trollthumper Posted February 7, 2011 Posted February 7, 2011 Search would probably be more fitting, given the circumstances. And Nick found something, at least. Mind you, I don't know much about Maitre Carrefour (still need Books of Magic)... but I do know a fair bit about Kalfu. We'll see what I can do with that.
Supercape Posted February 7, 2011 Author Posted February 7, 2011 Rene is thinking of a Ritual: Postcognition Design of this ritual would be 16 hours, and 40 minutes to cast (or 8 hours with a for a -5 to check) Jury Rigging the Ritual would take 4 rounds for an HP. DC is 14, Knowledge (Arcane) skill. DC 19 with Jury Rigging. Depends how you feel about this TT: Not in any particular rush so we could take a day to do the ritual, or altenatively press on by Jury Rigging one...
trollthumper Posted February 7, 2011 Posted February 7, 2011 Keep in mind Nick also has Postcognition; it's just rather... strange. We can do the ritual if you want, but first, let's see what Nick gets a second time... Well, that's a 27 on the Notice check. What do you think?
Supercape Posted February 8, 2011 Author Posted February 8, 2011 More than enough: You can retrace Dr. Singh' Steps: Feel free to fill in any appropriate fluff: the key would be Dr S showing Carrefour the two Statuettes he found in an Indian excavation, at which point Carrefour traps Singh's soul in the "sucker" one. This occurred just outside Freedom City, in some beat up bar that Carrefour is operating out of: Called "Dead Good"!
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Nicks death sense is tingling! There is an old graveyard "out back" with more corpses than headstones... many unmarked graves from the civil war. For info, Rene is going to try bribing the barman for info. Wealth 2 will give him +4 to the Roll. 1d20+10=16 Thats enough for some basic information. Nick is welcome to try some tactics too, we shall see who gets best results - (you may try intimidate for instance!)
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Ok Rene burning an HP (down to 3) to gain 5 ranks in Perform Keyboards (he has beginners Luck feat). That will give him +7 in the skill. 1d20+7=27 Halleluljah! 25 Memorable performance. Audience enthusiastic Quite enough to get a distraction! Im ruling that will give us Suprise on our foe when we get him, as he is distracted by the hollerin' from the party. Feel free to Roll for Nicks Singing too, if its Great or Memorable, additional bonus.
trollthumper Posted February 9, 2011 Posted February 9, 2011 Nick warms up his pipes, and... damnation. I'll spend that Hero Point. ...that's somewhat worse, but at least it's an 18.
Supercape Posted February 12, 2011 Author Posted February 12, 2011 I am happy for Nick to have some appropriate clothes in the Car without expending an HP, as its cool - as long as you feel it can be justified.
Supercape Posted February 15, 2011 Author Posted February 15, 2011 Arcane Knowledge Roll 1d20+14=24 Not great, but Rene certainly knows its a necromantic Ritual that involves not summoning the dead, but releasing and commanding souls that have been stored in his statuette. The first statuette was the "sucker", this is the "release" counterpart. A skilled mage / necromancer who possessed the statuettes can also gain dominion / command over the souls that pass through them. Nick can have a go here, I'll give him +2 to the roll as his particular area of expertise is necromancy.
trollthumper Posted February 15, 2011 Posted February 15, 2011 Apparently this one has him stumped. And I'm all outta Hero Points... unless we want to invoke that Curiosity (necromancy) Complication.
Supercape Posted February 15, 2011 Author Posted February 15, 2011 Damn that is a bad roll! however, even as its worst, its still 15 (with the +2 situational bonus) - Nick would know the basics - its a necromantic ritual of some power. His curiosity complication could certainly come into play here, if you want to role play something that puts him in some kind of disadvantage or peril.
trollthumper Posted February 15, 2011 Posted February 15, 2011 And that's a 23 on the Nullify attempt. Assuming that hits, it means the practitioner needs to make a DC21 Will save.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Just asking for clarification on what Nick is doing here? A direct nullification of the ritual? is it subtle? corrupting it? I could play it as a direct confrontation, or just subtly throwing a spanner in the ritual from the shadows, screwing it up so to speak. Also, the countering could either be just to make it fizzle out, or the "souls" could do some other effect like whizz around making everyone scared, inhabit corpses which do not follow everyones bidding, or even follow Nicks if he fancies an army of zombies... It depends a bit on your fluff and direction.
trollthumper Posted February 16, 2011 Posted February 16, 2011 It's a direct Nullification of the ritual. It's not really going to be subtle (as I didn't buy the Subtle Feat for it), and whether it throws things into chaos depends entirely on the construction of the ritual itself. It could just shut it off, or it could send things careening wildly out of control.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 IN which case Ill treat this as moving into combat with the Nullify as a Suprise action. 1d20+10=28 Nullify fails unfortunately. INitiatives... CArrefour 1d20+0=8 Voodoo Apprentices [8] 1d20+1=12 Rene 1d20+2=4 Good lord!
trollthumper Posted February 16, 2011 Posted February 16, 2011 Looks like Nick's going first, then. Nick will be using Poltergeist's Rage to try to pin everyone to the ground. As it's an AoE Ranged TK Grapple, everyone gets a Reflex save to halve the effective TK rank... which'll shave 2 points off the DC of the Opposed Grapple check. And that's a 24 on his part., which is a 22 for whoever makes the Reflex save.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Bookeeping Post: 21 - Nick - 0HP - Unharmed 12 - Voodoo Goons [8] - Unharmed 8 - Carrefour - Unharmed 4 - Rene - 3 HP - Unharmed
Supercape Posted February 16, 2011 Author Posted February 16, 2011 OK Reflex save DC is 15... 1d20+3=15 Just made by Carrefour 1d20+3=17, 1d20+3=8, 1d20+3=6, 1d20+3=11, 1d20+3=9, 1d20+3=20, 1d20+3=14, 1d20+3=8 and we have numbers 1 and 6 making it from the Goon squad. Opposed Grapples Carrefour 1d20+4=21 so close! but pinned! Goons 1 and 6 1d20+2=18, 1d20+2=6 Goon 1 pinned, Goon 6 Helpless Other Goons 1d20+2=5, 1d20+2=20, 1d20+2=21, 1d20+2=5, 1d20+2=12, 1d20+2=4 2, 7 and 8 also helpless. Goon 3 and 4 Pinned. All in all pretty successful! For book keeping ease I am renaming Goons. 1-3 Pinned, 5-8 are Helpless. In Summary 21 - Nick - 0HP - Unharmed 12 - Voodoo Goons [8] - Pinned x3, Helpless x5 8 - Carrefour 2 HP- Unharmed - Pinned 4 - Rene - 3 HP - Unharmed The Helpless Goons can do squat. The Pinned goons are going to throw some mystic [necromantic] blasts: two at Rene, one at Nick: 1d20+2=3, 1d20+2=18, 1d20+2=10 one hits Rene 1d20+8=15 vs DC 16 is enough for Rene to take a Bruise. Carrefour meanwhile, will respond with his own Magic - Summoning 25 Zombies! INitiative 1d20=13 who are up next round. Incidentally, Carrefour has Luck-2 Feat, so I am adding in 2 HP for him.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Rene is going to fire of a Stun at Carrefour 1d20+8=10 which is going to totally miss, but may home in next round. Nick up.
trollthumper Posted February 16, 2011 Posted February 16, 2011 All right. Sustaining the grip on Carrefour and his goons (free action in a Grapple), and reaching out to include his zombies. Zombies still get a Reflex save, and Nick rolls a 21 on his Opposed Grapple roll. Oh, and Nick rolls a 24 on that Toughness save against the Blast.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Ok I really cant do 25 ZOmbie Reflex Rolls, I am going to handwave that and say they fail as they only have -1 Reflex bonus and have just come out of ground. Their Grapple Bonus is only +1 1d20+1 → [6,1] = (7) 1d20+1 → [3,1] = (4) 1d20+1 → [3,1] = (4) 1d20+1 → [18,1] = (19) 1d20+1 → [12,1] = (13) 1d20+1 → [19,1] = (20) 1d20+1 → [14,1] = (15) 1d20+1 → [14,1] = (15) 1d20+1 → [18,1] = (19) 1d20+1 → [8,1] = (9) 1d20+1 → [10,1] = (11) 1d20+1 → [2,1] = (3) 1d20+1 → [7,1] = (8) 1d20+1 → [15,1] = (16) 1d20+1 → [18,1] = (19) 1d20+1 → [18,1] = (19) 1d20+1 → [6,1] = (7) 1d20+1 → [12,1] = (13) 1d20+1 → [20,1] = (21) 1d20+1 → [10,1] = (11) 1d20+1 → [9,1] = (10) 1d20+1 → [8,1] = (9) 1d20+1 → [4,1] = (5) 1d20+1 → [11,1] = (12) 1d20+1 → [13,1] = (14) Just one escapes the grapple and lumbers towards you. 6 are pinned, 18 are bound.
trollthumper Posted February 16, 2011 Posted February 16, 2011 All right. Power stays up. I guess Carrefour's goons, Carrefour, and Rene are next.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Want to post IC? Incidentally, maintaining the grapple is now a sustained action, so I guess Nick can (from now on) carry on moving and even Giving Carrefour a straight punch in the gob with his regular human fists. Funnily enough, Carrefour only has +2 Toughness.
Supercape Posted February 16, 2011 Author Posted February 16, 2011 Ok Your grapple is sufficiently strong for nobody to be able to break free (handwavium with good justification, DC 24 vs +2 Grapple). THe three pinned Mystics will try some blasts on you... 1d20+2=20, 1d20+2=10, 1d20+2=16 all failing... they need a natural 20. Carrefour is going to try his own horrible snare on you! 1d20+9=23 which I think Hits, so thats a DC 19 Reflex Save to (Save by 14 and completely snared). In addition for his move action Carrefour will try to intimidate/demoralise you. A -5 penalty but here goes: 1d20+5=8 yah... never mind that, you will automatically pass with a will of +12!
trollthumper Posted February 16, 2011 Posted February 16, 2011 Well, that's a 15, so I'm not entirely snared. I think Rene should go first before I post the response, though.
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