
Harper Beckett |

Harper woke up with an ache in her arm; she'd fallen to sleep directly onto it the night prior still helping Jimmy patch together the massive piece of armor. Speaking of which... The girl looked down at the item of protection that Jimmy must have pulled over her as a makeshift blanket. It looked considerably well made, especially when considering that the leather shirt had begun its crafting as four separate pieces of thick cloth. She pushed the armor off of her lap and reached for her bag. Her stomach was growling.
Harper pulled a charred radroach out of her pack and peeled its shell off in order to consume the more edible insides. The exposed flesh, no, viscera looked repulsive. Acid made its way up Harper's esophagus, and she swallowed in order to keep it from making its way out of her mouth. If she wasn't absolutely ravenous, she would have dropped her meal then and there and ran away from it screaming. Hunger, however, got the best of her, and she squeamishly thrust her thumb and index finger around an unidentifiable organ. Science class hadn't covered the anatomy of insects, and maybe that was for the better. Once again stifling back vomit, Harper let the crunchy radroach guts fall into her mouth and past her gullet. It didn't even taste bad, it was simply flavorless. It was the texture and knowledge of the creature that she was eating alone that made her squirm.
One choked down meal later, Harper reconvened with the rest of the party just outside of the dilapidated school's doors. None of the humans interested her in the least. Harper had followed the party out of the building for one reason: she wanted to establish a truce with Miles.
Tentatively, Harper strode toward the mutant beast and wordlessly set the massive piece of armor down at Miles's feet.

Miles the Super Mutant |

Miles can he seen eating one of the radroaches that had dared intruded upon his sleep, apparently raw, as he leaves his room. He stops short as the young girl approaches him and leaves the peace offering at his feet.
What does it say that all their women go out of their way to placate me? Does it speak to their wisdom? Their perception of their men's weakness? Both? He muses to himself, but not one to look a gift horse in the mouth, Miles dons the protective gear. He makes sure his chain fist is tight and moves down to meet the others.
Upon Badger's declaration that their prey has split, he nods. "The ones going through Dome will be harder to track, but slower to reach their destination. Your choice...is wise."

Redbeard the High Elder |

It's only a few miles before you reach your destination. The rest stop is located at the crossroads of three highways, one of them the Florida Turnpike, a major highway that connects Miami to Orlando, and on to the west of Florida. This is no mere side of the road gas station:
The complex is huge; at least the size of a small mall. There seems to be an entire wing devoted to refueling and servicing semi trucks, and you can see rusted, wrecked carcasses of the once mighty masters of the road littering the area.
The main building seems to have housed, by the look of the signs outside, fast food locales, as well as what appears to be gift shops or convenience stores.
As you approach you notice a dog, large, unkempt, but strangely well fed compared to the last two you saw, digging through the trashcan outside of one of the fast food entrances. She seems to be some kind of poodle mix, although her curly fur is so caked with mud it's impossible to tell what color she may be under the brown muck. She perks an ear up and tilts her head at your approach.

Kristophe Kristophson |

On the trip toward the Rest Stop Kristophe hangs 50' back and motions Badger over and speaks to him in hushed tones
Kristophe nods at the place Alright then. Go do your thing mutie. Kristophe says

"Badger" Bloom |

On the trip toward the Rest Stop Kristophe hangs 50' back and motions Badger over and speaks to him in hushed tones ** spoiler omitted **
Kristophe nods at the place Alright then. Go do your thing mutie. Kristophe says
Kristophe:
Badger looks over the ground, trying to see where the slavers might have gone. He ignores the dog for now.
Survival: 1d6 ⇒ 51d6 ⇒ 3
Notice: 1d6 ⇒ 41d6 ⇒ 4
"Place is pretty cool... look at the size of those trucks! If I were a slaver, would I want to be in the food section or the truck section?"

Miles the Super Mutant |

"I...am new to this far east and south. This particular area is unknown to me. It is a long trip by foot to Tampa. Food would be needed if they walk. Still hours if they drive - not needed, but useful. Where they are depends on how much you scared them."
Badger notes again the tracks seem to split up, with some heading to the truck servicing, some to the food and supplies.

"Badger" Bloom |

"They split up... I'd say we should try and sneak into the truck side first, we can cut off quick escape if they found a car they could fix up. Then we sweep into the food section."
Stealth, for when we start moving: 1d8 ⇒ 71d6 ⇒ 1
Is there cover out here, like gas pumps or streetlights or is it wide open?

Kristophe Kristophson |

Kristophe stays back...letting Miles get ahead of him whenever he can. He never wants Miles at his back. In fact, Kristophe stands no closer than 20' to Miles, not trusting the super mutant.
Get that Smoke ready BBT. You can toss it if those a*%%+@&s shoot at us. he murmurs to Timmy, Timmy says Yeah, whatever K. I'd rather light em up...we need some more booze Kristophe turns his head ever so slightly You ain't f~%+ing lying BBT. We def needs some booze. And jet. Maybe some f@&@ing Psycho.
Kristophe nods to Timmy,and they head with Badger toward the Truck side of the Truck stop.
Ready to rock and roll.

Aeryicka Hill |

Notice: 1d6 ⇒ 3
Wild Notice: 1d6 ⇒ 5
Aeryicka stiffened slightly at the appearance of the dog outside of the large complex. Her mind instantly went back to Rex before she shook her head. 'Stay focused, or you'll end up exactly like him!' she thought to herself. Her eyes snapped to the building as she tried to figure out where the slavers might have holed up. "Food would be my guess," she said quietly, her eyes staying the course. "Though if they are trying to fix a car, at least a couple of them would be working on one while the others gathered supplies."

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Thomas nods at Badger. "If they have a car, that would turn the battle against us, if they can drive around and stalk us and shoot from a vehicle, so let's hit that first.
Go ahead, Badger, give it a quick scout. Run up there, and if there arn't too many, just wave us up and we'll take them quick."
Thomas whispers a quick message to his two compatriots. Jimmy characteristically laughs softly. Warhammer gives no sign, keeping his own council.

Redbeard the High Elder |

Once those who are sneaking head into the truck servicing area itself, they find it nearly abandoned of all materials. It seems the trucks that could move were taken out of here long ago, and the area now appears cavernous, like a warehouse.
It seems empty at first, but as you all file in to find out what's going on, you come across the bodies of two of the slavers lying dead with burn marks all over their bodies.
Before you have time to figure out what happened to them, the answer is made abundantly clear, as the automated workers of the service center spring to life. Their heads glow with light, and the Protectron-model bots slowly start walking towards all of you, muttering in the I robotic tones "ERROR - 504 - WINDOWS HAS EXPERIENCED A FATAL ERROR. WOULD YOU LIKE TO SEND A REPORT?"
There appears to be eight of them.
Initiative - Everyone but Aeryicka beat the Protectrons on initiative. No Jokers.

"Badger" Bloom |

Badger shoulder his shotgun, pulling out the hatchet and trash can lid.
"Doubt my bean bag shot's gonna do much to them...", he says while advancing forward, lid held high.
Can I move my pace while switching weapon configuration? And would swapping be my action or can I also defend?

Redbeard the High Elder |

Badger shoulder his shotgun, pulling out the hatchet and trash can lid.
"Doubt my bean bag shot's gonna do much to them...", he says while advancing forward, lid held high.Can I move my pace while switching weapon configuration? And would swapping be my action or can I also defend?
Yes, but swapping would be your action unless you had quick draw.

Harper Beckett |

The ramshackle pavement and buildings of the abandoned settlements were somehow less discomforting than that of the school. Harper recognized a school, but stray buildings without hallways connecting them? Cars as long as a cafeteria? The concepts was alien to Harper. It was much more easy to tolerate an alien landscape marred by war than one so familiar and dear to her heart.
Thus, when the robots began to make their way out from behind decrepit vehicles and piles of charred metal, Harper was unfazed. Like the school and the alien landscape, robots were much more easy to see blown to smithereens than human heads. Taking comfort in the unknown, Harper raised her hockey stick and ran toward the metallic menaces.
Harper is now fleet-footed, so her pace is eight and her run die is ten.
Run: 1d10 ⇒ 2
Pffft, my roll sucked anyway. XD

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Thomas is struck dumb at just how many malevolent robots they are facing. It takes him a moment to gather in the tactical situation. A few heartbeats pass, but soon he seems to gather a plan about him.
"Okay guys, we just need to maintain a firing line because it looks like the don't have guns. So I'll just start to shoot, and you guys stay close to me and Harper....Harper?...Harper!...HARPER!!!" Too late, he sees the little girl run toward the metallic doom-machines. Briefly his mind is engulfed in a miasma of despair and blood. But quickly it's all pushed aside. His insides turn to ice. The crisis becomes the opportunity.
"Okay, Warhammer, angle the flank. I can't say how effective your fire would be, so just start up your ripper and look for the chance to dance at her party."
"But sir!" the machine protests, not yet converted to combat-mode. "Retreat is a perfectly reasonable alternative, perhaps with time we might be able to locate an--"
The rest of the sentence is heard, as Tom is already talking to Jimmy. "Jimmy, start taking a bead on some targets. Maybe don't max ROF, just stick an' move."
"Is it time--?" the young boy begins.
"Negative. Machines won't react to that. Still, good idea. Keep thinkin'. Now, let's take this flank and wait for the damn mutant to show that he's worth his salt. I'll frag my own hoop if it turns out he's afraid of the sight of spilling oil."
Tom marches ahead, cracking off a shot, while the robot follows Harper, and Jimmy takes a moment to pause and aim.
Thomas moves to K8, fires at P3.
Energy Weapons: 1d6 ⇒ 4
WIiIiIiIlD Energy Weapons: 1d6 ⇒ 1
Damage, AP2: 2d6 ⇒ (2, 5) = 7
Warhammer runs 1d6 ⇒ 3 to G9. Jimmy aims at P3, or P4 if P3 died.
Hehe. If I had any Science, I'd try shouting, "Yes! Send a report and control-alt-delete reboot! Enter BIOS!" and see what happened. ^_^

Estelle Beaumont |

Estelle tries to call something out but it's lost in the sounds of gunfire and adrenaline as everyone starts leaping into action. Based on a look and hearing them speak, these machines sounded even simpler than what Thomas was now calling Warhammer.
With a sigh, she takes aim at one of the automatons (p4), doing her best to disable the robot without destroying it.
Guns: 1d8 ⇒ 6
Wild: 1d6 ⇒ 1
Damage: 2d6 ⇒ (5, 6) = 11
Damage Ace: 1d6 ⇒ 1

Redbeard the High Elder |

FYI for easy remembrance, Protectrons are Toughness 9(4) and Parry 4
Thomas's shot connects, and thanks to the armor piercing nature of the laser, manages to stun the protectron, as does Estelle's shot against her target.
The heads of the protectrons start glowing throgh their glass bulbs, and suddenly, FRICKIN LASERS start blasting out of them at their targets.
Unshake P3: 1d4 + 2 ⇒ (3) + 2 = 5
Unshake P4: 1d4 + 2 ⇒ (3) + 2 = 5
P1 vs Harper (vs Parry due to her being point blank): 1d6 ⇒ 1
P2 vs Warhammer: 1d6 - 2 ⇒ (5) - 2 = 3 = Miss
P3 vs Thomas: 1d6 ⇒ 6
Ace: 1d6 ⇒ 5 = Raise
Damage: 3d6 ⇒ (6, 5, 4) = 15
Ace: 1d6 ⇒ 4 = Total 19 AP2
P4 vs Estelle: 1d6 ⇒ 4
Damage: 2d6 ⇒ (5, 6) = 11
P5 vs Miles: 1d6 - 2 ⇒ (3) - 2 = 1
P6 vs Kristophe: 1d6 - 2 ⇒ (5) - 2 = 3
P8 vs Badger: 1d6 ⇒ 2
Miles snarles and sprints full speed at the nearest Protectron (P4)
run: 1d6 ⇒ 2
Aeryicka is up, and then new initiative = All of you beat the Protectrons again - so that means Aeryicka has 2 turns.

Aeryicka Hill |

Run: 1d6 ⇒ 1
Guns: 1d4 - 2 ⇒ (3) - 2 = 1
Wild Fighting: 1d6 - 2 ⇒ (3) - 2 = 1
First turn was running towards the robot, second was standard movement and shooting. So what do I get for snakeeyes, oh wonderful GM who loves his players?
"More robots?" Aeryick muttered, slightly surprised by their appearance. However, they did not look like combat models, or even as dangerous as their own Warhammer. That all changed though, when FREAKING LASER BEAMS shot out of their face towards the group, hitting Tom with a hard blow. Growling in frustration, she ran forward, drawing her gun and firing at the closest protection (P4). Unfortunately, her lack of experience with firearms and jerky movements caused her aim to go wild.

"Badger" Bloom |

Badger runs at the Protectron to his far left! P8
Run: 1d6 ⇒ 3
And throws his hatchet at the robot!
Fighting: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (3) - 2 = 1
Ace: 1d8 ⇒ 5
1 raise vs. Protectron's parry.
Damage: 3d6 ⇒ (5, 6, 3) = 14
Ace: 1d6 ⇒ 1 Darn.
15 damage vs. toughness 9- 1 raise.

Kristophe Kristophson |

Err. That's not a snakeeyes.
Kristophe cocks the .44 and bangs out another shot @P6
Firearms!: 1d8 ⇒ 7
Wild: 1d6 ⇒ 1
Damage: 2d6 + 2 ⇒ (2, 1) + 2 = 5 AP2
The bullet just glances off the Protectrons armor.
Motherf*~@ing robots.... Kristophe mutters as he tucks the gun in his waist. Gotta f@%@ em up with the Discipliner. Kris moves closer to the enemy
Timmy continues to use Kristophe as a human shield.

Redbeard the High Elder |

You will note their heads are made out of glass and have no metap armor, by the way. Aeryicka, your gun is jammed and will take a successful repair action to get working again. Badger, thrown weapons are bs TN4, like guns. Happens to be the same as parry in this incident, fortunately.
Badger's hatchet buries in the robot and it drops, sparks flying everywhere.

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As P3 and P4 raise their deadly weapons and aim for Thomas' head, the daring hero pulls out an ancient scroll and says "Hi there, scuse me, sorry, I'm not that bright but I was just looking at the Combat section and it says 'With a success, the recovery check
consumes the hero’s entire round but the character recovers
and can remove his Shaken counter'.
Heh, I think you could've used a bennie to unshake them automatically so they could still take an action, but since you rolled I thought you hadn't.
So, can Estelle an' me not be shot now? =-)

Redbeard the Scruffy |

That was errata'd out later and I've been using the "success and youre un-shaken and can continue same as a raise" rule for everyone, including players, from the beginning. I would have a LOT OF retroactive changes to make both with enemies and players otherwise. Sorry if that wasn't clear. Many players have benefited from this as well.

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Ah! Okay, I don't think I've been shot before so I might not've noticed. Ok. (Mind you, you'd think that on their free test drive data, they'd update that, since that's the first rules most people see, and what most people will be using.
Warhammer hovers up beside Harper and assist in her assault on the wayward bot. His deep-throated voice-box barks out "No one gets to hurt children but me!"
Apparently his inner Id gets a little frisky in combat mode.
Ripper to hit, +1 gang up: 1d6 + 1 ⇒ (3) + 1 = 4
Ripper damage: 2d6 ⇒ (1, 2) = 3
The ripping chain-sword does little to the armored hull.
Jimmy, sighting down his target P3, at last pulls the trigger.
BB to hit w/aim: 1d4 + 2 ⇒ (4) + 2 = 6
W00t!! BB to hit ACE: 1d4 ⇒ 3=9 hit with raise
BB damage: 2d4 - 1 + 1d6 ⇒ (3, 4) - 1 + (1) = 7
W00t! BB damage ACE: 1d4 ⇒ 4
W00t W00T! BB damage ACE ACE: 1d4 ⇒ 3 = 14
Thomas sees a FRICKENLASERBEEM coming right at him...and he hopes he has a plan.
Saok it to me: 1d6 ⇒ 4
Wild Sock it to me: 1d6 ⇒ 6
WILD Saok it to me ACE!: 1d6 ⇒ 1 = 7
Spending a Benny
Soak it, soak it real good: 1d6 ⇒ 6
Soak it, soak it real good ACE: 1d6 ⇒ 5 = 11, 2 successeseses, 1 wound
Wild Sock it to me: 1d6 ⇒ 2
Unshake it off off off: 1d10 ⇒ 4
WILD Unshake it off off off: 1d6 ⇒ 4
Taking a shot to the ribs, he manages to see past the pain and bring up his own gun. "My turn."
Unfortunately his hollywood-esque line is ruined as Jimmy's BB cores through P3 and robs him of his vengeance. "Damn it, kid, don't be so awesome," he mumbles, re-aiming at P2.
Friggin laser beems!: 1d6 ⇒ 5
WILD Friggin laser beems!: 1d6 ⇒ 6
WILD Friggin laser beems ACE!: 1d6 ⇒ 5 = 11 hit w/raise
damage of Friggin laser beems!, AP2: 3d6 ⇒ (5, 5, 1) = 11

Estelle Beaumont |

Wild: 1d6 ⇒ 2
F+*~ it, spending a benny.
Soak: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2
F!+% it, spending a second benny.
Soak: 1d6 ⇒ 6
Wild: 1d6 ⇒ 2
SoakAce: 1d6 ⇒ 6
SoakAce2: 1d6 ⇒ 5
There we go. So that's...17? Against 11. So against 2 wounds I have... 4 successes? So I take zero wounds? I have no idea if I'm technically shaken anyway?
In case I am Shaken, let's go ahead and remove that.
Spirit: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3
Spirit Ace: 1d6 ⇒ 4
Estelle sees the robot turning towards her, but overestimates how much time she has before it locks on. As she's bringing up her gun to fire a second time, a laser shreds through the air, catching her square in the chest.
Everything slows down for a second as she can feel the impact, and for a second thinks that she is dying. As she looks down, however, she sees no wound, not even any indication that she was hit. A frown spreads across her face as she gives the area a touch to find that it's not even warm. The scientist in her searches for an explanation but has none, and it's hardly something she wants to risk a second time.
Shaking her head, she tries to focus on what's happening on the battlefield.

Redbeard the High Elder |

Jimmy's BB pierces the glass of the Protectron's head and bounces around, disrupting circuitry and making general f*ckery of the insides of its circuitry before the robot falls backwards in shambles.
Again, with the armor piercing of his weapon, Thomas has just enough kick to knock the other Protectron to the ground, deactivated.
Estelle, so you what, delayed? If you soak all your wounds you don't end up shaken in the first place, and even if you were, your roll was high enough where you could keep going.
Miles runs up and reaches back for a wild haymaker against P4 Minimum run would get him there
Wild attack: 1d8 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Wild: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Miles bennies to save face.
Attack: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Wild: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
The huge mutant apparently can't get a break, as the robot dodges at the last minute.
The protectrons begin to fire their lasers again.
P1vsWarhammerParry: 1d6 ⇒ 4 miss
P4vsMilesParry-2: 1d6 ⇒ 4 miss
P5vsAeryicka: 1d6 ⇒ 6
Ace: 1d6 ⇒ 2 = Raise
Damage: 3d6 ⇒ (3, 5, 6) = 14
Ace: 1d6 ⇒ 6
Ace!!: 1d6 ⇒ 2 = Total 22, AP2
P6vsKristophe: 1d6 ⇒ 2 = Miss
P8vsBadger: 1d6 ⇒ 6
Ace: 1d6 ⇒ 4 = Raise
Damage: 3d6 ⇒ (5, 6, 6) = 17
Aces: 2d6 ⇒ (4, 3) = 7 = Total 24 AP2
Okay, new initiative: Everyone but Harper, then Robots, then Harper

"Badger" Bloom |

Every other fight. So that's four wounds? Effective toughness six vs. 24 damage.
Soak roll, 1st benny: 1d8 ⇒ 21d6 ⇒ 4
Soak roll, 2nd benny: 1d8 ⇒ 31d6 ⇒ 3
A success on the first benny, so I have three wounds?

"Badger" Bloom |

Badger nearly crumples from a laser shot to the side, but limps after his hatchet nonetheless.
"M@+$%+~*$@%#! Just you wait you bucket of bolts!", he curses, smoke curling from the burn in his side.
I can only go three paces, so I'm just grabbing my hatchet back this round.

Kristophe Kristophson |

Bloom! What the f&!& you laying down for! We just getting started!
Kristophe sprints directly at the Protectron P6 Run: 1d10 ⇒ 9
He swings the Discipliner in an exagerrated batter's motion! Multiaction Wild Swing!
Fighting: 1d8 ⇒ 6Wild: 1d6 ⇒ 1
DieMFER: 1d8 + 1d8 + 3 ⇒ (5) + (7) + 3 = 15 Not sure if multiaction penalty applies to damage...
HOOAH!
Timmy says S#%@. and drops prone...
Timmy fishes a Grenade out of his pants....

Redbeard the High Elder |

multiaction penalties for running and drawing a weapon without quick draw would bring a -4 to that attack roll, not a -2; still would hit, but I'm just letting you know. It does NOT apply to damage though.
Kristophe whacks the crap out of the robotic humanoid, sending it falling in a heap.

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"I have come to destroy you" barks the deep baritone of an engaged Warhammer as the buzzing buzzsaw buzzes down in a cutting buzz of buzzing buzz buzzbuzz.
Attack vs P1 w/ gang up 1: 1d6 + 1 ⇒ (2) + 1 = 3
Damage vs P1, AP3: 2d6 ⇒ (1, 1) = 2
Thomas sees the terrible attack from P5, and looses his own blast at it. He calls out to Jimmy "Concentrate, go delta!"
Jimmy nods at the command to fire on the same target that Thomas is engaging. He brings up BB rifle and sights at P5.
Thomas Attack vs P5: 1d6 - 1 ⇒ (5) - 1 = 4
WILD Attack vs P5: 1d6 - 1 ⇒ (1) - 1 = 0
Damage vs P5, AP2: 2d6 ⇒ (4, 1) = 5
Jimmy Attack vs P5: 1d4 ⇒ 4
Jimmy Attack vs P5 ACE!: 1d4 ⇒ 1 = 5. Typical
Jimmy Damage vs P5: 2d4 - 1 ⇒ (4, 3) - 1 = 6
Jimmy Damage vs P5 ACE!: 1d4 ⇒ 1(srsly?) = 7

Aeryicka Hill |

So, with a Toughness of 4, how many raises is that against me? Do I have a chance of surviving?
Spirit Roll: 1d8 ⇒ 5
Wild Spirit: 1d6 ⇒ 6
Benny 1 Soak Roll: 1d6 ⇒ 1
Wild Soak: 1d6 ⇒ 3
Benny 2 Soak Roll: 1d6 ⇒ 1
Wild Soak: 1d6 ⇒ 6
Wild Soak Ace: 1d6 ⇒ 2 Total of 8, is that a hit and raise?

Redbeard the High Elder |

It was four raises. Shaken, three wounds, and a knockout blow. You soaked two - so you soaked the knockout blow and one wound. You are thus shaken with two wounds. That was a hell of a hit!
Your spirit roll to Unshake would have a -2 wound penalty, but you still passed given your roll, so you can still take an action if you want...your Pace and all rolls (except damage) are at -2 though

Miles the Super Mutant |

I'll kill some time by doing Miles's action.
Miles rears back for another wild haymaker at the robot (P4).
Used the wrong dice last round. Oh well. Too late now.
Wild Attack: 1d10 + 2 ⇒ (3) + 2 = 5
Wild Die: 1d6 + 2 ⇒ (2) + 2 = 4
Damage: 1d12 + 1d8 + 2 ⇒ (10) + (4) + 2 = 16
The punch shatters through the chest of the metal automaton, and he swiftly kicks it to to remove his fist from inside the machine.
He looks back at the girl who took a laser beam square in the chest, smelling the burnt flesh, and seeing her continue to fight on, nods silently in acknowledgement.
3 robots, P1, P3, and P8, remain

Aeryicka Hill |

Aeryicka let out a small grunt as the laser slammed straight into her chest. For a moment she just stared at the wound, the blackened flesh showing through the smoldering hole in her top. 'Huh,' is all she can think before her pain receptors start flooding her brain. It took all of her willpower to stay standing, and not go running away. "I..will..not..fail.." she said to herself as she glared at the robot that struck her. Slowly making her way forward, she discarded the gun in her hand for 'Dog-fang'.

Harper Beckett |

Harper raises her hockey stick above her head and brings it straight down upon the hard metal body of the malfunctioning robot.
Attack: 1d8 ⇒ 6
Wild Attack: 1d6 ⇒ 1
Damage: 1d6 + 1d4 ⇒ (6) + (3) = 9
Damage Ace: 1d6 ⇒ 1
She cracks a grin as it cleaves through the side of robot's outer armor, digging into the vulnerable circuitry within.