Rolled 2, 3, 7 = 12 (3d10)
>>6197754"Surprise Motherfuckers!"
"Here we go."
>Redeploy 3SW>[Move] (1 AP) - 2SW, 6W>[Quick Attack] (1 AP) Handcannon, Point-blank at SWAT W, Handcannon (Rolls 1&2)>[Quick Attack] (1 AP) Handcannon, SWAT all the way SW by the stairs (8 SW, 7W) (Roll 3)Name: Napps
Type: Thug, 5 XP | CSHW = 3/1/7t/1
Def 9t | Edge 7/7 | HP 16/16t | Crit on 9+ | Move 8t
>EquipmentSerious Armor
Gear: First Aid Kit [Quick Heal] (1 AP, 4 Uses)
Fists (Melee, 2 DMG, +1 Crit %), Handcannon (R-15, Dmg-3, Ammo 3/9, +1 Crit %)
[Primary] Chainsaw (Melee, DMG-0, Ammo 8/8, [Rev it Up!] (0 AP, 1 Edge, 1 Ammo) - Until round's end, +1 Move, cannot use gear/other weapons, +6 Dmg, costs Ammo to use.
[Apprentice] (+1 Melee Accuracy)
[Pain Don't Hurt] (Ignore first 2 dmg per turn)
[People's Champ] (+1 Hard token. Can spend H-tokens as Edge)
[Die Hard] (On death, exchange remaining Edge for HP)
[Dance Fever: Breakin'] (0AP, 1 Edge) (+1 Hard Token. Consume H-tokens for +2Move&Def that round)
[God Gamer] (1/chapter, +1 to a d10 after rolling)
[Latin Beat] (0 AP, 1 Edge): Gain +2 Move and +2 Def this round.
[Unstoppable] (0 AP, 1 Edge): Gain Armor 1, Block 1, Rage 1. Remove any debuffs / CDNs.
[White Lightning] (1 AP) - 1/Mission, knock yourself down, gain 5 Edge.
[Extreme Team - The Shredders] (0 AP, 1 Edge) Napps + Riptide attack a single enemy at the same time. Your teammate won't expend an action.
[Top 10 (used)]
>Temp. BuffsSerious Armor: +2 HP&Def | Mayhem Results: +2 Move | DF:B (+1 Hard), People's Champ (+1 Hard)