I reserved earlier. I waited a long time before making the sheet, so I doubt that means much. Just mentioning it in case it does
NAME: Jack Cuttersfield
DESCRIPTION: A tall man sporting a blood-stained suit and a hollow gaze. His movements are quick and sudden, and his hands never stop shaking.
HEALTH: 5/5
ARMOR: 5/5
STRENGTH: 10
DEXTERITY: 04
ENDURANCE: 10
MIND: 01
SPEED: 18
AXE: 32
DODGE: 26
COVER: 26
Chainsaw
Fire Axe
Bullet-Proof Vest
Blood Bag
Flashlight
Rope
3 Flares
You're second in line. The waitlist is on the first page, second post, under the OP.
Got a character sheet now. Could I get into the waitlist?
Name: Duziir Onikaan
Description:STATSStrength: | 13 |
Dexterity: | 7 |
Endurance: | 12 |
Mind: | 5 |
Speed: | 17 |
Melee: +3
Aim: -3
HP: 7
Magic Slots: 0
Initiative: +7
Speed: 12 squares a turn
SKILLSINVENTORYPistol
Katana
Bullet Proof Vest
Flashlight
Rope
--7 empty slots--CASH: 400
On.
Well, can't Johnny Cash just give all of his money to another PC before suicide?
Then again, with 1's in all stats, I wouldn't be surprised if attempting to do that would kill him.
@piecewise: Does the Guard spell apply to ammo for the enchanted gun that isn't inside of it? For example, let's say you have 12 pistol rounds, ten of which are inside of your pistol. You cast successfully Guard on your pistol. Do you get 10 extra effective HP or 12?
How many pistols can I hold in one hand while still technically "wielding" them?
Nope.
No, only applies to ammo in the gun itself. And the thing only effects 1 gun so taping 10 together won't help you.
((ATHATH, might want to bold that. PW sometimes ignores unbolded posts.))
Move near to the door by white, but not close enough that I can see through it (or be seen through it) and overwatch.
STR 1 (+0 melee damage)
DEX 1 (-6 to aim)
END 18 (13 HP)
MIND 18 (+4 slots)
SPD 10 (+0 init. 5 move speed.)
Neon - 12
Steel - 12
Rifle - 15
Cover - 16
Inventory (5/6):
Sniper Rifle 5/5, 2d12
Backpack
Blood Bag
Flashlight
Rope (100')
$150
Glimmer
Path
Burn
HP: 13/13
Armor: 0/0
Magic Slots: 6
Idolize
Idolize
Glimmer
Sharpen
Break
Ricochet
((Piecewise does not ignore, he simply does not see.))
You walk up a bit into the room and point your rifle at the door, waiting for someone to run in.
((So, enemies don't drop their weapons. Guess we'll be relying on kill bonuses to keep ourselves topped up. Hmm, I'd suggest picking up something and throwing into that room, try and draw a reaction.))
Overwatch.
Stats
Strength: 7 (+0 Melee Damage, 3 Armor Capacity, 7 Inventory Spaces)
Dexterity: 15 (+5 Aim)
Endurance: 10 (5 HP)
Mind: 10 (2 Magic Slots)
Speed: 14 (+4 Initiative, 9 Movement)
Skills
Pistol: 5
Rifle: 10
Cover: 5
Inventory (2/7):
Hunting Rifle 7/8, 2d6
Bullet Proof Vest 5/5 (but Armor Capacity is 3)
2 pistol rounds
HP: 5/5
Armor: 3/3
You too huh? Alright, overwatch.
Take the knife; test if it's good for throwing or slashing. This kitchen must have drawers and such, right? Look in there for more knives and other implements.
Lives: 6/6
HP: 5/5
Armor: 1/8
Movement: 5
Attunement slots: 0
Stats:
Strength: 16 (+6 melee damage, 16 carrying capacity, 8 max armor)
Dexterity: 6 (-4 to aim, 1 SMG die)
Endurance: 10 (5 HP)
Mind: 6 (0 attunement slots)
Speed: 10 (5 Movement, +0 Initiative)
Skills:
Club: 14
Thrown: 13
Dodge: 20
Cover: 13
Gear: $350
Nail Bat
Throwing Knife x19
Flashlight
The knife is a generic butcher knife, not balanced for throwing, but it might work for that in a pinch. Really, with melee weapons and throw skill, you can throw chainsaws and do damage equal to a melee attack with them, so it doesn't much matter. The drawers in the contertop have been rumaged and ransacked already; there's nothing in there thats useful to you.
Pick up the chair to my left, move up two, right one, and down one. Attempt to close that door below me.
Strength: 10
Dexterity: 14
Endurance: 11
Mind: 7
Speed: 11
HP 6/6
Armour 5/5
Skills:
SMG: 14
Spear: 9
Magic Stats.
Neon: 12
Items
Heavy SMG. (6 bursts)
Flag Pole Spear.
Bulletproof Vest.
30 dolla
Ammo:
Idolize x1
2x Rifle.
You walk into the next room and close the south door before wedging the chair under the handle. I assume thats what you wanted to do with the chair; if not just grab it the next turn.