Supercape Posted April 18, 2016 Posted April 18, 2016 OOC thread for this. Nuclear materials, Fallout, Police problems, and REVENGE! What should one do with power?
Supercape Posted April 18, 2016 Author Posted April 18, 2016 Bonfire can make a medicine or life sciences roll, DC 20 (trained only) if he wishes / is able. Also throw me a notice roll.
olopi Posted April 18, 2016 Posted April 18, 2016 (edited) 1d20 + 10 = 25 Notice Bonfire does not have medicine or life sciences, so no rolls there. Edited April 18, 2016 by olopi
Supercape Posted April 18, 2016 Author Posted April 18, 2016 Bonfire notices the temperature of the bar is unnaturally hot - not dangerously so, but certainly a few degrees above what would be expected.
olopi Posted April 18, 2016 Posted April 18, 2016 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!
Supercape Posted April 18, 2016 Author Posted April 18, 2016 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!
olopi Posted April 19, 2016 Posted April 19, 2016 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!
Supercape Posted April 19, 2016 Author Posted April 19, 2016 (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 April 19, 2016 by Supercape
olopi Posted April 19, 2016 Posted April 19, 2016 Okay, invisibility again. Bonfire's turning his legs and his head insubstantial, the rest is still there so Marie can hold onto something.
Supercape Posted April 19, 2016 Author Posted April 19, 2016 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)
Supercape Posted April 19, 2016 Author Posted April 19, 2016 Post away! YOu avoid the rats but feel free to narrate a nibble or so if it suits you. And besides which, pretty unpleasant!
Supercape Posted April 19, 2016 Author Posted April 19, 2016 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.
olopi Posted April 20, 2016 Posted April 20, 2016 1d20 + 10 = 24 Notice check to be used when appropriate.
Supercape Posted April 20, 2016 Author Posted April 20, 2016 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
olopi Posted April 20, 2016 Posted April 20, 2016 1d20 + 5 = 8 Well, same as the robots. Do I act before/after them?
Supercape Posted April 20, 2016 Author Posted April 20, 2016 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
Supercape Posted April 20, 2016 Author Posted April 20, 2016 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
olopi Posted April 20, 2016 Posted April 20, 2016 (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 April 20, 2016 by olopi
Supercape Posted April 20, 2016 Author Posted April 20, 2016 (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 April 20, 2016 by Supercape
Supercape Posted April 20, 2016 Author Posted April 20, 2016 Marie continues to try and disarm the reactor Soldier 2 runs awaaaaay! Bonfire is up!
olopi Posted April 20, 2016 Posted April 20, 2016 2#1d20 + 6 = 19, 12 Autofire attac. I'm imagining both of them are stnading enxt to each other, but feel free to further reduce the bonus if they're further apart. It's a Blast 12 again, adn it's a full action.
Supercape Posted April 21, 2016 Author Posted April 21, 2016 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.
Supercape Posted April 21, 2016 Author Posted April 21, 2016 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.
olopi Posted April 21, 2016 Posted April 21, 2016 okay, for superheating, would I just attack it with a fire-based attack? Or do the whole enviromental control business?
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