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Latet anguis in herba (OOC)


Supercape

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Posted

Right, so, power stunt changed into a thing for them to find the demon by actually showing where he is. It could be a portal, though can SC take them there if he see it or does he have to know exactly where it is?

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Posted

SC can pretty much take you anywhere in the multiverse bar mystic dimensions...

33 PP is easily enough to Powerstunt a Visual ESP - say rank 10 (20 PP) with 13 PP Rapid...

....Yeah, you find the beast.

He is lurking directly under the Church where we kicked off!

Posted

So... close...to thirty....

Even so, thats enough for some info...

By referencing Hallowed ground, you realise that the longer the beast stays in the area, the weaker he will become. Scurtinising with your super senses, you realise he is already beginning to be poisoned.

[-1 Con per minute]

Presumably a fail safe device for summoning him.

Secondly, this is a major demon. His true name will significantly depower him.

(And feel free to be creative with any pseudonyms for him eg. Eater of Witchfolk etc...)

Posted

Keeping your initiative

Nobody can really be flat footed at this point, even if they loose initiative, as everyone totally prepared for combat.

1d20+0=19 for Cape, suprisingly good!

1d20+8=21 for Demon, even better!

How many HP does Etain have now? (Last stunt was free remember)

Posted

Supercapes traditional radiation glow attack. Auto hit as usual.

DC 25 Toughness save for Mr. D

1d20+17=27 Made it (not by much!)

The radiation bask has an afterglow effect, it will hit him again initiative 19 next round.

Posted

Supercapes traditional Radiation glow

DC 25 Toughness Save

1d20+17=27 He makes it!

It will hit again next round from the afterglow effect.

Forgot to note, the demon has lost 2 points of CON so far, so his toughness save is +16. Wouldn't have made any difference.

Posted

For Reference, as per request, this is a greater Demon p 86 Book of Magic. It has lost 2 points of CON.

STR 28 DEX 18 CON 26/28 INT 28 WIS 30 CHA 28

Skills Bluff 19 (+28), Diplomacy 11 (+20), Intimidate 11 (+20), Knowledge: Arcane 11 (+20), Notice 10 (+20), Sense Motive 10 (+20)

Feats: All Out Attack, Fascinate 2 (Diplomacy, Intimidate), Fearless, Fearsome Presence 8, Improved Initiative, Rage, Ritualist

Powers: Comprehend 4 (Languages), Flight 3, Hellfire Control 15 (Penetrating: Alternate Powers: illusion 11 (all senses)), Immunity 15 (aging, fire damage, life suport), Magic 13 (Base: Mystic Blast, AP: Nullify Magic, Emotion Control [fear], Astral Body, Snare), Morph 4 (humanoid forms), Protection 8 (Impervious, limited versus holy and magical attacks), Super Senses 14, Super Strength 2, Telepathy 10

Combat: Attack +!3, Grapple +24, Damage +9 (Unarmed), +15 (Hellfire), Defence +8 (+4 Flat footed), Knockback -12, Initiative +8

Saves: Toughness +16 (+8 vs Magical), Fortitude +13, Reflex +9, Will +18

EDIT: Forgot to note Drawbacks: Powerloss (Blessed protections or items, or when true name is known), and Weakness (Blessed Objects or Places, -1 CON per minute)

Posted

The Afterglow effect kicks in DC 25

1d20+16=19 oooh, not good!

Stunned and Bruised.

And for Quentins proper action, lets add to the pain. Atomic Unbonding, drain toughness. DC 20 Fort Check.

1d20+13=32

Ah, not so good. Oh well, still bruised and stunned!

Posted IC, the nimble Etain up next.

Posted

You could of course stunt it to be a toughness save

In fact, with PP 33, it would be quite feasible to stunt it to a corrosion effect (Linked strike and drain toughness) representing some kind of magic disintegrating weapon against demons.


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