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Gonna keep porting after the Worm, whatever it takes to keep line of sight on him.
Groundstrike with super-strength. Gonna at least knock 'em all down.
OOC: Knowledge (Demolitions): (1d20+1=15) ^_^ Or other relevant knowledge skill. He's using Eidetic Memory which lets him use it as a skilled check, but with just his Intelligence bonus. If necessary, he can use an HP to manipulate the scene to make it possible to implement a clever plan. Just let me know.
Well, what am I looking for?
OOC: one of the quickest ways to make the concussive blast not as deadly, is to provide it with a vent since the blast will be vented out the path of least resistance. these bomb vests are a combination of concussive and flash bang explosives... they are nasty inside a building thanks to the enclosed spaces.
Hex Mistress is able to sense a mystical artificat that is in the gym... if she sees into the gym as Ranger is trying to lessen the effect of the bomb vests that are about to go off. And she sees the various symbols tha are all over the wall. there are BS symbols that look like they were part of the 'Flower Power" age of so-so spiritualism with a mix of real mystic runes that are NOT VERY NICE, and without their knowledge theyve actually been tapping on infernal powers.. thus turning the school into a nexus that if there is enough bloodshed here, it will allow the barrier between the planes to allow infernal beings to break through.
Ranger can get Warp to start 'porting people out to lessen the bloodshed... but only if he knows that what will happen if more people die in here...
I've always wanted to use that line in context. Not really, but it was fun
OOC: Red Ranger did make the check a while back and did mention he runes. Proceeding to suggested solution to he problem... the idea behind it is that he's moving points into Quickness to speed up his opening of the doors/breaking of chains, Speed to get from point A to point B, and Super-Strength for enough to be able to readily squish the chains/locks. Let me know what checks you need for the feat and/or whether you require Extra Effort.
OOC: good work! I think using Extra Effort will be great for covering what Red is doing... breaking open areas to allow for the blast wave to bleed out will save lives of those outsside the damage radius of the blasts. but you still need to do something about that exterior wall to make sure that those in the gym aren't turned into pudding... unless Warp is going to push himself like he did during the Paradise Resort rescue to get thsoe hostages out of harms way.
Move to port to the wall, HP to Heroic Feat Corrosion 11 off of my Teleport Array and Standard to do it, Extra Effort for a further Move to get the heck out of dodge. The effect is enough to take out a Steel wall 'taking 10' on Toughness.
I need everyone without impervious that is close to the blast to make a Ref & Tough DC14 save, if they fail either of these saves to make a DC14 Fort save. If they make the first two saves, they are okay and only a little shaken by the blast. If they fail the fort save as well, they are stunned. Even with making the saves, everyone's ears are ringing...
OOC: Had to correct 'Invulernablity" to "Impervious" sorry for the screw up. just heard that one of my friends is going to be home soon so he can vote!
OOC: He has Impervious 6, so he's unharmed. Using dramatic license and a Hero Point to salvage some lives out of it.