Ok, the bad guys get back to work... the guys with the nightsticks take blows at Fire, Rade and Heph...
...but I register no hits.
Shotgun attacks come in on Azrael, Fire and Castor. oooh, JUST misses Fire...
Ok, end of action. Focus refreshes, and exertion resets.
-----
STATE OF PLAY AT: Second Round, first action
Lift corridor
1 SWAT with shotguns 0/2
1 likewise 2/2
1 likewise 2/0
3 SWAT with nightsticks 0/0
1 likewise 1/1
1 likewise 2/1
1 likewise 4/1
1 likewise 5/1
Fire: 15/6/1
Castor: 12/13/1
Rade: 10/13/0
Heph: 0/5/0
Azrael: 5/8/0
CURRENTLY OWED ACTIONS: Heph (3), Castor (1), Rade (1), Azrael (1)
-
Fire had an exertion beyond 2 when the last round ended so he starts on one more exertion this round.
Castor has an extra action for hitting -3 at the end of last round; I allowed him to have this with the exertion from his dodge there adding to his starting exertion this round.
"They're just one floor below on the main stairs now!" says Finn. "Get your arses out of there!"
ooh ooh ooh: can I use Unyielding tiger stance to gain an extra reflex attack one of those guys?????? if so I want to make it a fast attack (-2 penalty) (don't think you can modify reflex attacks if you can add hands without shadows)
Slashing at two targets let's say night stick men with damage 5 and damage 4 (with the -2 penalty ofc.) modified both with hands without shadows and use Gift of the emperor on the last one, if he aint down.
(-2, -3 focus)
(with reflex attack: -7, -8 focus)
Azrael can be re-loading.
Ok, Rade, you roll evens for a 15. That is a hit of two; I think that Roar was a waste of focus, you would have been better off using the armour ignoring one. It does exert him though.
Fire, yes you can, and yes you CAN modify them. However, you cannot make a focus attack fast just like that- that has to be a standard attack only.
Heh! That riposte is fantastic. You roll a +10, which gives you the honour of describing how that strike killed him.
You then strike this action at your targets. Your first is a +11... geez, you have gone psycho! You can describe that kill as wel! Your second is a more modest evens. That is a 13, a Hit of 2 as he cannot dodge... which, with the Mundake Killing Power of you with that sword, is still a kill! Scary.
Castor, unhit guy is now hit, so let's see how this goes.. you roll -2. Nope, not good enough.
You roll +1 on the Nightstick guy, for a 14. A Hit of 1.
Heph, meanwhile, can have run into the office and been trying to clear the way for you, it being full of panciking people. It is rather like where Neo works at Metacortex, dozens and dozens of lousy cubicles seperated only by cardbaord or hardboard walls. The corridor leads out to the main wall at the north, with no exits. Back west leads to the lift corridor. All the way across the office, to the east, are the emergency exit stairs, all the way acros the office to the south are the windows. People everywhere are screaming, shouting, trying to get out...
Bad guys fire.
Ooh, we have a single nightstick hit on Fire, as one smashes into your arm as you jus fail to block! That is... two damage, Fire.
-----
STATE OF PLAY AT: Second Round, second action
Lift corridor
2 SWAT with shotguns 2/0
1 likewise 2/2
1 SWAT with nightstick 0/0
2 likewise 1/1
1 likewise 2/1
Fire: 9/8/1
Castor: 12/13/-1
Rade: 10/13/0
Azrael: 10/8/0
Main Office
Heph: 15/5/0
CURRENTLY OWED ACTIONS: Heph (2), Rade (1)
-
There is a very loud explosion, and dust shakes everywhere. For a moment you think you are under rocket attack- but the noise has come from the floor below. Seems your colleagues below are also under pressure.
"C'mon," says Finn, "get across or you won't make it!"
Ok, good job, as he rolled +4! You just twist out of the way, before grabbing his gun with a +2, spinning it, firing into him...
There are four shotgunners left; I shall assume this attacks one of the unexerted ones. The shotgun discharges into him for a Hit of 2, and you have the gun (one shot left) if you want it.
Note- small rules changes
Firstly, Willow Step and Vertical Dodge have been changed. These powers now only work against attacks made against you on the same exertion, NOT for an entire action. So if some enemies are on exertion 0 and some on exertion 2, you have to chose which group you are using Willow Step or Vertical Dodge against.
On the bright side, this now means you can use different dodges on opponents on different exertions- before you were stuck using Willow Step on everything- and Willow Step goes down in cost to one.
Secondly, if you end a round in negative exertion, rather than that being wasted, you get an extra action. Howveer, this automatically adds three points to your exertion at the end of the round, which may mean (especially if you take Defensive Actions) that you will start with a higher exertion on the round after.