trollthumper Posted March 30, 2013 Posted March 30, 2013 Solar Sentinel, Dragonfly, Fenris, and Miss Americana stop a crippled spaceship from plummeting into Freedom, meet Earth's newest Star Knight, and deal with an alien conspiracy.
trollthumper Posted March 30, 2013 Author Posted March 30, 2013 That depends on when everyone mobilizes. Once they do, I would say it's just entered into the troposphere and is thus about 10 km/33,000 ft up and falling at a rate of 6000 ft every round.
Fox Posted March 31, 2013 Posted March 31, 2013 Dragonfly's flight is 100mph/1000 ft/move; assuming she started right below it (which she didn't, making it a hideous approximation, but it'll do), she's a hair over four rounds out at double-moves. A little over three if she moves all-out.1.3 rounds if she increases her flight by two ranks with extra effort to get a major speed boost for a round.That'll depend on when others can make it, though.
KnightDisciple Posted April 1, 2013 Posted April 1, 2013 Okay, so here's my plan: Fenris takes off running from the top of his building using his Teleport (which I fluff as moving through "tunnels" in space-time). He uses Pyramid Plaza to give him an angle of movement almost directly at the ship. Using Full Round Teleport for 20 miles, he should be able to hit it this turn. He can then start coordinating with everyone! In a plan that will involve ripping holes in space, which is kind of like thinking with portals.
KnightDisciple Posted April 3, 2013 Posted April 3, 2013 MY CUNNING PLAN, IN THREE PARTS! 1.) Solar Sentinel goes to aid Cavalier in super-strengthening the ship's course from below. 2.) Robomericana goes up top to help a.)coordinate the effort and b.)fluff-ish wise, help Part 3 go smoothly. 3.) Dragonfly and Fenris work together to tear a really big hole in the space-time continuum that (thanks to how Fenris does things) helps slow down the shipwreck in progress and guide it to a deserted section of coast or forest or something. Then, we can do SCIENCE! :science: :Dalek:
Electra Posted April 9, 2013 Posted April 9, 2013 The Americanabot is going to use the linked Enhanced/Super Strength AP to increase her effective strength to 48 and her flight to 250mph. She'll move all out till she gets to the ship, then try to slow its roll until someone else pockets it.
trollthumper Posted April 9, 2013 Author Posted April 9, 2013 All right, then. That means, with Dragonfly's Extra Effort and Miss Americana moving all out, everyone should be at the ship within 3 rounds. And to be on the safe side, we'll say that the introduction of Super-Strength from Solar Sentinel and then Miss A will slow the descent to about 5500 ft/round, then 5000 ft/round. So by Round 3, it's at about 22,000 feet and dropping at 5000 ft/round. No real need for initiative here, as we're not in combat with an active opponent. So, let's put Operation Touchdown to work.
KnightDisciple Posted April 11, 2013 Posted April 11, 2013 To keep this moving: I intend to have Fenris stunt off of his Weapons Array to add Affects Others to his Teleport. That many ranks, along with several ranks of Progression (we could calculate out the exacts if desired), should help us move this beastie. TT, assume an HP is spent. Everyone else can stunt stuff in too, and we can end up wherever you like; I can describe it as a "bumpy ride" that forces a landing in a non-ideal spot.
trollthumper Posted April 12, 2013 Author Posted April 12, 2013 That will work fine. It can end up in the ocean, if that works well for you. Though if you want to check out the craft, applying the Change Velocity Power Feat and dropping it in a disused warehouse might be best.
Fox Posted April 12, 2013 Posted April 12, 2013 Mara could also stunt Immunity 5 (Falling Damage; +Area, +Affects Others, +Affects Objects (if necessary), +Progression [Area]); that way as long as Fenris can redirect them she can keep them and the craft from going squish.
KnightDisciple Posted April 12, 2013 Posted April 12, 2013 (edited) That sounds like an excellent complimentary set of immunities. EDIT: As a reminder, Fenris's base Teleport: Teleport 6 (600ft per Move Action, 20 miles per Full Action, Feats: Change Direction, Change Velocity, Easy, Turnabout) Edited April 12, 2013 by KnightDisciple
Electra Posted April 16, 2013 Posted April 16, 2013 All righty, since Gina has recently gone to space and been working on a totally new robot design, now seems like a perfect time to stunt a test of her experimental propulsion system. HP to Stunt: Flight 4 {8} + Move Object 20 (Effective STR 100, Heavy Load: 12.5 kilotons) (Flaw: Limited [straight Up]) {20} = 28/30The mechanic for this is that you have to cancel out both the flight speed and hold up the weight of the object - with Move Object 20, you're buying off both Flight 9 and 24 tons of weight (which would require Move Object 11 to move) Hopefully this will be enough to considerably slow or completely stop the downward motion of the object, though it may still be moving laterally to some extent.
trollthumper Posted April 16, 2013 Author Posted April 16, 2013 Oh, that will effectively put a solid stop under it. Even if it were to cut out, it would still take a good deal of time for the ship to reach Flight 9 again in its plummet. Which should give everyone else enough time to rip a hole in time and space, push it out over unoccupied waters, or both.
Fox Posted May 9, 2013 Posted May 9, 2013 Dragonfly takes a look at the flame, trying to determine if it's science or magic. And if science, how it works!Guessing one or both of Physical Sciences and Technology may be useful there, but let me know if you'd like something else:Knowledge (Physical Sciences) Roll (1d20 + 17=20).....that is awful, Dragonfly.Knowledge (Technology) Roll (1d20 + 15=31)That's better.
trollthumper Posted May 9, 2013 Author Posted May 9, 2013 Dragonfly can tell that most of the ship is technological. The controls do operate the engines, the computers are more than just prayer wheels, and the stasis chambers really would preserve life. The thing is, there's no fuel, nor is there any sign of there having been fuel. No traces of dark matter, no fleeting Cherenkov radiation, nothing. Either the fuel source ignited completely and burned clean when the ship was disabled (which, judging by the damage, isn't entirely off), or... it just vamoosed.
KnightDisciple Posted May 12, 2013 Posted May 12, 2013 Tim for some rolls of skillfulness! Knowledge (Physical Sciences): 15. Knowledge (Technology): 21. Craft (Mechanical): 32.
trollthumper Posted May 13, 2013 Author Posted May 13, 2013 What Fenris sees backs up Dragonfly's words that the power source seems to have vanished without a trace. However, he does find some capacitors running along the inside of the pyre that have enough similarities to existing designs to indicate they might be used to detect and measure the power source. With that design, he might be able to jury-rig something to detect similar sources...
Electra Posted June 29, 2013 Posted June 29, 2013 Miss A is going to use her Online Research ability to gather information using her formidable skill with Computers. She's looking for info on the Torchlight Foundation, the person or people behind it, and this building in particular.Skill Mastery gives her a 42.
trollthumper Posted July 1, 2013 Author Posted July 1, 2013 The Torchlight Foundation is a rather recent non-denominational charity group that started up about 6 months ago. This is its home base, but it's made some ventures into expansion. It espouses kindness, charity, and righteousness, with a particular adherence to staying on the path and making sure to aid others who fall to vice and ruin.
Fox Posted July 23, 2013 Posted July 23, 2013 For the sake of writing Mara's perspective on the static, is is psionic or technological? She has a half-immunity to the former and her suit can pick up radio from the latter, so I'm trying to get a handle on how she'd perceive it.
trollthumper Posted July 23, 2013 Author Posted July 23, 2013 It would be a something of a mix of both, like someone was filtering a psionic signal through a technological source.
Fox Posted September 1, 2013 Posted September 1, 2013 I'll wait for the rescued Knight to respond there, I think; Mara will have more to work with if she has a better idea of what kind of shape our star NPC is in.
trollthumper Posted September 12, 2013 Author Posted September 12, 2013 All right, the Lightbringers are built roughly around at PL12 - Init +3, ATT +12, DEF +12, FORT +8, REF +8, WILL +9, TOU +12, DMG +12. Lightbringers go on 22, 16, 11, and 9. Star Knight goes on 19. Cavalier goes on 22.
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