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Dead Good (OOC, Closed)


Supercape

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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...

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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"!

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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!)

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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.

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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.

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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.

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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.

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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.

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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.

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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!

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