USH'S MATRIX GAME 2006- The Dojo

Started by John!attheDisco23 pages

Sure.

Hawk- yes, but then so is fighting acrobaticaly one-handedover a ledge. Point is, as ever, sometimes concept and style is more imnportant than being literal. One of the effects of the environment you guys chose is that the effect of Throws lasts for longer. So no matter what you do or how you do it, Heph gets his three turns worth of extra pool. That pool is not dependant on you dangling; it was only dependant on Heph getting a Throw.

Ok, Azrael and Fire charge each other, blazing away! Azrael is lucky with his stat distribution here; bith sides have working defences.

Two successes, and hence five damage, each!

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3

Balder (6/7/22): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (3/3)

Falcon (10/32) HC NO 10B BT StS EE BB
Uzi x2 (3/0) (4/0)
H&K x2 (4/0) (4/0)

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2

Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Desert Eagle (1/4)

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2

Hawk (7/5/17) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/16) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

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0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Uzi (4/20)

Dale (8/5/0) ST AL WW JE SP HL HC PW BT LR StS

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1

Azrael (9/7/5) CF KW LA BS HL SS DiM HC AL WW BB StS
Glock 19s E x4 (4/1) (4/1) (5/0) (5/0)
Glock 17 (6/1)

Fire: (7/6/5) DM ST LA SE HC AL SS JE SP 10B StS
Katana
MP5 (4/4)

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0

Spades (7/0) BS SS LR CC BB StS EE
Glock 19s x2 (6/0) (6/0)
Beretta 92Gs x2 (6/2) (6/2)

Security Guards x6: 0

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Ok, Firewall and Helios want to work out a scenario for this Vetmatch?

Off you go, Spades!

we close enough for melee combat?

Well, only you closed, so I reckon it will be one more turn before that.

I'll keep running towards Azrael continuing to unload my MP5
(After the attack swapping StS out for ST and if possible tapping that one as well)

edit: don't swap StS but swap DM instead

Tenative character creation rules are now up. Feel free to check them out.

Azrael will kick off the pole he was running up, going for a sideways cartwheel landing. As he spins in the air, he'll hold down the triggers on both his weapons (tap BGB). When he hits the floor, he'll drop both the guns he was using, and prepare for the close combat.

At the end of the turn, he'll swap out BGB for HT.

(Ush, it looks like you've put SS in there instead of HT)

Ok, VETMATCH!!!

Hand to hand combat... Firewall versus Helios, we each get a single light pistol with one clip located on tables on opposing sides of the dojo scenario... just incase one of us wants to shoot the other...

That sounds good.

just noed ush, why isn't 10B in my cache?

(Josh and I both made our moves, might have been missed addressing his question...?)

Slightly increased Azrael's damage as I forgot about Straight Shooter.

Fire and Azrael close, guns blazing! Azrael is hit for six, and rolls magnificently in return, so it is well that Fire swaps in Turtle and taps it; the attack goes nowhere.

Meanwhile... Heph's double tap gives him an attack of 18 dice with a base damage of five. Harsh! That's a kick to remember. He scores five successes for a total of ten damage, and Hawk is Trhown once more, meaning it will again be another three turns as Heph lands down on his hands...

Hawk's return blow scores a creditable three successes and inflicts seven damage.

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3

Balder (6/7/22): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (3/3)

Falcon (10/32) HC NO 10B BT StS EE BB
Uzi x2 (3/0) (4/0)
H&K x2 (4/0) (4/0)

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3

Hawk (7/5/27) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/23) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

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0

Helios (8/5/0) ST KW HC VG SP LB LR BT 10B StS
Glock 17 (6/0)

Firewall (6/6/0) ST KW LA AL HC HT DiM HL CF SS StS LR
Glock 17 (6/0)

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2

Azrael (9/7/12) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19s E x4 (5/0) (5/0)
Glock 17 (6/1)

Fire: (7/6/5) DM ST LA SE HC AL SS JE SP 10B StS
Katana
MP5 (3/4)

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0

Spades (7/0) BS SS LR CC BB StS EE
Glock 19s x2 (6/0) (6/0)
Beretta 92Gs x2 (6/2) (6/2)

Security Guards x6: 0

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Ok, starting cache for Firewall and Helios?

Heph swaps PW for DF.

As he remains propped on his hands, he reaches up with one and reveals his nunchaku, then begins doing some crazy spinny thing with them as he returns to his feet on a pole in front of him. He then moves in on Hawk, lashing out with the nunchaku before Hawk can attack, then lashing out a second time after his attack.

(tapping DF once)

Oh good god...

BB out, CF in.

Hawk makes another desperate slice at Heph as he struggles to get back onto level "ground."

"Damn it, I never should have agreed to this setup!"

((Sorry I haven't been on lately. Band's getting a little in the way...))

Spades draws his two Glock 19's and fires at a security guard with both of them (tapping BB just to ensure more than one hit). Then he holsters one of them and readies the other to fire at the next one in line.

Swapping BB for CC.

"Hey, not my problem..." Heph says.

(Spades, you can't hit two targets with BGB 🥷 )

k we close enough for melee now?

My starting cache is...

ST VG LR BT 10B StS

Hawk- Heph is fighting the Natural way. Mass tappage! That's why it is so harsh.

Ok, Heph switches to the ol' Nunchuks, effectively getting two attacks. Just one success on the first attack, but four on the second, and a bonus! Nine damage in total.

Hawk is rolling well- three successes is six damage.

Spades, you blow your man away. However, with no defences loaded, they get their full pools on you. 11 damage in total!

Fire, yes, you can melee.

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3

Balder (6/7/22): DM CF ST LA HL AL EE LR StS 10B
Dlask Tactical Entry shotgun (3/3)

Falcon (10/32) HC NO 10B BT StS EE BB
Uzi x2 (3/0) (4/0)
H&K x2 (4/0) (4/0)

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4

Hawk (7/5/36) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)

Hephaestus (8/29) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks

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0

Helios (7/5/0) ST KW HC VG SP LB LR BT 10B StS
Glock 17 (6/0)

Firewall (6/6/0) ST KW LA AL HC HT DiM HL CF SS StS LR
Glock 17 (6/0)

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2

Azrael (9/7/12) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 19s E x4 (5/0) (5/0)
Glock 17 (6/1)

Fire: (7/6/5) DM ST LA SE HC AL SS JE SP 10B StS
Katana
MP5 (3/4)

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1

Spades (7/11) BS SS LR CC BB StS EE
Glock 19s x2 (6/0) (6/0)
Beretta 92Gs x2 (6/2) (6/2)

Security Guards x5: 0

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