I've been thinking about this in one of my seminars today. If they heal every turn, and they're downed at 50. Then the only way to permantly kill them would be to get them over their death threashold, which must be close to 50 - so my guess is we need to get them over 60 damage to permantly remove them from the game, so if they're not dead after running them over I'll get out and take them on again, otherwise they'd just follow us to the exit and give us more trouble there.
Initiative yours again.
Newjak- only if it was a swap you could have made from the end of your turn before. This will sometimes be ruled out, so normally better to post swaps with your move to happen at the end of the turn.
So, Highlights... well, Ares manages to down that vamp again, and Melis re-downs hers.
Just a reminder- defences do not work if you try and leave a Melee combat without the relevant use of a power! See, this is where Lone Bamboo is helpful. So Berserker cannot safely go for the key.
"Not a hope, son," says Finn. "That key is in the middle of the firefight and there's not much I can do about it."
Cloud and Barb, they are already getting uop by the time you run them down, which keeps them down but... really, not much.
After Berserker says his piece, Werewolf A perks up.
"Hey! HEY!" he calls to his comrade. "This guy is Dallas! I'm fighting a famous one!"
"Awww," says B. "I've only been up against shit! That's not fair!"
"Oh man, this is just like the old days."
I'll holkd back Berserker's duel for now; remember to make up the lost turn (people are still forgetting that, btw).
Mors- "I don't know what they are," says Ariadne, "but their code is self-correcting. It can't be perfect; if you disrupt it enough it has to break down. Or maybe keep it disrupted faster than it can re-assert itself."
Hawk not tapping BB hardly works out; gives him a final gun pool of five; not enough. Burn has to down it as he runs past. Hawk is simply not good enough in a fight to not be tapping at important moments.
Fire has made it behind the lorries, but at this point I have to count Firewall out. I am unsure if Aliies is actually around enough to play, really.
Azrael- whilst the Hunter takes on your two friends, you go for the key.
It's not where it was. It has been kicked around the room by struggling people. But you do manage to spot it, just, in the rising dust cloud. It has ended up just by the nerdy boy from before, who is cowering in a corner. You cannot see, in the dust, if he picks it up or not.
Cloud is substantially correct in that these Vamps will really just bugger up your escape if you leave them there. I was indeed talking to Rex last night, and the Combat Path objective is to stop those Vamps.
Mirage, you roll along the floor, picking up one of the guns as you do so. Again, in close proximity to the SWAT people, you notice something very wrong. You don't think they are wearing masks.
Heph, up above, looking down on the scene, you notice something about the way the SWAT guys die noiselessly as well. It strikes a chord in your memory.
On hearing Sirin asking what to do, Dallas looks around at the scene, as if for the first time. "Hey... is this not going well?" he asks. The Werewolf he is fighint grins. Dallas gets up and straightens his hat. "Just finish dealing with that freak," he says. "We'll be done here soon."
"Oh yeah?" says the werewolf.
Mirage and Klez have kept themselves free from fire this turn, but Helios is in serious trouble now.
The SWAT and Maintenence men are moving to outflank Fire and Marduk. Marduk is looking a little dishevelled, though not too bad.
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CURRENT SITUATION: TURN 12
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Museum
Extinction Exhibit
Azrael 12 (9/7/49) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 17s (5/6/6)
Hephaestus 12, Balcony (7/43) PW CF ST SE AL WW SC NO HL DiM VG DF
Nunchaku
Sirin 12 (6/5/22) CF DM ST LA BS HL HT PC BB CC EE
Katar
H&K PDWs x2 (1/1)
Mirage 12 (9/7/33) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
SMG (3)*
Balder 11 (6/6/36) DM CF SS LA ST DF BB LR EE StS
Nunchuk
2 CZ-Scorpions x2 (5/3) (5/3)
Berserker 11 (9/44) ST SS BS AL IB PM CF SE WW NO DiM LA
Knives
Helios 12 (6/5/47) ST KW BS HC VG SP LR BT 10B StS
Sword*
Desert Eagle (3/3)
Klez 12 (4/9/48) KW HL BB ]EE LR BT StS
PP9s x2 (3/5) (3/5)
Italian Suits x10: 0
Maintenance Men x11: 0
SWAT x9: 0
Werewolf A: 0
Werewolf B: 0
The Hunter: 43
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Streets
Outside Museum
Fire 12, Behind lorry, (7/6/38) DM ST LA BS HC AL HL SS JE HT PW SE StS
Silver Katana*
Machine Pistol (3/4)
Vampire (behind car door): 0
Vampire (behind car door): 0
Vampire: 20
Vampire: 0
Maintenance Men x10 (front): 0
SWAT x 12 (front)
Back Streets
Mors 12, Halfway to Museum (8/4/21) CF KW DM ST LA SS BS HC HT JE SP PM
Katana*
Sais
Hookswords
Hawk 12, Alleyway, (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword*
Twinned Swords
Glocks 19s x2 (2/4) (2/3)
Burn 12, Halfway to museum (10/21) HL KW CC EE LR 10B StS
Ingrams (4/11)
Vampire, Rooftop: 50 (downed)
Road
Cloud 12 (8/33) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords*
Barbarossa 12 (10/6/23) DM CF SP JE PM ST BS HL HC IB EE BT
Sword
Knives
Desert Eagle (3/4)
Vampire: 52 (downed)
Vampire: 51 (downed)
Apartment Exit
Melis 12 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Staff
Vampire: 54 (downed)
Plaza Exit
San 12 (11/31) PW CF ST BS HC AL NO SC WW HL VG IB 1
Knives
Ares 12 (5/10/47) PW HL CC EE LR BT 10B
Machine Pistol (1/18)
Vampire (behind car door): 0
Vampire (behind car door): 49
Vampire: 43
Vampire: 51 (Downed)
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