Stunts don't give dice here IIRC. What Stunting means here is that doing things in ridiculous flashy ways never gives us a penalty or raises the difficulty of the dice roll. The example given is that kicking a guy in the stomach has the same dice roll as swinging around a lamppost and kicking him with both feet.
What happens if we fail the Athletics roll for going for the gunmen? We have 5 dice for that roll.
Tangle with melee dudes, get free attacked?
It's also mentioned that these are berserkers of some sort, wounds alone may not deter them.might be better served hurting them enough they slink off beaten.
It's also mentioned that these are berserkers of some sort, wounds alone may not deter them.
On the positive side, they are supposed to heal quite well, so they might pull through even if they are down to incapacitated with lethal damage.It's also mentioned that these are berserkers of some sort, wounds alone may not deter them.
We can make an excellency boosted intimidation roll. With +charisma?It's also mentioned that these are berserkers of some sort, wounds alone may not deter them.
The problem is that if we gunmen ARE here for them, we are pinned down. As in we cant move closer without leaving everyone free to be shot.So...
Might it not be better to just park ourself in front of our allies and deflect bullets from them? Since theres no gaurentee that they will actually target us?
Were here to protect the monks after all. Also our dad.
Ah, but I shouldnt expect questers to remember the mission when there is glory on the line.
We have the initiative here.So...
Might it not be better to just park ourself in front of our allies and deflect bullets from them? Since theres no gaurentee that they will actually target us?
Were here to protect the monks after all. Also our dad.
Ah, but I shouldnt expect questers to remember the mission when there is glory on the line.
Edit: We can deal Bashing with a sword or not?
Nonlethal may be a good idea, but its berserkers...
Good point, and I had forgotten that.We have the initiative here.
If we manage to get the gunmen into melee this first turn, then they won't have the option to aim at other people.
Enemies only get a free attack if we fail.The problem is that if we gunmen ARE here for them, we are pinned down. As in we cant move closer without leaving everyone free to be shot.
Yeah, I agree that going for the gunmen should be the priority. Michael is available for handling the berserkers, not to mention the two mob thugs who probably won't just stand around while two apparent madmen charge at them with murder in their eyes.[X] Try to charge past them and attack the ones still in the van (Dexterity+Athletics; cannot use excellency)
-[X] Within a second of the Van's doors opening you charge at the two clawed berserkers, the sign upon your brow burning in open challenge and a blade drawn from your soul in your hands. Thinking as little more than beasts right now they do not see through you ruse as you drop under the first attacker at the last moment and in a display of barely-human grace rise again with barely a stumble to continue your run towards the true target, the armed men in the van
-[X] As soon as you reach the van use melee excellency to finish them quickly.
Is this a decent stunt, worth a die or two?
We won't come anywhere near anima-banner with this and we might not even kill people, since these guys heal well. But if we do, it's propably making the news as a mob-hit gone wrong, not as something involving Molly.
Good point, and I had forgotten that.
@DragonParadox How hard would it be to not decapitate them or impale their vital organs?
Chopping and stabbing strikes to the limbs are generally less lethal, but how would it effect our fighting dice?
I don't think an anima-flare is sensible here.Artemis, do you plan to flare along with Melee Exce to kill the gunmen sooner, or do you value hiding our anima for a while more?
Just to ask.
[X] Artemis1992