Anyone that goes 3 days without posting and doesn't let us know they're gonna do it gets blown up and replaced.
Piecewise's head detonates; syv takes over due to being the fastest poster!((So what's our current plan? Go back the way we were headed before, kill the smoker, and maybe get some loot they were guarding? Or go down a southern path? In addition to the door right there, I think there's a false wall in the ambush room to our right.))
Move to Dev and give him my two SMG bursts.
STR 1 (+0 melee damage)
DEX 1 (-6 to aim)
END 18 (13 max 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 5/5, 2d12
----One standard shot, then four break shots
Backpack
Blood Bag
Flashlight
Rope (100')
A few severed heads
$150
Glimmer
Burn
Burn
1 Molotov Cocktail
2 SMG bursts (Being given to Dev)
1 Rifle bullet (break)
HP: 10/13
Armor: 0/0
Magic Slots: 6
Idolize
Glimmer
Sharpen
Ricochet
Lives: 6
Idol HP: 5/5
You do this, demonstrating your exceptional acumen for tactical inventory management.
Pass the two rifle shots to Sy.
"I think we should just rush the guy all together. He can only shoot one of us, after all."
Strength: 10
Dexterity: 14
Endurance: 11
Mind: 7
Speed: 11
HP 6/6
Lives, 3/6
Skills:
SMG: 14
Spear: 9
Magic Stats.
Neon: 12
Items
Heavy SMG. (5 bursts)
Flag Pole Spear.
65 dolla
Ammo:
2x Rifle. (going to sy)
And you do this, demonstrating a somewhat less exceptional acumen for tactical inventory management.
I shot Dev in the head earlier during the fight against the Smokers, put the kill bonus from that into ammo. 1N Overwatch with Hunting Rifle.
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 4/8, 2d6
2 pistol rounds
Ghetto Blaster 4/5
HP: 5/5
Armor: 0/3
Lives: 3/6
You get two SMG bursts.
cover move to the table. And put my kill bonus into money.
Stats:
Strength: 5 (+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: 5/6
Gear:
pump shotgun 2/5 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
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You use both moves to cover behind the table, taking advantage of the very debatable protection offered by a horizontal piece of thin wood.
Move through the door to the south. Grab the chair and bar the north door. Unbar the south door. Open south door.
Lives: 3/6
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
Screwdriver
Clawhammer
Wooden pole
Interesting chemicals x10
You block the door into the safest area available, then open the southern door that leads into the unknown. This immediately turns out to have been a terrible plan.
Oh dear. It looks like the synth elemental is back for revenge, and it brought friends this time.