https://youtu.be/SJ_9DfTrbQU - INTENSE BATTLE
YOUR PARTY VS THE BOSS AND HIS GUARDS...BEGIN!
SPECIAL CONDITION: ARMED TO THE TEETH (The enemies will do more FLESH damage to your allies regardless of success or failure.)
SHOTGUN GUARD A: 6d6 VIOLENCE, 4 FLESH
SHOTGUN GUARD B: 6d6 VIOLENCE, 4 FLESH
UNARMED GUARD A: 3d6 VIOLENCE, 3 FLESH
UNARMED GUARD B: 3d6 VIOLENCE, 3 FLESH
UNARMED GUARD C: 3d6 VIOLENCE, 2 FLESH
THE BOSS (PROTECTED): 7d6 TALENT, 1 FLESH
ASHLEY: 5d6 VIOLENCE, 4 FLESH
QUENTIN: 6d6 TALENT, 2 FLESH
NICOLE: 6d6 TALENT, 3 FLESH
LEX: 7d6 VIOLENCE, 5 FLESH
He's still an amazing shot even after getting nerve gassed? God, you don't want to imagine what he could've done if you hadn't gassed his brains out. Your party is sweating bullets from what they saw. Quentin is barely able to keep his corpse puppet body from twitching out of control from fear.
You only got a few seconds to do something. How do you try to turn the tides of battle?
>[UNSTABLE] "Die for me." Puppeteer one of the shotgun guards. Blow the other shotgun guard's brains out. (-2 RESTRAINT, WILLPOWER DC 16. Succeed and on top of the guard dying instantly, the other guards will roll one less on their attacks this turn. Failure and you'll only do 2 FLESH damage, weakening his future attacks.)>[ANOMALOUS ABILTIES] Rip one of the shotguns out of the guard's hands and send it flying as far away as possible. (-1 RESTRAINT, WILLPOWER DC 13. Succeed and a Shotgun Guard will have his dice lowered to 3d6 for the rest of combat. Failure and you only distract him enough to gain the ability to reroll two dice you roll.)>Have Quentin stand in the way of any gunfire as your team goes to town. (FREE ACTION. Quentin will only roll 2d6 on his attack roll and will lose his body, needing a turn to revive a new one but a Shotgun Guard's dice will be ignored this turn.)>[SEARCHED THE HANDLER'S OFFICE] "Oh, the stories I'll tell to your brother when he knows you're a fucking cripple now." Try to get under the Boss' skin as much as you can. (CHARM DC: 14. Pass and the enraged Boss will be too busy seething to attack this turn. Fail and you'll only waver his aim to a 5d6.)>[TASER] The power of a taser always works. Tase one of those fuckers stone dead. (-1 TASER CHARGE, TALENT DC: 13. Pass and you'll knock out a guard for two turns. Failure and you'll waste a change and time, rolling -2d6 on your TALENT attack when they counter attack.)>Why overthink things? Hand Lex and Ashley your Booster Pills and go to town. (-2 BOOSTER PILLS. Skips to the ROLLING PHASE. Lex and Ashley will gain 2 VIOLENCE, +1 FLESH and +1 MAX FLESH, and can reroll one dice on their VIOLENCE checks this combat.)>You have a plan... (Write in. Use your powers in a unique way? Use another item? Something else? You'll be rewarded if you write a detailed enough plan.)