(Advice to Spades...you have both Sharpened and Brilliant Scales...these may be nifty for hand-to-hand, but really, you only need one of them. You don't have Bullet Time, and so you have no defenses. I advise perhaps taking a look at a defensive MA power to replace one of your Scales, most likely based on your preferred mental stat)
Heph pulls off another combination of two nunchaku attack, performing a spinning, twisting blow that starts with his body and ends with the swing of the nunchaku. (DF tap)
Azrael will tap HT, and ram the heel of his hand into Fire's stomach. Ducking below his return swing, Azrael will then try and hit him in the face.
Ush - I'm a little confused as to the timing of these fights (pretty much only in the matter of ST and veterans, though). Doesn't swapping ST in to use it only work if the vet attacks first? In this case, Fire was tapping a power to attack with. Or is it all simultaneous - attacks, then defences?
Originally posted by TricksterUsh - I'm a little confused as to the timing of these fights (pretty much only in the matter of ST and veterans, though). Doesn't swapping ST in to use it only work if the vet attacks first? In this case, Fire was tapping a power to attack with. Or is it all simultaneous - attacks, then defences?
This doesn't seem to be the case to query that; he swapped out a power he was not using. He couldn't have tapped StS to attack and also swap it with ST and tap that if he was going second, no.
Originally posted by General Zink
(Spades, you can't hit two targets with BGB 🥷 )
If I can still change around my character's powers before we actually start, I'll probably add a defensive one in...))
Spades fires quickly at the next four security guards (tapping CC to do this).
"I've got a meal-credit that says I beat you..." Firewall teased, the endless-white of the construct forms hastily into the Famous Dojo scene around them, both participants dressed in the stereo-typical martial-arts robes... To either side of them lies a Glock 17 loaded with a single clip, sitting quite patiently on small end-tables.
Firewall takes a step back and assumes a Defensive Russian-Martial-Arts stance, palms open and ready to grapple his new opponent...
(Straight Shot, Sharpened Scales, Hands of Light, Dim-Mak, King on the Water...)
Ok, Azrael and Fire mix it up up close! Sword vs. Fist. Only four dice on Fire's attack though. A miss! And a defensive bonus to Azrael, in fact. He may choose what he wants.
And Azrael rolls five succsses and a bonus! So Azrael can choose a bonus both offensive and defensive, and inflicts seven damage. Good round for Azrael!
Hawk- afraid the HC tap takes a turn.
Hawk's attack rolls three successes, and scores a bonus! Unfortunately Unstoppable isn't much of an issue there. Still, eight damage!
Heph gets off two shots in return. Heph is hugerly on form, rolling five successes followed by three, for a total of 14 damage... which actually finishes the fight!
Heph has tapped his way to victory.
Spades- not your best ever rolls, I am afraid! Your targets stand, and another ten damage comes your way...
Ok, Helios and Firewall clash. You sure about your loadout there, Helios?
Helios attacks with a mere three dice. Still, he gets his hit! One success makes that five damage.
Firewall, I assume, just attacks. He has 11 dice. He rolls four successes and inflicts six 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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5
Hawk (7/5/50) CF ST BS SE HC JE SP PM BB CC LR
Sword
Twinned Swords
Glock 19s x2 (3/4) (3/4)
Hephaestus (8/37) PW CF ST SS BS WW SC NO HL DiM VG DF
Nunchuks
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1
Helios (7/5/5) ST KW HC VG SP LB LR BT 10B StS
Glock 17 (6/0)
Firewall (6/6/6) ST KW LA AL HC HT DiM HL CF SS StS LR
Glock 17 (6/0)
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3
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 (7/6/12) DM ST LA SE HC AL SS JE SP 10B StS
Katana
MP5 (3/4)
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2
Spades (7/21) BS SS LR CC BB StS EE
Glock 19s x2 (4/0) (5/0)
Beretta 92Gs x2 (6/2) (6/2)
Security Guards x3: 0
SG x1: 2
SG x1: 1
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