Smith:
Something about Chukk's melee prowess never ceases to give Smith pause, but the hesitation was brief.
As soon as Chukk lands after a savage opening salvo against their enemy, Smith lets loose a volley of his own, firing twin blasters on the move as he sweeps wide left to flank the half-man half servitor confronting them.
"Eat hot beams, corporate thug!" Smith screams, surprised at the bravado he's gained; in part from wielding double ray guns but mostly from following Chukk's inspiring display. He clicks the triggers as rapidly as possible, unleashinging a mess of rays aiming to Cause Harm.
A small part of him had been waiting for this moment since he'd first noticed Someone's Been Down Here Recently.
10:19, Today: Smith rolled 7 using 1d6+1 with rolls of 6. Get Violent - (Motivation; end a corporate henchman!) + (Scene Trait Bonus)
(You did it wrong-- it should have given you the ability to roll one extra die, not to add one point to your result.
Very fortunately for you, if you hadn't done it wrong, you just would have rolled a 6, so the result's the same. Lucky, lucky you.
In fact, it means the Somebody's Been Down Here Lately trait is still usable by Elern-- but after that it will vanish.)
Darro Madar staggers backward. Amazingly, he's still conscious, but his servomotors are whining and sparking. His fancy exoskeleton isn't slowing him down now, but it's not enhancing him anymore, either.
(GM rolls Common Sense Roll for Darro Madar: 2d6, high result is 5. Partial success.)
"Damn, boys," says Madar, "I can see now why you've got bounties on you. Bounty should be higher, in fact. Maybe... maybe I should just go... report that in..."
Madar is clearly torn (emotionally, I mean)-- part of him would like to run for it, but he also doesn't want to turn his back to these dangerous enemies... He's opting to back away slowly, hoping the three allies and he might just mutually decide to all go separate ways...