Aoiroo Posted June 2, 2011 Share Posted June 2, 2011 Etain versus door, round 1, 19, not a bad roll Link to comment
Supercape Posted June 3, 2011 Author Share Posted June 3, 2011 It is indeed. We can hit some dialogue and stuff first, but Initiative rolls now is a good idea. Cultists: 1d20+1=21 ouch. Mob Boss: 1d20+1=20 damn nearly as good. For reference, Using "Mob Boss" from Golden Age for this: ATtack +6 (+8 Ranged), Defence +6, Tough +3, Fort +4, Reflex +4, Will +5 SOme SKills: Sense Motive +11, Intimidate +11, Bluff +11. Some Feats: All Out Attack, Defensive Attack, Elusive Target, Power Attack. He is equipped with a knife and a heavy handgun, like the cultists Link to comment
Aoiroo Posted June 3, 2011 Share Posted June 3, 2011 10, right, well Etain wasn't gonna beat the initiative anyway. Link to comment
Supercape Posted June 3, 2011 Author Share Posted June 3, 2011 Ok, Etain is still outside the Boss room with the closed door, so they haven't "met" yet, although the gunshot was very loud... Link to comment
Aoiroo Posted June 3, 2011 Share Posted June 3, 2011 Aren't they going to come out to see what the hell is going on, or do you want Etain to walk in on them. Link to comment
Supercape Posted June 3, 2011 Author Share Posted June 3, 2011 Mid-ritual! Not coming out for now. Link to comment
Aoiroo Posted June 4, 2011 Share Posted June 4, 2011 Etain's gonna attack the skull, any rolls or questions? Link to comment
Aoiroo Posted June 5, 2011 Share Posted June 5, 2011 Take ten arcane Lore, which for Etain is auto twenty. Link to comment
Supercape Posted June 5, 2011 Author Share Posted June 5, 2011 It is indeed a summoning ritual, or an attempt at one. Doesn't look like it is being very proficiently done. DRawing deceased wife out of portrait. Link to comment
Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 OK, Im going to say the artifact is reduced in potency - it now causes a limited (half effect) nullify field on magic. All magic powers can now be used at half rank. I hope thats an acceptable fudge for the mechanics. It is a PLOT device anyway. Link to comment
Aoiroo Posted June 6, 2011 Share Posted June 6, 2011 True, so than, is anyone going to attack Etain? Link to comment
Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 Moving into combat now. I cant say anyone is flat-footed at this point. 21 Cultists [3] Unharmed 20 Mob Boss Unharmed 10 Etain Unharmed 1 HP Cultists first: 3 Knives! 1d20+2=14, 1d20+2=4, 1d20+2=3 All resounding misses. Boss is throwing Rene's Brush onto the Canvas... Link to comment
Aoiroo Posted June 6, 2011 Share Posted June 6, 2011 Etain uses Paralyze, DC 16 reflex, if that missses DC 16 will save. Link to comment
Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 Cultists first 1d20+0=12, 1d20+0=15, 1d20+0=2 all fail Reflex so DC 22 Will Saves! 1d20+2=10, 1d20+2=5, 1d20+2=10 All are paralysed. To keep things simple, I'll say this they are out for the count (well, paralysed anyway) not going to roll for their break frees. Boss: 1d20+4=21 didnt quite make reflex 1d20+5=22 But makes the Will. Link to comment
Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 Diplomacy Roll for Etain. Boss is currently Hostile Link to comment
Aoiroo Posted June 6, 2011 Share Posted June 6, 2011 23 I guess it's not too bad, not too good either. Link to comment
Supercape Posted June 6, 2011 Author Share Posted June 6, 2011 SHofts him to Unfriendly. Link to comment
Aoiroo Posted June 14, 2011 Share Posted June 14, 2011 Right, I'm turning Etain's Strike attack into an cone area attack for an HP. She is turned directly towards the eldrich horror, so no attack roll needed. Reflex roll, 27, and Will save, DC 27. By the way, if your curious, it looks something like this what she is doing. Link to comment
Supercape Posted June 15, 2011 Author Share Posted June 15, 2011 Well technically we are moving into combat again so its initiative, but I will say that's a surprise round as the horror was engrossed with a) coming into this dimension and disposing with the mobster. In addition, at present it has a -2 situation penatly on Reflex and is flat footed, as in essence it is stuck halfway through an interdimensional portal. However, for the same reasons it has a +2 bonus to fort and tough saves as it is only partially in this dimension (unless you have dimensional feat to powers). As dicsussed in chat, as it is not yet in this dimension, its aura effects are not in play. Also, the skull is affecting both you and it, so most of your powers are 1/2 rank. Certain other powers like its Teleport obviously do not come into play as it essentially stuck (immobile). For Reference: The Suburban Horror (Book of Magic, Eldritch Servitor) Attack +9, Grapple +18, Damage +15 Strike (+10 With Skull effects), Defence +9 (+5 Flat footed), Initiative +3, Toughness +15 (+17 Situational), Fort +10 (+12 Situational), Reflex +4 (+2 Situational), Will +10 1d20+2=19 for Reflex (no chance!) DC for you attack, as its magic is only DC 21 (the Skull is still active at half strength) Will save 1d20+10=17 Bruised! For reference, Initiative is 1d20+3=10 Link to comment
Supercape Posted June 15, 2011 Author Share Posted June 15, 2011 Rene's initiative, even though he is exhausted, is 1d20+2=7 Link to comment
Supercape Posted June 15, 2011 Author Share Posted June 15, 2011 Ok in which case the horror just has the edge 10 Horror - Bruised 10 Etain 1 HP - Unharmed 7 Rene 3 HP - Exhausted Horrors Action, nothing Fancy, a straightforward Swipe at Etain. 1d20+9=29 Yoikes! Critical Hit! DC 30!!! Link to comment
Aoiroo Posted June 15, 2011 Share Posted June 15, 2011 9, heck no, last HP goes for a reroll. 22, alright, she's stunned and bruised, but she can turn invisible as a reaction so now she's stunned and bruised and completely concealed. Link to comment
Supercape Posted June 15, 2011 Author Share Posted June 15, 2011 Nice. Rene Exhausetd at -3 Attack and without his devices, is going to be somewhat vulnerable. Ah well. So, lets see, -2 attack +2 defence shifted snare attack, and -2 attack, +2 DC 1d20+6=25 well that paid off! shame no critical! DC 21 Snare 1d20+2=22 oh good lord. ok, burning an HP to use his luck control and make horror reroll that. 1d20+2=19 I don't believe it.... Well at least its Entangles. -2 Attack and Defence Next Round 10 Horror Bruised, Entangled 10 Etain, Bruised, Stunned 1 HP 7 Rene, Exhausted 2 HP Link to comment
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