Rolled 6 + 3 (1d10 + 3)
>>6096502 |
>>6096456Name: Napps - 4XP Thug
CSHW: 3, 2t, 7t, 1 = Def 8t+2 | Edge 3->2/8t | HP 12/16t | Crit on 9+ | Move 5t+2
Gear: Armor Vest (Armor 0/6 - absorbs X Dmg) | Serious Armor (Req 4 HARD, +2 HP, +1 Def, -1 Move)
Weapons:
Fists (Melee, 2 DMG, Crit Range +1) | Pistol (Range 10, 2 DMG, 3/8 Ammo) | [Primary] Chainsaw (Melee, DMG 0, Ammo 5/0, [Rev it Up!] (0 AP, 1 Edge, 1 Ammo) - Until the round's end, +1 Move, cannot use gear/other weapons, +6 Dmg, costs Ammo to use.
Skills:
[Apprentice] All melee attacks gain +1 accuracy
[God Gamer] (1/mission, add +1 to a d10 roll, after it's been made)
[Top 10] (1/chapter, name & describe my character's favorite movie to reroll any die (Ex: "Reggie")
[Latin Beat] (0 AP, 1 Edge): Gain +2 Move and +2 Defense this round.
[USED, White Lightning] - 1/Mission, spend 1 AP to knock yourself down and gain 5 Edge.
[Extreme Team - The Shredders] (0 AP, 1 Edge) Napps and Riptide attack a single enemy at the same time. Your teammate won't expend an action.
[Dance Fever: Breakin'] (0AP, 1 Edge) Start Missions with a +1 Hard token, Spend tokens of that stat to gain +2 Move and +2 Defense that round.
[Die Hard] (on first death, exchange all remaining Edge for HP & second wind)
Temporary Buffs
From S.A: +2 HP, +1 DEF, -1 Move | Mayhem Tokens: +1 Sharp/Move/Hard | Dance Fever: Breakin': +1 Hard Token
"On it!"
He sets aside the bloodstained hostage/target/ally(?) against the cabinet, feeling for the buttons of the Walkman beneath his leather, cramming a set of buds into his ears and picking Hana back up as a drum snaps through his ears. If he's getting out of this - he'll need to focus on nothing but The Run.
"Un, dos, tres, quatro."
>[1 Edge, Latin Beat] +2 DEF/MOVE this round>[3 AP, Move] 1W, 3S, 1SE, 1E, 1S => 3SE (vault), 1E, 2S, 1SE => 3E, 2S, 2SE>https://www.youtube.com/watch?v=x47NYUbtYb0