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The Man Who Fell to Earth [OOC]


trollthumper

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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.

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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.

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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: :science: :Dalek:

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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. 

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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. 

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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.

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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.

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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} = 28/30

The 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. 

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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.

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  • 4 weeks later...

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.

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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... 

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  • 1 month later...

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. 

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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.

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  • 3 weeks later...

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.

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