The First Outing III
- Location
- Southampton, Great Britain
- Pronouns
- He/Him
[X] [Crooks] Engage them now.
[X] [Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.
You know what these guys are up now and even got a name of a corrupt city guard sergeant to investigate at a later date. There is no reason for you to continue to tailing them from the rooftops anymore and all that is left to do is to make your debut by stopping them.
As you leap from the rooftop, you don't bother to draw your sword. While the weapon may prove useful against more skilled and better equipped foes in the future, it would be overkill against some low level street thugs like the ones before you. Perhaps literally as you have a good chance of killing them if you wielded your blade unless you when to great efforts to hold back.
With all of that in mind, today you shall wield your fists over your blades. After all, with just some knifes and clubs, these Empty Eyes gangsters aren't going to have much of a chance at hurting you.
You land with a thud in right in front of the gangsters, rising to stand up straight as you bent your knees a little when you landed.
"Greetings neighbours," you greet them in a lower voice than you normally use, "I am Knight Errant and I am afraid that I cannot let you carry out your chosen course of action tonight."
To keep up your secret identify, you have decided to adopt a set of mannerism when you are the Knight Errant in order to keep her separate to Frederica Le Blanc. By calling others 'neighbours' and by speaking a lower tone with more default formality.
"Who the Devil do you think you are?" demands their leader Marcy as the rest gape at your sudden appearance as do the few nearby civilians.
"I am Knight Errant and I shall not let you criminal scum harm the innocent," you declare and dart forward at Marcy at superhuman speed.
You swing a fist into her gut using your superhuman strength and the woman goes staggering backwards. A follow up punch to the head leaves her out cold.
"Get her!" shouts Kevin and he charges you with his knife in hand.
You attempt to parry his attack, but the worry wort is surprisingly skilled with that blade of his. He manages to slip in a hit, just barely mind you. Unfortunately for Kevin, you are wearing armour and the knife bounces off of your plate armour.
However, the other thugs are able to make their way to attack you as well. While two of them distract you, another street tough strikes you in the waist with his club. Wincing slightly at the force of the blow, you counter-attack at Kevin.
Alas, the pain of the thug's club still has you off-balance and you easily miss Kevin. With you caught off-balanced, the Empty Eye thug stabs you via a hole in your armour. While it barely nicks you, it is enough to keep you staggered and off-balance.
With you being unable to properly respond, another thug slams his club into your gut and you stagger backwards, reeling from the pain of the blow.
Kevin attempts to stab you again, but you are able to focus just enough to slap the blade aside. Barely.
Realising that the Empty Eyes are overwhelming you with their superior numbers, you jump back, leaping into the air. Leaving the startled and shocked criminals behind, you come down further up the street, still in front of the Empty Eyes.
With some breathing room, you take a moment to assess your foes. These thugs are weak individually, but quantity is a quality of its own. While some of them keep you distracted, another will strike you unexpectedly. Furthermore, their clubs can still hurt you even if their knives and fists don't.
That said, you still have your advantages. You already feel recovered from the first strike and the pain from the second is fading as well. It seems you can heal far quicker now, something which you don't find surprising. Additionally, your enhanced strength means that a solid blow will fell one of them if it connects while your power-enhanced fighting skill means that you have an advantage when it comes to actually hitting them. You just need the opportunity to do so.
How do you respond?
[] Charge them. (Move than Attack)
[] Let them come to you. (Readies an Attack against the next foe to come within range.)
[] Write-in.
[X] [Attack] Fists. With your powers, your fists will be your best option as you can easily strike down your foes without killing them while you are powerful enough to avoid being struck down by their weapons in turn.
***
You know what these guys are up now and even got a name of a corrupt city guard sergeant to investigate at a later date. There is no reason for you to continue to tailing them from the rooftops anymore and all that is left to do is to make your debut by stopping them.
As you leap from the rooftop, you don't bother to draw your sword. While the weapon may prove useful against more skilled and better equipped foes in the future, it would be overkill against some low level street thugs like the ones before you. Perhaps literally as you have a good chance of killing them if you wielded your blade unless you when to great efforts to hold back.
With all of that in mind, today you shall wield your fists over your blades. After all, with just some knifes and clubs, these Empty Eyes gangsters aren't going to have much of a chance at hurting you.
You land with a thud in right in front of the gangsters, rising to stand up straight as you bent your knees a little when you landed.
"Greetings neighbours," you greet them in a lower voice than you normally use, "I am Knight Errant and I am afraid that I cannot let you carry out your chosen course of action tonight."
To keep up your secret identify, you have decided to adopt a set of mannerism when you are the Knight Errant in order to keep her separate to Frederica Le Blanc. By calling others 'neighbours' and by speaking a lower tone with more default formality.
"Who the Devil do you think you are?" demands their leader Marcy as the rest gape at your sudden appearance as do the few nearby civilians.
"I am Knight Errant and I shall not let you criminal scum harm the innocent," you declare and dart forward at Marcy at superhuman speed.
You swing a fist into her gut using your superhuman strength and the woman goes staggering backwards. A follow up punch to the head leaves her out cold.
"Get her!" shouts Kevin and he charges you with his knife in hand.
You attempt to parry his attack, but the worry wort is surprisingly skilled with that blade of his. He manages to slip in a hit, just barely mind you. Unfortunately for Kevin, you are wearing armour and the knife bounces off of your plate armour.
However, the other thugs are able to make their way to attack you as well. While two of them distract you, another street tough strikes you in the waist with his club. Wincing slightly at the force of the blow, you counter-attack at Kevin.
Alas, the pain of the thug's club still has you off-balance and you easily miss Kevin. With you caught off-balanced, the Empty Eye thug stabs you via a hole in your armour. While it barely nicks you, it is enough to keep you staggered and off-balance.
With you being unable to properly respond, another thug slams his club into your gut and you stagger backwards, reeling from the pain of the blow.
Kevin attempts to stab you again, but you are able to focus just enough to slap the blade aside. Barely.
Realising that the Empty Eyes are overwhelming you with their superior numbers, you jump back, leaping into the air. Leaving the startled and shocked criminals behind, you come down further up the street, still in front of the Empty Eyes.
With some breathing room, you take a moment to assess your foes. These thugs are weak individually, but quantity is a quality of its own. While some of them keep you distracted, another will strike you unexpectedly. Furthermore, their clubs can still hurt you even if their knives and fists don't.
That said, you still have your advantages. You already feel recovered from the first strike and the pain from the second is fading as well. It seems you can heal far quicker now, something which you don't find surprising. Additionally, your enhanced strength means that a solid blow will fell one of them if it connects while your power-enhanced fighting skill means that you have an advantage when it comes to actually hitting them. You just need the opportunity to do so.
***
How do you respond?
[] Charge them. (Move than Attack)
[] Let them come to you. (Readies an Attack against the next foe to come within range.)
[] Write-in.
Initiative Rolls:
Knight Errant: 15+6 = 21
Marcy: 1+1 = 2
Kevin: 10+1 = 11
Thugs: 4+1 = 5
1) Knight Errant attacks Marcy:
Unarmed Attack, DC14: 13+7 = 20, Successful Hit
Toughness, DC22: 17+2 = 19, Minion Knocked Out.
1) Kevin attacks Knight Errant:
Knife Attack, DC17: 12+5 = 17, Successful Hit,
Toughness, DC18: 19+13 = 32, Knight Errant unharmed.
1) Thugs attacks Knight Errant:
Club Attack, DC17: 18+5+2 = 25, Successful Hit,
Toughness, DC19: 3+13 = 16, Knight Errant suffers 1 Damage,
2) Knight Errant attacks Kevin:
Unarmed Attack, DC14: 6+7 = 13, Miss,
2) Kevin attacks Knight Errant:
Knife Attack, DC17: 20+5 = 25, Critical Hit,
Toughness, DC18: Knight Errant is Impervious,
Fortitude, DC15: 5+8 = 13, Knight Errant is stunned for 1 turn,
2) Thugs attacks Knight Errant:
Club Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC19: 6+12 = 18, Knight Errant suffers 1 Damage,
3) Kevin attacks Knight Errant:
Knife Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC18: Knight Errant is Impervious,
3) Thugs attacks Knight Errant:
Club Attack, DC17: 1+5+2 = 1, Critical Miss,
Knight Errant leaps away.
4) Knight Errant Assesses the Thugs.
Knight Errant readies an attack against a thug which comes in range.
Knight Errant Regenerates 1 Damage
Knight Errant: 15+6 = 21
Marcy: 1+1 = 2
Kevin: 10+1 = 11
Thugs: 4+1 = 5
1) Knight Errant attacks Marcy:
Unarmed Attack, DC14: 13+7 = 20, Successful Hit
Toughness, DC22: 17+2 = 19, Minion Knocked Out.
1) Kevin attacks Knight Errant:
Knife Attack, DC17: 12+5 = 17, Successful Hit,
Toughness, DC18: 19+13 = 32, Knight Errant unharmed.
1) Thugs attacks Knight Errant:
Club Attack, DC17: 18+5+2 = 25, Successful Hit,
Toughness, DC19: 3+13 = 16, Knight Errant suffers 1 Damage,
2) Knight Errant attacks Kevin:
Unarmed Attack, DC14: 6+7 = 13, Miss,
2) Kevin attacks Knight Errant:
Knife Attack, DC17: 20+5 = 25, Critical Hit,
Toughness, DC18: Knight Errant is Impervious,
Fortitude, DC15: 5+8 = 13, Knight Errant is stunned for 1 turn,
2) Thugs attacks Knight Errant:
Club Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC19: 6+12 = 18, Knight Errant suffers 1 Damage,
3) Kevin attacks Knight Errant:
Knife Attack, DC17: 11+5+2 = 18, Successful Hit,
Toughness, DC18: Knight Errant is Impervious,
3) Thugs attacks Knight Errant:
Club Attack, DC17: 1+5+2 = 1, Critical Miss,
Knight Errant leaps away.
4) Knight Errant Assesses the Thugs.
Knight Errant readies an attack against a thug which comes in range.
Knight Errant Regenerates 1 Damage