Game Control said:
The Warehouse is approximately 120' wide which means that the sentry on the stairs is approximately 50' away from Fox (-4 to hit with a pistol). Vs def 10 that gives you 65% chance of success.
Of course you could move closer, doing a balance + Msilent for every move you take. 15 ft cuts one range increment. 30 ft (+5 to balance or 2 nomral check + 2 MS check) brings you at point Blank. Well, Pythagorus wouldn't agree, but screw him.
Another 30 ft puts you on top the CT.
Ok. I'll take this bit of Control advice. GhostFox will move as far as she can on the beam but still remain in shadow, hidden behind the glare of the lights.
On her combat turn, GhostFox will do ONE of two things, depending on what happens:
#1 If the guards in the control tower rush down the stairs and leave the Sentry, then GhostFox will activate the laser sight (half-action? free action?), then fire a wide burst at the sentry (half-action).
Ranged Attack: +6 plus or minus any range and GC imposed modifiers (+0 BAB, +3 DEX modifier, +1 Wide Burst, +2 laser sight bonus if the target is within 50 feet).
If GhostFox fails the attack roll by a 1-3 points less than the Defense value, she will spend an action die to make sure she succeeds at hitting the sentry.
#2 If the guards don't leave the control tower then GhostFox will hurry across the crossbeam and tumble on top of the control tower.
If GhostFox fails the skill roll by a 1-3 points less than the DC, she will spend an action die to make sure her balance roll succeeds. If GhostFox totally blows the roll - i.e. fails the balance roll by more than 5 - spend an action die to prevent her from falling.
If she has been spotted then GhostFox will spend an action die to boost her defense. She is going to be very vulnerable to attacks while balancing on the crossbeam.
Sorry for the long post - but I hope these detailed instructions will make it clear to Control what my intentions for the next few rounds are.