[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
I don't want to find out the respawn penalties.
 
[X] You can take the hit, but it's going to suck. Power through and make sure to capture her, even if it means she might get hurt in her own explosion.
veekie threw 1 10-faced dice. Total: 5
5 5
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
I don't want to find out the respawn penalties.
Could you please vote for the Let Her Go, so we can see how well that will work out?
[X] You can take the hit, but it's going to suck. Power through and make sure to capture her, even if it means she might get hurt in her own explosion.
Dude, I already rolled for that option and got a 2 out of 10. It will go horribly for us.
 

[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
Hey, some people enjoy seeing the protagonist(?) take a massive beating. It's all good.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
I don't want to find out the respawn penalties.
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
Hey guys, can one of you do Let Her Go, so we know how good that turns out? If we get a 10, it would probably be much better to go with that.
 
we don't want to let her go. *spoken with multiple voices in synch with a tinge of black purple and was that a tentacle?*
Even if it gets a Nat 10? Because if we get a super-good roll, we presumably can re-grab her easily. Especially since I'm fairly certain she isn't getting out of the arena without killing us.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
Well, you all have until tomorrow to make up your minds.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.
 
[X] Dodge that shit as much as you can, but you'll still take some damage. You may have to step back a little, but you can still catch her, although there's a risk of her escaping.

Wait, we create boss arenas (and from the sounds of it, boss arenas inside pocket-dimensions)? Handy. Lets us use Suprise! and the TTBGs indiscriminately if we go for the lethal option(well, provided we make careful arrangements for our own safety). We'll have to check afterwards to see if the room disappeared.
 
2.5
Dodge that shit as much as you can - 12 Votes
Roll: 7, above average!

You make a split-second decision and let go of her to jerk your head backwards, your now-free hands going up to bat the grenade aside as you throw yourself in the opposite direction.

It goes off ten feet from you, and you feel the hungry tendrils of the bizarre explosion snare your legs and abdomen, cleaving right through without stopping. It hurts like fuck, but you can deal. It didn't kill you outright, and you get better from everything else.

Even better, Bakuda's uninjured from the blast and has her back to you as she tries to run out of the... well, the 'Boss Arena', you suppose. You push yourself to your feet, your already-whole legs coming up underneath you, and sprint after her.

You tackle her with a flying leap, wrapping your arms around her upper body and pinning her arms down to her sides. Your electro-shock gloves fire, clamped to the skin of her sides, and she convulses for a long few moments, pinned under your weight, until she goes still and you get the alert.

BOSS DEFEATED!
NON-LETHAL TAKEDOWN! DOUBLE XP!
NON-LETHAL TAKEDOWN! SPECIAL ITEM ACQUIRED!
20XP!
Bakuda's Bomb Manual Acquired!
Level Up!


You untangle yourself from the unconscious Tinker and take all of her weapons, then cuff her arms behind her back with the special anti-Tinker handcuffs you have. They're basically bags of containment foam that you shove the cape's hands into, so they can't move them to Tinker with.

They are, though you wince at the pun, very handy.

Her grenade launcher and various TTBGs are stored in your inventory easily enough, and you sling her over your shoulder with a grunt of effort. She's not massively heavy, and you're pretty damn strong now.

The room has, while you've been busy tying up your captive, returned itself to its original state, although there's some grenade damage to it. And by 'some' you mean half of it is gone.

The sounds of fighting outside seem to be dying down. You check your map, and see that the Merchants' icons are fleeing.

What do you do now?

[ ] You've captured a dangerous cape and six ABB gangsters. That's a good haul, and you need to get them locked away.
[ ] Let's go for broke. Try and run down some more gangsters, really clean up around here.
[ ] Write in.
 
[X] You've captured a dangerous cape and six ABB gangsters. That's a good haul, and you need to get them locked away.
 
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