Supercape Posted June 3, 2013 Author Posted June 3, 2013 Done! As Marcus and Rev have come at this from different angles, and dont know each other, HP are available for inter player conflict (getting in each others way) and role playing this. As long as you dont decend to PvP E-peen ego contests. On the flip side, there is no pressure to get into such a mess, I just offer it on the menu!
Supercape Posted June 17, 2013 Author Posted June 17, 2013 A few rolls please: Earth Science Rolls from both (trained only) Notice Rolls (hearing) Marcus will, with his supersenses, smell magic covering the whole area at this point. The place is low light, thanks to the flashlight. Normally however it is pitch black. This will, of course, not bother Revenant!
Tiffany Korta Posted June 17, 2013 Posted June 17, 2013 Well Lucy has no Earth Science's but at least her ear's work Notice Roll 1d20+14=20.
Supercape Posted June 17, 2013 Author Posted June 17, 2013 Lucy can hear about five voices ahead, discussing the excavation of the "armor".
Supercape Posted June 18, 2013 Author Posted June 18, 2013 Marcus judges the tunnel and excavating are not exactly expert. There is a risk of cave in, although no imminent danger,
Supercape Posted June 19, 2013 Author Posted June 19, 2013 Ok, for prosperity let us roll initiatives! We have five Rune Cultists, who will use the Cultist archetype of M&M Core Rule Book. For Reference: Att +2, Def +2, Tough +2, Fort +4, Ref +0, Will +2, Dam +1 (STR 12), Init +0, Grapple +3 Equipment: Shovels (Improvised Weapon +2 Damage for +3 Total). 2 Carry Chainsaws! +6 Dam We also have the Cultist Leader, who is a custom enemy. Initiatives: 1d20+0=13 Cultists 1d20+2=22 Rune Leader Gauntlet (for he it is he!) is not yet active! Detective Chance's initiative: 1d20+6=22 as she has a higher initiative bonus than the Cult leader she wins tie. To note: The cave is low level light, and that is only due to the dim light of Goodmans flashlight and the two lights set up in the main cave. As such, unless people have appropriate super senses, everyone will be under partial concealment. The Cave and tunnel is cramped. Arcturus (and Gauntlet) will be flat footed due to their high Size. Goodman is not engaging in combat. Arcturus smells Magic on Detective Chances unusual, antiquated steel revolver now she has it drawn.
Supercape Posted June 21, 2013 Author Posted June 21, 2013 Round 1 26 Revenant - Unharmed - 1 HP 22 Chance - Unharmed 22 Cult Leader - Unharmed 19 Arcturus - Unharmed - 2 HP 13 Cultist [5] - Unharmed Cultists 1 and 2 have Chainsaws. Low Light Conditions Arcturus is flat footed due to cramped conditions Revenant, Chance, and Arcturus are 30 feet from the main excavation cave. Revenant is up
Tiffany Korta Posted June 27, 2013 Posted June 27, 2013 k, Revenant will move into the chamber and move over to cultist 1 & 2. As she can move 250 ft I'm assuming she can still attack them 1d20+12=23, if that hit it's a DC 27 Toughness Save.
Supercape Posted June 27, 2013 Author Posted June 27, 2013 1d20+2=19 so Cultist 1 is out! Detective Chance will move into the crowded room, but not fire - as it is dark and cramped. The Cult Leader will change gaining the attributes of a wolf-thing, Attack +2 (to +10), Defence +2 (to +10), Strength +2 (to 16), Constitution +4 (to 18), Strike 2, Mighty, Scent, Tracking, Low Light Vision Attack +10, Defence +10, Toughness +4, Fort +7, Reflex +5, Will +10, DC 20 Strike He will slash at Revenant 1d20+10=30 which is a critical! and a DC 25 Toughness Save for Revenant. Arcturus is up!
GranspearZX Posted June 30, 2013 Posted June 30, 2013 Okay, so here's what we're going to try... Right off, Arc is going to use a Hero Point to stunt off of his Enhanced Strength, using this: Snare 10 (Extras: Constricting; Flaws: Limited [natural earth/stone]) (Terra Pugnum, magic) [10PP] ...creating an earthen fist to try and grab the cultist leader. 1d20+8=21
Supercape Posted June 30, 2013 Author Posted June 30, 2013 Gran, Im not sure that will fly. At least, the limited part wont: Its hard to justify a limited flaw on a stunt when in effect, that limitation is not a limitation for that situation. Its like stunting something with the limitation "only women" when you are targetting a woman. If you have a good reason to explain exactly how that will be a limitation in this situation, then let me know... Sorry!
GranspearZX Posted June 30, 2013 Posted June 30, 2013 I figured not, hence why I thought I'd post it first to check. Alternatively, though, i could drop the extra and the flaw and attempt the same stunt, if that's okay?
Supercape Posted July 2, 2013 Author Posted July 2, 2013 Arcturus is down to 1 HP In which case that hits, and the Cult leader is bound and helpless thanks to his fudged roll: 1d20+5=9 As a reaction to Marcus/Arcturus exerting his power, Gauntlet animates! 1d20+0=13 will be his initiative on the next round. Which leaves the Cultists. The Chainsaw guy will run at Revenant, charging: 1d20+4=19 which is a miss. The other three cultists will fire normal pistols at Arcturus: 1d20+2=16, 1d20+2=13, 1d20+2=11 as Marcus is flat footed due to the cramped cave, one bullet hits - although we do need a concealment roll (miss on 17-20), which 1d20=2 passes. So thats a fairly straightforward DC 18 Toughness Save for Arcturus
Supercape Posted July 2, 2013 Author Posted July 2, 2013 And we are on to round 2 (after Tough save for Arcturus) Round 1 26 Revenant - Unharmed - 1 HP 22 Chance - Unharmed 22 Cult Leader - Bound, Helpless (Snare Unharmed) 19 Arcturus - Unharmed - 1 HP 13 Cultist [4] - Unharmed 13 Gauntlet - Unharmed Revenant is up again. We are still in low light conditions (partial visual concealment), Goodman is still passive. Arcturus obviously smells the magic of the beast rune on Gauntlet (and the Cult leader), but also senses some shamanistic magic originating from the artifact in the cave (that reanimated Gauntlet).
Tiffany Korta Posted July 3, 2013 Posted July 3, 2013 As the leader is indisposed Revenant will move and take out the second chainsaw guy 1d20+12=27, if that hit a DC 27 Toughness save
Supercape Posted July 3, 2013 Author Posted July 3, 2013 And he is out, with another Comedy Chainsaw accident. The guy manages to severely injure himself, and is dying. This is a complication, I will award HP for suitable reactions. Of course, he is an evil cultist who was trying to chainsaw you guys in half. Detective Chance will move forward and grab the Native Artifact. The Cult Leader will, as a free action, use Animal Mimicy power to shift to the strength of an elephant. Gaining 2 Points of protection, +10 Strength, +4 Constitution, and Super Strength 2. This gives him a +9 Bonus for inflicting damage on the snare...or a DC 24 Tough Save... it gets 1d20+10=16 which is enough to injure it alone. Whilst he is about it, he throws an intimidate at Marcus as a move action: I'm giving him a -2 penalty on top of -5 for move action as he has bound (he would have more, but hey, Gauntlet is up) 1d20+5=25 ouch! a DC 25 Will/Sense Motive save for Arcturus. And then Arcturus is up!
GranspearZX Posted July 4, 2013 Posted July 4, 2013 (edited) 1d20+14=21 Well, he failed that roll. Turns out, Arc has the Fearless feat, so he can't be intimidated. Heh. If it's alright with you, I'll play the whole chainsaw mishap as if it made Arc fail a Concentration check, putting him in normal form for the round. And throwing out an Intimidate attempt on Detective Chance: 1d20+7=27 Edited July 4, 2013 by GranspearZX
Supercape Posted July 4, 2013 Author Posted July 4, 2013 Arcturus is still up in terms of his round / actions!
GranspearZX Posted July 4, 2013 Posted July 4, 2013 Oh, right; i don't know why I thought that roll was a standard action. *facepalm* Arcturus is going to use his free action, then, to shift back into bear form. And then... he's gonna punch the cult leader square in the face. Instead of actively intimidating chase, Arc will just perform a coup de grace on the cult leader as a full round action, since he's helpless. Modifying IC post accordingly!
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