The first terrorist's gun appears in Nightshifts hand
Let's make it: "...has his machinegun wrenched out of his hands by the blast, sending it clattering all the way to the wall." Though I'll keep the "teleporting to his hand" aspect of it in mind for future uses.
<Back IC:
"You get me?"
The second terrorist drops his gun and raises his hands. Apparently he does.
Meanwhile, one of the other 4 [pulls] a pistol from his side holster and pointing it at him. The disarmed one likewise pulls out his backup weapon, [...] All this noise seems to be bringing around the 7th, who was laying crumpled by the wall when Nightshift arrived, and is starting to stir.
"Now, boys,"- he grabs one of Flesh Shield's raised arms and snaps a newly appeared pair of handcuffs on him -"let's not give away our lives over this, alright?"
<
Insert likely dodging of firearm here as he takes a 5-foot step over to the cover afforded by the nearest gunmen still under his spell.>
"Whatever this is." Another pair of handcuffs snaps into place, this one chrome-shining new.
<
Response terrorists?>
OOC = Tell me the students have taken the opportunity to skidaddle? If not, insert a forceful if discreet *shoo, shoo!* gesture behind his back here, directing them towards the likeliest exit.
[sblock="Actions"]Move1= Infinite Handcuff snare on baddy no 1. Don't know if he needs a tohit for this (with a bonus, maybe?) but here it is anyway: [Sblock="roll1"]
1d20+3=12 [/sblock]Baddy is Entangled on a failed Reflex 20 save, immobile and helpless if failed by five or more (say Nightshift has snapped his wrist to the opposite ankle in that case
If Nightshift fails to cuff this one on the first try, forget the rest and try again with his other move action.
Else : 5 foot step to one of the other 3 still under the charm.
Move2= Infinite Handcuffs on baddy no 2. Same deal with no need for an attack roll this time, I think, but furnished anyway just in case.[Sblock="roll2"]
1d20+3=20[/sblock]DEFENSE bonus: 20 [10 + 3Base + 7Shield power] ---> FLATFOOTED 11
TOUGH 10 [0Base + 3con + 7Costume power]
FORT 3 [0Base + 3con]
REF 7 [4Base + 3dex] (Area effect = no dam on succ save)
WILL 10 [8Base + 2Wis][/sblock][Sblock="Voice saves"]These guys all have Wis 14? Bunch of strong-headed SOBs. Got to respect that, of course.
[/sblock]____________________________________________________
Binder Fred, slowly evening the odds.