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Mysteries Infinite: Under a Crimson Glow [OOC]


Carces

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Posted

Goodo, that clears things up.

In which case...

Free Action: Speaking / Yelling

Move Action: None (Hovering!)

Standard Action: For this round, a straightforward Perception Range Rad Blast. Lets make it a nice shade of blue!

However, I do have a broader plan in mind as per IC!

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Posted

Standard Action: Aid Action to lend Cannonade +5 to Attack (Aid + Teamwork 3) since Momentum has to act before him (and thus, can't know what to give him :|)

That would be silly. :P

Discussion, including IC discussion, can occur on anyone's turn as far as I'm concerned. As long as no in-game benefit occurs (i.e. using a speech power that would normally be a standard action), and as long as its not extremely abused (i.e. read War and Peace to each other between turns), I very much encourage IC planning, discussion, and witty banter.

As for Supercape's plan, I'm thinking I'll probably make it a Combined area attack starting at Damage +10. with a reflex save = the damage save. If that sounds like something you want to pull off, Supercape, by all means organize the troops.

Posted

heh, I could probably help with the "collapsing the building thing", since my gravity control has an area of 1000 feet...

Edit: ok, so in case we go with that, I'm gonna yelll for Cannonade to find and weaken some supports, Momentum toescort cannonade out of there, then the gravity is gonna get a little HEAVY, which breaks down like this:

Free action: Instruct troops

Standard action: Ready until the others get clear, then activate Gravity Control on the building, putting heavy load on it

If we're doing something different, Dyne will just blast him with his gravity blast

Posted

If you're doing it, you'd be doing it next round when everyone has a turn again. It works better for everybody anyway - that way, people have a move action to escape. :)

Posted

The additional benefit of collapsing a building on Mr. Flames is (hopefully) no oxygen to fuel his fire.

Of course collapsing a building is not an exact science, but its a pretty common problem to run out of the sweet 02 in such circumstances. And then, of course, we can pump water into the debris...

Damage is always a bonus!

Posted

The additional benefit of collapsing a building on Mr. Flames is (hopefully) no oxygen to fuel his fire.

Of course collapsing a building is not an exact science, but its a pretty common problem to run out of the sweet 02 in such circumstances. And then, of course, we can pump water into the debris...

Damage is always a bonus!

The damage is how I'm calculating whether he gets snuffed or not. If the roll indicates he's beaten, he's snuffed. If not, he alights anew!

IC post to come soon. Remember - if you want to do this, say so and reserve your move action for getting away from the building. Keep in mind, if someone is not on board for this AND they're in the building, then collapsing the building is an unheroic act.

Posted

Momentum doesn't really have the insight necessary to attempt and dissuade the other 'heroes from leveling the building to fight one bad guy, so I don't think I can really have him object. That being the case, he's essentially operating off of Cannonade's initiative so I'll ultimately have Momentum leave it up to him. I think he's pretty sold on the idea that he can't take the elemental alone, so he'll default to the newly forged group's decision :P

Posted

Looks like you'll need to make a DC 26 toughness save, Cannonade. If things get too hot, don't forget about your new hero point.

2 successful injuries on the elemental! He'd be stunned if he wasn't immune to being stunned. You've got him on the ropes!

Posted

Alrighty. That's a +5 to hit to Cannonade's to-hit when he goes next.

Keep in mind, folks, that this means Momentum is still in the building and isn't coming out this turn. If you collapse the building, you'll do serious damage to your comrade!

Posted

Confused? You guys'll need to reconfirm your actions, as Momentum is still in the building.

Turns left this round:

  • Cannonade
    Supercape
    Dyne

Posted

Well, since it looks like Momentum screwed it up, Dyne will just attack when it gets to be his turn. Can I get a confirmation on just how weakened the building has gotten(specifically the roof)?

Posted

Seeing how I'm probably not winning grapples with this idiot, Dyne will assault him with his Graviton Wave

Graviton Wave attack roll (1d20+6=23)

That's a DC 29 single-target attack, and with Precise on my array, any shooting into melee penalties go away(unless he's an elusive target, which in that case the attack only has -4 instead of -8)

Posted

If you missed it in chat, the building is still salvageable - particularly with the help of Doctor Metropolis. I'll let Cannonade know if that changes.

24 is a save versus Cannonade's attack

22 indicates Dyne inflicts another wound. He would be stunned as well, if he wasn't immune. 3 bruises made so far!

The Fire Elemental Barely misses Dyne. Close call!

I'm assuming Supercape is still having Internet problems. Feel free to post an action when you get a chance, Supercape. In the meantime, his character won't be part of the action until he comes back, with the exception of bringing down the building, if you guys still want to do that.

New Round

Actions left:

  • Momentum
    Cannonade
    Dyne
    (Supercape, when he comes back.)

Posted

I'm back!

Sorry, got lost with initiative etc.

When 'cape gets back I think he will try a regular old radiation blast on Flamehead. I am not sure if the new PL11 'Cape is in play at this point, or the old PL10 one... not that I have the stats for the old Pl10 one I am afraid.

In any case, nothing to exciting, a perception range zip zap radiation blast DC 25

If using the upgrade this now has Extra: Secondary Effect "Afterglow", so it will kick in again on supercapes next turn.

Posted

Round Breakdown

Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000' per Round) to start zipping around the sixth floor before moving into melee with the Flaming Bad Guy

Standard Action: Using Momentum's Move-By Action, he'll make an All-Out (+2 Attack/-2 Defense) Aid Action against the Flaming Bad Guy to give Cannonade another +5 to hit via Teamwork 3.

Move Action (Cont'd): Finishing Momentum's Move-By Action by having him use his Speed 10 (10,000 MPH/100,000' per Round) to get down to a lower floor where he'll be at least marginally safer from the Fire-Whatever.

Posted

I'm back!

Sorry, got lost with initiative etc.

When 'cape gets back I think he will try a regular old radiation blast on Flamehead. I am not sure if the new PL11 'Cape is in play at this point, or the old PL10 one... not that I have the stats for the old Pl10 one I am afraid.

In any case, nothing to exciting, a perception range zip zap radiation blast DC 25

If using the upgrade this now has Extra: Secondary Effect "Afterglow", so it will kick in again on supercapes next turn.

You can use upgraded characters as you get 'em. I'm not too concerned about PL continuity unless its something the players would deem particularly important.

I assume "Afterglow" is just a repeat of the same attack at the same DC?

A save of 24 means that the elemental takes another beating! That's 4 total!

Turns left this round:

  • Dyne
    Cannonade

Posted

I'm guessing any Area attacks I unleash would have bad repercussions for the others, so I guess it's another round of picking up a desk and hitting the elemental with it.

That's a 16, which becomes a 21 with Teamwork. If it hits, that's another DC 22 Toughness save for the elemental.


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