quotemyname Posted July 1, 2011 Posted July 1, 2011 Should I post saying "I'll be fine" or am I not allowed to have a character talk out of turn?
quotemyname Posted August 1, 2011 Posted August 1, 2011 So push is giving up the Standard to do more chasing of the fleeing vehicle. Right? Who's turn does that make it?
Geez3r Posted August 15, 2011 Author Posted August 15, 2011 Blueshift 18 - HPx3 - Unharmed - Goons 17 - 18 remaining (minions) Push 11 - HPx2 - Unharmed Blueshift is up
quotemyname Posted August 16, 2011 Posted August 16, 2011 Well, I really didn't want to have to break out that rifle so early in the thread, but I suppose I've got HP to preserve it if I need. It's the only way she's going to be able to mook sweep fast enough... Invention C-20A rifle: Device 7 (31/35PP Container, Flaws: Easy-To-Lose) [21PP] (Hybrid Rifle) Arsenal 15 (30PP Array, Feats: Alternate Power) [31PP] Base Power: Blast 9 (Extras: Autofire; PF: Accurate 3) [30PP] (Assault Rifle)Alternate Power: Blast 9 (Feats: Improved Aim, Improved Critical [19-20], Improved Range 4 [1 2,500ft Range Increment], Improved Sunder, Progression [Range] 1 [2,500ft Max Range], Precise, Subtle, Accurate 3) [30PP] (Sniper Rifle)Alternate Power: Dazzle 7 (Visual Senses; Extras: Area/Burst) [28pp] (Flash Bang)Alternate Power:Tear Gas Grenade as per M&M 140Alternate Power: EMP Rank 11 She'll EMP the vehicles. It's an AOE, so no attack roll is needed. She'll also take a move action to advance toward them afterward, going closest to any of the trucks that pass their saves. I'm assuming EMPs will work on the trucks. Modern cars have so many regulatory electronics, I doubt they would run without working electrical systems, especially due to the loss of spark plugs and other such systems... If that doesn't work, let me know and I'll edit.
Geez3r Posted August 16, 2011 Author Posted August 16, 2011 You do know you've disabled all but 1 of the vehicles right? Yeah they still run, but their top speed has been severely hindered and they can't maneuver worth a damn.
quotemyname Posted August 16, 2011 Posted August 16, 2011 Well, you made it sound like they were still actually getting away. Would you prefer a post along the lines of her running to the nearest truck and pulling the driver out of his seat or something? I'm really not sure what you want me to do here...
Geez3r Posted August 16, 2011 Author Posted August 16, 2011 They're driving away as fast as they can, but Blueshift it at least 3 times as fast as any of them, plus because they're driving on their rims, they are leaving gouges in the road, meaning that even if you somehow lose them, you can find them easily. I'm just letting you know all this because you said you didn't want to have to break out the Invention this early.
quotemyname Posted August 16, 2011 Posted August 16, 2011 Okay, would something like radioing the FCPD as to the presence of the gun runners, and then following Push and the main dudes be a more appropriate course of action, you think? Let these guys get away....directly into the hands of the cops?
Geez3r Posted August 16, 2011 Author Posted August 16, 2011 I don't know, do heroes usually leave the bad guys armed with highly advanced weaponry at their disposal for the police?
quotemyname Posted August 17, 2011 Posted August 17, 2011 Geez3r..... You hurt my brain sometimes. @#$% it. My previous decision to EMP the vehicles stands. And if I have to state it, she'll aim the attack such that she doesn't get caught in the radius.
Geez3r Posted August 17, 2011 Author Posted August 17, 2011 Well seeing as how its a touch ranged power, and therefore the burst is centered on you, I don't think you have to worry about that. All of the vehicles except for the one you didn't get to sabotage are hit by the blast and are knocked out of commission. The five former drivers take their pot shots: Thug Attack rolls vs Blueshift, DEF 22, DC 19 Tough on hit (1d20+5=21, 1d20+5=13, 1d20+5=15, 1d20+5=11, 1d20+5=13) and all miss The guy in the still functioning car keeps driving. Blueshift 18 - HPx3 - Unharmed - Goons 17 - 6 remaining (minions) Push 11 - HPx2 - Unharmed
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