Rolled 9, 3, 7, 9, 5, 6 + 1 = 40 (6d10 + 1)
>>6047933 |
>>6046468Not for the first or last time, Napps is caught in a stalemate. The Kid's words meet him as he bursts back into the hallway, just in time to see them get home-run'ed through a door, and Nishina clash with the giant that did it - and in another moment, breaking off as the crackle of the radio sounds out. Tokumei's on the move. He could be on the move - or he could stay, end the remaining hostiles here. Help the crew, or help Nishina.
He's stuck. Indecisive. Although his face is still and firm, he's frozen on who to help, frozen on where to go. And then he hears him.
(You can't go in thinking you'll be the deciding factor, the one everything spins around. I know you gotta big heart, and you wanna see them succeed - but you gotta have faith that they'll win. That they can do it on their own, that they'll manage. It's not that you're not needed. It's that they can do it. Sometimes, you go with your gut.)
(But sometimes - you gotta go against it.)
He wishes Nishina luck.
And yanks the cord of the chainsaw hard, greeted with a mechanical, bloodthirsty roar.
"Understood."
>[Rev it Up!] (0 AP, -1 Edge, -1 Ammo) - Until round end, +1 Move, cannot use gear/other weapons, +6 Dmg, costs Ammo to use.>[Move] (1AP) 3N, 1NW, 2N>[Quick Attack x2 on Oni] (-2 AP, -2 Ammo) [1st & 2nd, 3rd & 4th rolls, +1 Apprentice Acc]>[Aimed Attack on Oni] (-2 edge, -1 Ammo) [5th & 6th rolls, +4Aim, +1Crit]>[Svetlana on Speed-dial, -1 edge] "Hello, I'd like to order one BG Skullshot please. Extra sauce."Name: Napps - 4XP Thug
CSHW: 3, 2t, 7t, 1 = Def 8t | Edge 5->1/8t | HP 14t/16t | Crit on 9+ | Move 5t+1
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 4->0/8, [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