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MBCE

Power Check -- Belphegor (OOC)

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STAGE ONE

This first stage will test Belphegor's ability to affect the emotions of others. The stage is made up of 4 parts. Each part gives different Will bonus to resist his emtion control. He gets 3 attempts to affect each target in a part. He may use extra effort at any time but the fatigue will remain until the stage is complete. Spending an HP for a reroll is also possible, but once used, it is gone for the thread. Any fatigue ocured will be cured before the next stage begins.

Please roll the target's Will save versus your DC 16 Power ranking. You may write up the post any way you wish.

Part 1 -- Average Adult Will save +0

Part 2 -- Gifted Will save +3

Part 3 -- Best in World Will save +6

Part 4 -- Moderate Superhuman Will save +9

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I flipped through the FC books and noticed that Lady Tarot has a +6 Will save. Couldn't resist having her -- or a reasonable facsimile -- be one of the targets. ;) Similarly, Seven has a Will save of +9, so I thought she (or a reasonable facsimile) would work for this exercise.

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That's fine. It was a great read through. And well done.

I'll let you put in a quick post for Belphegor's reaction to the refreshments before setting up the next stage. Gives me time to plan it out. :)

So at the end of your post, put in that you head into another room. I'll pick it up from there.

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STAGE TWO

This stage will test Belphegor's ability to resist attacks aimed specificially at his demonic nature. All the attacks will be holy, bonus due to his vulnerability has been added in the DCs. You have three chances to overcome the DCs. Again, extra effort can be used at any time, the effect will remain until the end of the stage. An HP can be spent at anytime, though it will be gone for the rest of the thread. Each part targets all four saves. Roll against the DCs in any order that you wish in a section. So for each part, you can get up to three chances to overcome each save DC [a total of 12 rolls max per part]. None of the attacks are penertrating. Your condition will reset after each save attempt so that you are never at a negative when rollling, unless you want to be. Extra effort's bonus will allpy for all rolls after it's first use.

Part 1 -- Average difficulty [F,R,W DC 11, Toughness DC 16] +0 attack

Part 2 -- Tough difficulty [F,R,W DC 14, Toughness DC 19] +3 attack

Part 3 -- Challenging difficulty [F,R,W DC 17, Toughness DC 22] +6 attack

Part 4 -- Formidable difficulty [F,R,W DC 21, Toughness DC 26] +10 attack

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So am I just rolling my saving throws (48 in all), and their attack rolls?

Just the saves. I listed the attack bonus just in case you want to use yout imprevious Toughness instead of normal toughness.

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... eh? The only way attack rolls & Impervious Toughness interact is if they get a critical on Bel and thus increase the save DC by 5 points. Which'd just be a factor for Stages 1 and 2, increasing the Tougnhess DC from 16 (+1, less than his Imp 6 Toughness) to 21 (+6, equal to his Imp Tougnhess 6) or from 19 (+4, less than his Imp 6 Toughness) to 24 (+9, more than his Imp Tougnhess 6). In stage 3 & 4 his Impervious wouldn't help since the DCs are already high enough.

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... eh? The only way attack rolls & Impervious Toughness interact is if they get a critical on Bel and thus increase the save DC by 5 points. Which'd just be a factor for Stages 1 and 2, increasing the Tougnhess DC from 16 (+1, less than his Imp 6 Toughness) to 21 (+6, equal to his Imp Tougnhess 6) or from 19 (+4, less than his Imp 6 Toughness) to 24 (+9, more than his Imp Tougnhess 6). In stage 3 & 4 his Impervious wouldn't help since the DCs are already high enough.

Yup that's right. So in effect, he can pop on his imprevious toughness for the first two parts and pass the toughness without breaking a sweat if he wants to. Of course, he could show how tough he is by going at it without the imprevious toughness.

Regardless of what he does, he still gets hit by the Fort,Ref,Will saves normally at all parts. Just a matter of how you want to play it out.

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Toughness Saves

Part 1, Vs. DC 16

1d20+6 → [13,6] = (19)

1d20+6 → [13,6] = (19)

1d20+6 → [5,6] = (11), fail by 5 (bruised + stunned)

Part 2, Vs. DC 19

1d20+6 → [11,6] = (17)

1d20+6 → [13,6] = (19)

1d20+6 → [15,6] = (21)

Using Imp Toughness 6 to automatically pass

Part 3, Vs. DC 22

1d20+6 → [11,6] = (17), fail by 5 (bruised + stunned)

1d20+6 → [4,6] = (10), fail by 12 (staggered + stunned)

1d20+6 → [12,6] = (18), fail by 4 (bruised)

Part 4, Vs. DC 26

1d20+6 → [19,6] = (25), fail by 1 (bruised + injured)

1d20+6 → [5,6] = (11), fail by 15 (unconscious + dying!)

1d20+6 → [15,6] = (21), fail by 5 (bruised + stunned + injured)


Fort saves

Part 1, Vs. DC 11

1d20+8 → [6,8] = (14)

1d20+8 → [4,8] = (12)

1d20+8 → [13,8] = (21)

Part 2, Vs. DC 14

1d20+8 → [10,8] = (18)

1d20+8 → [7,8] = (15)

1d20+8 → [19,8] = (27)

Part 3, Vs. DC 17

1d20+8 → [3,8] = (11), fail by 6

1d20+8 → [5,8] = (13), fail by 4

1d20+8 → [12,8] = (20)

Part 4, Vs. DC 21

1d20+8 → [5,8] = (13), fail by 8

1d20+8 → [7,8] = (15), fail by 6

1d20+8 → [16,8] = (24)


Ref saves

Part 1, Vs. DC 11

1d20+2 → [6,2] = (8), fail by 3

1d20+2 → [12,2] = (14)

1d20+2 → [12,2] = (14)

Part 2, Vs. DC 14

1d20+2 → [17,2] = (19)

1d20+2 → [13,2] = (15)

1d20+2 → [13,2] = (15)

Part 3, Vs. DC 17

1d20+2 → [6,2] = (8), fail by 9

1d20+2 → [7,2] = (9), fail by 8

1d20+2 → [14,2] = (16), fail by 1

Part 4, Vs. DC 21

1d20+2 → [9,2] = (11), fail by 10

1d20+2 → [17,2] = (19), fail by 2

1d20+2 → [12,2] = (14), fail by 7


Will saves

Part 1, Vs. DC 11

1d20+4 → [12,4] = (16)

1d20+4 → [18,4] = (22)

1d20+4 → [1,4] = (5), fail by 6

Part 2, Vs. DC 14

1d20+4 → [20,4] = (24)

1d20+4 → [6,4] = (10), fail by 4

1d20+4 → [7,4] = (11), fail by 3

Part 3, Vs. DC 17

1d20+4 → [19,4] = (23)

1d20+4 → [6,4] = (10), fail by 7

1d20+4 → [17,4] = (21)

Part 4, Vs. DC 21

1d20+4 → [1,4] = (5), fail by 16

1d20+4 → [17,4] = (21)

1d20+4 → [6,4] = (10), fail by 11


Part 1: Altar Boy. Holy Water (area splash, Reflex/Toughness), Chanting (Fort or Will).

Part 2: Father McGruder, practicing Kung-Fu Catholicism. Unarmed strikes (Toughness), Paralyzing strike (Will), Holy Water (area splash, Ref/Fort).

Part 3: Mother McTavish, a Nun with a Gun. Gun (Toughness), Holy Water (area splash, Ref/Fort), Berating/Rebuking (Will).

Part 4: A fiery Oath-Bound Angel. Sword (toughness), Holy Water (area splash, Reflex/Fortitude), Holy Aura (Emotion Control/Despair vs. Demons)

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STAGE THREE

This stage will be a test of Belphegor's Hellfire Bolt. Again, you get to roll 3 attempts to hit a target. Damage isn'T important here, simply hitting the target is. You may use extra effort or an HP at any point.

Part 1 -- Average Adult DEF 10

Part 2 -- Gifted DEF 15

Part 3 -- Best in the World DEF 20

Part 4 -- Moderate Superhuman DEF 25

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Attack rolls

Part 1, vs. Defense 10 (Joe Mook)

1d20+6 → [10,6] = (16)

1d20+6 → [9,6] = (15)

1d20+6 → [7,6] = (13)

3 hits

Part 2, vs. Defense 15 (Low PL Powerhouse)

1d20+6 → [15,6] = (21)

1d20+6 → [6,6] = (12)

1d20+6 → [10,6] = (16)

2 hits

Part 3, vs. Defense 20 (Lady Liberty)

1d20+6 → [7,6] = (13)

1d20+6 → [15,6] = (21)

1d20+6 → [4,6] = (10)

1 hits

Part 4, vs. Defense 25 (Speedster)

1d20+6 → [14,6] = (20)

1d20+6 → [17,6] = (23)

1d20+6 → [13,6] = (19)

0 hits

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STAGE FOUR

This stage will test the damage Belphegor can deal at close range. Simply roll hte toughness saves of the victims that appear before him. Belphegor gets three attempts to have the target fail its toughness save. You may use extra effort or spend an HP to increase your damage bonus.

Part 1 -- Best in World Toughness + 6

Part 2 -- Best ever Toughness +7 Imprevious 3

Part 3 -- Moderate Superhuman Toughness +9 Imprevious 5

Part 4 -- High Superhuman Toughness +10 Imprevious 10

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Toughness Saves for Target 1 (Bowman)

1d20+6 → [18,6] = (24)

1d20+6 → [8,6] = (14), failed by 6 (bruised & stunned)

1d20+6 → [14,6] = (20)

Toughness Saves for Target 2 (Orion the Hunter w/ Undercover Vest)

1d20+7 → [4,7] = (11), failed by 9 (bruised & stunned)

1d20+7 → [10,7] = (17), failed by 3 (bruised)

1d20+7 → [18,7] = (25)

Toughness Saves for Target 3 (Nereid w/ Atlantean Plate-Mail)

Have to use Penetrating to have a chance to damage this one.

1d20+9 → [13,9] = (22)

1d20+9 → [18,9] = (27)

1d20+9 → [10,9] = (19), failed by 1 (bruised)

Toughness Saves for Target 4 (Doc Otaku)

Have to use Penetrating & Extra Effort (increased power on Enhanced Strength) to have a chance at damaging this one.

1d20+10 → [19,10] = (29)

1d20+10 → [13,10] = (23)

1d20+10 → [18,10] = (28)

All saves passed, Target 4 completely undamaged.

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STAGE FIVE

This stage will test Belphegor's skills. You may use any one skill from each skill list to beat the listed DCs. You again get 3 chances to complete the task, however, you may use a skill grouping only once. Again, extra effort or an HP can be used at any time.

EX.

For part 1's DC of 15, you decide to use your Charisma based skills. You decide to use Bluff as you have a +8 on the roll. Charisma is used up and for the next three parts, you must us a different set of skills.

Skill list: Knowldege[art, history, streetwise], Charisma [bluff, Gather info], Creativity [Craft, Profession], Observation [Notice]

Part 1 -- Tough difficulty DC 15

Part 2 -- Challenging difficulty DC 20

Part 3 -- Formidable difficulty DC 25

Part 4 -- Heroic difficulty DC 30

Part 3 -- DC

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Hrm, there's only two skills which he can make a DC 30 on (Bluff and Knowledge/Art), and that's if he gets a 20 and uses Extra Effort for a +2 check bonus.

Some of his skills, he can Take 20 on, provided there's a proper environment. He can do so with his Knowledge skills, if he's got access to research materials & an hour to spend. He can Take 20 on a Notice check, if he's got a full minute. He can Take 20 on the Profession check, though the books say nothing on how long a regular Profession check takes.

He can Take 10 on any of his skills.

Will he be allowed to Take 20? Will he even be allowed to Take 10?

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Hrm, there's only two skills which he can make a DC 30 on (Bluff and Knowledge/Art), and that's if he gets a 20 and uses Extra Effort for a +2 check bonus.

Some of his skills, he can Take 20 on, provided there's a proper environment. He can do so with his Knowledge skills, if he's got access to research materials & an hour to spend. He can Take 20 on a Notice check, if he's got a full minute. He can Take 20 on the Profession check, though the books say nothing on how long a regular Profession check takes.

He can Take 10 on any of his skills.

Will he be allowed to Take 20? Will he even be allowed to Take 10?

As you are writing up the post, you can choose to do it any way you like.

However, with that in mind, I'd like to point out that this "thread" is a goo place to justify bumping up areas that you feel are in need of improvement, skills being one such place that is often neglected.

If it was me, I'd roll the dice and see where they fall, but you can play it out any way that you wish. Take 20 if the skill allows it. Take 10 if you want. Regardless of the result, it really doesn'T matter if you pass or fail.

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I'd think Taking 20 would still be a useful indicator in showing which skills need improving. If the only way he can do something is to be as careful as he possibly can, and take his time to slowly and methodically do something (and even then has to "strain his brain" to get it done), it'd show his skills still need improving. Being able to barely do something when you've got plenty of time, ample materials, absolutely no distractions, and a good deal of skull-sweat indicates a far lower proficiency than someone who can do the same task with little preparation, minimal materials, several distractions, and showing little difficulty/effort in doing so.

At any rate, I think I've got me an idea as to how to do this.... :twisted:

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A great read! I hope you enjoyed the Power check. The item you made is yours to keep and use for any other threads you may wish to run.

I left it open for Belphegor to have the last word before locking the thread. Just have him leave when you're ready.

Again, congratulations!! :clap:

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