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Invasion! - Hanover (OOC)


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here's the ooc

Some ground rules/info

- Barring the ability for dimensional travel, you cannot leave FC. Likewise, communication to the outside is not working.

- Jumping to different threads: not going to generally allow it. However, that said, if you feel it makes perfect sense and somehow know about the other thread, then I’ll reconsider on case by case. (Mainly it’s because I don’t want a massive thread with 10+ people duking it out unless I have to. Already going to have one of those…) Basically: just ask before you do it.

- The entire FC is being corrupted and changed by the infernal presence. There is a general ‘fear/depression/hopelessness’ aura going on all the time. It’s minor/background and I’m having anyone roll for it. You’re the heroes; you fight past it. Just remember that it is there in the RP.

- There is going to be some weird time-dilation affect going on; strength depending on where you are. It won’t matter to most chars as they can’t tell anyway. But just wanted to be upfront about it.

- I’m going to try and keep this going fast (and putting most of my personal threads on the back burner so hopefully I won’t slow us down ;) ). Please check regularly. I don’t want to get hung out for days waiting…

Now to save time: everyone roll inits now as it’s going to come up as soon as someone starts swinging. Feel free to do some RP posts though (unless you start blasting right away ;) )

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Tentative stats for ArcheTech:

Size: Large; Toughness: 15; Features: Animal Pens*, Communications, Computer, Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells x2 (Nullify Mutant Powers 10, Toughness 20), Infirmary, Laboratory, Library, Living Space, Personnel**, Pool, Power no.1, Power System, Security System x2 (DC 25), Think-Tank*, Workshop. Cost: 2+2+22 = 26ep.

Power no.1: Teleport 10 (to any Arche-Tech facility, Schloss Wissenschaft, and ArcheStern; PFs: Change Direction, Progression 6/10 tons of cargo) ("Transporter") [27/28p]

* from Agents of Freedom. The Animals Pens feature provides pens to hold animals; Handle Animals checks on animals held in these pens gain a +2 bonus, and Ride checks a +1 bonus. The Think-Tank feature provides a team of specialists who’ll go over data, discuss it, and come up with new theories; working with them grants a +2 bonus on Gather Information, Investigate, or Knowledge checks to answer a particular question.

** from Books of Magic. The Personnel feature provides an HQ with staff commensurate with its size and facilities. They serve and defend the HQ, not the character.

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Lab animals. Rats & monkeys, mostly.

A dozen or so Investors and other businessman (essentially Bystanders, PL 0)

Several dozen scientists, like the ones in the Core book (PL 0)

Two dozen Basic Security guards, comparable to PL 3 Police Officers.

Half a dozen Higher-End security guards, comparable to PL 6 SWAT Officers

Sound fair?

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As stated: players who don't post with 48 hours of their 'turn' will be NPCed to not hold up players who can/do post. When you return, on your turn you can post again obviously.

So, shall I start the combat going or would you guys like another day or two to RP?

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The VAST majority (lets say the 5 or 6 thousand immediately around the building ;) ) are regular 'warrior' demons. Immune to normal fire. Most can't fly. Average to just below average intelligence. Relatively tough. Vast majority are simply 'melee' with claws and high str. (think PL8 for combat potential). However, there are a whole bunch (like 100) that are FAR more dangerous. They are the ones leading the horde, the 'generals' and the like. Significantly tougher, smarter. They have various and multiple powers. Some have mental powers, some hellfire, acid, etc. Pretty much any evil/negative power you can think of is out there. And given that you are now quite likely/effectively in hell, they CAN'T be banished.

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Oh, Evi: you should get a free HP for the fact that none of your powers will help you here ;)

Though if Sand doesn't spend some time whipping you up some kinda gadget (instead of working on the teleporter ;) ), you can have a blaster rifle or something. *shrug*

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Here's where the complications come in! Quark does not know Spitfire or that he has fire only powers. Unless Spitfire speaks Hindi, Spitfire doesn't know they're immune. So, do you want us to rectify this or do you wanna keep your HP?

Device 12 (anti-matter rifle; easy to lose; Power Feat: Indestructible): Corrosion 10 (Extras: Area/Burst [targeted], Selective)

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