Rolled 4, 6, 3 + 7 = 20 (3d10 + 7)
>>6009809If it works, don't stop working.
>[1 AP, Move] 1N, 1NW, 2N>[Throw Furniture, 7Hard] Use 1x1 HD object at SW to attack sunglasses at 1E>[1 AP, Intimidate Civilian crowd to go south, 7 Hard] "Stop fucking standing there and move! This way! Out!!"Name: Napps - 4XP Thug
CSHW: 3, 2t, 7t, 1 = Def 8t | Edge 8t/8t | HP 16t/16t | Crit on 9+ | Move 5t
Gear:
Armor Vest (Armor 4/6 - absorbs X Dmg before breaking) | Serious Armor (Req 4 HARD, +2 HP, +1 Def, -1 Move)
Weapons:
Fists (Melee, 2 DMG, Crit Range +1) | Pistol (Range 10, 2 DMG, 4/8 Ammo) | [Primary] Chainsaw (Melee, DMG 0, Ammo 8/8, [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.
[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