Cyroa Posted October 28, 2009 Posted October 28, 2009 here's the ooc Some ground rules/info - Barring the ability for dimensional travel, you cannot leave FC. Likewise, communication to the outside is not working. - Jumping to different threads: not going to generally allow it. However, that said, if you feel it makes perfect sense and somehow know about the other thread, then I’ll reconsider on case by case. (Mainly it’s because I don’t want a massive thread with 10+ people duking it out unless I have to. Already going to have one of those…) Basically: just ask before you do it. - The entire FC is being corrupted and changed by the infernal presence. There is a general ‘fear/depression/hopelessness’ aura going on all the time. It’s minor/background and I’m having anyone roll for it. You’re the heroes; you fight past it. Just remember that it is there in the RP. - There is going to be some weird time-dilation affect going on; strength depending on where you are. It won’t matter to most chars as they can’t tell anyway. But just wanted to be upfront about it. - I’m going to try and keep this going fast (and putting most of my personal threads on the back burner so hopefully I won’t slow us down ). Please check regularly. I don’t want to get hung out for days waiting… Now to save time: everyone roll inits now as it’s going to come up as soon as someone starts swinging. Feel free to do some RP posts though (unless you start blasting right away )
Thejoshie Posted October 28, 2009 Posted October 28, 2009 Going to wait for Arcville to post first, it's his building, after all. Yuki's Init. (1d20+18=28) Also, how many HP Yuki is starting out with? The regular one, or do we get a bonus for the situation?
Cyroa Posted October 28, 2009 Author Posted October 28, 2009 No extra HP for you yet You start with what you normally have. If a complication arises, then you get one. There will likely be some handed out for other reasons as time progresses...
Dr Archeville Posted October 28, 2009 Posted October 28, 2009 Tentative stats for ArcheTech: Size: Large; Toughness: 15; Features: Animal Pens*, Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Mutant Powers 10, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel**, Pool, Power no.1, Power System, Security System x2 (DC 25), Think-Tank*, Workshop. Cost: 2+2+22 = 26ep. Power no.1: Teleport 10 (to any Arche-Tech facility, Schloss Wissenschaft, and ArcheStern; PFs: Change Direction, Progression 6/10 tons of cargo) ("Transporter") [27/28p] * from Agents of Freedom. The Animals Pens feature provides pens to hold animals; Handle Animals checks on animals held in these pens gain a +2 bonus, and Ride checks a +1 bonus. The Think-Tank feature provides a team of specialists who’ll go over data, discuss it, and come up with new theories; working with them grants a +2 bonus on Gather Information, Investigate, or Knowledge checks to answer a particular question. ** from Books of Magic. The Personnel feature provides an HQ with staff commensurate with its size and facilities. They serve and defend the HQ, not the character.
Dr Archeville Posted October 28, 2009 Posted October 28, 2009 It seems Invisible Castle's been giving lots of poor rolls lately. Doc's initiative = 4
Cyroa Posted October 29, 2009 Author Posted October 29, 2009 ok, so how many "animals" and of what kind? Same for personnel. How many and the minion PL?
Dr Archeville Posted October 29, 2009 Posted October 29, 2009 Lab animals. Rats & monkeys, mostly. A dozen or so Investors and other businessman (essentially Bystanders, PL 0) Several dozen scientists, like the ones in the Core book (PL 0) Two dozen Basic Security guards, comparable to PL 3 Police Officers. Half a dozen Higher-End security guards, comparable to PL 6 SWAT Officers Sound fair?
Cyroa Posted October 30, 2009 Author Posted October 30, 2009 As stated: players who don't post with 48 hours of their 'turn' will be NPCed to not hold up players who can/do post. When you return, on your turn you can post again obviously. So, shall I start the combat going or would you guys like another day or two to RP?
Sandman XI Posted October 31, 2009 Posted October 31, 2009 I'm still here. Just give me a minute to kickstart the creative juices.
Sandman XI Posted October 31, 2009 Posted October 31, 2009 What will an arcane lore check of 52 tell me about these demons?
Cyroa Posted November 1, 2009 Author Posted November 1, 2009 The VAST majority (lets say the 5 or 6 thousand immediately around the building ) are regular 'warrior' demons. Immune to normal fire. Most can't fly. Average to just below average intelligence. Relatively tough. Vast majority are simply 'melee' with claws and high str. (think PL8 for combat potential). However, there are a whole bunch (like 100) that are FAR more dangerous. They are the ones leading the horde, the 'generals' and the like. Significantly tougher, smarter. They have various and multiple powers. Some have mental powers, some hellfire, acid, etc. Pretty much any evil/negative power you can think of is out there. And given that you are now quite likely/effectively in hell, they CAN'T be banished.
Cyroa Posted November 2, 2009 Author Posted November 2, 2009 ok, will let Sand post/you guys go. The Building's defenses will be kicking in momentarily as the demons start their assault... ;)
Dr Archeville Posted November 4, 2009 Posted November 4, 2009 This'd be the perfect time for Doc to use his Master Plan feat... except he needs time to prepare, and it looks like we're almost ready to start combat.
Geez3r Posted November 4, 2009 Posted November 4, 2009 What if Tempest used Shape Matter to drag a bunch of cars and such over to the building and Spitfire could weld them to the building, making an impromptu reinforced barricade?
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Oh, Evi: you should get a free HP for the fact that none of your powers will help you here Though if Sand doesn't spend some time whipping you up some kinda gadget (instead of working on the teleporter ), you can have a blaster rifle or something. *shrug*
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 Do you guys want to do that? Otherwise, I'm going to get this rolling...
Sandman XI Posted November 5, 2009 Posted November 5, 2009 Here's where the complications come in! Quark does not know Spitfire or that he has fire only powers. Unless Spitfire speaks Hindi, Spitfire doesn't know they're immune. So, do you want us to rectify this or do you wanna keep your HP? Device 12 (anti-matter rifle; easy to lose; Power Feat: Indestructible): Corrosion 10 (Extras: Area/Burst [targeted], Selective)
Cyroa Posted November 5, 2009 Author Posted November 5, 2009 He has to rectify that anyway. (Either way he'll be getting the HP though, once he tries/told/figures out his powers don't work on this enemy.)
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