Bad guys going first I am afraid; I'll resolve your attacks and then say what theirs did.
Berserker's vigorous knifing with SS tap nets him a total of eleven damage and he gets his bonus again- good rolling again. But the Advisor is tapping Life's Armour this turn and it all goes for nothing.
Ares blows away two wounded attackers and a third.
Melis is going for a combat monk; another good roll, another death.
San rolls 3 and 4, and Lo Qi has apparently returned Life's Armour so that is five damage.
Azrael- no swap, LA is not in. Two successes this time is four damage.
Cloud is still rolling well; four successes is six damage.
Hawk's instructions make no sense but he can kill that monk anyway.
Just one success from Melkor this turn- will take a while to kill them that way.
Mors- you're under attack by Jericho still, so that is an HC tap.
Heph is in hyper-defensive mode and going for two targets; one kill. Klez is going gun crazy; one wounded one dead and one healthy one.
Sirin's fire does not go too well, but Burn kills one of his attackers.
All fairly productive, but now we shall see how badly they hurt you on their way out. Melkor gets a bit more beat up than Burn this turn.
We then have 32 attackers on others. They cannot actually gang up on people quite that badly, but the Monks are now aiding any leader being double-temaed. That cannot be Azrael, though, as he is not next to them, but it does mean San gets the sharp end.
So, Monk targets this turn are Hawk, Ares, Klez, Sirin, Heph, San and Melis. Four attackers on each, bonus attackers on the first four.
Hawk finally has a defence up! He still takes three hits though.
Too much for Ares. Though gunning valiantly, with no defence he las little chance; the Monks bring him down.
Klez is down too, surrounded and overpowered as he fires.
Fair play to Heph who saw where the wind was blowing and tapped WW- he says much more clear.
San and Melis are being shot, though San Natural order but Passive Wings does not work. She gets away with it ore than Melis does.
-
Jericho taps Jade Emperor at Mors, who taps King on the Water in return which does absolutely nothing. Jericho only rolls three successes but that is still eleven damage, and they were all sixes so Mors is Staggered.
The Advisor rolls four successes on Berserker for eight damage.
Lo Qi has Healthy Tigered Cloud again. he is still rolling extremely well, getting seven successes and a bonus for thriteen damage, benefit of Clever Fox which he again uses to turn Cloud's sword against him.
Lo Qi then taps Hands of Light against Cloud for his attack which puts it past twenty dice. Nine successes (not as many as he rolled against San, though); he uses the Clever Fox bonus and he taps Passive Wings into it
This makes it a Throw with a base damage of eight, for seventeen damage.
Lo Qi does a flip on the ground and catches Cloud;s sword in his legs. he then flips back, taking sword and Cloud with it, and as Cloud crahses to the floor, Lo Qi spins into the air just as he did when fighting Heph, spin after spin after spin, his outer robe flying off somewhere else into the melee.
It's a Swooping Eagle attack on Cloud, and that knocks him out the fight. Yes, three attacks in a row against Cloud is incredibly vicious, but then so is Lo Qi in a fight, especially if the persion fighting him is armed.
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PAGODA BATTLE, Turn 4
Mors 4 (8/4/23) (Decon) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Hook Swords*
Glock 18 (5)
San 4 (11/30) (1/3rd) PW CF ST BS HC AL NO SC WW HL VG IB 2
Knives
Melis 4 (11/39) (1/3rd) CF DM ST LA SS BS SE HC HL HT VG LB
Spear*
MP5 (5)
Azrael 4 (9/7/0) (Decon) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (5/5/6/6)
Berserker 4 (9/18) (1/3rd) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Hawk 4 (6/5/41) (1/3rd) CF ST BS SE HC JE SP PM BB CC LR
Sword*
Glock 19 x2 (3/4) (3/5)
Sirin 4 (6/5/35) (1/3rd) CF DM ST LA HL HT DiM VG BB CC EE
M16 (5)
Beretta 93R x2 (1/1)
Hephaestus 4 (8/23) (1/3rd) PW CF ST SE AL WW SC NO HL DiM VG HT 2
The Shield
Burn 4 (10/46) (Decon) HL KW CC EE LR 10B StS
Uzi (4/3)
Shotgun (8/1)
Melkor 4 (5/6/18) (Decon) DM ST SS HT DiM HL CC LR BT EE
Light Machine Pistols x3: (3/2) (3/1) (3/1)
SMG (4/2)
Lo Qi (23) (1/3rd across room)
Advsior (15) (1/3rd across room)
Jericho (31) (Decon)
Combat Monks x1: 0 (Decon)
Combat Monk: 1 (Decon)
Combat Monk: 4 (Decon)
Combat Monks x 10: 0 (1/3rd across room)
Combat Monk: 1 (1/3rd)
Combat Monk: 2 (1/3rd)
Combat Monk: 2 (1/3rd)
Combat Monk: 3 (1/3rd)
Bow Monks x 7: 0 (Far side of room)
Bow Monk: 3 (Far side)
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Card- AS
No, you are not dead, though I was going to post something about being run through with your own sword... but didn;t.
In all fairness to the fallen- I let you keep your successes for that turn which in all cases were considerable- Klez and Ares did a lot of damage to the Monks, and Cloud... well, he's been doing really well considering that fight was all against him; hos pool was very low what with Lo Qi being defensively strong and Cloud at a natural disadvantage due to real-world wounding, and yet on six dice he landed solid hits each turn which, at the end of this fight, will probably prove vital.
So heroes all.
Okay, so semi-plan/idea.
We need to get the Shield to Melitus. However, once they figure out who has it, that person's going to find themselves ganged up on which will be bad.
So I want to pull a bit of a bluff on the monks and Jericho - send more than one person running towards Melitus. That way they still will not know for sure who has it, and will likely be forced to spread their attacks instead of just beating on one person.
Heph obviously will need to make this dash. I want at least one other person who is currently at 1/3 to go along. No more than two going with him, though.
Little problem with this is the fact that, as I discovered from Ush, the monks all have a high enough Perception that those of us with PW have no defense against them. So it has to be people with another defense.
--
And a slightly more selfish plan here...San is kinda going to get killed by Lo Qi, what with him having a lot of defense and me having none against him beyond WW. Melis, wanna swap? 😛 You're better unarmed than I am, and then he can't use CF against you, and you have LA. We also can both get out of our fights if we need to.
(Sirin, Hawk, and Melis could make the run with Heph as they are currently not engaged with any named characters and are only dealing with Mooks.)
Berserker seeing the Adviser shrug off what he just did is very up set about this and decides he is not happy.
He takes the monk and attempts to throw him and if this succeeds he will post tap SE and IB to really hurt the guy
If it works trade out SE for BS if not then I will still trade out but regardless I'm going to tap IB on him.
I think that Melkor and Burn should stay in the Decon, as they are making some monks occupied there, so less people to gang on those running to Melitus.
Anyway, Melkor is a bit annoyed now, and he will tap SS and HT, swapping for ST and EE. He sudenly spins around, with a series of very vicious strikes all around. Next turn he will change for his light machine pistols.
Originally posted by Newjak
(Sirin, Hawk, and Melis could make the run with Heph as they are currently not engaged with any named characters and are only dealing with Mooks.)Berserker seeing the Adviser shrug off what he just did is very up set about this and decides he is not happy.
He takes the monk and attempts to throw him and if this succeeds he will post tap SE and IB to really hurt the guy
If it works trade out SE for BS if not then I will still trade out but regardless I'm going to tap IB on him.
Max of two people going with Heph, I said 😛
And yes, Burn and Melkor should certainly stay where they are, I think, as both can attack at range.