Dr Archeville Posted August 18, 2010 Share Posted August 18, 2010 Doktor Archeville checks in on Avenger & Phantom's baby, and horrible things happen. Kid Cthulhu will also be appearing. Due to their association with the family/baby, Ouroboros and Wander are also welcome. Dok's got his Enhanced Wis going, for the boosts to Medicine, Notice, and Sense Motive. Link to comment
Dr Archeville Posted October 6, 2010 Author Share Posted October 6, 2010 Horrors! I meant to get these submitted to the RefCave before we got to this point, but this point's been too long in coming. So, here's the stats, so I'm at least somewhat on the up and up Squrms Power Level: 8 (~159PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / +2 Toughness In Brief: These are the hideous things that Dok unwittingly summons. There will be five of them. Description: These oozing horrors looks like huge squids flying on slimy, membranous wings. (Elementary physics shows the wings cannot support a creature of the squrm's bulk, but a squrm is not made of normal matter and its wings push against more than the air.) They're black, streaked with putrid yellow, green, and brown. They have a single, twin-pupiled eye, which does not see as we do. Squrms never move in straight line in any way. Despite their bulk, their constant looping, twitching, twirling movement means they're no easier to hit than man-sized creatures, while their boneless bodies can squeeze through fairly small openings and their weight seldom becomes a problem for them. These intelligent beings have formidable quasi-psychic powers. By waving its tentacles in complex designs, a squrm can move objects through space, make solid matter crumble, create entangling webs from thin air, or hypnotize unfortunate humans. Squrms can also simply grab people and bite with a parrotlike beak nestled amid the tentacles. Since squrms have no legs, on the ground they can only wriggle; they have an entirely rational fear and hatred of anything that can keep them from flying. They also stay away from wide, smooth, flat surfaces such as glass-sheathed skyscrapers or flat, levels roads and parking lots -- touching such Euclidean surfaces pains, and can even kill, a squrm. What do they want? Madness! When do they want it? Now! (These are not meant to be a challenge to the heroes, merely a threat to the innumerable Bystanders.) Abilities: 10 + 2 + 0 + 8 + 4 + 2 = 26pp Str 20 (+5) Dex 12 (+1) Con 10 (+0) Int 18 (+4) Wis 14 (+2) Cha 12 (+1) Combat: 12 + 12 = 24pp Initiative: +4 Attack: +6 Grapple: +11 (+3 more w/ Additional Limbs, +4 more w/ Elongation), or +12 w/ Perception TK Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -8, -4 without Impervious Field Saving Throws: 3 + 3 + 3 = 9pp Toughness: +8 (+0 Con, +8 Protection; Impervious 8) Fortitude: +3 (+0 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 28r = 7pp Concentration 8 (+10) Intimidate 8 (+9) Knowledge (arcane lore) 4 (+8) Notice 4 (+6) Search 4 (+8) Feats: 13PP Dodge Focus 2 Fearsome Presence 8 (40 ft. radius, DC 18) Ritualist Speed of Thought Trance Powers: 3+2+7+12+8+8+26+8+5+3 = 82 Additional Limb 3 (ten tentacles) [3PP] Elongation 4 (50 feet; Flaw: Limited to tentacles) [2PP] Flight 4 (100 mph / 1,000 ft. Move action; Drawback: Power Loss [restrainable wings]) [7PP] Immunity 12 (aging, life support, sleep, starvation & thirst) [12PP] Impervious Toughness 8 (note: Active Sustained effect) [8PP] Protection 8 (rubbery hide) [8PP] Pseudonatural Magic 11 (PFs: 4 alternate powers) [26PP] BE: Blast 10 (PFs: Indirect 2) AP: Illusion 5 (all senses; Flaw: Phantasm) AP: Mind Control 8 (PFs: Mental Link, Subtle) AP: Move Object 6 (Str 30; Extra: Range [Perception]; PFs: Precise, Subtle) AP: Snare 7 (web of force; Extra: 35-ft. Area Burst) Strike 1 (hideous beak; Extra: Penetrating 6; PF: Mighty) [8PP] Strike 0 (lots of tentacles; Extra: Autofire on Str 20/+5) [5PP] Super-Senses 3 (magical awareness, radar [accurate radio]) [3PP] Drawbacks: Disability (blind, mitigated by radar) Disability (repelled by special talismans) Susceptibility (to fire/heat [common], x1.5 [moderate]) Weakness (to wide, flat, smooth surfaces; -1 Con per round of contact) DC Block Abilities 26 + Combat 24 + Saves 9 + Skills 7 + Feats 13 + Powers 82 - Drawbacks 4+ = Total ~159PP Five Squrms, A-E. B-E will be treated as Minions, A's a non-Minion. Need initiatives. Initiative for Squrms A, B, C, D, E (1d20+4=17, 1d20+4=7, 1d20+4=10, 1d20+4=24, 1d20+4=21) initiative for Dok (1d20+7=25) 25: Dok -- unharmed, fatigued -- 5 HP 24: Squrm D -- unharmed 21: Squrm E -- unharmed 17: Squrm A -- unharmed 10: Squrm C -- unharmed 7: Squrm B -- unharmed GM Fiat for the squrms get a surprise round (HP for everyone!), which they use to bolt out of the library. Link to comment
Lone Star Posted October 6, 2010 Share Posted October 6, 2010 http://invisiblecastle.com/roller/view/2713883/ Ugh. KC's suck initiative roll. :P Link to comment
Dr Archeville Posted October 6, 2010 Author Share Posted October 6, 2010 Alright, so we're at Round 1 30: Wander -- unharmed -- 4 HP 25: Dok -- unharmed, fatigued -- 6 HP 24: Squrm D -- unharmed 21: Squrm E -- unharmed 17: Squrm A -- unharmed 10: Squrm C -- unharmed 7: Squrm B -- unharmed 6: Kid Cthulhu -- unharmed -- 3 HP and Avenger exits, pursued by a baby. Wander is up! Link to comment
Electra Posted October 6, 2010 Share Posted October 6, 2010 Since I'm pretty sure Wander is within 15 feet of the good doctor, she's going to use Fast Acrobatic Bluff as her move action. Skill Mastery gives it a DC of 28 to resist. She's then going to use her bat to perform a Stunning Blow on the good-bad Doktor, which is pretty much her only method of stalling anything. Power attacking for 5. 1d20+9=21 Assuming that hits, that'll be a Fort save, DC 34. Link to comment
Dr Archeville Posted October 6, 2010 Author Share Posted October 6, 2010 Sense Motive vs. Wander's Acrobatic Bluff (DC 28) (1d20+10=19) Though it doesn't matter, since Dok's not got his Force Field/Shield up, so his Defense is only 18 normally, so she'd hit even if he succeeded. I think that Fort save should be 29 -- 10 + Damage (14) + 5 from Power Attack. Fort save vs. Wander's Stunning Attack (DC 29) (1d20+4=19) Fails by 10, so he's knocked unconscious! He'll get to try nd make a DC 10 Constitution check after one minute (10 rounds) to try and shake it off (or use an HP to try and make one now). I'll let him get KO'd now, and let Wander and KC do their thing. Link to comment
Dr Archeville Posted October 7, 2010 Author Share Posted October 7, 2010 Dok's KO'd, his mind traverses unfathomable vistas. Squrms flop and gibber into the night. Three pick up random passers-by, two just flit on. (Where to? It would be obvious, if you were mad!) KC's up. Make a Notice check. At the beginning of KC's turn, the closest Squrm is (notice check result) x 10 feet away. (Ex.: you get a 23 on the Notice check, then he first sees a Squrm when it's 230 feet away.) Link to comment
Lone Star Posted October 7, 2010 Share Posted October 7, 2010 http://invisiblecastle.com/roller/view/2715206/ KC notices them from 270 feet away. http://invisiblecastle.com/roller/view/2715213/ KC aims for the one picking up the jogger. Fire Blast away! http://invisiblecastle.com/roller/view/2715213/ KC makes a not so good knowledge check. Link to comment
Dr Archeville Posted October 7, 2010 Author Share Posted October 7, 2010 I'm going to be nice and assume that he does take a move action to close that 270 foot gap between him and the target. Flight 1 = move 100 feet, so he's 170 feet away. KC's Blast 8 has a range increment of 80 feet, so he's 3 increments away, imposing a -2 per increment after the first (-4 total). That reduces his attack from 17 to 13. I'm listing this for the sake of completeness, as the original roll the Defense 18 critters anyway. Knowledge check of 17 tells him a few things (check IC). Wander's up! The three playing with people are about 500 feet from the house, the two that veered off are 2,000 feet away. Link to comment
Electra Posted October 7, 2010 Share Posted October 7, 2010 Wander is going to go for the ones holding the poodle lady, using her move action to leap into the fray and grab hold of her. (The poodle, I'm afraid, may have to take its chances.) She's going to use her standard action to hit the squrm with her bat. She gets an 18, which just manages to hit. Since he's a minion, that KOs him, so Wander bats the second one, taking ten, for a comfortable 24. Using Move-by attack, she heads to the ground safely with the woman, and tries to catch the dog as she goes. Link to comment
Dr Archeville Posted October 7, 2010 Author Share Posted October 7, 2010 She KOs them if they fail the Toughness check. ... but with only +8, the best they can do is fail Wander's DC 29 punching by 1, so, yeah, she KO's 'em. Link to comment
Dr Archeville Posted October 7, 2010 Author Share Posted October 7, 2010 Round 2 30: Wander -- unharmed -- 4 HP 25: Dok -- unharmed, fatigued, KOd -- 6 HP 24: Squrm D -- KOd, -1 Con 21: Squrm E -- KOd, -1 Con 17: Squrm A -- unharmed 10: Squrm C -- unharmed 7: Squrm B -- unharmed 6: Kid Cthulhu -- unharmed -- 3 HP Squrm-with-Jogger drops jogger (who is rendered quite unconscious), tries to telekineticaly grab Wander. It's TK is Perception range, so it automatically hits, but the best result it can get on the Grapple check (32) is less then the lowest result Wander can get (35), so the grapple fails. It flies off, towards Kid Cthulhu. The other two continue flitting off into the distance. Link to comment
Lone Star Posted October 8, 2010 Share Posted October 8, 2010 http://invisiblecastle.com/roller/view/2716310/ Yay! KC rolls to blast the baddies. DC 23. Link to comment
Dr Archeville Posted October 8, 2010 Author Share Posted October 8, 2010 For the Minions, you can Take 10 on the attack. I said KC's eldritch fire counts as fire for the Squrm's weakness, so his Blast 8 is treated as Blast 12 (DC 27). Toughness save, DC 27 (1d20+8=25) it's KO'd Wander's up... but the other two are long gone. Link to comment
Lone Star Posted October 13, 2010 Share Posted October 13, 2010 As per Dok's help, KC will Power Stunt the following Super-Senses. Super-Senses 18 (detect preternatural creatures [mental]; extras: accurate, acute, extended 3 [10,000-ft. increment], radius, ranged], detect preternatural magic [mental]; extras: accurate, acute, extended 3 [10,000-ft. increment], radius, ranged]) So...he can see them now. :D Link to comment
Dr Archeville Posted October 14, 2010 Author Share Posted October 14, 2010 He can use that to detect exactly how far they are from him (and that they are the critters he fought, not some other preternatural critter), but it won't let him see them or what they're doing, or where they are. I.e., he can tell one is 3 miles east, but not if it's hovering over the ocean or playing volleyball on the beach; he could tell one is 5 miles south, but not if it's terrorizing people in the streets or sneaking into a movie theater. If you want to actually see them, see what they're doing and what's around them, you'd need some sort of ESP effect, and do an extended search. Is that what you wanted, or just the radar-like 'ping'? Link to comment
Dr Archeville Posted October 15, 2010 Author Share Posted October 15, 2010 Oh, fudge it, I don't want this dragging on, and you've got enough pp in the Array to stunt enough ESP or whatever to get what KC wants. (And, I should've been clearer in my PM.) Link to comment
Dr Archeville Posted October 19, 2010 Author Share Posted October 19, 2010 Yeah, no one else can beat that. Dok Initiative (1d20+7=13) Squrm at Ocean (Minion) Initiative (1d20+4=8) Squrm at Asylum (Non-Minion) Initiative (1d20+4=8) Link to comment
Lone Star Posted October 19, 2010 Share Posted October 19, 2010 The Boy Eldritch Wonder goes on a 14. Link to comment
Dr Archeville Posted October 19, 2010 Author Share Posted October 19, 2010 So it's 31 -- Wander 14 -- KC 13 -- Dok 10 -- Mobs 08 -- Squrms Link to comment
Electra Posted October 19, 2010 Share Posted October 19, 2010 Erin's going to do an all-out power attack on the Squrm, with the intent to bring it down as quickly as possible. I think a 25 hits, so that's a DC 34 damage check plus whatever autofire gives. If it's not unconscious after that hit, she will surge. Link to comment
Dr Archeville Posted October 20, 2010 Author Share Posted October 20, 2010 25 does hit. Its Defense is 18, so it hits by 7, which allows her to add +3 (7 / 2 , round down) from Autofire, for a total DC of 37. Toughness save, DC 37 (1d20+8=15) Fails by 22, it's KO'd. Or torn to pieces, if she's doing lethal damage. Link to comment
Lone Star Posted October 21, 2010 Share Posted October 21, 2010 KC makes a Mystic Fire Blast. http://invisiblecastle.com/roller/view/2732978/ That's a Toughness DC 23. Link to comment
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