USH'S MATRIX GAME FOURTH ASSIGNMENT (COMBAT PATH)- 'The Heist'

Started by Ushgarak54 pages

Sounds good...

Barb will use Fox's Retreat against the kick...

And I will use Sweep of the Grasshopper modified with Hands without Shadow on the Agent.

(sorry about the sudden absence there...been busy with school, but now I'm on spring break, so I should be around a bit more this week...but not today, I've got a birthday party to go to. I'll remind Barb to try and get on here sometime today.)

Skip the party for us!

Heh... well, glad to see you back, San! (hugs)

The Agent rolls +1... Barb's dodge is certainly useful! It gets him out of the way.

San, you roll -1. Not good enough I am afraid!

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CURRENT SITUATION AT: Second Sequence, Frame 14

Top of Bus
San: 9/25/8
Mors: 11/37/12
Barb: 8/27/14
Cloud: 15/31/10

Agent 2: ?/4/9

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Mors, Barb, Cloud- any plans?

Hmm, Maybe Dallas could helpout, I kno he's a good fighter....

He's also going to die if he does anything. remember?

details, details

(Crap!)

The word "Kamakazi" comes to mind.
I'll WHIRLWIND BLADE ONSLAUGHT with WATER WEAPON. Followed by a JUMP OF THE GRASSHOPPER (If I'm still alive). I'll keep the other two frames for a defence against any attacks.

The Agent will dodge your assault, Cloud. You roll -1 for... not enough. The Agent catches a firm grip of your arm as you whirl at him, and quickly shoves you away, snarling.

Takes you to six frames- any sign of Mors or Barb?

Hello!

Whirlwind Blade Onslaught if you don't mind.

Mors, if we double prone him we win!!
Proning attacks please!

The Agent wil dodge that too; it's a nasty attack.

Mors rolls +4- nice! Even wounded, that takes him to 20. A Hit! The Agent falls back and uses his arm for protection, but you actually slash across his arm with the final stroke of the assault. Another three damage to the Agent! There is a thin line of blood there...

Agent performs: Pose- Stronger, Tougher

The Agent takes a moment to crick his neck... he does not look happy at that...

At this point, Burn makes his drive roll. He rolls +1, which is really not quite good enough. The bus wrenches violently as he swerves to avoid a tree. Everyone must make rolls to stay afoot or not lose frames (a fortune point will negate a bad result).

Barb loses four frames and is knocked prone.

San stays up just fine, as does Mors

Cloud loses two frames.

The Agent loses a frame.

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CURRENT SITUATION AT: Second Sequence, Frame 14

Top of Bus
San: 9/25/8
Mors: 8/37/9
Barb: 8/27/10 (prone until 6)
Cloud: 11/31/4

Agent 2: ?/4/7

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San and Mors to act ahead of the Agent, Cloud does his Jump after.

Agent Performs- Low Kick

Taking the advantage, the Agent steps forwards and aims a vicious kick at Barb's head...

Heh, Barb's not liking this situation too much...

I will Jump of the Grasshopper with Hands Without Shadow on the Agent. *crosses fingers*

Does Barb have fortune point, Cuz now Would be a good time to use it.

OK WHAT ARE YOU GUYS DOING??
we are not going to kill this agent! we HAVE to double prone him to get him off the bus!
((Ush is there any other way to get him off the Bus??))

Nope, pretty sure Barb doesn't...and I am trying to prone the damned Agent!!!

If you can think of another way to 'persuade' the Agent to leave it will interest me...

I thought that proning attacks were sweeps, and I was manly talking about Mors and Cloud

San rolls +4... a hit! Another point of damage to the Agent, and he flies back and is knocked prone!

Agent performs- Rise

But not for long... another huge dent forms in the roof as the Agent flies back into it, but with a snarl, he comes straight back to his feet.

Ok, I doubt Mors alone will make the Agent lose enough frames for Barb to get up before the Low Kick can go in, so I will now proceed with that attack.

The Agent rolls +3. Eeek! That is a total of 20. 16 damage to Barb takes him straight to 43 damage. He rolls -2 on his death check- a fail.

Barb is smashed straight out by that kick, and rolls through the gap in the roof into the bus.

I hate Agent powers...

Oh, and Barb says "Uh oh...damnit!!!"