QUOTE (Kiirnodel @ Jun 24 2013, 08:54 PM)
Sorry, I haven't gotten on to my computer in a while... meant to post something but forgot.
I was thinking I had my increase reflexes spell up, but thinking about some of our meets, I probably had to drop it... so I guess that is what I did for my first pass, yeah...
Second pass I am callling up my summoned plant spirit and my bound earth spirit from standby. No commands yet since I'm having trouble thinking of what to do, but this way on the next pass I can command them both and they can go full swing after that...
Sounds good. I'll have you roll initiative for them whenever you first give them a command.
Following Gardner's turn, I already mentioned that
Needle pushed a little more juice out of the clown van's engines (those inside are feeling it shake from the stress of its damage and the high speeds). The clown van is currently 25m in front of the Toyota Gopher and for the moment you are going faster than the Gopher. It's just that the acceleration and top speed of the Gopher is far better than the damage clown van. For reference, it's about 82m to the next turn that will start taking
Needle back in the direction of the runners in Kobe Park. When that comes up, the hairpin turn
Needle would have to make to it without slowing down has a threshold of 4. Considering her dice pool of 5 dice.....that may not be advisable. Just something for you guys to think about.
Following her acceleration, the helicopter moves around the shack so that
Silas is again exposed by the spotlight. It seems to have have stopped it's decent about 80m up in the air, but
Silas can hear the sound of the LMG being primed to fire.
And now we are back up at the top of initiative for the third pass. None of the bad guys have a third pass. So
Silas,
TundraWolf, and
Gardner can post up their actions. For now
Needle will just be accelerating to try and get away. She narrowly avoids getting a glitch with
her roll of 2,1,1,6,2. Still she gets enough to get a little more speed out of the van, it's now going at a rate of 70m/combat turn.