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Mysteries Infinite: Under a Crimson Glow [OOC]


Carces

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Both buildings are essentially non-specific office/apartment buildings. Call one of them Left and the other one Right. About 10 stories each.

The good news is that a lot of people aren't dumb enough to go into a building while there's a giant red dome nearby.

The bad news is that this doesn't apply to everyone.

You're first on the initiative, 'ronin.

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Round Breakdown:

Move Action: Using Momentum's Speed (at Rank 10; 10,000 MPH/100,000' per Round) to try and get into the Right Building, trying to move fast enough to avoid actually catching himself on fire.

If Civilians are visibly present on the Ground Floor: Momentum'll use a Free Action to try and get two of the civilians to cooperate, and then use his second Move Action to utilize his Speed (again at Rank 10; 10,000 MPH/100,000' per Round) and its Affects Other Extra to escort them out of the burning building ASAP.

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All right, guess that means Cannonade might be up next. Quick question -- how much of the buildings are on fire? I'm probably going to spend a HP and buy Super-Breath as a Power Feat for Cannonade's Super-Strength, and I want to figure out if he just needs to focus the gust to one floor.

EDIT: Never mind, I just found out that Ultimate Power clarifies all Cone attacks are effectively three-dimensional. So, to break down the action:

Move Action: Cannonade positions himself to where he can target what seems to the center of the conflagration. If this requires Leaping onto a nearby rooftop, then so be it.

Free Action: Switching from Leaping to Super-Strength.

Free Action: Spending a Hero Point to acquire the Power Feat: Super-Breath for Super-Strength.

Standard Action: Unleashing a focused breath attack over a cone that's 70 feet in length, width and depth. Making the required Strength check... that's a 26. Which means I effectively put out any flames with a damage bonus equal to or lesser than 16.

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If anyone else is joining in, I won't need an initiative roll. Just post when you're ready to do something, and I'll consider it an action that was delayed to that point. That includes you too, Supercape, since you have not yet posted an action.

Current turn order:

  • Momentum
    Cannonade
    Bad Guy

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Looks like you might be in trouble, Momentum! You'll have to make a toughness save of DC 26.

I'm making attack rolls under the assumption that no one is going to blow a hero point to take interpose for a round, as no one has the feat normally. If you do intend to, please declare so before the victim of an attack rolls a toughness save.

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Since it looks like Momentum's up again (and I suspect the aforementioned building he crashed through is now extinguished for the most part), can he readily see the fire elemental-thingy from ground level beyond the flying inferno of what was once a likely beloved couch?

Most of the fire is extinguished, but the elemental will be creating its own fire as time goes on. Most of it will be centralized now on Floor 5 of the building. The fire elemental has a fiery strike 2 continuous aura effect. If you're not impervious and you wish to go on that floor, you'll have to contend with that every round.

As for noticing him, the dice say yes.

If it's unclear, the fires on both buildings are extinguished. With a roll like Cannonade's and a spent hero point, no normal fire was escaping his sight.

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Round Breakdown:

Free Action: Inquire as to the health of the secretary. Not a lot Momentum can do about it currently, but you never know...

Move Action: Using Speed (Rank 10; 10,000 MPH/100,000' per Round) to re-enter the same building with what I suspect is the Fire Elemental, and stopping at the ground floor fire alarm.

Move Action: Pulling the Fire Alarm using the Manipulate Object Action to try and set the sprinkler system off.

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At this point, Supercape is pondering exactly what he can do to put out them damn fires!

For the moment, that means circling the fiery building - looking for two things 1. Anyone trying to leave who is trapped and 2. If there is any part of the building that he could collapse to snuff out the fire).

For the purposes of the action (I am not sure if he is actually in combat) I'm going to make a general roll for searching / noticing (not sure which skill you want)

1d20=10

He has +10 Notice skill (total 20), and +4 Search (+14)

For reference, initiative is

1d20=19

Nice, but it may be academic at the moment!

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At this point, Supercape is pondering exactly what he can do to put out them damn fires!

For the moment, that means circling the fiery building - looking for two things 1. Anyone trying to leave who is trapped and 2. If there is any part of the building that he could collapse to snuff out the fire).

For the purposes of the action (I am not sure if he is actually in combat) I'm going to make a general roll for searching / noticing (not sure which skill you want)

1d20=10

He has +10 Notice skill (total 20), and +4 Search (+14)

For reference, initiative is

1d20=19

Nice, but it may be academic at the moment!

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Supercape - don't worry about initiative. I'm considering your character "delaying" until he puts an action in motion. We'll consider the notice checks a precursor to your actual action.

That notice check is far more than enough to note the flying, flaming couch that hit Cannonade. The fire elemental is the obvious source of the spreading flames. There are civilians on the sixth floor - the floor where the elemental's head is. They're currently cowering in a corner.

You can try to take out a floor, if you'd like. It won't be a surefire solution, but it will count as an AoE attack on the elemental. Keep in mind that if you do that, the sprinkler system will be much less effective. Keep in mind that those civilians are near the elemental too!

If you're looking for something more abstract for figuring out a good plan, you're right close to the River. There are also fire hydrants nearby. If you prefer a more pedestrian approach, the roll is enough to find a fire extinguisher in a building.

Due to Momentum's actions, the aura strike effect is down to a rank of 1 while the sprinklers are in action. There may or may not be other effects as well, but this one is pretty obvious.

GM post coming soon. Don't have time to finish it at the moment.

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OK, for Supercape's action, Im going to try and blow off a Fire Hydrant.

If its safe to do so, it will be a burst Attack (Rank 10 Burst Damage Perception Range) and get a couple.

Otherwise, Just one.

As its perception range, automatic hit - I leave the rolling of damage resistance up to you.

(Next round it will be create object over them, a funnel that will direct the stream at the fire elemental)

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OOC breakdown:

Suprcape's action is successful. You now have water.

Momentum: You just hit a major setback. Have a hero point for your troubles. You still have a standard or move action left, and can do with it as you please.

No one's notice check is enough to notice the "civilians" are actually armed mob-types. However, anyone can hear Momentum if he shouts, or the gunfire when the thugs open fire on the Badguy turn.

Current turn breakdown is:

  • >>>Momentum (Half action left)
    Cannonade (Stun effect is gone, so he can act.)
    Bad Guys (elemental and goons)
    Supercape

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