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The Snake-Charmers (OOC)


Ari

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The place doesn't seem to have much out of the ordinary, mostly hardware supplies, lumber and various things used in home improvement and repair. The only thing out of place is a selection of snake and sun-themed jewelry; mostly pendants, necklaces and bracelets made of gold studded with black gems. The room the crates were sent into seems inaccessible from the interior of the store by any route other than the conveyer belt. A locked door appears to lead into it, although it's surprisingly rusty and has a chock placed under it.

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Sil' sees one of the customers approach a employee in a markedly 'casual' fashion, who after a short(and seemingly rehearsed) conversation about hardware supplies is taken to0 the stockroom, where the door is simply removed from existence for a few moments with a wave of a snake-themed amulet. The two remove a box near the center of the floor and go down into a tunnel, the worker leading the way in the total darkness through the dry passage.

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Using the Cultist archetype(without the gun and a staff in place of the sword/axe, and Blast 2 with the Magic descriptor) from 2E Core for the staff-bearers. The other people in the room besides them are all Bystanders with no intention whatever of fighting.

Their Initiatives: 8,6, 3.

Go to town.

KoS's Initiative: 16.

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Seeing as that's that case, KoS is going to try and collar one of the fleeing cultists.

Move Action to move 30 or so feet into the room, Standard to throw a Coil-Card(Snare 9) at any cultist in range.

Attack roll: 34. Which hits a Bystander easy.

DC19 REF save: 8. Snared.

Bystanders are about 40 or so feet away, there are 35 of them(counting the one currently Bound and Helpless) and Moving All-Out.

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  • 2 weeks later...
  • 2 weeks later...

Ar-licht, moving on. Sorry it took so long, was helping put up a fence. Anyway.

Lesser Children of Apep:

PL8

ABILITIES: STR - DEX 18 CON - INT 16 WIS 12 CHA 2

COMBAT:

INITIATIVE: +8

ATTACK: +8

DEFENSE: +8

GRAPPLE: +18 w/Telekinesis /8

KNOCKBACK: 0

SAVING THROWS:

TOU: +8

FORT: -

REF: 12

WILL: 10

FEATS:

Accurate Attack

Blindfight

Chokehold

Evasion 2

Improved Grab

Improved Initiative

Ranged Pin

POWERS:

Darkness Control Array 10(20PP Array, Feats: Alternate Power 5)[25PP]

BP: Darkness Control 10(50ft.)[20PP]

AP: Blast 8(Feats: Homing 2, Indirect 2)[20PP]

AP: Corrosion 8[16PP]

AP: Fatigue 8[16PP]

AP: Snare 8(Extras: Engulf)[16PP]

AP: Telekinesis 10

Immunity 51(Darkness/Shadow Damage Effects, FORT effects, Lethal Physical Damage(Halved), Life Support)[51PP]

Super-Movement 4(Dimensional Movment 1(Die Schattenwelt to Earth-Prime), Slithering, Wall-Crawling 2)[8PP]

Super-Senses 2(Dark-Vision)[2PP]

Awkward as all Hell, but I didn't like the idea of fielding an enemy neither of our Brave Heroes could actually damage in any way.

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