Alright, back in the saddle.
Really, the first two hours were the worst. I had rolling, stabbing stomach pains that felt like a knife in the intestines. Every five minutes or so I would get 10 seconds of incapacitating pain, followed by a few minutes of normalcy. A very strange come-and-go pattern. Anyway, after that passed I was achy and lightheaded but largely fine. Maybe a bit headachy this morning but I solved that with a lot of coffee.
Returning to the action currently in progress.
Mato's initiative is better than I remembered it. Of course, I probably don't remember it well because I think this is the second time I've ever rolled it.
Initiative:
1d6+14 20CT1 IP1 Katya: 30 then 20 after Full Defense (fleeing)
Mato: 20 (messaging, in pursuit)
Jawsey's Spirit: 20 (being summoned)
AM: 18 (casting Levitate)
Trouble: 17 (purring)
Jawsey: 13 (summoning)
CT1 IP2Katya: 10
Mato: 10
Jawsey's Spirit: 10
AM: 8
Trouble: 7
Jawsey: 3
I don't know if the Leadership rules would technically apply in this instance - i.e. whether Mato would recognize AM or Jawsey as a superior, as the book stipulates - but the Rally action could buy Mato a third initiative pass if someone can drum up 2 hits on a Leadership test.
I'm not really sure what is and isn't possible so I'm going to talk through Mato's thinking:
- If Katya were on the ground, he'd use his shock hand. The rules don't cover this, but the "reality" of our situation (Katya floating) is that the charge would go to ground through Mato, meaning he'd take the full brunt of it. Not ideal.
- Shooting a gun anywhere near the Duchess is going to make him nervous. The Walther P118 has gel rounds but Mato would assume that the Walther's Safe Target System would prevent him from firing at a target within 1m of the Duchess.
- His cyber SMG in his arm does have gel and SnS rounds available, but I'm going to be honest that I usually assume it's loaded with APDS or Explosive.
- As such, his default preference - especially given the Duchess' predicament - is for melee.
My default approach here is to use the Subduing rules on p. 195. The backup plan is the Disarm technique from
Run & Gun p. 111, but this isn't optimal because it requires the use of a martial art technique which Mato doesn't have so it would cost a point of Edge for the Lucky Move maneuver (R&G p. 126). If these aren't possible for some reason - Katya being too far off the ground, or Mato being too far away - then I'll revisit my options. I'm trying to be cautious with Mato's use of Edge because I think he's down to 2 points (maybe 3 if we recovered one overnight).
Anyway, he's my Subduing attempt, pending Jack's approval of its plausibility. Basic rules are Unarmed Combat vs. Defense, and then you compare Strength + net hits vs. defender's Physical limit. I'm trusting in Mato's troll-like Strength in his arms here. I'm going to roll charging attack (assuming Mato is running) and superior position, but these can be subtracted if they're not appropriate.
Agility 10 + Unarmed Combat 5 + Charging 2 + Superior Position 2:
19d6t5 5 hitsThe last 4 dice are misses so subtracting Charging and/or Superior Position doesn't change anything.
So, depending on Katya's defense roll (if any, unsure if Full Defense will benefit her), it will be Strength + net hits vs. her Physical limit. Strength is a bit of a question mark in this case since Mato's limbs differ, but I might suggest 11 as the average of the arms. If we average in the legs as well then it would be Strength 8.
Even if it succeeds, it's relatively easy for Katya to break out of the subdual, but I'm hoping that she at least needs to let go of the Duchess to do so. Then we can settle things the old-fashioned way: with cybernetically-enhanced fisticuffs.