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Nuclear Option (OOC)


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Posted

Okay, since I'm heading to bed:
Using Concealment 2 (Visual Senses) on himself.

Then he goes to look for a back-door/other way out.

If there are any, he'll go through there, and start looking for ways to get underground, an open sewer hole or something.

If there's none, I'll write another post once you've replied!

Posted

An open sewer hole! Well done sir!

 

Yes all good. 

 

I'm going to suggest additional friction by making Bonfire a fugutive from the law (but what law?) which will not last of course (unless you wish it so and we can contrive it so). This is ramping up the "screwing with your PC" of course so let me know if you wish otherwise!

 

Please pop in suggestions in OOC for thread and what you want from it. The reason for this is that I like PCs to walk away from a thread with a new complication, new outlook, new history! For instance, if you think a particular NPC is attractive (in a narrative way) let me know and we can beef him/her up and work up a connection. 

 

Sorry if this seems over analytical - I am not - just a heads up on the peculiar way I GM!

 

 

Posted

Hey, it's better to have a lot of communication with the GM than to have very little! If I have any suggestions I'll go ahead and post 'em.

Also, I'm totally up for having Bonfire be a fugitive, at least until this thread is over. I imagine he knows enough people to get back on the Law's good side if he spends some time doing so between threads, but not while still inside this thread! :D

Posted (edited)

For reference, the bag of Uranium 7 weighs 50lbs (heavy stuff, uranium!). 

 

That means a Medium Load for Bonfire (normally, bar extra effort). 

 

Whilst carrying it:

Maximum Dodge +3 (Making Defence = +6....that's a pain with dodge focus!)

Check Penalty -3 (which is not well described in books but probably means anything not attack/defence/save)

Speed 2/3 Normal

 

Narratively, I guess you can do something along the lines of that!

 

Edited by Supercape
Posted

Okay, invisibility again. Bonfire's turning his legs and his head insubstantial, the rest is still there so Marie can hold onto something.

Posted

Right, invisibility probably wont help a lot given the stampede, but lets give you a +2 on your reflex save to avoid the swarm. 

 

DC 15 to avoid getting swamped. 

 

If you do, a DC 15 Fort check to stop getting diseased!

 

Faces the Rats: 2d20 13 Marie Just makes it (base roll 12, with bonus)

Posted

You may wish to make a knowledge (physical sciences) roll DC 15 to understand the research data. There is a lot here though. 

 

Overall, the picture is incomplete, but (Aside from the above roll) there are signs that Neutron Industries are at least unclean (and quite probably rather dirty). 

 

Knowledge (Civics) might help but probably needs to be trainedto understand. 

Posted

Ok, whilst the Robots are not actually attacking (just dismantling the reactor, for now), it would appear to be a good time to roll initiative. 

 

Initiative: 1d20 8 for Robots

 

Initiative: 1d20+4 15 for Marie

 

Initiative: 1d20 14 for Soldiers

 

FOr reference: Soldiers are based on the M&M Core book build, armed with grenades and SMGs

STR 13, DEX 12, CON 13, INT 10, WIS 10, CHA 10

Att +5, Defence +5, Fort +4, Reflex +1, Will +1, Tough +1 (+5 with Body Armour)

DC 16 Unarmed, DC 19 SMG, SC 20 Grenade

Posted

They are slow lumbering bots so Im giving you the edge. Also, the tie breaker is DEX! (Which you win!)

 

Also giving you an HP for various trigerrings of IR and so on and so forth!

 

Round 1:

 

15 Marie

14 Soldiers

8 Bonfire - 2 HP

8 Robots

Posted

Ok so bear with me, been a while since I done this...

 

Marie remains focussed on the reactor and wont act (and is actually flat footed)

FIre on Robots: 2#1d20+5 14 18 the Soldiers both hit the Robots 1 and 2. 

With Autofire thats DC 20 and DC 22 Toughness saves

Toughness vs SMG: 2#1d20+10 23 15

THe bullets are also whizzing round the room. Danger! High Voltage!

 

Bonfire is up

Posted (edited)

1d20 + 8 = 13

That's an attack roll, aiming at the robot that's still unharmed.

 

Essentially:

Full action to Fire-Form

Extra Effort to surge + hero point to avoid fatigue

The a Damage 12 blast

Edited by olopi
Posted (edited)

Toughness vs Bonfire Fire: 1d20+10 30 Horribly unfortunate!

 

One robot will blast a soldier, the other will start smashing up the reactor. 

 

Blasts Solider Jack: 1d20+10 19 hits Jack

 

Toughness vs Laser Beams: 1d20+5 16 vs DC 25 is bruised and dazed. 

 

Round 2:

 

15 Marie

14 Soldier 1 - Bruised, Dazed

14 Soldier 2 - Unharmed

8 Bonfire - 1 HP

8 Robot 1 - Injured, Dazed

8 Robot 2 - Unharmed

 

NB: The Reactor Damage now means the room is in extreme heat conditions. Not that that affects Bonfire!

 

 

Edited by Supercape
Posted

oooh I hate autofire!

 

Anyway!

 

First one hits, second one misses. DC 27 Toughness save for Robot 1

Toughness vs Fire: 1d20+10 13

A fail by 13; Injured, Dazed, Disabled. Which basically I am saying is totally melted. Robot 1 is out of the game. 

Posted

Just noticed I mixed up Robot 1 and 2. Robot 1 is out. Robot 2 is dazed this round so cant act. 

 

Security Chief enters and: Initiative: Initiative: 1d20+2 3

 

Round 3:

 

15 Marie

14 Soldier 1 - Bruised

8 Bonfire - 1 HP

8 Robot 1 - Injured, Dazed

3 Security Chief

 

Marie wrestles with the reactor, see IC for details. 

Soldier 1 loses his dazed status but cannot act. 

 

Bonfire is up. 

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