alderwitch Posted October 26, 2010 Share Posted October 26, 2010 In which things come to a head! "Dun dun dun!" Jack/Taylor. I'll link to the spin off threads when they start. Link to comment
alderwitch Posted October 27, 2010 Author Share Posted October 27, 2010 Red rover, red rover, let Wander, JJ and Dead Head come over Okay, onto the Main Event! Link to comment
alderwitch Posted October 27, 2010 Author Share Posted October 27, 2010 Also, JJ gets an HP for the Void being inaccessible to him. Link to comment
Dr Archeville Posted October 27, 2010 Share Posted October 27, 2010 ... does Wander know Dead Head hangs out around there? Does Dead Head know Wander's the babysitter? Link to comment
alderwitch Posted October 27, 2010 Author Share Posted October 27, 2010 Wander was warned about Dead Headbeing a regular. Link to comment
alderwitch Posted October 28, 2010 Author Share Posted October 28, 2010 Let's put this at Nov. 6th if that works for everyone. DC20 notice check to notice the left pinky thats just a faint outline on JJ's hand for those who wanna try making it. Link to comment
angrydurf Posted October 30, 2010 Share Posted October 30, 2010 I will extra effort to power stunt off my magic array. (and lament not having ritualist for the one time it might ever be useful) Supermovement 1 (Dimensional movement, Dimension of Doors only; Extras: Portal, Selective; Power Feats: Progression 2) [7pp] Super senses 4 (Detect spirits(Ranged) 2, Counters concealment 2) [4pp] (so I can sense the dog to let it through) Link to comment
alderwitch Posted November 2, 2010 Author Share Posted November 2, 2010 Okay, I can't come up with a good metric other than straight int checks. If you have something that you think would give you a boost to recognizing numeric patterns, let me know and I'll give you a bonus. And I will post up the reaction for what Mutt notices as well once I have those checks. Link to comment
Dr Archeville Posted November 2, 2010 Share Posted November 2, 2010 Int check for Dead Head: Int check (1d20+1=20) w00t! Int check for A Mutt: Int check (1d20-2=2) aww If it helps/matters, with his Skill Mastery, A Mutt has 25 on Notice and 20 on Survival, and his super-senses do include Olfactory Tracking (w/ Extended and Dimensional 3). Link to comment
angrydurf Posted November 2, 2010 Share Posted November 2, 2010 Int check (1d20+3=15) Link to comment
alderwitch Posted November 2, 2010 Author Share Posted November 2, 2010 Dead Head is on tonight! He will notice that the way the numbers change correspond to a date format. IE, 20101214 is really 2010-12-14. Meanwhile, Mutt will be acting vaguely confused as if he is finding and losing the trail over and over again as if what is beyond the doors is changing. He will 'alert' several times on different doors only to lose the trail when JJ gets too close to the door. Those dates are all from before JJ was born as is the hallway that you are currently standing in. Time puzzles! You can all blame my current Doctor Who obsession. Link to comment
angrydurf Posted November 3, 2010 Share Posted November 3, 2010 Super Senses 6 (Detect Magic: Ranged(Mental) 2, Acute 1, Analytical 1, Radius 1, Tracking 1) Activating that to see what Mutt's picking up on if I can. Link to comment
alderwitch Posted November 3, 2010 Author Share Posted November 3, 2010 Mutt is picking up on the fact that the path of Phantom's unique magical signature keeps shifting depending on who is standing closest to the door. With JJ's more advanced knowledge arcane, he can tell that the doors are keying into who ever is standing closest and the nexus that they are connecting to changes. Occasionally, if Jack is standing near a door that is within a date range where he and Taylor were together, her magical signature shows up behind the door as it reroutes to synch into Jack's timeline. When he steps away, the signature vanishes. Link to comment
alderwitch Posted November 5, 2010 Author Share Posted November 5, 2010 Roll init if you're going to attack. Shadowy-things will go last. For this scene, you all have the advantages of intangibility and flight. Link to comment
Dr Archeville Posted November 5, 2010 Share Posted November 5, 2010 Initiative for Dead Head & Mutt (1d20+2=14) Link to comment
angrydurf Posted November 5, 2010 Share Posted November 5, 2010 Initiative! (1d20+3=10) Link to comment
Electra Posted November 6, 2010 Share Posted November 6, 2010 Erin is going to take 10 on the ghostly minions, for an attack of 24. With Takedown Attack 2 and Extended Reach, she will take down as many ghosts as possible during her turn. Link to comment
alderwitch Posted November 10, 2010 Author Share Posted November 10, 2010 Erin takes out six of the minions, all of the ones alongside one of the banks of windows. This leaves about 24 left. Avenger is up, I will post up a quick IC descriptor for the poofing of minions. Link to comment
Avenger Assembled Posted November 12, 2010 Share Posted November 12, 2010 Power Attacking. Taking 10. That's 25 to hit with a DC 30 TOU save assuming he gets his Sneak Attack bonus. (Perhaps by catching them unawares.) Assuming all goes as written, that's an HP for Ultimate Intimidate. Link to comment
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