E4, cover, peek.
Lives: 4/6
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
Not sure how you're taking cover in an empty concrete hallway besides maybe pressing yourself up against a wall. In any case you don't SEE anything. But you do hear running coming down the hallway from further east. As per the door next to you, it is locked. It's a big fake wood door with the word "MAINTAINENCE" on it.
Go check out the end of the southern hallway with my idol in it.
Strength: 10
Dexterity: 14
Endurance: 11
Mind: 7
Speed: 11
HP 6/6
Armour 5/5
Lives, 4/6
Skills:
SMG: 14
Spear: 9
Magic Stats.
Neon: 12
Items
Heavy SMG. (6 bursts)
Flag Pole Spear.
Bulletproof Vest.
65 dolla
Ammo:
Idolize x1
2x Rifle.
The door at the end of the hall is locked, but its the same flimsy sort of internal privacy door as the one you kicked down before. You press your ear up against it and don't hear anything inside.
Move 2S, 3W, then cover move 2W.
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 (6/6):
Sniper Rifle 3/5, 2d12
Backpack
Blood Bag
Flashlight
Rope (100')
A few severed heads
$150
Glimmer
Burn
Burn
1 Molotov Cocktail
HP: 10/13
Armor: 0/0
Magic Slots: 6
Idolize
Glimmer
Sharpen
Break
Ricochet
Lives: 6
Idol HP: 5/5
Covering and moving, covering and moving.
Cover move to where syv is and overwatch.
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: 1/8
Lives: 6/6
Gear:
pump shotgun 3/5 1d4 x 6, pellet roll of less than 10 on 3d6
3 shotgun shells (unloaded)
49 dollars
slotted cards 3/4
Pressure x1
Apoptosis x1
Pathx1
Done.
Move to the door, press my ear against it and try and listen for movement.
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 (3/7):
Hunting Rifle 5/8, 2d6
Bullet Proof Vest 5/5 (but Armor Capacity is 3)
2 pistol rounds
Ghetto Blaster 4/5
HP: 5/5
Armor: 3/3
Lives: 4/6
You press your ear to the door and listen. You think you might hear distant movement, but its very faint.