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Elegy

The Line of Syme (OOC)

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In which a strange gang known as the Wickermen kidnaps a descendant of Seth's family for some nefarious purpose...

 

Partially adapted from a section of the classic Marvel RPG adventure module Night Moves.

 

Seth performs an extended search of a five mile area using ESP. He increases the DC by 10 to do it in an hour rather than a day, and uses extra effort twice over that period to get +4 and a total +6 Search bonus. He succeeds. He then burns a hero point so that he is only fatigued rather than exhausted.

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Seth uses his Will Save blast on the door guard, scoring a hit. The door guard, being a common cultist, doesn't have much willpower. He fails his save hard, and is immediately rendered unconscious.

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Seth uses his telekinesis to blast Frankenstein's monster. Thanks to the creature's awkward bulk he hits, though only just. Though made of tough stuff, the monster fails its toughness save by more than five, and is bruised and stunned.

 

Doctor Frankenstein takes a swing at Seth with his bone saw, but misses spectacularly.

Edited by Elegy

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Seth misses Doctor Frankenstein, and Doctor Frankenstein misses Seth. The monster, no longer stunned, lumbers forward, but takes one additional round to reach Seth because of the obstacle between them. The following round, Seth scores what would be a critical hit against the Doctor (if he were not immune) with his telekinesis, and the Doctor fails his toughness save by more than 10, leaving him staggered and stunned.

 

The monster picks up its slab and tries to hit Seth with it, but misses. Seth hits the monster with his telekinesis, and the monster narrowly fails its save, becoming doubly bruised. The monster responds by smacking Seth across the room with the table, leaving him bruised and stunned and knocking him back 25 feet. The creature spends the next round stomping over to where he flew. (Accidental extra attack roll for the monster; I used the first one).

 

Seth stand back up and blasts the monster, but it still refuses to go down, merely becoming thrice bruised. The monster tries to hit him again but fails badly. Seth hits the monster again and still only bruises it. The monster swings at Seth and misses again. Seth hits it and it fails its save by more than 10, becoming staggered and stunned. Seth still doesn't finish it the following round, giving it a sixth bruise.

 

By this time Doctor Frankenstein has reached Seth, and the two robots attempt to go out in a blaze of glory. Seth hits the monster again and finally squashes it, but Doctor Frankenstein hacks the young mage up with a critical hit from his bone saw, leaving Seth stunned, bruised, and injured. The Doctor attacks again while Seth is stunned, but misses. Seth turns, hits the Doctor, and finally ends the fight.

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Seth earns a hero point for pressing on in spite of his injuries.

 

Seth hits, Vampire bruised and stunned. Wolfman hits, Seth injured and stunned.

Wolfman hits, Seth saves.

Seth hits, Wolfman bruised and stunned. Vampire misses.

Seth hits, Wolfman bruised. Wolfman misses. Vampire misses.

Seth hits, Wolfman bruised. Wolfman crits, Seth injured. Vampire misses.

Seth misses. Wolfman misses. Vampire hits, Seth injured and stunned.

Wolfman misses. Vampire hits, Seth fails hard (would be staggered), hero point to reroll. Seth injured.

Seth hits, Wolfman stunned and bruised. Vampire misses.

Seth misses. Wolfman misses. Vampire misses.

Seth misses. Wolfman hits, Seth saves. Vampire misses.

Seth hits, Wolfman bruised. Wolfman misses. Vampire misses.

Seth hits, Wolfman destroyed. Vampire misses.

Seth misses. Vampire hits, Seth saves.

Seth hits, Vampire staggered and stunned.

Seth hits, Vampire bruised.

Seth hits, Vampire bruised.

Seth hits, Vampire bruised.

Seth hits, Vampire destroyed.

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Seth hits, Mummy stunned and bruised. Skeletons advance. Demon 1 misses. Demon 2 misses.

Seth hits, Demon 1 staggered and stunned. Two skeletons hit, one critical. Seth bruised. Demon 2 misses.

Seth uses extra effort to power stunt from Magic: Area (Burst) Blast 10, Accurate 2, Precise. Seth exhausted.

Demons are immobile and autofail their reflex saves. Two skeletons succeed.

Four skeletons staggered and stunned. Mummy staggered and stunned. Demon 1 bruised, Demon 2 stunned and bruised.

Seth submits to a deathtrap and gains a hero point for doing so.

 

Seth uses extra effort to power stunt Strike 10 in place of Immunity 10 on his device, burning his hero point to keep from going unconscious.

 

Seth uses Clarity Charm + intimidate against the Wickermen leader. He gets -2 for being in an inferior position, modifying his rolled 14 to a 12. The Wickermen leader gets an 11 on the opposed check, and is thus intimidated.

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