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11 hours ago, Elohdon said:

Raveled, How would The Strange show up to Second-sight/Magical vision?

 

Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous.

 

Take the feeling you get from looking at a shark, put in a nice grey suit, and let it sit there wrapped in a greasy black hand that sprouts from the blank spot in your vision.

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Undeads' Initiative roll: 1d20+4 20

 

                                                                                       Round 1

Initiative                                       Character                                          HP                                                 Damage condition

20                                                Revenants                                        GM                                                 Unharmed

15                                                The Stranger                                     1                                                    Unharmed

10                                                Mr. Blue                                             4                                                    Unharmed

 

Revenant 1

Standard action: Unarmed strike vs. Mr. Blue: 1d20+8 12

 

Swing and a miss! Mr. Blue had a surprise round, so he's not flat-footed.

 

Revenant 2

Standard action: The other one starts hammering its fists on the bulletproof glass, trying to break through. It'll be through on the next round.

 

Okay Rav, The Stranger is up.

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Mr. Blue is going to use his blast on the zombie in front of him. Perception, DC24. I'll post IC in a bit.

 

Edit: Since it will come up eventually, here are a couple knowledge roles to find out what Mr. Blue knows about The Stranger and what he is

Knowledge: History 1d20+20: 24 [1d20=4]

Knowledge: Arcane Lore 1d20+20: 30 [1d20=10]

Edited by Elohdon

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                                                                                       Round 2

Initiative                                       Character                                          HP                                                 Damage condition

20                                                Revenant 1                                       GM                                                 Bruised (x1)

20                                                Revenant 2                                       GM                                                 Unharmed

15                                                The Stranger                                     1                                                    Unharmed

10                                                Mr. Blue                                             4                                                    Unharmed

 

Revenant 1

Dazed, so no action.

 

Revenant 2

Standard action: Unarmed strike vs. The Stranger: 1d20+8 12

 

The Stranger is up.

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Attacking the stunned one then teleporting up to a ledge higher up.

 

Perception range DC 24 attack, then a movement power.

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