Grab an assault rifle and all the ammo I can get for it.
You grab the assualt rifle, and three boxes of assualt rifle ammo [2] then quickly head over to the door placing your back against the wall,a nd getting ready to shoot what ever comes through the door.
Pick up a sniper rifle (and equip it), a pistol and if possible three boxes of ammo for each. Take up a crouching position on the side of the room opposite where Frelock left to scout, using the lockers for cover if possible.
You pickup the pistol place it in a belt you find on the floor along with twelve clips of ammo for it, and two boxes of rifle ammo. [3] You then take cover behind a group of fallen lockers, adn prepare for the coming enemies.
Grab the assault rifle, sling the sharkfin across my back, and pick up one box of sniper ammo and as much assault rifle ammo as I can cram in my pockets.
Then load the Alastor and get into position, hoping to ambush whatever's coming from cover as they come through the doorway. Don't fire until they display hostile action.
You quickly grab an assualt rifle, a Sharkfin, and 3 boxes of ammo for each gun. [3] You then take cover behind the fallen lockers along with Gregor who has a Sharkfin set up for a shot at the first enemy through the door.
Take two pistols (wield them), an assault rifle and a good amount of ammo. Get behind cover, but slightly nearer to the doors than everyone else.
You grab the pistols, an assualt rifle, and an ammo belt containing eighteen clips of pistol ammo, and 2 boxes of assualt rifle ammo. [5] You then proceed to take cover behind a pile of lockers with three holes you can fire from while remaining in cover.
Take an assault rifle, a two boxes of assault rifle ammo, a sharkfin and a box of sniper ammo.
You grab the gear you want, and [3] take cover with your allies Gregor, and Shale behind the lockers. As you take cover you hear the same voice once again saying
'Half Angel realize your power is not that of a curse, but a blessing. All shall be forgiven, so when the time comes do not give into the darkness.' It once again fades, and you realize no one else heard it.
Keep to the shadows, and try to get behind them using unknown factor. Then look for weak spots on their back, or any sort of controls nearby.
[2+3] [?] You slink through the shadows, and sneak behind the machines finding that they have some form of pulsing core showing there. From the cords plugged itno it, and running throughout the mechanical suit you believe it to be their power core, and if you could strike those then it would be insta-kill.
(Enemy Knowledge Gained:
Monster:
A.R.U. Mk. X (Red Stripes)Info: The A.R.U.s, or Armored Recon Units are mechanical soldiers used to search areas on the planets surface that are infested with monsters, or heavily infested with radiation. This model appears to be far superior to all other models, and is not one that the average faction of this world would have.
Armaments: 2 M981 Vulcans, 'The Tiger' Mk. II Ionized Anti-Personnel Close Combat Weapon (Sword)
Status:
Hp - 3/3
AP - 5/5
Weak Point - Power Core (Behind))
Chris grabbed the shotgun and the shells, making sure the weapon was fully loaded and the safety was off before putting the box in a coat pocket. Next, if there were any left, he grabbed a pistol and as much ammo for it as he could carry, then stacked up on the left side of the door. He wasn't sure it was safe yet, and until he was sure, he was playing it safe. Damn, I wish I had a cigarette, he thought with a frown. He would just have to look for one later.
[1] You barely manage to grab the shotgun, and shells before the door on teh right side of the room (The only locked one) begins getting hammered by something. [1] You try to find cover, but trip, and fall [3] landing on the ground, and sliding over to three lockers. You find that you hit your nose, and its bleeding. (-1 Hp)
2 Steel Doors (HP - 10/10)
No Hostiles
No NPCs
No Friendlies
3 Fallen Lockers (HP - 3/3, Cover, Chris)
5 Fallen Lockers (HP - 5/5, Cover - Will block damage to the people taking cover behind it, Gregor and Shale
Locker Wall (HP - 12/12, Cover, Conchobar)
2 Doors to Armory (HP - 10/10) Hint they aren't locked, adn Frelock has time to get back in before the A.R.U.s arrive
3 A.R.U.s
Status:
HP - 3/3
AP - 5/5
(?)
? - Unknown
Name: Gregor
Power: Time Magic - You are able to grasp the fundamentals of controlling the fabrics of time with your magic.
Lvl. 1 - You can do minor things such as speeding you, or your allies up, or slowing your foes down, but it strains your power to do, so. (PP Cost - 3)
Status:
HP - 10/10
PP - 25/25
Controlled Cell Spliting - You can speed up your cells reproduction to twice its speed. (Increase HP regen to 3 a turn)
Inventory:
Berreta M50 (CS-13/13, Ballistic, D-1)
Ammo Belt (Clips - 11/18, Holster - Empty)
Alastor Assualt Rifle (CS-13/13, Ballistic, D-1)
2 Boxes of Assualt Rifle Ammo (Ammo - 2x 100/100)
Shield of the Gods - This was the artifact gifted to you at birth you don't know what it does, or its purpose, but you can sense its power.
Name: Conchobar
Power: Aegis - Your life is the utmost importance, and as thus you have gained the power to trade your damage to another. Your powers do other things, but you know not what they do.
Lvl. 1 - Allows you to transfer damage from your self to an ally (Unless it will prove fatal to that ally.) (PP Cost - 4)
Status:
HP - 10/10
PP - 25/25
Death - You have taken the life of many in your previous life, and as thus you are now little more than a weapon.
Inventory:
Dual Berreta M50s (CS- 2x 13/13, Ballistic, D-2, Accuracy: -1)
Alastor Assualt Rifle (CS-20/20, Ballistic, D-1)
Ammo Belt (Clips -16/18, Holsters - Empty)
2 Boxes of Assualt Rifle Ammo
Gaia's Gate - This artifact is an empty sheath you do not know its power, b ut you feel bloodlust coming from it.
Name: Shale
Power: Pain - Your power is that of suffering itself any damage inflicted to you can be returned to your enemy threefold. This power is still a mystery to you, and its strengths are not yet known to you.
Lvl. 1 - You gian the power to return your suffering to your foe.
Skills:
Lvl. 1 Bestow - You deal damage to your enemy equal to 2 time the damage you have taken. (PP Cost - 5)
Status:
HP - 10/10
PP - 25/25
Inherited Blood - You have inherited the blood of a great World Jumper, and as thus you have the chance to unlock great powers when in lethal conditions.
Inventory:
Alastor Assualt Rifle (CS-20/20, Ballistic, D-1)
Sharkfin (CS-5/5, Ballistic, D-2)
3 Boxes of Assualt Rifle Ammo (3x 100/100)
3 Boxes of Rifle Ammo (3x 30/30)
'Bloodlust' - It is a sword with a red slit across the circle in its hilt given to you at your creation. You know not what it does, but that it has a mind of its own, and a very powerful one.
Name: Frelock
Power: Shadow Walking - You have gained the ability to hide in the shadows using it as a hiding spot, shield, and weapon in times of need.
Lvl. 1 - You can hide within the shadows, and use it to keep you from being detected by enemies. (PP Cost - 2)
Skill Unlocked: Shadow Burst - Calls forth 9 spears striking out of the shadows,a dn skewering your enemies (PP Cost - 20)
Status:
HP - 10/10
PP - 25/25
Unknown Factor - You can hide in plain sight far easier, and most enemies won't notice you as a foe when you are by yourself.
Inventory:
Shadow Mirror - You have no idea what this does, but each time you look into it you see yourself, and one human made of shadows to your right, but everytime you look you see nothing.
Name: Kaiser
Power: Holy Magic - You were blessed with the powers of an angel upon your creation, and the only powers you cna use (That you know of) is that of healing, and banishing demons.
Lvl. 1 - Allows you to use several skills, and at times unlock the power of the Angelic blood with in you.
Skills:
Lvl. 1 Light of Heaven - This allows you to heal the wounds of your allies. (PP Cost - 5) (Heals 1d6*2)
Lvl. 1 Heaven's Wrath - This power was gifted to you to smite those that oppose the light. (PP Cost 15) (Deals 1d10 Damage)
Status:
HP - 15/15
PP - 25/25
Iron Will, and Might - You gain 5 hp at the start, and are able to negate 1 damage from all attacks. You are also gain a +2 against psychic attacks.
Inventory:
Holy Guard - This artifact, a golden bracelet studded with various jewels that give off a faint glow, was gifted to you upon your creation. You know not its power or purpose, but you feel an aura of an Iron Will coming from it.
Name:Christopher
Power: Pyromaster - You have the ability to control every aspect of fire pushing it beyond the limits of what magic can do you can do just about anything wiht it.
Lvl. 1 - You have a minor control over the power, so don't expect to make a whole mansion go up in flames, and this power is easy to use, but the more powerful you make the fire, or larger you make it the more taxing it is. (PP Cost - Varies)
Status:
HP - 10/10
PP - 25/25
Trained Eye - You are able to spot things that no one else could every see for some reason your eyes ar elike that of an all seeing hawk. (+2 to Spotting Rolls)
Inventory
Monacule of Truth - THis object was given to you upon your creation you know not its power, or purpose, but you get a feeling of truth from it as it resides in your pocket. (Glasses for one Eye)
Name: Dermonster
Power: Elemental Magic - This allows you to use magic, but limits it to one element at a time unless you are a true master.
Lvl. 1, Novice - You can use one element at a time with varying costs.
Status:
Hp - 10/10
PP - 25/25
Magically Attuned - You can easily learn magical skills, and powers.
Inventory:
Alastor Assualt Rifle (CS - 20/20, Ballistic, D-1)
3 Boxes of Rifle Ammo (1x 80/100, 2x 100/100)
Infinity Gizmo - The Inifinity Gizmo is an artifact given you when you were first created as of now you have no idea what it des, or if it even has a purpose.
The Attack Begins Next Turn Will Frelock make it back, or will his allies abandon him in the hallway with the beings that wish to kill them?(I will have to fix inventoriues next turn sorry)