USH'S MATRIX GAME 2006 SECOND ASSIGNMENT- 'The Monastery'

Started by Johns Mannequin105 pages

Helios will continue to the meeting room.

Hey, I'm flying. Neat.

Could I make an MA roll to land safely and keep running?

Land safely yes, keep running is kinda next to Agenty.

Helios seems to be going off the radar there...

(For my refresh turn, I'm going to untap LA and ST)

Hawk, we need to get out of here before we're shot to hell. Which way should we go?

See, I'd like to do something flashy like springboard off the Agent, land, and keep running...but I have a feeling that would not end well.

Hmmmm.

Barb triumphantly hoists the emptied SAM over his head, and lets out a warcry.

Do we have any more of those wonderful instruments of death and destruction?

There are eight in total.

Would be a very difficult MA roll that, San, but possible.

How did my shot go?

Barb was quicker to get it all done. You're next.

Alright then.

Barb grabs another SAM, and looks for another shot.

Originally posted by Ushgarak
There are eight in total.

Would be a very difficult MA roll that, San, but possible.

What about tapping VG to kick the Agent while doing the springboardy thing? Would that make it any easier?

I think we could make that worth something, yes.

Yay, I'd like to try that, then.

Springboard off the Agent and tap VG to kick (and throw) him, and use the force from the kick to jump a bit further away, land, and keep running like hell.

(see, my main idea behind this is that if I pull it off, it'll just be damn cool and rather flashy, and flashy = good in Matrix...)

Fire, wanna try knocking over a bookshelf for escape purposes? Might even put down a few other Agents too, but that'd piss tons of them off...

Otherwise, we have to fight through him, and I'm worthless there.

Hmm...
I still wanna drop clocks on agents..

Is there anyway that we can make the clock room not as open and easier to lose the agents.

Yea thought about that, but I'd like to have a better view of the room first.

Originally posted by Tptmanno1
Hmm...
I still wanna drop clocks on agents..

Is there anyway that we can make the clock room not as open and easier to lose the agents.

Very much not!

Incidentally, just for clarity, I am awaiting actions from Heph and Mors vis a vis that they mut act to discourage pursuit since I cancelled the rope slash.

Helios, what exactly are you doing? It was sort of hinted at that going around the long way's not really a great idea.

Question: Once we get those Ospreys down...are SAMs at all effective against the Agents?