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Suburban Horror (OOC)


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Posted

It is indeed. We can hit some dialogue and stuff first, but Initiative rolls now is a good idea.

Cultists: 1d20+1=21 ouch.

Mob Boss: 1d20+1=20 damn nearly as good.

For reference, Using "Mob Boss" from Golden Age for this:

ATtack +6 (+8 Ranged), Defence +6, Tough +3, Fort +4, Reflex +4, Will +5

SOme SKills: Sense Motive +11, Intimidate +11, Bluff +11.

Some Feats: All Out Attack, Defensive Attack, Elusive Target, Power Attack.

He is equipped with a knife and a heavy handgun, like the cultists

Posted

OK, Im going to say the artifact is reduced in potency - it now causes a limited (half effect) nullify field on magic.

All magic powers can now be used at half rank.

I hope thats an acceptable fudge for the mechanics. It is a PLOT device anyway.

  • 2 weeks later...
Posted

Right, I'm turning Etain's Strike attack into an cone area attack for an HP. She is turned directly towards the eldrich horror, so no attack roll needed. Reflex roll, 27, and Will save, DC 27. By the way, if your curious, it looks something like this what she is doing.

Posted

Well technically we are moving into combat again so its initiative, but I will say that's a surprise round as the horror was engrossed with a) coming into this dimension and B) disposing with the mobster.

In addition, at present it has a -2 situation penatly on Reflex and is flat footed, as in essence it is stuck halfway through an interdimensional portal.

However, for the same reasons it has a +2 bonus to fort and tough saves as it is only partially in this dimension (unless you have dimensional feat to powers).

As dicsussed in chat, as it is not yet in this dimension, its aura effects are not in play. Also, the skull is affecting both you and it, so most of your powers are 1/2 rank. Certain other powers like its Teleport obviously do not come into play as it essentially stuck (immobile).

For Reference: The Suburban Horror (Book of Magic, Eldritch Servitor)

Attack +9, Grapple +18, Damage +15 Strike (+10 With Skull effects), Defence +9 (+5 Flat footed), Initiative +3, Toughness +15 (+17 Situational), Fort +10 (+12 Situational), Reflex +4 (+2 Situational), Will +10

1d20+2=19 for Reflex (no chance!)

DC for you attack, as its magic is only DC 21 (the Skull is still active at half strength)

Will save 1d20+10=17 Bruised!

For reference, Initiative is 1d20+3=10

Posted

Ok in which case the horror just has the edge

10 Horror - Bruised

10 Etain 1 HP - Unharmed

7 Rene 3 HP - Exhausted

Horrors Action, nothing Fancy, a straightforward Swipe at Etain.

1d20+9=29 Yoikes! Critical Hit!

DC 30!!!

Posted

Nice.

Rene Exhausetd at -3 Attack and without his devices, is going to be somewhat vulnerable. Ah well.

So, lets see, -2 attack +2 defence shifted snare attack, and -2 attack, +2 DC

1d20+6=25 well that paid off! shame no critical!

DC 21 Snare

1d20+2=22 oh good lord.

ok, burning an HP to use his luck control and make horror reroll that.

1d20+2=19

I don't believe it....

Well at least its Entangles. -2 Attack and Defence

Next Round

10 Horror Bruised, Entangled

10 Etain, Bruised, Stunned 1 HP

7 Rene, Exhausted 2 HP


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