"This- This is fine."
friffin... shoot the loct out. then with the SHOOT
Shoot: wastd
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, 247 units (25 SB)
Debt: 51 MB
You shake your head and then draw your SMG. You aim it at the door, stagger to the side a bit, reaim, consider your options and the angle of the shot, belch, reaim and then fire. You put three bullets into the door in a nice horizontal line. The door cracks and flexes inward but doesn't collapse. You blink, staring at the door in complete confusion. You look over toward Toby.
"Iststill there? Why's it stlill there?"
Pull up the chair from the security desk in the lobby, and begin a short rest, watching Assdrunk do battle with an inanimate object. Cover him, just in case
Bet there's some nasty porn in there, Phillip.
over the radio: I'm going to keep an eye on our friend over here for a little bit and catch my breath. I doubt there's any immediate threats in those offices, or it would have responded to our polite but firm knock a minute ago. But go together and take your time clearing them out. No sense in overlooking something.
Strength regained: 2 of 4.[/b]
Str: 11 ..... Current: 8
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
1 frag grenade
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.
You walk a back out into the lobby, carefully circle around the blackened corpse laying near the desk, and grab the office chair that's laying on the ground nearby. You sit it upright and then push it out into the elevator lobby, positioning it so that your back is to the elevators and you've got a good view of Mr. Asshole's continuing struggle against furniture and his own poor planning.
You lay back in the chair and relax, doing your best to catch your best and recenter yourself.
Open the door labeled "Offices 101-115". Start clearing offices, starting at number 101 and working my way down.
Over the radio: Alright, we'll be careful. Don't do anything to dangerous yourself, wouldn't want that wound tearing open again.
"White phosphorus...maybeee wasn't the best choice for in here. Oh well..oops."
Help Chaotic with the hallway. Listen to each door, before opening just a crack to peek inside.
If there is nothing trying to eat my face off, explore, but be cautious.
If something does try to eat my face off, close the door quickly and wait for backup.
If something comes through the door after me, start emptying my gun into it while back peddling away.
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
Str: 14/14
Dex: 15/15
Mnd: 11/11
HP: 2/2
Guns: 4
Melee: 3
Debt: 21Mb
1 Desert Eagle (Archaic gun, 1d6 AP loaded)
3 boxes hollow-point ammo 30/30 (1d4 vs no ballistic armor)
2 boxes AP ammo 19/20 (no DR vs ballistic armor)
1 chainblade (Modern Melee, 2d4)
1 Bullet Vest
Join Chao in clearing the offices. Follow his lead and be ready to shoot or slash at any hostiles.
Chaotic, Grant, and Cai advance down the hall to the door marked "Offices 101-115". Grant takes point, first pressing his ear to the door and then, very slowly, opening it. Turns out that "Office" is nothing but one of those sneaky PR buzzword con games; this is nothing but a room filled with cubicles. The room, unlike the hall, is completely dark, lit only by the light from the hall. After a few seconds of peering into the darkness Grant opens the door another 8 inches or so, shedding more light on the room. Its a large room with a low ceiling and high walled cubicles, the combination of which gives the immediate impression of some kind of maze. As more light leaks into the room, something in a far corner, to the right and in the back, moves. No one can see it, that area is still in the dark, but there's an obvious sound of something fairly heavy shifting position.