Rolled 1 + 3 (1d10 + 3)
>>6019889A spiraling dance of blood and steel greets the swordswoman atop the truck, as the revving of the chainsaw drowns out all other noise to Napps, his weapon quickly stained by blood.
And in the next moment - she's gone. A sharp cut across his back pierces through the armor, cutting past the leather and into his skin. A trigger reaction swings the saw into open air, but he glimpses someone fleeing through their entrance point. Napps doesn't need Nishina's call to give up - even with adrenaline pumping through his veins, he knows better than to run after someone faster than him, better than to run out with no backup.
Instead, he turns his sights to the backdoor, sided by burning arcade cabinets and blood-splattered security cameras. It's just another day of work.
>[1 AP] Move 2W, 3NW Vault over cover (+Cool)>[1 AP] Move 1W, 1NW, 2N, 1NE>[1 AP] React, Quick Attack, PistolName: Napps - 4XP Thug
CSHW: 3, 2t, 7t, 1 = Def 8t | Edge 6/8t | HP 14t/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->4/8, [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