>>6135643The boys outside, having both slit their arms open on broken glass, have succumbed to their bleeding and lay, one of them in the grass, and the other propped up against the side of the house.
[If my 5th-4th <=10, they will be torn to pieces by the approaching horde of
ghouls. If more they will reanimate.]
You focus yourself (+1), and reinforce the barricade (5) with two loads of furniture (6) which should hold a while.
[If my 4th+3rd <=10, the glowing horde will enter the house on your next turn. If more the burning pumpkin man will climb the side of the house.]
Ignoring the chaos, you start searching the rooms and closets for anything to use as a rope, before finding a long orange extension power cord, sturdy enough to serve as a rope (4).
[If my 3rd+2nd <=10, the thugs will dispatch the rest of the ghouls downstairs. If more they will wrangle the last one of the ghouls and use it like an attack dog]
Downstairs, the Twotops, formerly the Fourtops, continue fighting and brutalizing the ghouls.
>Xavier, get upYou hear slapping sounds
>get yo ass up boy. Wake up! >Royal, you go yo heatr? look dat. Dey double doubles. >haha. Hey, ya hear me up there? trick a treat mufuka we gettin ya ass tunight. You hear mechanical clicking downstairs as the thug loads some of the 22 ammunition you scattered into a pistol.
[If my 2nd+1st <=10 the thug will have poor aim, and will not have maintained the pistol, giving you a +1 against being shot. If more he will be a rare breed, a dangerous kid who has practiced and maintained the weapon, giving you a -1 to calamity]
You have 4 actions.
>tie power cord to something>focus (+1)>self guard (+2)>fight ghouls (you have +2 success range)>reinforce barricade (+2)>guard thugs (gives +2 to keeping them from being eaten)>jump out an upstairs window (-3 to calamity but it is automatic)>your idea[5th-2nd] 1-5p, 6-0f
[Ghoul Draw] 1-5p, 6-0f