Supercape Posted February 5, 2011 Share Posted February 5, 2011 OOC for this thread. Supercape and Dragonfly drink Vodka, help the Russians, and have actionski! Link to comment
Fox Posted February 6, 2011 Share Posted February 6, 2011 ....hmmm. Dragonfly previously invented a device to grant her immunity from cold descriptors, environmental or otherwise - any objection to her spending an HP to have them on-hand for this adventure? Or, of course, would such a thing not be necessary? Mostly it's a neat callback to a previous thread, partly it's keeping in mind what a Russian winter is likely to be like, if she has to spend any time in it at all. Link to comment
Supercape Posted February 6, 2011 Author Share Posted February 6, 2011 Immunity to cold descriptors is 10 PP, so an HP for that is a bit rich, technically! However, the only cold effects in this thread will be environmental, so paying an HP to call back that device is fine. If for some bizzarre reason we get Cold bolts or the like, then we can work around a "decay" of the device or something other handwavium. Its graet to pull back a device from a previous thread! how could it not be allowed! On that note there is no pressing urgency. If you want to use your inventor feat to whip up a low PP device (you could probably have a day or two at most grace) then go ahead. Also, we may take a few days in Siberia so you could use inventor feat there. Link to comment
Fox Posted February 6, 2011 Share Posted February 6, 2011 Hm. A good point. And it may be best to keep her hero points around, anyway. Though considering what she knows of Russia in winter (....and what happened last time she was around Supercape....) she'll probably want to over-engineer something. Just to take care of it now, and with your approval, whenever she has some spare time she'll use the parts she grabbed to re-engineer her Christmas toys: Device 1 (5dp device; Flaws: Hard To Lose) [4pp] A pair of ornate and solid-looking upper-arm brands made of steel and brass. Intricate machinery and a soft red glow can be seen through the seams and glasswork. When activated it puts up a small field that protects the wearer from the environment, and can generate a small, personal air pocket. Immunity 5 (Environmental Conditions [cold, heat, radiation], All Suffocation) [5dp] That's DC15 on the design and construction checks. Dragonfly can take 10 for a check of 26; -10 for a check of 16 cuts the times down by 1/4. Design: 4 hours * 1/4 = 1 hour / 100 (mental quickness) = done before she's out of the room. Construction: 16 hours * 1/4 = 4 hours, which she'll take care of as soon as she has time (if she has time) after they arrive. Per approval, naturally. Link to comment
Fox Posted February 15, 2011 Share Posted February 15, 2011 Four hours build time, no? Unless he has indeed just shown up early. Link to comment
Supercape Posted February 16, 2011 Author Share Posted February 16, 2011 Heh my mistake, I meant to make it three hours fifty x minutes... *slaps head* EDITED. Because Dragonfly is so awesome, it comes in a few minutes under schedule! Link to comment
Supercape Posted February 16, 2011 Author Share Posted February 16, 2011 I'm giving SC a hero point (oh generous me!) for GM Fiat here, saying there is enough EM distrubance he wont have been able to detect our hidden foe... Hiroshima Shadow!!! Who arises from the ground as a blue white insubstantial bolt of lightning and fires an arc right at Supercape! 1d20+13=33 Yoikes! Critical! and his Forcefield not up! DC 31 Tough Save 1d20+6=12 KO. Another Hero Point for Supercape as he gets KO'd. 1d20+5=21 for Shadows Init Link to comment
Avenger Assembled Posted February 17, 2011 Share Posted February 17, 2011 Hiroshima Shadow!!! Who arises from the ground as a blue white insubstantial bolt of lightning The science is suspicious. Link to comment
Supercape Posted February 17, 2011 Author Share Posted February 17, 2011 Indeed! I am happy to edit if it offends to much, but he is basically insubstantial - 3 [energy] and was underground, sulking! any suggestions as to how that might work better feel free and I will amend. Link to comment
Fox Posted February 18, 2011 Share Posted February 18, 2011 I think the comment was more on the radiation-themed villain (whose only ranged attacks are a ranged Drain Con and a Radiation Control blast effect) striking with electricity. I think. Link to comment
Supercape Posted February 18, 2011 Author Share Posted February 18, 2011 That is a little bit of fluff related to plot device. Hiroshima is a bit "transformed" shall we say. Not much mechanical difference, but potentially exploitable. Link to comment
Fox Posted February 22, 2011 Share Posted February 22, 2011 As it suddenly dawns on my tired brain that you're probably waiting on Dragonfly's init, even though they're not strictly fighting yet. Initiative Roll (1d20 + 7=19) Link to comment
Supercape Posted February 23, 2011 Author Share Posted February 23, 2011 Fighting not necessary... thats kind of your call. Hiroshima isn't going to blast any more right at this point, although he is likely to threaten too... Link to comment
Fox Posted March 1, 2011 Share Posted March 1, 2011 Dragonfly's a lot of things, but a dedicated diplomat isn't one of them. And hey, let's make the guy who seems to be having trouble processing electricity process more electricity. That sounds like fun. Ranged Attack Roll vs. Hiroshima Shadow (blast) (1d20 + 9=17) Dunno if that hits. DC24 Toughness if it does. Link to comment
Supercape Posted March 4, 2011 Author Share Posted March 4, 2011 And thats a Miss. Hiroshima Shadow blasts ya back! 1d20+11=30 not quite a critical! DC 26 Toughness save. And then flies off 250mph! Link to comment
Fox Posted March 5, 2011 Share Posted March 5, 2011 Toughness Save vs. Hiroshima Shadow's Blast, DC26 (1d20 + 7=10) No. Coughing up her second hero point. Toughness Save REROLL vs. Hiroshima Shadow's Blast, DC26 (1d20 + 7=8) @#$% you, dice. 1 -> 11 + 7 = 18. Fail by 8, stunned + bruised. Link to comment
Supercape Posted March 5, 2011 Author Share Posted March 5, 2011 Thats probably enough for HS to make his getaway unless you have any particular ideas? Link to comment
Fox Posted March 5, 2011 Share Posted March 5, 2011 More than enough. Dragonfly's not capable of moving that quickly (yet); the best she could do would be 200ft/round, and she's stunned for a round anyway. Link to comment
Supercape Posted March 5, 2011 Author Share Posted March 5, 2011 Right HS will make his (sort of) getaway then. Feel free to post IC> Give a minute for recovery: 1d20+2=15 Supercape regains consciousness, still staggered and bruised. Dragonfly can make a roll to recover from Bruise. Link to comment
Fox Posted March 6, 2011 Share Posted March 6, 2011 Constitution Check for Bruise Recovery, DC10 (1d20 + 0=17) Sure, NOW the dice are nice to her. Hrumble grumble....Dragonfly's back up to full health, though down to one HP and probably more than a little sore. Link to comment
Fox Posted March 11, 2011 Share Posted March 11, 2011 I'm assuming the station has an intercom or PA system of some kind? Would Dragonfly be able to tap into that? Link to comment
Fox Posted March 13, 2011 Share Posted March 13, 2011 Dragonfly's Datalink is Mental, not Radio. A little weird, I know. Link to comment
Supercape Posted March 13, 2011 Author Share Posted March 13, 2011 Very weird! I will edit slightly, although its largely fluffonium. Link to comment
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