>>6067769>>6068580The Merchant drops the key, (6) and starts cursing with emphasis.
The water is risen up around your knees now, and bending down grabs in the water once and twice and brings them up, still muttering something that, you're sure is unfit to print in newspapers.
The lock pops off and the chain comes loose from the latch, and you both start heaving at it together and rolling the door up. The water runs a bit faster past you, and swirls around as the door tick upward and the direct current pushes your feet and legs. Still you have hold of the door chain and pulling it more you bring the door bas above water, and see out into the former parkinglot, gravel and dry dirt, and now muddy dark water rushing about and the truck lights cut across the water top at the bobbling debris floating around, and (9) ghouls that start to move towards and through the opening of the door.
The roller has to be opened all the way. The Merchant keeps pulling at the chain, and the truck idles behind you, ready to leave once the door can permit it's passing.
>[fighting in water]>[ghouls in water move at 1/2 speed. So approaching ghouls take 2 turns to get to you. Still water makes tasks like reloading more difficult, and can cause you to drop weapons, as well as bullets. Rushing water can push and pull you and ghouls at random, repositioning you and the ghouls. Water currents can pull you further from safety, as can ghouls.]>[This battle is in Still and in Rushing water. Water is Still at the chain, and Rushing between the chain and the truck. Venturing outside the warehouse is all rushing water.] You have a choice of tasks
You can man the chain, this give you a hand hold against the water current, but you will be stationary until the door is completely open. You can still defend yourself, but reloading is difficult -1.
You can also defend, as a Sentry. You will have your mobility and can reload with both hands, and climb out of the water, if you can ford the current to safety.
After choosing your job, you have 3 actions.
You can distract ghouls, focus, breath, work chain, dispatch ghouls, or your own idea.
[Use >arrow and description to cite your actions]
[3rd and 2nd digit determine success] 1-5p, 6-0f
[1st digit avoids ghoul draw] 1-5p, 6-0f