, + 1 armor (Worn)
TOTAL: 1 Mb
Toby seems Stable, not in great shape, but stable. He won't bleed out unless someone sticks another sharp thing into him. You tell him to not let people put things in him without his consent. He seems confused, but nods. That done, you stand up and walk back around to the security room. The white phosphorous has burnt itself out by now and there's not much fire left in the room; just some smoldering self remnants, half melted metal desk, completely melted electronics and part of a human skeleton. Any clues in here seem to have vanished in the flame.
"I remember ... an angel of light ... stabbing me in the chest with a sword of flame. And you were there. And you -cough-"
Are medkits one use? If so I need to delete this one.
Did Grant get the coag in me? if so I need to drop one from my inventory. If not, I take one and drop one from my inventory.
Is my kinsuit still functional?
Str: 11 (current: 6 )
Dex: 14
Int: 15
Max HP:4
Current HP: 0
Skills: 4
....Guns: 4
Debt:51 megabux
Stuff:
KinSkin (kinetic dampening Skinsuit) (three cuts in chest from werewolf claws)
Standard ex-mil rifle, d6
medkit (used once)
1 frag grenades
stims (10 battle, 9 coag)
radio
04 ammo (30 standard, 10 hollow point[loaded], 10 Armor Piercing)
________(3 clips at .5 sb each, 1 clip at 1.5 sb, 1 clip at 1 sb)
01 sb left over.
Medkits are infinite use because all they do is stabilize.
We'll assume you take it now. You restore 4 points of str, one each turn for the next 4 turns.
Yes, armor isn't destroyed by attacks.
Chaotic remains silent.
Peak down the hallway behind the elevator to make sure there's nothing else that's decided to come kill us.
Name: Chaotic
HP: 3
Stats:
STR: 17
DEX: 14
MIND: 13
SP: 6
Skills:
Melee: +2
Stealth: +2
Analysis: +2
Gear:
1 Modern Melee Weapon (Nanoedged Sword)
1 Flashbang
1 Poison
1 Radio
1 Kinetic Dampening Skin Suit
Remaining SB: 0
Debt: 31MB
You quietly separate yourself from the group and walk back into the elevator room, circling around the elevators and looking what lies behind them. The hall behind the elevators is quite a long one and has several doors. The first one on the right is a simple blank faced door with no markings, but the ones further down have little name plates next to them. You can't make out the words on the plates for the ones at the end of the hall, but the one on the left wall reads "Offices 101-115". All the doors are closed, and there's no sign of any hostiles. You listen, but you can't hear anything except one of your teammates shouting about booze.