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Post by shockwave on Oct 21, 2009 9:33:46 GMT -5
Agility roll to fire RM intensity stunning blast at Solo (RM+2CS for weapon spec=AM):
[attack=86848385275732]
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Post by shockwave on Oct 21, 2009 9:34:27 GMT -5
Roll attempt 2:
[attack=761359146607145]
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Post by shockwave on Oct 21, 2009 9:35:08 GMT -5
Agility Roll to avoid losing ccontrol of the armor...AGAIN (RM)
[attack=799797393398983]
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Post by Dead Sidekick on Oct 21, 2009 16:12:09 GMT -5
ooc: initiative and tactical notes... with Shockwave's WS talent, his total init will be 5 this round. As Flashdance is teleporting, his total init will be 10. Depending on what Solo rolls on initiatlve, he could possibly be pre-empted, especially by Flashdance, who could make an attack at -1CS.
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Post by TasK on Oct 21, 2009 16:28:52 GMT -5
Oldschool glares at the thug at his feet. He listens with his heightened hearing to see if the man is faking, but the buzz from Shockwave's armor is making it hard to concentrate. He knows he could still do it, but with everything going on, he just doesn't care.
If the thug is faking and tries to escape, he'd chase him down. The whole situation had been nuts. While tearing the front of the bus off was theraputic, he still felt he needed to hit someone...
Anyone...
A loud bang shook the bus with it's intensity. Oldschool though he caught a glimpse of something going off right beside an officer. He thought it was the officer he had left to preform First Aid.
"What kind of jerk attacks someone trying to save lives?!?"
Oldschool moves to where the loud bang came from, ready to put any thugs down that his peers forgot.
Init (first number):
[attack=795276626733165]
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Post by Dead Sidekick on Oct 21, 2009 16:42:47 GMT -5
ooc: initiative and tactical notes part 2: I'm assuming Oldschool is leaping from the intersection of 5th Avenue and 86th Street, over the trees and museum to land where he left the cop. His initiative will be 11, and also depending on Solo init roll, might be able to make a pre-emptive attack at -1CS.
Looking for that "Turns Solo over to the Department of Homeland Security" Karma aintcha ![;)](//storage.proboards.com/forum/images/smiley/wink.png)
BTW, Solo's teleportation power is fully recharged now.
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Post by TasK on Oct 21, 2009 16:46:22 GMT -5
I was hoping with my heightened senses I could see/hear well enough to realize that someone was attacking the cop. I just want to get there an help out, it has nothing to do with the Karma (bullshit), because I don't even like Karma (bullshit).)))
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Post by Dead Sidekick on Oct 21, 2009 17:36:35 GMT -5
Oldschool: gimme a Reason FEAT +1CS for Military Talent. Due to Oldschool's military background, he likely knows what a flashbang sounds like even at a distance, and knows SWAT teams carry them. He definitely knows the sound came from the area he left the cop, and would find it extremely odd that a flashbang would be used in a non-enclosed environment.
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Post by TasK on Oct 21, 2009 17:49:57 GMT -5
Reason FEAT (In40 + 1CS for Military Talent) Am50:
[attack=626179944626149]
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Post by Dead Sidekick on Oct 21, 2009 18:07:49 GMT -5
ooc: this is an attempt at doing all NPC initiative rolls in one post using the CMF forum dice roller.
18:58:51 * Dead Sidekick joins ClassicMarvelForever ‹Dead Sidekick› police officers #2, #3, and #4 initiative roll ‹Dead Sidekick› 1d10 » + 1 = 1
Police Officer #2 is deafened by Solo's flashbang and writhing in pain. Cops #3 and #4 are cuffing BDK #1, #2, and #6
‹Dead Sidekick› SWAT team #1 initiative roll ‹Dead Sidekick› 1d10 » + 5 = 5
Four SWAT team members with four paramedics / EMTs setting up medical triage for driveby shooting victims
‹Dead Sidekick› SWAT team #2 initiative roll ‹Dead Sidekick› 1d10 » + 6 = 6
Four SWAT team members securing crime scene, burning driveby car and burning police car
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Post by Dead Sidekick on Oct 21, 2009 18:09:48 GMT -5
Oldschool easily assesses that he heard a flashbang grenade and that something is definitely odd about using one outdoors in the open.
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Deleted
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Post by Deleted on Oct 21, 2009 20:09:50 GMT -5
Realizing the attention has shifted from the Terrorist to him, Solo will try to Teleport to his secret home base. All these Swat, Cops and Capes where to much for him, which he didnt like to admit. They were weak, with their corrupted law and morals, that gave aid to criminals and terrorists. They werent able to fight fire with fire, to do what is right.
"You all think you are so much better, so much different from me. I am just willing to make that extra step, to finish a problem. I protect the innocent from the wicked, and do this with a clear consiense", he said while preparing to teleport, and then finished with:
"I am SOLO and as long I libe TERROR DIES!!!"
Initiative roll:
[attack=431852867354911]
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Deleted
Deleted Member
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Post by Deleted on Oct 21, 2009 20:12:13 GMT -5
Teleportation attempt:
[attack=926432731928996]
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Post by Dead Sidekick on Oct 21, 2009 20:55:58 GMT -5
ooc: Technically, Solo would only see Shockwave (possibly, with Intuition FEAT) and not the incoming SWAT and other heroes.
Teleporting is fine, but... where? And if he technically doesn't see Shockwave or the others, why is he teleporting?
Nothing wrong with getting captured / arrested either. Nullifier cuffs are not common outside SHIELD, and city jail cells that can hold teleporters are even more rare!!!
C'mon, put Solo's special forces SERE training to work en.wikipedia.org/wiki/Survival,_Evasion,_Resistance_and_Escape
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Deleted
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Post by Deleted on Oct 21, 2009 21:25:18 GMT -5
))((OOC I will follow the trail of the group again, for now Solo is gonna TP. There is no reason for him to be cuffed and his Secret Identiy exposed. Sorry Im staying with the TP, thats the only logical thing he would do. Solo might not have seen everybody, but he saw FD, and he knows that Capes would be there soon, and then there is freakin' Swat to deal with. For now its Back to one of his Secret Hideouts which for now lets say is in Utah))((
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