Supercape Posted February 5, 2011 Posted February 5, 2011 Rene and Marcus investigate the Beast Rune and some Medieval capers OOC for this thread.
Supercape Posted February 6, 2011 Author Posted February 6, 2011 Marcus acute smell can pick up the odour of a strange animal. If you have Life Sciences or Arcane Sciences knowledge you might possibly recognise it, but its hard, DC 25 for rough group, 30 for more detail.
Supercape Posted February 7, 2011 Author Posted February 7, 2011 You can have a go at those rolls above now! The dogs are not a threat (3 dogs.. yeah...) but you may wish to interact with them etc.
GranspearZX Posted February 7, 2011 Posted February 7, 2011 Arcane Knowledge roll? If that's the one, I'll just take 10 on the check (21).
Supercape Posted February 7, 2011 Author Posted February 7, 2011 Ok thats not really enough (at present) but Ill keep that for later! Notice roll for the smell. You may wish to roll for handle animals or intimidate or even life sciences for the Dogs, depending on your actions.
GranspearZX Posted February 7, 2011 Posted February 7, 2011 Arc's Notice: 1d20+6=17 And Arc's Intimidate: 1d20+11=15
Supercape Posted February 7, 2011 Author Posted February 7, 2011 Thats enough to a) Scare the dogs off [if yo wish] and There is another, distinct smell you cant place - smells like a wolf or a bear or something but it is neither of those. Its mammalian, hairy, and full of adrenaline!
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Ok its ambush time! Both Rene and Arcturus have Danger Sense so if you could make a notice roll DC 15 1d20+8=12 Fail for Rene, he will be surprised...
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Initiative Rolls then please! 1d20=19 for Rene, forgetting to add his +2, makes 21. Enraged Werewolves [Werwolf Template, with Rage feat +6 STR, +3 Fort/Will, -2 Def lasts 10 rounds] Attack +3, Damage +6 [bite], Defence +0, Toughness +4, Fort +9, Reflex +5, Will +5, Initiative +6 1d20+6=15 for the lesser beasts!
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Arc is up first then: Suprise round, so a Standard action only, although the man-beasts are in melee range (and are minions)
Supercape Posted February 9, 2011 Author Posted February 9, 2011 Well, its easy enough to hit them! You can actually take 10 to automatically hit. 1d20+4=10 And its down! The two others: one will attacks a flat footed Rene 1d20=12 +3 is 15, +2 for flat footed is 17, which hits... 1d20+8=28 Rene shrugs off... thats the kind of roll I could use later on! The other Man Beast swipes at Marcus 1d20+3=14 and misses! Marcus is up again
GranspearZX Posted February 9, 2011 Posted February 9, 2011 Ah! In that case, taking 10 to take a swing at the one who went after Rene.
Supercape Posted February 9, 2011 Author Posted February 9, 2011 1d20+4=14 its down. Rene will now respond by wrapping one in chains... for questioning! Taking 10 to hit is an automatic hit. Reflex save vs 18 1d20+5=24 Yoikes! he dodges that, and takes a swipe back at Rene 1d20+3=9 Missing. Marcus is up again. If you choose to swipe him, I have noticed it cannot make toughness save, so you can automatically KO the last beast!
GranspearZX Posted February 9, 2011 Posted February 9, 2011 Actually, I think Arc's just gonna grab this guy. Grapple for the win!
Supercape Posted February 9, 2011 Author Posted February 9, 2011 That sounds good to me! THe man-beast is only uttering animal sounds and a few "kill" type words, so feel free to narrate its response - its totally enraged, but you are considerably stronger than it and can keep it contained.
Supercape Posted February 12, 2011 Author Posted February 12, 2011 Marcus feels some affinity to the Man-beasts. Not kinship, but he can sense Beast-Rune magic at work here. I'm going to leave a lot of narrative to you on this one GS, I have the basic idea in my head (which I can reveal if you wish), but the details of Beast-Runes are all for you to discover, with Rene's help if you wish. My initial thinking here are that these Man-beasts are hikers who have been transformed recently. Whilst they aren't werewolves, its a similar principle, having been transformed from some "Parent" beast who gets its power from a Beast Rune. If anything about that clanks with your idea of Beast Runes, let me know and I can revise.
GranspearZX Posted February 12, 2011 Posted February 12, 2011 Prepared invention/artificer thingy: Device 2 ( "Eyes of Truth", easy to lose; PF: Restricted [Artificer feat]) [7PP] Super-Senses 10 (Detect Magic [Visual], Counters Illusion, Counters Concealment [visual], Counters Obscure [darkness, fog/mist]) [10DP] Using a hero point so he'll have this particular toy on-hand.
Supercape Posted February 12, 2011 Author Posted February 12, 2011 Has Marcus made this gizmo before?
GranspearZX Posted February 12, 2011 Posted February 12, 2011 It's something he would have before, but that's a meta thing I'm not sure I want to mess with. I can go for jury-rigging it with a HP instead, though. In which case, DC10 + 7 (invention's PP cost) + 5 (increased difficulty for jury rigging) = DC21 Craft (artistic): (1d20+10=29) It'd take 7 rounds/about 45 seconds for him to actually cobble it together.
Supercape Posted February 12, 2011 Author Posted February 12, 2011 In principle I don't want to screw up characters doing stuff, but I get a little concerned about pulling out a customised Multi PP device for an HP (which is effectively a 1 PP feat: Luck). A Jury Rigged Ritual or Device would do the trick, although it works as a one-off use only, and would require some rolls.
GranspearZX Posted February 12, 2011 Posted February 12, 2011 I agree; if nothing else, this will give me a VERY good reason to look into taking the Gadgets power later on. :D
Supercape Posted February 14, 2011 Author Posted February 14, 2011 Looking at your post, it looks pretty reasonable to say thats pulling of an HP for the "Insight" or "Inspiration" use of the HP - the glasses I shall count as fluff etc. Is that ok by you?
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