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Incursion: God Squad [OOC]


Gizmo

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Posted

Meatheral and Miras: Knowledge [Theology and Philosophy]

Typhon is a figure in ancient Greek mythology famously billed as the Father of all Monsters. Son of Gaia and Tartarus - whether in the sense of deities or primordial forces is up for some debate - and husband to Echidna, he was the absolute deadliest and most fearsome of all creatures, going toe to toe with Zeus and

winning before being imprisoned after their rematch. He was generally depicted with a human, albeit titanic, torso with either a hundred dragon heads coming out of his neck or a human head with dragon heads for fingers, along with a lower body made up of vipers coils and numerous wings.

Bottom line, 'Typhon' is not a name anybody in the magic community is going to be throwing around lightly. Whatever Jerry and Asli think about Set the fact that he seems to be taking the new arrival seriously should be setting off a lot of warning bells.

 

 

Meatheral and Arrowhawk: Sense Motive

Two things are immediately obvious about this kid. First off, there's no point in trying to talk him down or come to a nonviolent solution. He's a child with a magnifying glass and they're the ants. Jerry might be a little hesitant to label anyone a sociopath after just a few sentences but John can practically

smell it on the guy. He's there to cause pain and while he seems largely fixated on Set nobody is just walking away from him without a fight.

Second, he sounds like a teenager, mocking and almost comically superior but he doesn't hold himself like a teenager. He stands like somebody hollowed out a teenager with a melon baller and stuffed a forest fire into the skin until it was bursting at the seems. The closest thing John can think of is a punk hopped up on PCP or one of the more dangerous super-drugs out there but the kid seems too composed and articulate for that. To Jerry it looks like his worst nightmares, where the Tetramegeton takes over and burns him out from the inside.

Posted (edited)

Yeeeep.

 

Take 10 Knowledge [Religion] for each of these creatures. One of them's resembles a chimaera, at the very least.

 

Thinking about it, the other's probably the Caucasian Eagle.

Edited by Vahnyu
Posted

That's the idea, yeah, just for expediency. I'll have Initiative up for Typhon and the monsters this evening.

You are indeed looking at big ol' cyborg zombie versions of the Caucasian eagle, lamia and chimaera. This may be cause for concern.

Posted

Typhon
Initiative: 1d20+3 13

Anti-Eagle
Initiative: 1d20 18

Anti-Lamia
Initiative: 1d20 13

Anti-Chimaera
Initiative: 1d20 10

 

Everybody gets an extra HP mainly 'cause you're gonna need 'em!

 

 

> 27 - Arrowhawk - Uninjured, 4HP
19 - Meatheral - Uninjured, 2HP

18 - Anti-Eagle - Uninjured
17 - Sun Walker - Uninjured, 6HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, 2HP

13 - Typhon - Uninjured

13 - Anti-Lamia - Uninjured

10 - Anti Chimaera - Uninjured
9 - Sekhmet - Uninjured

Posted

That hits! And... does absolutely nothing. Have another HP, Arrowhawk.

 

Mechanically this is an Immunity at work, not Impervious. Miras' Super Senses let her surmise pretty easily that this is a similar sort of effect as what she senses from Set and Sekhmet's powers. She can draw whatever conclusions from that that she likes.

 

 

27 - Arrowhawk - Uninjured, 5HP
> 19 - Meatheral - Uninjured, 2HP

18 - Anti-Eagle - Uninjured
17 - Sun Walker - Uninjured, 6HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, 2HP

13 - Typhon - Uninjured

13 - Anti-Lamia - Uninjured

10 - Anti Chimaera - Uninjured
9 - Sekhmet - Uninjured

Posted (edited)

Move Action, Meatheral will fly above Anti-Eagle, at about 200ft above him.

Standard Action, Meatheral will transform into Earth Form.

Earth Form

COMBAT
Attack: +2 Melee, +2 Ranged, +4 Earthform
Grapple: +26
Defense: +6, +1 Flat-Footed
Knockback: -7
SAVES
Toughness: +12
Fortitude: +10
Reflex: +1
Will: +7

Surging, as a 2nd Standard Action, Meatheral will Charge at the Eagle as he falls, combining it with All-Out Attack and Accurate Attack for a total of +6 atk, -2 dmg, -4 def. Improved Grab automatically initiates a grapple as well. In this form, his weight puts him to 192 tons. If possible, Meatheral will attempt stay on top of the Anti-Eagle.

However, bear in mind that as Earth Form, Meatheral has +0 initiative, for a total of +11 initiative. If that would cause him to lose his action until he reaches his new initiative, Meahteral would instead hold all of his actions until then.

Edited by Vahnyu
Posted

Anti-Eagle

Toughness Save vs DC 30: 1d20+17 25 Injured and Dazed!

Opposed Grapple Check: 1d20+30 44 In a tie on an opposed check, the character with the higher bonus wins, so no grapple just yet!

 

After some discussing in chat we're going to retroactively treat this as a Slam attack using Leaping, just to avoid falling damage rules which are as terrible as they are awful. Give me a DC 20 Toughness Save, Vahn.

 

The Eagle spends its turn clearing the Daze. Sun Walker is up.

 

27 - Arrowhawk - Uninjured, 5HP

19 - Meatheral - Uninjured, -4 Defense, Fatigued Next Round, 2HP

18 - Anti-Eagle - Injured x1

> 17 - Sun Walker - Uninjured, 6HP

16 - Set - Uninjured, 4HP

15 - Miras - Uninjured, 2HP

13 - Typhon - Uninjured

13 - Anti-Lamia - Uninjured

10 - Anti Chimaera - Uninjured

9 - Sekhmet - Uninjured

Posted

Sun Walker finds this whole matter distasteful. 

 

Move Action: Get up in the busnax of the Anti-Lamia. 

Free Action: Power Attack for 5.

Standard Action: Punch the Lamia. With magical kung fu. 16. Which is apparently just enough. DC 25 Toughness Save! 

Posted

Anti-Lamia
Toughness Save vs DC 25: 1d20+17 37

 

 

27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 6HP
> 16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, 2HP
13 - Typhon - Uninjured
13 - Anti-Lamia - Uninjured
10 - Anti Chimaera - Uninjured
9 - Sekhmet - Uninjured

Posted

Anti-Lamia
Toughness Save vs DC 25, Luck Control Reroll: 1d20+17 25
 
 
27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 5HP
> 16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, 2HP
13 - Typhon - Uninjured
13 - Anti-Lamia - Uninjured
10 - Anti Chimaera - Uninjured
9 - Sekhmet - Uninjured

Posted

Set
Move Action: Fly into the air using the wings he Shapeshifted a while back.
Standard Action: Lightning Bolt vs Typhon: 1d20+7 20
 
Typhon
Toughness Save vs DC 22: 1d20+4 18
 
 
27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed, Fatigued Next Round, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 5HP
16 - Set - Uninjured, 4HP
> 15 - Miras - Uninjured, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Uninjured
10 - Anti Chimaera - Uninjured
9 - Sekhmet - Uninjured

Posted (edited)

Okay, I have 21PP to pull this off. Better get to it, then.

Free Action: Stunt the following off Miras's Ruh Kalit array. Obscure 7 (All senses, Extra: Independent, Selective, Flaw: Phantasm, Range/Touch). This is an illusory sandstorm that only affects Typhon and his kids.

Standard Action: Use the Obscure.

Move Action: Use Speed to move to behind the Chimera, and wait.

So Miras will be Fatigued and under full Concealment.

EDIT: Based on conversations in chat, edited the construction of this power.

Edited by Raveled
Posted

Typhon
Will Save vs DC 17: 1d20+6 19
 
Anti-Eagle, Lamia and Chimaera
Will Save vs DC 17: 3#1d20+8 22 13 16
 
Typhon and the Eagle see through the illusion but the Lamia and Chimaera are effectively blinded.
 
 
27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, 5HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
> 13 - Typhon - Injured x1
13 - Anti-Lamia - Uninjured, Obscured Senses
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured

Posted

Typhon
Move Action: Shapeshift Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (goose wings)
Move Action: Fly up into the air.
 
Anti-Lamia
Standard Action: Attack Sun Walker: 1d20+7 24, Total Concealment Miss Chance: 1d2 2
That does manage to hit Sun Walker, unfortunately, so he's looking at a DC 30 Toughness Save-- unless you'd like to use Luck Control again, KD!
 
Anti-Chimaera
Standard Action: Attack Miras. Not even going to roll this since Miras is no longer where the Chimaera last saw her!
 
 
27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, Pending Toughness Save, 5HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Uninjured, Obscured Senses
10 - Anti-Chimaera - Uninjured, Obscured Senses
> 9 - Sekhmet - Uninjured

Posted

Sekhmet
Move Action: Demoralize Anti-Lamia: 1d20+17 31
Standard Action: Charge Anti-Lamia: 1d20+9 16
 
Anti-Lamia
Sense Motive vs DC 31: 1d20+10 16
Toughness Save vs DC 22: 1d20+15 32
 
 
> 27 - Arrowhawk - Uninjured, 5HP
19 - Meatheral - Bruised x1, -4 Defense, Dazed,Pending Fatigue, 2HP
18 - Anti-Eagle - Injured x1
17 - Sun Walker - Uninjured, Pending Toughness Save, 5HP
16 - Set - Uninjured, 4HP
15 - Miras - Uninjured, Pending Fatigue, 2HP
13 - Typhon - Injured x1
13 - Anti-Lamia - Uninjured, Obscured Senses, Shaken
10 - Anti-Chimaera - Uninjured, Obscured Senses
9 - Sekhmet - Uninjured, -2 Defense

Posted

How many times can I use Luck Control before it's my turn? The answer to that is going to determine a couple of things for me.

 

If the answer is "whenever you want", then I would be using it a total of 3 times: Typhon's Will Save and the Anti-Lamia's Attack Roll (I was considering the Toughness Save, but honestly with a +15 a DC 22 save is not a good place to use that).

 

If the answer is "only 1 time a round" or the like, then it will be on Typhon's Will Save and I'll take the attack.

Posted (edited)

The Core Rulebook says that you can only spend 1 Heropoint on any given benefit per round. So, while you can spend many HPs in a round, they must each be spent on different benefits.

Edited by Vahnyu
Posted

The Core Rulebook says that you can only spend 1 Heropoint on any given benefit per round. So, while you can spend many HPs in a round, they must each be spent on different benefits.

So it's still only one reroll per turn, then.


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