Supercape Posted November 25, 2011 Author Posted November 25, 2011 Sounds good to me, Ill say its a pocket rather than a bag if thats ok. At this point, a distracted, fairly unskilled Gorsky is not going to notice eyeball (unless its blindingly obvious) with your stealth skill. However, if you wish that (some fluke getting eyeball discovered) for complication / hero point you are welcome!
Dr Archeville Posted January 27, 2012 Posted January 27, 2012 If Dead Head used his Fearsome Presence (perhaps extra effort-ing it to increase the rank/radius), would that rouse any sleepers/drunks enough to get them out?
Supercape Posted January 27, 2012 Author Posted January 27, 2012 Personally, I think that is fine just to play out as it is! Totally thematic and cool, no extra effort needed.
Dr Archeville Posted February 12, 2012 Posted February 12, 2012 Tackling Gorsky! I.e., grappling Gorsky; All-Out Attack; charging if there's room to do so Melee attack for Grapple; All-Out Attack (-5 Defense/+5 attack), possible Charging (+2 Attk/-2 Def) (1d20+14=18) 18, 20 if he can charge. Grapple check; All-Out Attack (-5 Defense/+5 attack), possible Charging (+2 Attk/-2 Def) (1d20+21=33) 33, 35 if he could Charge Remember that, per our House Rules, if Dead Head's Grapple check is better than Gorsky's, Gorsky is Pinned, and if DH's totla is 5+ more than Gorsky's, Gorsky is Bound and Helpless.
Supercape Posted February 12, 2012 Author Posted February 12, 2012 Yeah lets go for a charge. Its probably on the edge of being cramped, but its cool. In addition, of course, he is flat footed from surprise and being blind (arguably I suppose your noticible drawback on darkvision would allow him to target you, although its academic...was that how you meant it?) He cant possibly make those rolls, he is bound and helpless. Post away IC.
Supercape Posted February 12, 2012 Author Posted February 12, 2012 Could you throw me a sense motive roll?
Dr Archeville Posted February 13, 2012 Posted February 13, 2012 Maybe! Sense Motive roll (1d20+4=19) I think he's out of HPs, and he's already Fatigued, so no Extra Effort, so I'll leave it as-is. Peraps it shall lead to something exciting?!
Supercape Posted February 13, 2012 Author Posted February 13, 2012 Of course! Finale approaching! Post Away IC!
Dr Archeville Posted February 13, 2012 Posted February 13, 2012 So... what was the Sense Motive check for? Does DH believe Gorsky's telling the truth re: there being some other being around? Or was it the "DC 20 to sense something is 'off' in the scene" check?
Supercape Posted February 13, 2012 Author Posted February 13, 2012 I would love to tell if you passed it [if you really want to know let me know!]
Supercape Posted February 16, 2012 Author Posted February 16, 2012 I hate to be a collosal pain - and this goes against my GM instinct to run with the player a bit, but could you rewind last post to keep it in the same scene? (You, Jake, and Gorsky in the morgue)
Dr Archeville Posted February 17, 2012 Posted February 17, 2012 Do Dead Head's senses -- Magic Awareness & Mental Awareness, and Acute & Analytical for same if Necromancy is involved -- pick up anything off of the Littlest Cancer Patient? (Or anything/anyone else?)
Supercape Posted February 17, 2012 Author Posted February 17, 2012 Ping! and from Gorsky too. The same as he has dectected before.
Dr Archeville Posted February 17, 2012 Posted February 17, 2012 The "recently-ish dabbled in Necromantic Rituals" type of ping? If so, what type of Rituals? DH's been thinking that Gorsky's plan was to kill the girl and bring her back as a zombie-esque being, one about as bright as Mr. Brown/Dr. Cartwright. Is that what it looks like was being worked on her? (Ar was already worked on her, and she's now already a zombie?!)
Supercape Posted February 17, 2012 Author Posted February 17, 2012 Hmmm, the difficulty here is balancing out analytical senses with plot! My best balance: Jake is dripping necromantic power around his head and eyes. It is very powerful - something very strong (PL 12!) has infused him, but it's not Jake its coming from, its like a lich or some other undead has affected him. The girl has only a faint necromantic whiff, like the gentlest of breath, DH can barely make it out, almost like an idea of necromancy rather than necromancy itself. Its so faint he cant tell more than that, other than the two "pings", and the pings to date, are all of the same source.
Dr Archeville Posted February 17, 2012 Posted February 17, 2012 So like a ritual had been started on her, but was a good ways from being completed?
Supercape Posted February 17, 2012 Author Posted February 17, 2012 Not a ritual, no. Arguably you wont actually pick up anything, as she has (currently) no necromantic effect on her. But you can sense she has been 'touched' by some ghostly / undead influence recently - in other words, she *has* had some necromantic effect on her, but it is not active now.
Supercape Posted February 21, 2012 Author Posted February 21, 2012 Ok as M&M rules doesnt include how to decide who finds objext x first... lets call it an opposed search roll, with Dead Head getting +5 situation bonus due to his sensory advantage. 1d20=11 for Lori (Alternatively feel free to screw this up as a complication earning an HP...)
Dr Archeville Posted February 21, 2012 Posted February 21, 2012 Search check, with +5 bonus (1d20+6=26) Found you
Supercape Posted February 21, 2012 Author Posted February 21, 2012 Ok! So Dead Head finds some groovy old clock (wind up, narrate how you wish but probably expensive and antique), and of course it positively reeks of necromancy.
Supercape Posted February 21, 2012 Author Posted February 21, 2012 If it wasn't transparent, Jake is being mind controlled!
Dr Archeville Posted February 21, 2012 Posted February 21, 2012 Features 1 (Internal Compartment) [1PP]! I went back through the OOC, it looks like DH is still Fatigued, but also has 1 HP. I'm hoping DH's action just caught Necromme so off-guard he will be able to run past the mind-whammied Jake. How would that be handled mechanically? Use an HP to nab the Fascinate (Intimidate) feat, make an Intimidate check? Use his Fearsome Presence? Something else? In case a roll is needed: Intimidate check (1d20+17=33)
Supercape Posted February 21, 2012 Author Posted February 21, 2012 Good question! Ill just say an opposed Intimidate check will work under these circumstances. No point getting too bogged down in it. In this situation I will give Necromme +2 situation bonus, as he is rather used to undeads! 1d20+17=31 which is so close but not quite!
Supercape Posted February 25, 2012 Author Posted February 25, 2012 So, I will say Jake/Necromme has you covered. Its a bit of a rules fudge, I know...Giving him +2 to attack roll too for situation. Of course, he isn't very good with a gun... As before its a COrrosion 6 Power, with no regen (have a HP if it hits) 1d20+2=12 As for the Inferno/Incinerator Effect, I think its best thought of us a Damage 10 effect if you are in it, 1/2 of that if you just put your smoking hand in it... [Probably sensible to make this +2 DC every round, as you get cumulatively hotter. Ill cap that at something, but it helps to stop this drag on to long!] So, Necromme: has a DC 30 Check: Which he makes! And Dead Head a DC 20 Toughness Check. I appreciate lots of rules fudging there. So we better move to Initiative for round 1: 1d20=11 Also quick clarification: Jake is not actually being hurt, it's just I thought it would be cool for him to start smoking now that his controller is in the fire!
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