Open fire with my pistols as soon as the doors give.
[6,1,2,1] As one of the bots destroys the door you open fire letting lose four rounds three of which miss, and the fourth finds its mark striking the leading one in the head [A.R.U. 9 Loses 2 Armor Points; Conchobar Loses 4 Bullets]
Prepare to open fire hard with the sniper rifle once the door opens (if it doesn't look like Frelock)
[5] You pull the trigger just as Conchobar does the same your bullet finds its mark [4] breaking through the torso armor, and striking the core causing the A.R.U. to crumble on to the floor as its allies clamber over it filling into the room. [A.R.U. Loses 2 AP, and 3 HP; Gregor Loses 1 Bullet]
Open the door and flood the hallway with chlorine gas.
Chlorine is a badass element. Acidic to human lungs and rapidly rusts metal.
[5; Effectiveness: 3] You flood the hallway with Chlorine, slam the door shut, and lock it hoping your friend can run like a get away train. [Dermonster Loses 20 PP; All A.R.U.s Sustain 2 Damage]
Chris picked himself up and resumed his original strategy of hiding next to the door so the second the enemies burst through he could unload on them with the shotgun from point plank range.
[6] You barely make it to the side of the door as the enemies come flooding in [2] they notice you instantly. You only have time to fire one shell [5,8,8,8,9] which rips into all five of the enemies standing inside the room. [A.R.U. 4-7 Lose 1 AP; Christopher Loses 1 Shell]
Run away like a (stealthy) little girl.
[4] You dash out of the hall easily avoiding the eye of the A.R.U.s, adn slide out into a side hallway. At the far end you see a sign saying 'Main Entrance', and pointing to the right hand corridor. The other sign reads 'Med Bay', and points to a room just up ahead.
Fire on enemies, use artifact for fun.
[4,6,2,6,6] You pull the gun up to your shoulder, and squeeze the trigger unleashing a hail of bullets on the enemy three of them strike their mark, adn the other two ping off of a locker on the far wall. [A.R.U. 4-6 Lose 1 AP; Kaiser Loses 5 Bullets; Kaiser's Artifact Activates]
Attack Christopher
[8,4,10] The A.R.U.s strike at Christopher with their swords two of them find their marks cutting your flesh,a nd leaving drips of blood falling to the floor as you jump back barely avoiding the third bullet. [Counter Roll: 5] Christopher Shoots another shell striking A.R.U. 7, and smashing the torso armor into the core destroying it.
Fire upon Kaiser
[Auto-Fail] All then of the bullets the A.R.U. fires are stopped by a gold energy field surronding Kaiser not long after they fall to the floor clattering across the floor. [Kaiser's Artifact needs Four Turns to Recharge]
Steel Door (HP - 10/10)
Shattered Steel Door Remains
Hostiles
A.R.U.s Mk. X (Red Stripes) 4-6, and 8
Status:
HP - 3/3
AP - 1/5
A.R.U.s Mk. X (Red Stripes) 7-9
Status: Destroyed
HP - 0/3
AP - 0/5
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)
Filled with Cholorine (Everything in the Hallway loses 2 AP/HP a turn)
Door to Armory (HP - 10/10)
A.R.U.s Mk. X (Red Stripes) 1-3
Status:
HP - 3/3
AP - 3/5
Steel Door (HP - 10/10, Sign - Med Lab)
Sign at end of Hallway (Reads - Main Entrance)
No Hostiles
No NPCs
No Friendlies
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)
Sharkfin (CS-4/5, Ballistic, D-2)
2 Boxes of Sniper Rifle Ammo (Ammo - 2x 30/30)
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 11/13, 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. (Recharge - 4 Turns
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 - 05/25
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.
(Well there you have it also can I ask you guys to post the spoilers with the gear you want this way I cna keep track of it quickly, and it will speed up updates.)