GooseInduced Posted May 5, 2014 Posted May 5, 2014 Sorry for the delay guys. Family issues. My grandma is in hospice and just.... had a lot on my mind. In the same vein I dunno how it happened but I double posted and don't know how to delete my extra post.
GooseInduced Posted June 16, 2014 Posted June 16, 2014 Based on my post should I do an intimidate check or something like that? To be honest I'm more familiar with how DnD and Pathfinder checks work than Mutants and Masterminds.
trollthumper Posted June 17, 2014 Author Posted June 17, 2014 Yeah, now sounds like a good time for Intimidate.
GooseInduced Posted June 17, 2014 Posted June 17, 2014 Okay.Intimidate: 1d20+8 15 She's not very intimidating.... for her XD
Gizmo Posted June 29, 2014 Posted June 29, 2014 Set In descending order of most likely to be relevant:Knowledge (Arcane Lore) check.: 1d20+15 29Knowledge (History) check.: 1d20+10 18Notice check.: 1d20+15 18Gather Information (Well Informed) check.: 1d20+15 21
trollthumper Posted July 1, 2014 Author Posted July 1, 2014 All right.For Knowledge: Arcane Lore, Set is aware that the practice of making belts from wolfskin has loooong been associated with lycanthropy. It's a bit of folklore that traditionally stems from Germany and Poland, and involves a sorcerer making a deal with the devil for an enchanted belt made from wolfskin. Knowledge (history) picks up here to say there were more than a few witch trials where people confessed to being sorcerers who became wolves through such belts - but they were being tortured, so who knows. Theoretically speaking, it's possible to make such a belt without calling on the infernal arts - likely involving animist practices or a transmutational enchantment - but it's traditionally associated with making a deal with the forces of Hell.As for Notice, this kid has all the magical potential of a stray rutabaga, and is clearly not a player. For Gather Information, there hasn't necessarily been a lot name-dropping regarding this guy the kid's talking about... but #beastdreams has been a rising hashtag on Freedom-based Tumblrs over the past week or so.
GooseInduced Posted August 4, 2014 Posted August 4, 2014 Since Skaere can't (won't) go inside, you guys should probably do this little bit without her. Unless something happens outside. No point doing a post that says "she sat there" XD
Gizmo Posted August 19, 2014 Posted August 19, 2014 SetMove Action: Arrange Shapeshift:Leaping 1 (x2) [1PP]Speed 3 (50MPH) [3PP]Super-Senses 1 (Olfactory; Acute) [1PP]
Gizmo Posted September 11, 2014 Posted September 11, 2014 SekhmetFree Action: Activate Environmental Control 3 (Sunlight, 25’ radius) [6PP] (sun aspect)Handle Animal check.: 1d20+10 11 Yuck. Let me know if that's worth rerolling.SetKnowledge (Arcane Lore) check.: 1d20+15 29
trollthumper Posted September 15, 2014 Author Posted September 15, 2014 If your goal is to get the wolves to be friendly to you, then yeah. Given everything that's happened to them and how Animal Empathy is likely being used, they're still at Unfriendly.
Gizmo Posted September 15, 2014 Posted September 15, 2014 SekhmetHandle Animal check, HP reroll.: 1d20+10 19 That'd be 29 with the +10.
trollthumper Posted September 15, 2014 Author Posted September 15, 2014 Oh, yes, that will do it. Those dogs are friendly now.
Gizmo Posted September 27, 2014 Posted September 27, 2014 What does Set find out from the Arcane Lore check?
trollthumper Posted September 28, 2014 Author Posted September 28, 2014 Oh, crap, forgot all about that. Yeah, between the smell of brimstone and the symbols on the walls, this clearly looks infernal in nature. But given the strength of the stench and particular flourishes to the glyphs, which Set recognizes from... places and times best not ruminated on, it looks less like this is the work of some mortal sorcerer calling on infernal sources, and more like somebody from the Pit working up top.
trollthumper Posted October 11, 2014 Author Posted October 11, 2014 And combat again! The Demon shall be played by my >Goetic Infernalist, as built, whereas the Hellhound shall be played by AA's >Hellhound at PL7 - so ATT +3 (+7 Melee), DEF +7, TOU +7, FORT +7, REF +3, WILL +4, and DMG +7.Temperance goes on 22.Hellhound goes on 11.Demon goes on 19.
Gizmo Posted October 12, 2014 Posted October 12, 2014 SetInitiative.: 1d20+3 23 SekhmetInitiative.: 1d20+5 24
trollthumper Posted October 20, 2014 Author Posted October 20, 2014 All right, then. Sekhmet: 24, Unharmed, 0 HP Set: 23, Unharmed, 4 HP Temperance: 22, Unharmed, 4 HP Skaere: 22, Unharmed, 2 HP Demon: 19, Unharmed, 0 HP Hellhound: 11, Unharmed, 0 HP Sekhmet and Set are up first.
Gizmo Posted October 21, 2014 Posted October 21, 2014 SekhmetMove Action: Demoralize Hellhound.: 1d20+18 21Standard Action: Charge Hellhound.: 1d20+9 25 That's a DC 22 Toughness Save with Affects Insubstantial 2, Incurable and Vampiric 4.SetMove Action: Feint Demon.: 1d20+16 23Standard Action: Shadow Globule vs. Demon.: 1d20+7 18
trollthumper Posted October 22, 2014 Author Posted October 22, 2014 The Hellhound sees through it, and takes a Bruise. The Demon, meanwhile, sees past Set's Feint and dodges the globule. Sekhmet: 24, Unharmed, 0 HP Set: 23, Unharmed, 4 HP Temperance: 22, Unharmed, 4 HP Skaere: 22, Unharmed, 2 HP Demon: 19, Bruised x1, 0 HP Hellhound: 11, Unharmed, 0 HP Temperance goes next. Move Action: Intimidate on Demon. 20 vs. 31, so no. Standard Action: Blast w/ Autofire on Demon. Yeah, no. Skaere is up next.
GooseInduced Posted October 24, 2014 Posted October 24, 2014 Seeing this guy dodge like the dickens, Skaere is going to try a charge in and attack the Demon. So her attack roll plus 2 for the charge. Charge: 1d20+7+2 15 I think that misses.... right?
trollthumper Posted October 27, 2014 Author Posted October 27, 2014 Yeah. Their turn now. Hellhound takes a swipe at Sekhmet. And misses.The Demon, meanwhile, uses his Perception-range Blast effect on Skaere. DC25 TOU save for Skaere.Set and Sekhmet are up next.
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