piecewise: Shouldn't the two doors at the end of the hall be drawn as rectangles instead of doorways?
The program I use auto-hides various things, such as locked doors and hidden doors and walls and such. Those doors are actually locked, but it shows them as open doorways for some reason. In the future, I'll just use square doors for the closed doors and make notes for myself.
Just a brief nitpick, Piecewise, but the intro post you have mentions a "tek-9".
I think you may mean the TEC-9.
Yeah, you're right. For some reason, I always remembered it as TEK-9. Maybe that came from some splatbook I read avoiding copyright.
Turn the crank on the door directly north of me. Provided it looks like it opens outwards, I guess; I don't want to get hit in the face by a wall of high-pressure water.
Lives: 5/6
HP: 5/5
Armor: 0/8
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
You grab the wheel and spin it until the metal bolts holding the door closed release. Rather than a torrent of water, a deluge of
music pours through from behind door. It slams the door open and shoves you back against the opposite wall, the sheer force of it like a spectral hand on your sternum, pinning you down. Through the open door you can see a short dark hall leading to a room lit in dim red. The walls of the room are completely coated in tiny mirrors, like the exterior of a disco ball, and what little light the room has is reflected a million times over in a chaotic mess of shimmering crimson. At the center of the room, floating a few feet above the ground, is a spherical cluster of speakers with long metal spikes sprouting from the spaces between them. It looks almost like some sort of exotic mold spore, expanding to great size and pimped out in chrome and audio equipment. It hovers there, in the center of the room, spinning and jerking about at random, with red electricity arcing across and between the sparks.
Cast Idolize, and push the resulting dummy ahead of me, towards the corpses. Once he's there, leave him there, and go inspect the trashbags; start by poking with the sniper rifle from maximum range.
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 4/5, 2d12
Backpack
Blood Bag
Flashlight
Rope (100')
$150
Glimmer
Burn
Burn
HP: 10/13
Armor: 0/0
Magic Slots: 6
Idolize
Idolize
Glimmer
Sharpen
Break
Ricochet
Lives: 6
12/12
You pull out your Idolize card and toss it onto the ground in front of you. From the card sprouts a single long neon light tube. As you watch, the tube deforms, separating itself into many individual bulbs, spreading out, growing a network of bare fixtures and exposed wiring until, finally, it resembles a skeletal human made of neon lights. It flickers for a moment and then blinks on with an electric hum and blinding purple glow.
You immediately shove the idol into place next to the corpses. Once he's there and nothing has happened, you head over to the bags. You give them a good jab with your rifle before carefully looking into them. They're mostly filled with useless crap like food, water, and other supplies for losers who plan to make a living here, rather than a killing. You do, however, find 3 shotgun shells and a moltov cocktail. And a few severed heads.
Push the dummy ahead of me to the west, south of the door in the north side. Open it up once the dummy is in place.
Strength: 10
Dexterity: 14
Endurance: 11
Mind: 7
Speed: 11
HP 6/6
Armour 5/5
Lives, 5/6
Skills:
SMG: 14
Spear: 9
Magic Stats.
Neon: 12
Items
Heavy SMG. (7 bursts)
Flag Pole Spear.
Bulletproof Vest.
30 dolla
Ammo:
Idolize x1
2x Rifle.
You shove the Idol down the hall and take cover next to the first door before trying to push it open. But the door is locked.
Cover in the doorway by syv.
Stats:
Strength: 5-4(missing arm)=1 (+50)
Dexterity: 5 (+50)
Endurance: 13 (-30)
Mind: 16 (-60)
Speed: 11 (-10)
Skills:
Shotgun: 14 (-28)
Cover 11 (-22)
Magic Skills:
Blood: 13 (-26)
Chrome 11 (-22)
Health: 8/8
Lives: 6/6
Gear:
pump shotgun 4/5 1d4 x 6, pellet roll of less than 10 on 3d6
22 dollars
slotted cards 3/4
Pressure x1
Apoptosis x1
Pathx1
You join Dev on the other side of the door.
Cover in the doorway by syv.
Stats:
Strength: 5-4(missing arm)=1 (+50)
Dexterity: 5 (+50)
Endurance: 13 (-30)
Mind: 16 (-60)
Speed: 11 (-10)
Skills:
Shotgun: 14 (-28)
Cover 11 (-22)
Magic Skills:
Blood: 13 (-26)
Chrome 11 (-22)
Health: 8/8
Lives: 6/6
Gear:
pump shotgun 4/5 1d4 x 6, pellet roll of less than 10 on 3d6
22 dollars
slotted cards 3/4
Pressure x1
Apoptosis x1
Pathx1
And you head to the doorway and cover Sy.