Difference between revisions of "Running Away"
(New page: {{needsspading|comment=What are the success mechanics?}} {{needscontent|comment=Message when failing?}} At each combat turn you can try to run away. * ''If you succeed the result is one...) |
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Revision as of 16:30, 27 December 2008
This page contains some non specific data which NEEDS SPADING: What are the success mechanics? |
This page needs content: Message when failing? |
At each combat turn you can try to run away.
- If you succeed the result is one of the following:
I'm Outta Here
Recognizing when you're overmatched is an important skill for every hero to have. You exercise the option to return and fight another day.
A Narrow Escape
You try to escape but your foe has you trapped in a corner. Undaunted you whip out your trusty electronic grappling hook and use it to lift yourself to safety. Thumbing your nose at your opponent on the way up is just the icing on the cake.
Turbo-Powered Evasion
You turn and use your heroic speed to bravely run away, away. Your opponent tries to hit you one last time before you disappear, but you jam down on the launch button of your jet-powered backpack. The burst only lasts for a couple of seconds, but it's enough to give you the clearance you need.
- You can also suffer a parting shot:
A Parting Shot
You turn and run as fast as your heroic little legs can carry you. Your opponent can't keep up but gets off one last parting shot.
It hits you for XXX damage. It hurts but you escape.