Supercape Posted September 21, 2011 Author Posted September 21, 2011 Zombir Cartwright did indeed walk out of there today. And Dr. Gorsky did indeed walk in there today. Although having said that, he is a pathologist, so he has every reason to regularly visit the morgue.
Dr Archeville Posted September 24, 2011 Posted September 24, 2011 Move Action: Anatomic Separation to remove head Free Action: Switch Array from Morph to Fearsome Presence Standard Action: Fearsome Presence (DC 22 Will) I'm assuming these fellows are Minions, which means if they fail the DC 22 Will save, they take the worst result, which is "panics, dropping any held items and fleeing from you as quickly as possible."
Supercape Posted September 24, 2011 Author Posted September 24, 2011 Ok for Security Guards I am going to use the "Police" template, minus the strictly police skills (Investigate, etc) and with modified equipment (no vest, pistol, or tonfa, they have tasers instead). 1d20+3=22 Well Dang! Standard Action: Fire's Taser. 1d20+3=23 Dang!!! Well that would be a DC 20 Fort Stun Save. But of course Dead Head is Immune. Move Action: Bolting out of Room anyway!
Dr Archeville Posted October 10, 2011 Posted October 10, 2011 Dead Head may look like Kelly, but he's still as strong as Dead Head! I'm assuming this is a wooden door with a Toughness of 3. Now, even fatigued as he is now (so at -2 to Strength), he'd easily be able to smash it down -- All-out Attack/Power Attack brings his damage up to +11, so that'd be a DC 26 Toughness save the door would need to make. Butt hat would be him rearing back and going at it like, well, a zombie desperately trying to smash in and get to the delicious living flesh within. Would there be a way he could force it open more discretely/quietly?
Supercape Posted October 10, 2011 Author Posted October 10, 2011 YOu can indeed splinter it into wooden shrapnel. It is also unlocked! I suppose the office also has a window to the outside world, and probably an air vent if you wish to use those modes of entrance. Heck, it probably has water pipes if you can think of a way to squeeze yourself through there, may be rolling an eyeball through the pipes...
Dr Archeville Posted October 10, 2011 Posted October 10, 2011 Oh, well if it's unlocked, "she" will just open the door despite Gorsky's protests!
Dr Archeville Posted October 13, 2011 Posted October 13, 2011 Ah, the Richards's's! I wondered when they'd show again. I'd like to see if Dead Head can sense any lingering necro-traces from their brief contact with Zombie!Cartwright. DH has Magic & Mental Awareness, with Acute & Analytical if it pertains to Necromantic stuff. Would those pcik up any lingering traces, or should I stunt some manner of Detect super-sense?
Supercape Posted October 13, 2011 Author Posted October 13, 2011 Hmmm, im in two minds about this as there are not any actual necromantic effects in play at present. On the flip side, these things are open to fudging as it a lot of PLOT devicing here. So, lets go with a DC 10 Notice check to get the faintest whiff of something necromantic lingering on Gorsky... The Richards are clean, baby! I appreciate thats a bit fudgy but hope its ok for purposes of plot.
Dr Archeville Posted October 13, 2011 Posted October 13, 2011 I am perfectly fine with that! Notice check, DC 10 (1d20=7) Spending an HP (his last HP, I think) to re-roll. Notice check, DC 10; HP re-roll (1d20=5) but +10 = 15, so that makes it
Supercape Posted October 16, 2011 Author Posted October 16, 2011 By my calculations: Dead Head - 1 Hero Point - Fatigued And post away IC!, Gorsky has some Necromantic Whiff about him. He has been dabblin in stuff that should not be dabbled in! I should clarify that Gorsky is still not a major player here - he is not a minion, but has no necromantic powers, just the ritualist feat, so he would be no challenge in combat. Basically, he has performed necromantic rituals / used necromantic devices / etc.
Dr Archeville Posted October 29, 2011 Posted October 29, 2011 Leaping over the desk for Gorsky, to start a Grapple. If Gorsky's treated as a Minion, I'll just Take 10, for 24.
Supercape Posted October 30, 2011 Author Posted October 30, 2011 Automatic Grapple then. Which will effectively end combat. However, and I appreciate this is a little fudged, I am considering Gorsky, who had a gun pointed at you, as having Readied an action (shoot!) if Dead Head Approached. 1d20+6=10 which missed anyway. And yes, it would have stung...
Dr Archeville Posted October 30, 2011 Posted October 30, 2011 Dead Head interposes, saving the Richards's's from any stray/ricocheting shots! (I presume it's a run-of-the-mill handgun, not some Illuminati-forged magic bullet? I.e, do I need to make a Toughness save?)
Supercape Posted October 30, 2011 Author Posted October 30, 2011 To late! (see IC post)...well not really. If you wish to Interpose that (they were aimed at you) and take a bullet to save the RIchards from possible Crossfire, have a hero point... I leave that up to you! (And yes, its special precautions vs zombies. So for you have a corrosion 6 power and GM Fiat no regeneration from it. Yes, its nasty, but it is specifically designed against undead!) Ie if you take a bullet its 2 Hero Points (Heroicism plus Fiat!). Plus, I edit my post!
Dr Archeville Posted October 30, 2011 Posted October 30, 2011 DH'll take both! Corrosion 6 #1: DC 16 Reflex save (Drain Toughness), DC 21 Toughness Save (1d20+6=10, 1d20+18=29) Ref sav fails by 6, so -3 Impervious Toughness; Toughness save is (29-3) = 26, which still passes. Corrosion 6 #2: DC 16 Reflex save (Drain Toughness), DC 21 Toughness Save (1d20+6=18, 1d20+15=22) Ref save passed, Toughness save passes Toughness reduced by 3 (from +18 [imp 12] to +15 [imp 9]), but no actual Damage.
Supercape Posted October 30, 2011 Author Posted October 30, 2011 Dead Head - 3 Hero Points - Fatigued And grappled Gorsky! I will edit IC immenently.
Dr Archeville Posted October 30, 2011 Posted October 30, 2011 Exxxcellent. Intimidate check (1d20+17=31) And an HP to stunt teleport off his Necro array (same 'port he used earlier) to pop down to the Morgue.
Supercape Posted October 30, 2011 Author Posted October 30, 2011 Dead Head - 2 Hero Points - Fatigued
Supercape Posted November 11, 2011 Author Posted November 11, 2011 By the way is Doctor Jake statted? if not maybe should be - I like the character and he could be a potential contact (or even minion?) of Dead Head.
Dr Archeville Posted November 11, 2011 Posted November 11, 2011 Not yet, but I plan to eventually; I picture he was, in his prime, much like the Golden Age Doctor Mid-Nite. Definitely not a Minion for DH, a Contact at best.
Supercape Posted November 14, 2011 Author Posted November 14, 2011 Can you throw me a stealth roll DC 20 to avoid getting spotted by security / police etc? (there are quite a few about!) ALso: I have a possible Idea to make Jake more wrapped up in this (it fits), so stats (at least provisional) would be needed. Otherwise I can keep him more peripheral. The former might be more dramatic, at a guess.
Dr Archeville Posted November 14, 2011 Posted November 14, 2011 Stealth check (1d20+2=10) Stealth check; HP re-roll (1d20+2=19) ARGH! 1 HP now, still Fatigued I'll try to come up with some stats for Jake this evening. Dead Head's plan was to sneak up to Gorsky's car and plant a bug on it, the 'bug' being one of his Anatomically Separated eyeballs.
Supercape Posted November 14, 2011 Author Posted November 14, 2011 That's worthy of a retcon...;-) Just add that in...
Supercape Posted November 24, 2011 Author Posted November 24, 2011 Just for reference, what happened to Dead Heads other eye? still in the car or sneaked in with Gorsky?
Dr Archeville Posted November 24, 2011 Posted November 24, 2011 If it's able, Dead Head will have it crawl/roll after him. Is Gorsky carrying a bag it might roll in to?
Recommended Posts