Supercape Posted December 3, 2010 Author Share Posted December 3, 2010 HP award for all round role-play coolness! Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Right anything special about the area under the crypt or the people using the totem this time? Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 With your detect magic power, you can certainly sense that the two robed men are minor mystics, and the book they are consulting smells of magic too. The totem obviously does. There is more magic than ever here, infernal source this time, not Una. Presumable this is the "intermediary" force that would allow Una to attack Earth "indirectly" somehow. Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Dazzle, Ranged DC 19 Fortitude Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 1d20+3=9, 1d20+3=23 Totem holder dazzled, book holder not. Initiative rolls for reference, although this will be a surprise round. 1d20+1=6 for mystics Supercape 1d20=6 Mystics win tiebreaker EDIT: Just noticed as Mystic A and Supercape are deafened, -4 to initiative. Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 3, ouch, looks like Etains last. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 With deafness, actually not that bad 6 - Mystic A - Unharmed 3 - Etain - Unharmed 2 - Mystic B - Blinded, Deafened 2 - Supercape = Blinded, Deafened Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Well Etain will definitely go opps and will take the next turn to unblind Quinten. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Mystic A attack roll with spell (Linked Visual Dazzle and Strike - 6) 1d20+2=5 Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Yeah that totally doesn't hit. 21 attack, DC 25. Also, she removes the dazzled from SC, it's a free action. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Mystic B is up then, who unfortunately is blinded and should have made a recovery roll on initiative 3 1d20+3=9 no chance. Blinded he is, but a dispel magic spell he can still cast! Nullify 6 [All magic Effect] Burst. This has no meaningful effect on the sword of heaven, for play purposes it fizzles out (he can always recast it next round). Similarly, has no meaningful effect on Etain, for now. It will however act as counter-agent to his blindness. Rolling for the effects Blindness [+9 Bonus] 1d20+9=11 Dispel [+6 Bonus] 1d20+6=15 Blindness dispelled! You can choose to burn a HP to keep it going (a reroll at 1d10+19 will automatically suceed in resisting) but I will leave that choice to you. Now, Supercape's Initiative will move to 6... but it seems a bit unfair to make him skip this go, so I will say moves to 6 at the beginning of next round! Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Nah, I won't keep it going. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Ok, so Supercapes up! [Of course, Supercape dosen't really need his eyes... hearing is quite handy mind you] And it will be a straight pretty radiation glow on the totem holder... auto hit [perception range] Toughness save vs DC 20 1d20+1=11 KO! [Minion, by the way!] Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Its a new round. Mystic A is on init 6 as is Supercape, although Supercape has lost the decider. Mystic A will be up in a bit... Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Any Mystic A throws in a last ditch mesmerism spell at Supercape: Perception Range Mind Control DC 16 1d20+8=21 Easily made Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 So, another blast from Supercape. 1d20+1=5 toughness save. And another KO. Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 Umm, did Etain's attack not hit mystic A, he never rolled will. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 For reference, the totem is now largely drained of magic, although it was a vessel. The book is magical, and references summoning a very powerful demon as per the pact, who would be bound to Una, but only given progressively more "Freedom" the more witchfolk it slays. It will take some time (minutes) to scan the book, although Knowledge (Arcane Lore) rolls will progressively add to the story. Feel free to make one after a minutes scanning. In addition, the whole area is becoming perfused with low level magic. A demon has been summoned... Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Umm, did Etain's attack not hit mystic A, he never rolled will. He did, scored 23 - I am presuming you are referring to the initial dazzle? Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 I made an attack roll against the person who attacked Etain with the sword, she stabbed him in the chest during the first battle phase it's right there in the post. The clearing up Quinten's illusion is a free action since she had the reversible feat so her main action was the attack. The attack I rolled was 21, does it hit, and if it does, it's DC 25 will. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Ah yes, I was terribly remiss there, Aoiroo, sorry! I will get to work editting accordingly. In the meantime, will save for mystic. 1d20+6=19 KO! I will edit accordingly. It will probably mean deleting some posts. Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Ok. What a balls up from me - sorry about that! Anyway, have edited it all to ship shape fashion. You did indeed fell the first goon, Supercape the second. Deleted a few uneccessary posts accordingly. The above OOC post on your magic sense still applies. Link to comment
Aoiroo Posted December 5, 2010 Share Posted December 5, 2010 We have critical hit arcane knowledge roll. 30 Link to comment
Supercape Posted December 5, 2010 Author Share Posted December 5, 2010 Bingo! Well, I will award one HP as GM Fiat in that case, to avoid you getting everything instantly! However, you get to know a lot. An extremely powerful hunting demon has been summoned (choose your own names). He is, at present, confined to the relatively small area under Freedom City. The more witch folks, or mystical things, he destroys, the larger his prison becomes (eventually, if he kills enough, it will cover the whole earth, at which point he could allow Una to enter). The beast is driven by an insatiable lust to kill mystics - whilst it is very intelligent, it is like a shark to blood in this regard. Unfortunately, underneath Freedom City are various Crypts and old bones. Very poor fare, but enough for it to feed on to grow, and gain power to reach the surface. Also in the book, somewhere (you haven't found yet) is the beast's true name... Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 GARGOYLE POWER LEVEL 4 / MINION RANK 4 Str 15 Dex 14 Con 18 Int 6 Wis 11 Cha 7 Skills: Notice 4 (+4), Stealth 4 (+6) Powers: Flight 1, Immunity 9 (life support), Protection 2 (Extras: Impervious) Combat: Attack +4, Damage +4 (claws), Defense +2, Initiative +2 Saving Throws: Toughness +6, Fortitude +5, Reflex +6, Will +4 Drawbacks: Power Loss (Flight, if wings are immobilized, –1 point) Abilities 11 + Skills 2 (8 ranks) + Feats 0 + Powers 14 + Combat 12 + Saves 9 – Drawbacks –1 = 47 That's the standard build for a gargoyle from the core book. I'm thinking of adding tracking for evil spirits as well. So lets see if I can't boost up the gargoyle then. GARGOYLE Str 20 Dex 14 Con 18 Int 10 Wis 15 Cha 7 Skills: Notice 4 (+4), Stealth 4 (+6) Powers: Flight 3, Immunity 9 (life support), Protection 2 (Extras: Impervious), Spirit Roar(Blast) 10 (Power Feats: Affects Insubstanial Extras: Area(Burst) 3) 32, Super-Sense(Mental) Evil Spirits/Magic 4 (Accurate, Counters Concealment 2, Tracking) Combat: Attack +4, Damage +4 (claws), Spirit Roar +10, Defense +2, Initiative +2: Saving Throws: Toughness +6, Fortitude +5, Reflex +6, Will +4 Drawbacks: Power Loss (Flight, if wings are immobilized, –1 point) Link to comment
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