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Everything posted by Dr Archeville
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You do have 1 VP left, you can re-roll. Also, I reckon being surprised/attacked like that is enough to give you a second VP. And another for the fact we're going in with 3 bruises each, and Ghost is still fatigued. So Ghost has 3 VPs, and Bel has 2 VPs. I do still need your initiative, too.
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And They Called Me MAD! (IC)
Dr Archeville replied to Dr Archeville's topic in Else Ifs and What Worlds
Stepping out, RRG can now see what the red thing(s) are: three red wineskins. They have traces of slime around the spouts. -
Hope you're able to get it fixed soon (and cheaply)!
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It looks like things here are getting ready to wrap up/wind down, as far as the actual explosion goes. Assorted side-things can be followed up on in their own threads, of course.
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That's what she said! *ahem* Doc would be interested in this, but I'll see who else shows interest before deciding one way or the other if I'll be in.
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Notice check vs. Ghost's Stealth (30): 18 But is that enough to hear the less-than-stealthy Belphegor. He has a 14. But the door/wall imposes a -5 on the [Thing]'s Notice/Listen check, dropping the 18 to a 13, so it does not hear the demon! Ghost's Notice 31, -5 (-5 for door) is 26. He still just hears soft rattling... and a clumsy demon. Once you open the door, it will be time for initiative. Bel has a 10, the [Thing] has a 26. Since that's higher than Ghost can possibly get, I'm going to go ahead and write what it does. What it does is attack Ghost. It hits a 28. You need to make a Toughness save, DC 25.
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The door itself is fairly simple, with a basic wooden bar latch across it. The door does have one bit of decoration: small black rams heads inlaid, each about the size of your hand, into the corners of the door and across the wooden bar that holds the door shut. Ghost still just hears the a soft rattling of chains... and a large and not very graceful demon clomping up behind him. Ghost lifts the bar up and opens the door... and a length of spiked chain lashes out at him! Ghost sees that the chain is wielded by a very strong looking humanoid, about ten feet away due to the chain's length. It may have been a man once, but it has mottled and decaying flesh drawn tight across clearly visible bones, and its sharp carnivore teeth are gnashing at you. Like the skeletons, its eyes burn with a hot red light. Ghost can see it holds another chain in its other hand, and is whirling it around in a deadly arc... then he realizes it's not holding the chains, the chains are grafted to it in place of its hands!
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Yes, it can. Especially if you're already Toughness-shifted.
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Quotemyname - Cryomancer - PL10 Villain (NPC Tier 1)
Dr Archeville replied to quotemyname's topic in Archived Characters
And "must concentrate on Immunities" would be Immunity with the duration changed form Permanent to Sustained (no change in cost). If it's in an Array, the Immunities go away once he switches to a different slot in the array, like when he uses his Strike or Snares or Illusions. -
And They Called Me MAD! (IC)
Dr Archeville replied to Dr Archeville's topic in Else Ifs and What Worlds
Going with the flow of the 'river,' RRG eventually -- it feels like hours, but his internal chronometer says it's only been about 30 minutes -- reaches the exit grate for the runoff, which feeds into Wading River. If not for the large and locked grate, RRG could easily step out into the fresh early evening air. As he looks about, he spots something outside, a small nonmoving pile of something... red? He can't tell what it is from here, but there are ways to bypass a gate. -
Notice check vs. Ghost's Stealth (16): 15 Ghost's Notice 15, -7 (-5 for door, -2 for 20 feet distance) is 8. That's enough to hear some of what's on the other side.
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Moving into position, Ghost sees the sharp left turn opens to another length of corridor, about 20 feet long. At the end, on the right, is another door. Ghost can just make out something on the other side of the door: the rattling of chains. It's not an agitated rattling, like someone shaking them, more like the soft rattle of chains that are hanging and swinging freely. Belphegor waits in the first doorway, waiting for sign form ghost.
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And there's me. Free Action to switch to Hellfire Control/Blast, Standard to attack, Move to take to the air. Take 10 on attack hits Defense 21; DC 26 Toughness save. Also, it looks like you forgot to mark down the VP you have Bel & Malice (for having guards still up).
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"Bunker Two is no more," Bel said over the mystical comm link, "am proceeding to phase two." As he 'talked' over the link, the dark fire in his bones flowed out and into his taloned hands. He shot at one of the two remaining guards, then flapped his mighty wings and took to the air. Now, what was phase two for me? Ah, yes -- provide cover for the Merc and the Mouth as they take out the Comm Tower. Then storm the main building, holding off guards while the Red Knight hacks their computer systems. He carefully surveyed the scene, seeing who was where doing what.
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There is a very basic lock on the door, but it is one Ghost knows he can easily bypass. He saw no traps on the door, so he undoes the lock and gets ready to open the door. "I've dealt with mortal treasure-seekers enough," Belphegor said, "to know that a curse on the door -- or guardians at it -- means treasure behind it." Opening the door slightly, and seeing that nothing is leaping out at him, Ghost shines the flashlight in. Beyond this door is a corridor, about 20 feet long, that turns sharply to the left. He cannot see anything more from where he is now.
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You never did answer: do I get to use my new & improved pseudonatural brain here, or not? Check one: 35 (39 w/ new & improved braininess) I'm going to use an HP to re-roll that, since it fails either way. Rolled a 4, treated as a 14, that's 38 total (42 if using new & improved braininess). Check two: 38 (42 w/ new & improved braininess)
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DC 30, eh? ;)
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-13 penalty on the Notice/Listen check, due to two doors and about 30 feet of space between Ghost and [something], so that's a 5. Which is lower than [something's] Stealth modifier, so Ghost hears nothing.
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Listening carefully at the southern door, the one which had been guarded by the six skeletons, Ghost's keen ears detect.... nothing. His keen eyes survey the rest of the room, and pick up... nothing. Well, nothing except the large pile of broken and burnt bones he and Belphegor had made.
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And now it is back :)
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That would be interesting, given that the Headmistress (and at least one of the NPC students) could fall under the "magic users" category for his hatreds.
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Master Pelle - Super-Thug - PL6 Villain (NPC Tier 1)
Dr Archeville replied to Master_Pelle's topic in Archived Characters
Looks fine to me. Approved. -
The 1988 remake was pretty scary, at least the first time I watched it. Definitely gorier than the original, which makes me wonder what Zombie'll do with this that's not a repeat of the remake.
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Master Pelle - Super-Thug - PL6 Villain (NPC Tier 1)
Dr Archeville replied to Master_Pelle's topic in Archived Characters
Not de-aging him or anything like that to have him be in the Shadow Academy? Adds up. However, at Int 8, he's borderline mentally disabled. Like The Rhino, if not a bit worse. Adds up Adds up. Please write in "Impervious 6" with the Toughness save modifier. Adds up. Adds up. 8+8+12+2+6+10 = 46, adds up. Please edit these to fit the semi-standardized format: bold the power names and ranks, and list APs out separately. Like so: Flight 5 (250 mph / 2,500 ft. move action; PFs: 2 Alternate Powers) AP: Immovable 10 AP: Speed 10 (10,000 mph / 100,000 feet move action) -
Rob Zombie to remake The Blob ... with a slight change ... wha?!