Since I intended to have the mono hidden
5 hits, I´d run the mono and the palming skillsoft. Funny though, that now that I´m thinking about it, using Edge instead of Skillsoft –which can´t be combined- would probably be more effective. But the soft is already loaded and swapping it out would take a free action, so be it
Usually, getting up from a prone position takes 1 Simple Action. If there is a chance to get up, close in on the corpse and attack in one IP, however, I´d happily do so. If I can´t run (no charge), but still reach the target walking and attack, that would be fine, too. However, If I have the impression, that I can´t make the distance (remember the whip has Reach 2), or you don´t allow quick get up, I´d do something else in the first round and attack next round – see below.
Maybe I can do a defaultet Gymnastics roll, to get up kip-up style and hit the ground running? It shouldn´t even be that hard from the bed. The roll would have
3 hits (Quickdraw has a TH of 3, 2 w QD-Holster i.e.).
For the attack
(8P, AP -4, Reach +2), I suppose I´ll get superior position (+2) and target prone (+3), maybe charge (+2) as well. I also assume (maybe incorrectly) that the bound corpse is unabled to resist w Reaction &/or Dodge, so it´s probably a plane success-test.
10 hits (or 9 w/o charge bonus).
If I can´t hope to get up and attack in one round, I´ll first do the following:
Simple Action: Get Up
Free Action: Run to the door (and look panicked – probably not that hard �)
Simple Action: Try to open the door,
1 hit if it´s a plane Str Test, still no more, if it´s Str+Bod.
However, I´ll be carefull, not to block the way for anyone else. I wish, I had the free action left, to shout ‘WAAAAAHHHHHHHHH’, but
John lacks the breath to do so, and doing so while walking instead of running might look a bit silly
. Anyway, here is a Con test with
6 hit, to look panicked, just for fun.
For next round:
Initiative 11If I ran to the door the last round, I will charge and attack the corpse this round!
Below are contained a few other resistance rolls and a perception roll for general awareness
3 hits.
[ Spoiler ]
Agility (7) + Palming (3) = 10 dice
[5] 4 4 2 2 [5] 1 [5] [5] [5] Hits:5
Agility (7) + Default (-1) = 6 dice
1 3 [6] [5] 3 [6] Hits:3
Agility (7) + Monowhip (3) + Reach (2) + Supperior Position (2) + Opponent Prone (3) + Charge (2) = 19 dice
[5] 4 4 2 2 [5] 1 [5] [5] [5] 1 3 [6] [5] 3 [6] [6] 1 [6] Hits:10
Strength (3) + Body (5) = 8 dice
3 4 [5] 1 4 3 2 4 Hits:1
Charisma (
+ Con (4) + First Impression (2) = 14 dice
4 2 2 [5] [5] 4 [6] [6] 2 [5] [6] 2 4 1 Hits:6
Intuition (5) + Reaction (3) = 8 dice
[6] [5] 1 4 1 1 [5] 2 Hits:3
Intuition (5) + Perception (6) + Audio/Visual (3) = 14 dice
1 2 3 2 [6] [6] 3 2 1 1 4 3 3 [5] Hits:3
Charisma (
+ Willpower (4) = 12 dice
2 4 2 2 4 1 3 [6] 2 [5] 3 2 Hits:2
Willpower (4) = 4 dice
[6] 4 4 3 Hits:1
1 4 [5] [6] Hits:2
Reaction (3) = 3 dice
[6] 1 4 Hits:1
[6] 3 [5] Hits:2
Body (5) = 5 dice
4 4 3 3 3 Hits:0
2 1 2 [6] 1 Hits:1
Balistic (
= 8 dice
3 3 3 1 3 2 4 4 Hits:0
1 [6] 4 4 3 1 [5] 3 Hits:2
Impact (6) = 6 dice
[5] 4 [5] 1 2 1 Hits:2
1 2 1 1 4 4 Hits:0