"They won't stay dead, we've got to trap them somehow!"
Any sort of dumpster or something around where we are to trap them in? I know it won't hold them forever, but at least it'll keep them under control and hopefully long enough.
Because the other idea is that Rex wants to drag them to the top of a building and toss them off...
Ok then Ush is what I'll do.
" You know for all that toughness your still pretty weak" Berserker will be heading over the Rex Skeleton hoping it'll folloow once close enough Berserker will Tap DiM to stun the Wolfman of course if it doesn't work then I won't do Tap it but if I stun him then Berserker will kick/kcovker the leg of the T-Rex cuasing it to fall on the Monster.
Hopefully that will slow him down
Initiative yours. That's gone really well this fight.
San- not really in the Plaza, no.
Burn- not where you are standing, no. There's the statue, and the trucks.
Err, well, Cloud, I did warn about trying to do that whilst they are up, and Barb does not have three turns spare this time. So the plan fails as you just struggle with him.
Heph is going for the key, which is in the middle of the room by the Rex skeleton.
Tapping Dim Mak, Berserker gets a nerve strike in on the Werewolf, stunning him temporarily, and then whirls around to kick out one of the legs of the skeleton!
The mighty form wobbles for a moment, and then seems to collapse in slow motion, large bones falling like primitive cages, neatly trapping the Werewolf underneath some of them.
Neatly trapping Heph, too.
Marduk has forced the vamps he is fighting back to their car.
Bad guys!
Mook gunfire from the SWAT takes Balder out the action.
The Agent fires three shots towards the Mammoth area. One catches Klez in the side, and down he goes. As he was firing, the Agent has walked over to the middle, where the skeleton was, defying anyone to come near.
The Hunter grips Sirin with his left hand, spins her, and taps PW to throw her across the room. He does not follow up.
With a wailing siren, a police car pulls up outside the Museum, but although they drove up, it is not policeme who get out.
The other Werewolf has freed himself and stands up 'aggressively', tossing two of the SWAT across the road.
"RIGHT!" he says. But when he turns and sees the Agents, he frowns. He then looks inside his coat, checking he still has the Box. He does, and so he shrugs, and with an enormous leap onto nearby buildings, makes his way away into the night.
Then, strolling in from nearby streets, comes a man dressed in a white coat, looking like an immacuately presented Doctor, albeit with shades.
Burn and Fire are being a bit Vamp-shot. So is Ares.
-----
CURRENT SITUATION: TURN 16
---
Museum
Extinction Exhibit
Hephaestus 16 (7/45) PW CF ST SE AL WW SC NO HL DiM VG DF
Nunchaku
Sirin 16 (6/5/40) CF DM ST LA BS HL HT PC BB CC EE
Katar
Mirage 15 (9/7/53) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Berserker 16 (9/57) ST SS BS AL IB PM CF SE WW NO DiM LA
Knives
Italian Suits x3: 0
Maintenance Men x2: 0
SWAT x3: 0
Agent: 0
The Hunter: 5
---
Streets
Outside Museum
Fire 16, By lorry, (7/6/44) DM ST LA BS HC AL HL SS JE HT PW SE StS
Silver Katana
Machine Pistol (0/4)
Mors 16, Front (8/4/26) CF KW DM ST LA SS BS HC HT JE SP PM
Katana*
Sais
Hookswords
Burn 16, Halfway to alleyway (10/29) HL KW CC EE LR 10B StS
Ingrams (2/11)
Azrael 16, Fire escape (9/7/49) CF KW LA BS HL HT DiM HC AL WW BB StS
Glock 17s (5/6/6)
Vampire: 4
Vampire: 0
Vampire: 51 (downed)
Vampire: 21
Maintenance Men x5 (front): 0
SWAT x 5 (front)
Agent: 0
Agent: 0
The Doctor: 0
Back Streets
Hawk 16, Alleyway, (6/5/0) CF ST BS SE HC JE SP PM BB CC LR
Sword*
Twinned Swords
Glocks 19s x2 (2/3) (2/2)
Vampire, Alleyway: 70
Road
Cloud 16 (8/31) CF ST LA SS HL HT VG JE SP PM PW HC
Sword*
Barbarossa 15 (10/6/23) DM CF SP JE PM ST BS HL HC IB EE BT
Sword
Knives
Desert Eagle (3/4)
Vampire: 48 (downed)
Vampire: 52 (in trunk)
Apartment Exit
Melis 16 (11/0) CF DM ST LA SS BS SE HC HL HT VG LB
Staff
Vampire: 51 (locked up)
Plaza Exit
San 16 (11/40) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Ares 16 (3/10/48) PW HL CC EE LR BT 10B
Machine Pistol (1/17)
Vampire: 21
Vampire: 51 (downed)
Vampire: 53 (downed)
Vampire: 50 (downed)
-----
Joker! Refresh time.
Heph has to choose one.
So does Berserker.
Fire has to choose two.
One choice for Burn, two for Azrael, one for Cloud, one for Melis.
AND
The Agent inside pauses for a moment to re-align his left cufflink.
The two outside draw themselves to their full height as they exit the car, slamming the doors shut in unison.
what were the last few cards? and again FUBAR! Is there any reason why we are still there? the damn werewolf got away with the box and more and more agents are showing up!
I'm assuming I can't attack a vampire in melee from where I am so I'm reloading if I can I'll do a massive attack so let me know USh