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Supercape

Crack is Whack Part II (OOC)

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Continuation of Initial Thread / Reboot. OOC thread for this thread.

Slick, Dragonfly and Nick track down Knuckles O'Hagan and the new drug.

This is rebooted from initial thread as Drifter has gone AWOL. Taken from the point where they reach Knuckles hide out.

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:argh: Darn you Dragonfly and your lack of surging.

Guess she'll have to do better when her turn comes up, or hope that Nick does better. No pressure Nick!

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He is consumed!

1d20+1=7

He would normally get a will roll every round to escape, but that isn't really relevant here, as the point is to incapacitate them without them raising the alarm. In this case, mission successful, so you can do what you want with the thug, although he will pop out at some point.

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yep!

and unless its a tough or fort save, a stoned out half asleep thug will be failing a reflex or will save without rolling for it: take it away.

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Muhahaha. Poor guy doesn't even GET a save if he's a minion. Crits, oorah!

Picking as the crit effect (bless you, house rules):

Dimensional Pocket 3 (Extras: Duration 3 [Continuous]) [15/18pp]

Muaha. Muahahahaha! You get to stay in the void....forever. (Or until Dragonfly remembers you're in there.) This is awfully cheesy, but a normal attack would have one-hit KO'd him for the same impact on the plot.

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Okay, so, making a Knowledge (theology) roll to determine likely faith of the practitioner/nature of the ritual (if it does indeed have any roots in a basic religious ritual), then Knowledge (arcane lore) to see if I can dismantle/disable it without causing things to go horribly, horribly wrong.

17 on the Knowledge (theology) roll.

And 29 on the Knowledge (arcane lore) roll.

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The sleepy man is a voodoo / hoodoo practitioner - not, from the looks of it, particularly proficient, but enough to put in place the necromantic wards.

Nick of course would no plenty about this so I am handwaving the theology roll. He would know most stuff about the religion bar any specific acadaemic trivia.

Disabling it would take a counter ritual - using ritualist feat. I will arbitary set this as if 10 PP, so 10 Rounds if you want to do a quicky.

Whilst in effect, necromantic descriptor powers function at 1/2 strength, and (at least minor) undead can't enter house.

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Preemptive Master Plan roll, just to get it out of the way if we decide to go that route:

Master Plan roll (1d20 + 6=16)

So that'd be a +2. Might help. Standard disclaimer: blah blah not effective unless she has the time blah blah GM's/teammates' call blah.

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