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Angel

The Heist (OOC)

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I too stunt Quick Change.

For getting caught in normal IDs we get a HP. for basically revealing out secret IDs, we get an HP.

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Complication: Gentleman - "Beggin' yer pardon, Miss, but I believe chivalry ain't quite dead jus' yet," Billy has a soft spot in his heart for women.

as discussed earlier in chat, not firing at Rave is worth a HP to me.

Colt now has 6 HP's

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"Skeet Shot" Damage 12 (Extras: General Area Cone, Selective; Flaws: Action/Full; PF: Affects Insubstantial 2, Variable Descriptor 2) [28] {1dp} FTW!

Colt now has 7HPs

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I'm sorry. I didn't mean for it to happen this way. If I would have thought of the implications this never would have happened. I was going by what the story said. Please forgive me. I didn't mean to blowup, collapse or do anything like the such. Really, egg all over my face.

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Alrighty. The bank is about 7.5% of Atlas's light load, and he's got 13 minutes before his Alternate Form craps out, plenty of time for other heroes like Dr. Metropolis to show up on scene and sure up the bank, and yet show up late enough so they don't butt in on the action of the thread; or at the very least let everyone get out of the bank. A happy ending for all.

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explanation

colt will delay until you girls get your butts on my bike. then I'll take off and we can get this chase started.

all technical stuff considered we should act on the initiative score directly after Angel's initial initiative score

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Move action leap to Van.

Standard is a Power Stunt Create Object 9 (Making a mess on the windshield)

Extra: Leaping back to bike.

HP to cvlear fatigue.

So, two spent hp.

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Move: Leap to clear distance between Yuki and Rant.

Standard: Attack Rant

Extra: Create Object power stunt (hp use)

Clear fatigue (hp use)

Yuki has 1 hp remaining.

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as discussed with Angel I'm do some cool stuff now.

Got an HP for the bike stuff. I'm at 8.

Spend an HP to pull off a stunt - Reflexive acrobatics to leap off the bike somersault through the air while firing my pistol at rant. and another acrobatics check to tuck and roll once I hit the ground. Both acrobatics checks hit DC 30 with skill mastery

As I was "aiming" last round, this round I will spend an HP on Ultimate Aim. down to 7

I'll use my full round "speed shooting" power - and power attack with it

Attack roll: 20+12 = 32// DC = 27+1 for every point I exceed his DEF up to a maximum of +10

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