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"Hhf..." The demon takes in a deep breath. He reaches into his mouth and quickly yanks out some of his teeth before sticking them in between his fingers. An improvised weapon.
Gamma swigs down his own cocktail before going in for an attack, alongside Isabelle. The demon fires off a series of three jabs at the three, trying to land a horridly powerful blow on one of your employees.
A bat bruises flesh. A knife digs in deep. A baton crackles with electricity. The fighters stumble back from the other's attack, recovering from the blows that were inflicted.
A nasty gash from the sharp teeth stretches across Gamma's arm. Isabelle nearly drops her baseball bat after how hard she swung it, damn near spraining her hands. Meanwhile, for the demon?
A good chunk of the injuries inflicted on him are already healed but the slash across his chest and the charred impact site of your Molotov haven't fully healed. Some solid, real damage on him. You never <span class="mu-g">seen a wider smile on his face.</span>
"THAT ALL YOU FUCKING GOT? COME ON, YOU FUCKING FREAKS! GIVE YOUR BEST GOD DAMN SHOT!" He's not stopping until someone is dead. Hopefully, it's not you.
Your newest set of backup has arrived. A detached chef steps forward, dragging a box of fireworks behind him with one hand and gripping a knife with the other. He looks up at the demon and scoffs.
"More meat to tenderize."
What's your next move now, Administrator?
>Keep the fight fair and simple. Keep up the same attack plan. He's not that hard to understand. (DC: 36. On a success, you'll deal more lasting damage. On a failure, he'll have enough time to heal from his previous injuries, wasting time and exhausting your fighters.)
>Have everyone focus on the still healing spots exclusively. No room inflicting damage that'll just heal off. (DC: 39. On a success, the injuries will get nasty enough to hopefully be permanent, crippling him for the rest of the fight. On a failure, he'll cripple one of your employees as payback.)
>[BOUND BY DUTY] Give your best motivational speech! Make them fight to the end! (DC: 15, Bo3. On a success, your fighters roll an extra FORCE dice but the anomaly deals more damage. On a failure, only the anomaly gets motivated.)
>[HOPELESS WRECK] Some dramatic irony would be very fitting. Ignite the fireworks right at the anomaly's face. (DC: 6 with only the Admin's dice. On a success, the anomaly will be severely damaged by the explosion. On a failure, you'll damage the nearby area and not much else.)
>Close the distance and try spitting some tar at the anomaly. You're pretty sure it'll leave some nasty burns. (Free action, DC: 13 Bo1. On a success, the next attack DCs will be lowered by a notable amount. On a failure, you'll put yourself at risk of a counter attack.)
>Write in (Use an item, think of something to say/do, etc etc. Anything reasonable that comes to mind.)
(To speed things up, people can roll for multiple characters if no one has rolled for a bit.)