Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 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? Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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! Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Initiative 8, umm, not so hot. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 Knowledge (Arcane) Roll if you will... Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 29, dang, Invisible castle must like me today. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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...) Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Kay, what does Quinten have to say about this, or should I just continue with Etain? Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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) Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 You mean a reroll? Sure why not, 18, better, not great. Demon first hten. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 Nothing fancy then, Demon is going throw a spear of Hellfire at you! 1d20+13=21 Defence shifted Etain wins the day! And you are up! Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Isn't SC next? Anyway, Dazzle DC 19. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 Ah yes, he is, will get to posting imminently. My head is full of virus and not thinking straight. Thats my excuse anyway! Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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. Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Right, Etain does a dazzle on the beast, rolled 18, DC 19 fortitude save. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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) Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 Demon Reflex save vs Dazzle 1d20+9=23 Made it. Post away IC and then Mr D is up again. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 Mr D is up again, and this time, he is angry, seeing his foe back off, its mystic chains time! ATtack roll 1d20+13=26 Thats a hit! Reflex Save for Etain, DC 23. Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 24! That was a close one. I need to put some more points into Etain's reflex. Quentin's turn. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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. Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Roll 22 illusionary weapon strike. DC 25. Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 An easy hit. His Will save, unfortunately, is still rather good. 1d20+13=32 More than enough. Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 Can I use an HP to override it being a will save? Something like increased resolve to actually harm making the weapon more real? Link to comment
Supercape Posted December 6, 2010 Author Share Posted December 6, 2010 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. Link to comment
Aoiroo Posted December 6, 2010 Share Posted December 6, 2010 I could definitely go with that. Link to comment
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