Supercape Posted July 11, 2011 Share Posted July 11, 2011 OOC for this thread. Arcturus trawls through some sewers, the Beast Rune awakens! Link to comment
GranspearZX Posted July 12, 2011 Share Posted July 12, 2011 Gonna make use of Arc's artificer feat for this: Device 4 (Easy to lose; Flaws: Unreliable [5 uses per day], PFs: Indestructible, Restricted [Artificer feat only]) (magic, Light Rune) [10PP] Blast 8 (80 ft. range; PF: Accurate, Alternate Power 2, Precise) (Searing Light) AP: Dazzle 9 (Affects visual senses; 90 ft range) (Solar Flare) AP: Environmental Control 9 (Light; 90 ft. range, 2500 ft. radius) (Illumination) Link to comment
Supercape Posted July 12, 2011 Author Share Posted July 12, 2011 GOing with that, sorry for the delay, should have said yes yonks ago, but was peeking at rules for my own interest. Selfish me! Right, so thats a 10 PP artifice. Roll time! Design phase: DC 20 Knowledge (Arcane) Check, will take 20 hours to design. Take a -5 penalty to cut this down to 10 hours. Construction Check: DC 20 Craft (Art), will take 40 hours to design, take a -5 penalty on roll to cut down to 20 hours. Bear in mind artifice will last for one encounter (an HP will allow it to carry on for another one). So overall thats about 2-3 days (less if you are taking -5 penalties). Let me know if thats ok with you. Link to comment
GranspearZX Posted July 12, 2011 Share Posted July 12, 2011 No worries! Knowledge (Arcane Lore) check: (1d20+10-5=23) 10 hours to design, and then: Craft (Artistic) check: (1d20+10-5=7) Ew. So, gonna blow an HP right off the bat to reroll that: {HP REROLL} Craft (Artistic) check: (1d20+10-5=13) +10 for a total of 23. So 30 hours total. Huzzah for magic making! Link to comment
Supercape Posted July 12, 2011 Author Share Posted July 12, 2011 Cool lets fudge that as "next day" Link to comment
Dr Archeville Posted July 12, 2011 Share Posted July 12, 2011 I believe the consensus here is that, when you use Artificer/Inventor/Ritualist, you make Powers, not Devices. They're already a temporary thing, so they shouldn't benefit from the Device discount. (We've gone back and forth on it some over the years; Kenson said this when I asked him.) I'll leave it up to SC. Link to comment
Supercape Posted July 12, 2011 Author Share Posted July 12, 2011 Thanks Doc, the concensus on chat was, I think, that you could buy it with Flaw: Removable... My vote is this is another ambigious fudge. Personally I would have thought that you couldnt buy the Flaw Removable on a device, thats "Built in" to a device (and that seems to follow the Daedelus example in the core book). However, I doubt this is particularly relevant: so I will go with chat concensus and the vital spirit of getting on with the game rather than poring over rules (particularly if they aren't earth shattering), so lets just go with it...! Link to comment
Supercape Posted July 15, 2011 Author Share Posted July 15, 2011 Could I have Sense Motive Rolls and Notice Rolls for Marcus please? THe man is obviously shaken up (no roll needed for that)! DC 15 / 25 For both, 15 Giving you clues, Giving you really good clues... Also, when interacting with the man, feel free to make diplomacy / bluff / intimidate rolls depending on how you are interacting, if you wish. Link to comment
GranspearZX Posted July 16, 2011 Share Posted July 16, 2011 Notice roll: (1d20+5=20) Sense Motive roll: (1d20+5=24) Link to comment
Supercape Posted July 16, 2011 Author Share Posted July 16, 2011 Ok the man's clothes are ragged and torn for starters, and he is soaked, but mainly his body and hair, not so much the clothes [Notice]. He is acting oddly, not quite himself, a little sluggish and glassy eyes, so to speak, as if somebody not quite home. Link to comment
Supercape Posted July 16, 2011 Author Share Posted July 16, 2011 Worker is transforming into... a CROCODILE!!! ANd yes, that is a version of a beast rune on its forehead. For reference, using the "Crocodile" stats in M&M, but the thing is not a minion. Initiative time: 1d20+1=10 Also, with one dropped flashlight and one in Marcus hand, we are effectively in "low-light" conditions, giving partial concealment. The Croc has low light vision, however, muahaha! Link to comment
GranspearZX Posted July 16, 2011 Share Posted July 16, 2011 Initiative: (1d20+5=15) So, Marcus transforms... then flashes the Light Rune in the croc's face! Dazzle (ranged attack roll): (1d20+8=26) Reflex save vs DC 26. Huzzah! Link to comment
Supercape Posted July 17, 2011 Author Share Posted July 17, 2011 Giviing Croc -2 Situation Penalty under these circumtances: i.e. its dark, then very bright. 1d20+4=8 fully blinded! Well, it will bite back! 50% miss chance 1d20=11 and indeed, it misses! Next round: 15 Arc - 1HP - Unharmed 10 Croc - Dazzled Link to comment
GranspearZX Posted July 17, 2011 Share Posted July 17, 2011 Unarmed attack: (1d20+12=21) Arcturus strikes! Link to comment
Supercape Posted July 17, 2011 Author Share Posted July 17, 2011 NIcely done, I will presume that is with your claws power for DC 25 1d20+7=19 Croc Stunned and bruised. Also, it gets a Fort Check to shake of dazzle: 1d20+9=25 which it does comfortably. Also, forgot KB ( I confess not my favourite part of M&M, one I tend to miss!) Damage Bonus: 10 KB Modifier of Croc: -3 (1/2 Tough), -4 (Size), for KB of 3, or 5 feet. Arc up next round: 15 Arc - 1 HP - Unharmed 10 Croc - Stunned [till 15], Bruised x1 Link to comment
GranspearZX Posted July 17, 2011 Share Posted July 17, 2011 Next, Arc tries his hand at gator wrestling! Grapple check: (1d20+23=36) And then, Arc tries to get some info out of the beast through Intimidation. Taking 10 via skill mastery, +17 for a total of DC 27. Link to comment
Supercape Posted July 17, 2011 Author Share Posted July 17, 2011 Could you make a "to hit" roll first to see if grapple hits? Croc is flat footed due to being stunned, so Defence is only +2. Crocs Grapple bonus is +6 [Attack Bonus], +4 [Growth], +8 [strength] for +18 total. 1d20+18=31 Fail by 5, so pinned (providing you hit). As for intimidate, technically thats a standard action, unless you are using your move action to try a intimidation (I see you have the feat that eliminates that -5 penalty). Link to comment
GranspearZX Posted July 17, 2011 Share Posted July 17, 2011 I thought that was two rolls; my mistake. Attack roll: (1d20+10=21) And yes, I was gonna use my Move action to intimidate. Link to comment
Supercape Posted July 19, 2011 Author Share Posted July 19, 2011 1d20+3=6 no chance versus that. It is pinned and intimidated. At this point, ill call the combat...he reverst to normal form. Link to comment
GranspearZX Posted July 21, 2011 Share Posted July 21, 2011 Gonna try to ID the runes along the walls and door in the sewer tunnels. Taking 10 for a grand total of 20. :) Link to comment
GranspearZX Posted July 21, 2011 Share Posted July 21, 2011 Gonna try to ID the runes along the walls and door in the sewer tunnels. Taking 10 for a grand total of 20. :) Link to comment
Supercape Posted July 21, 2011 Author Share Posted July 21, 2011 Related to Beast Rune. As its kind of your mythology, I will give you free reign to develop it however you want. Ill run with whatever you post / go with! Link to comment
Supercape Posted July 21, 2011 Author Share Posted July 21, 2011 Related to Beast Rune. As its kind of your mythology, I will give you free reign to develop it however you want. Ill run with whatever you post / go with! Link to comment
Supercape Posted July 26, 2011 Author Share Posted July 26, 2011 I am unfortunately temporarily without Book of Magic, I was going to use it for the Iron Golem [with a few mods] If its Ok with you, I can wing some stats: Its PL 10, DC and Toughness shifted +4 STR 38 DEX 10 CON -- INT 10 WIS 10 CHA 10 [8 PP] Attack +6 (Includes -1 From Size), Defend +6 (+2 Flat Footed, Includes -1 from Size) [24 PP] Fort -- Reflex +0 Will -- Toughness +14 (Impervious +6), Initiative +0, Knockback -18, Grapple +27 Skills: Intimidate 4 [+6 including Size] [1 PP] Feats: None Powers: 19 + 13 + 66 + 13 + 2 = 113 Density 6 (x5 Mass, +12 STR, +3 Impervious Protection,Immovable 2, Super Strength 2, Permanent, Innate) Growth 4 (Large, +8 STR, +2 Toughness, Permanent, Innate) Immunity 65 (Will Saves, Fort Saves, Electrical damage, Innate) Protection 9 (Impervious 3, Innate) Supersenses 2 (Tremorsense) Disadvantage: Slow to react (-4 to Initiative Rolls) 1 PP. Total Cost = 9+24+1+113-1=146PP. I hope that works out ok for you. Its kind of a construct, but animated but a beast rune. Incidentally, it is not attacking yet, still social (ish!). EDIT/PS: I have just created a new nemesis for you! GAUNTLET! :D Link to comment
Supercape Posted July 27, 2011 Author Share Posted July 27, 2011 Can you throw me A notice roll? Link to comment
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