![]() The traitor was prevented from stealing the car and everything in it. However, sensed something was off and followed. Party has Paranoid (low Wits, high Attitude) character is a true weasel who steals the keys for the car, intending to take everything for self. Party had no food at all: Too bad for that there wasn't any food, anyway. Party had less than 20 food: What little the group had was stolen. Party had at least 20 food: The thief took all could carry. The thief was surprised, and ended up dropping the food while running away. Party has Paranoid (high Wits, low Attitude) character steals as much food as possible before leaving. There is a note left behind, wishing everyone luck! Loyalty Revealed leaves, taking nothing, not even personal supplies. Can be recruted for 10 food in trading. Start with 3 wits, 4 attitude, 1 composure and 4 loyality. Start with 0 strength, fitness, shooting, mecanical and 1 in medical. The outcome will change depending on the Stat Combos of characters. New characters: - Megumin (from Konosuba): - Only weapon is her staff that has a long cooldown but nuke zombies in a large aera. The stand-out features are the funny rambling of the characters and the non-sensical rare events that pop up. First of all, well done to the devs for making an enjoyable quirky game with tonnes of replayability. A party member will leave while the rest of the team are distracted, potentially taking stuff with them. Death Road to Canada > General Discussions > Topic Details. ![]() They are ready to fight before the bandits are, and escape unharmed.Quietly Disappearing is a Despair Event that can only occur when there is more than one party member. If animal: knew that something was very wrong the whole time. The bandits doubt this, but they can't find anything. If human: Always suspicious, hid the car and supplies before approaching the settlement. Factory-specific machinery and furniture can be found in the area, as well as a large amount of industrial weapons. It is a Factory location consisting of up to 13 rooms (the starting room, 3 hallways, 3 large machinery rooms, 1-2 restrooms, 1-2 treasure rooms, an employee lounge and an executive office).
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