Eldritch: NetherWar (Inactive)

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Magical Heroes against the Darkness

Tactical Map

Visual Reference

Damage Chart


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Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

@ST With Perception Ranged Damaging Move Object, can Max just bounce the armored guy off the cavern roof?


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Hi team

Heads up. I've a biz trip leaving early Monday morning and returning late Friday with no time to post during the trip.

cheers


Because you have damaging on the move object, you can grapple with it while you damage people. You can flavor that as whatever, I think. So slamming into the ceiling, spikes from the Crimson Bands, crushing, etc. Since you are busy I'll roll for that.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

I discovered my issue with figuring out Gracie's XP expenditures--I lost the spreadsheet when my old computer died awhile back. So I had to redo it. Discovered a minor math error in the process which is now fixed.

I added onto her sheet the ability for her sword to shed light as daylight at will (it eliminates concealment from darkness), which I had mentioned I would awhile ago. PP spent are 155/160. After reviewing everything I realized I needed more XP to bump up her powers in certain ways so I was holding off on spending it all for the time being.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Sorry team. I’m still traveling on the other side of the world.

ST. How can Eldritch use his Move Object grapple to crack open that armor to let the sunlight in?

Thanks


Hey everyone. I’m super sick at the moment. I’ll get back online as soon as I can.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Get rest and hope you have a speedy recovery.


Thanks for the good wishes, everyone. I apologize for the long absence. Those who have been with me for a while will know that this week every year is a tough one at work, and this week it also chose to throw at me a devastating respiratory virus. Not the flu or Covid, so maybe the nasty RSV that is going around? I've been working 14 hours a day for a week and crashing as soon as I got home. Actually had to take a day off midweek just to recover and slept for about 20 hours. Still not completely recovered but getting it back together.

I expect some folks will be some folks will be spotty with the holiday coming up, but let's do our best to carry on.

Sad Oz can't actually be with us for this character moment, but we carry on...


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Take good care of yourself.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Isn't Max still holding Draculason in his Move Object? If a Move Object is Damaging, do you have to pick each round if it Damages or Holds each round, but not both? Because Max's MO affects insubstantial.

thanks


I'll have a post up this evening, started a new job Monday and shifting my sleep schedule has been hard lol.

Edit: Err, should have checked gameplay first, I assumed two posts meant new combat round had started.


"Eldritch" Max Sinclair wrote:

Isn't Max still holding Draculason in his Move Object? If a Move Object is Damaging, do you have to pick each round if it Damages or Holds each round, but not both? Because Max's MO affects insubstantial.

thanks

I was thinking that since you were targeting the armor you couldn't also target the vampire. Basically he was choosing to separate himself from the object/device that was your target.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Got it


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

*pokes game* Y'all ok?


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9
Good Knight Gracie wrote:
*pokes game* Y'all ok?

Thanks for the poke. Didn’t see that it was my turn. Post tomorrow due to RL

Cheers


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

GM, part of why I asked if the tactical map was up to date is I think we'd benefit of a summary of the battle scene as it is currently. A lot has happened and it's been a little hard to follow who is standing and who is where.

BD: Would it be possible to pull back on posting the foreign script? We get that Sacred Bull is speaking an ancient language that we somehow know what he is saying, and it's a cool idea, but the huge walls of text make it hard to rescan the thread to follow the action. I expect it also takes you some time to generate your posts and just allowing us to assume he is speaking in his angel-speak might save you some time as well. Thanks for considering it.


♉️ Great Bull of Heaven| Damaged 0 | Hero Points 0 | Perception +7 | Initiative +1 | Toughness 13 | Dodge 5 | Parry 5 | Fortitude 10 | Will 10 | Hero Forgeries: Sacred Bull (Shedu Form); Sacred Bull (Human Form)

DQ - No problem. Was just a flavour thing, but I can reign it in and just post the "translated" speech.


1 person marked this as a favorite.

I will be travelling starting tomorrow until the 25th. I have no idea what my internet situation will be. I'll post when I can.

And Happy Holidays everyone. I hope all of you get at least some moments of peace before 2023.

RPG Superstar 2015 Top 8

Safe travels!


Happy holidays and such!


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Safe sojourn chief and festive cheers when they come.

RPG Superstar 2015 Top 8

Official "I will be slow or not posting the next few days because Christmas" message. Whatever and however you do this time of year, may joy and light be with you.


I am back in the real world after a tropical sojourn.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

I got an annual subscription for Marvel Unlimited for my birthday. After binging various runs of Daredevil, I started working on several Avengers runs. Now I'm reading the storyline with an armored vampire, hellhound, and Dracula's castle, so I finally understand what's kind of going in this game. Woot!

Excelsior!


Spoilers for Avengers Vampire War and maybe for this game:
Yeah, in my head that team mapped onto your team so well, and we had the Dracula tie in already. Good Knight is Cap, Eldritch is Iron Man, Cesarina is Black Panther (not exactly, but for the purpose of that story it works fine), Oz is Ghost Rider, Eoten was She-Hulk. You would have gotten more of the story of what was going on through Oz but we lost him. Best laid plans and all that. All leading to a different endgame here, but the set up was fitting.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Happy New Year!

I thought Max had both the son of Dracula and Oz in his Crimson Bands. I though Move Object could sustain multiple victims, no? Did the son break out?

cheers


I assumed when you went to grab Oz you let Jakud go. I think in order to use a Move Object effect against more than one target at a time you would need the "area" extra, probably shapable so that you could choose only some targets in an area.

I'm happy to be proved wrong.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9
GM SuperTumbler wrote:

I assumed when you went to grab Oz you let Jakud go. I think in order to use a Move Object effect against more than one target at a time you would need the "area" extra, probably shapable so that you could choose only some targets in an area.

I'm happy to be proved wrong.

No. It's ok. I really don't know the rules well. I thought I read somewhere that you can sustain a move object grab, but you can only actively grab one thing at a time, without area effects of course.

EDIT It's here where I read it. Deluxe Ed of Hero Handbook pg 171 wrote:

Continuous: Move Move Object generally cannot have a continuous duration, since it is an active effect and requires at least a modicum of attention to maintain. The GM may allow Continuous Move Object as a variation that is not disrupted when you are unable to maintain it, but

that still requires your conscious attention to do anything other than have the affected object hang in midair. There’s no change in the cost of the extra, this is just a limitation of the Move Object effect +1 cost per rank.

So, if Continuous is +1, the Move Object is Sustained, which I thought means he can sustain one and Move Object a second thing. At least that's what I thought.

What do you think?

cheers


I think you could have someone grabbed and the continuous would keep them grabbed while you did something else. The problem for you there would be that you wouldn't be able to use anything else in that array without turning off the Crimson Bands.

Good news is that quite soon you'll be getting lots of points for an upgrade.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9
GM SuperTumbler wrote:

I think you could have someone grabbed and the continuous would keep them grabbed while you did something else. The problem for you there would be that you wouldn't be able to use anything else in that array without turning off the Crimson Bands.

Good news is that quite soon you'll be getting lots of points for an upgrade.

Absolutely, I knew that if Max was sustaining a Move Object, he could not change Array, which is why I used it again on Oz.

He's already got a lot of points in that Move Object, for the record.

cheers


We aren't quite there yet, but quite soon we will cross a threshold that will give you 15 power points and advance you to PL 11. I just wanted to give you a heads up because that is a lot of character building that you might need to think about.


Woohoo!

Everyone receives 15 power points and increases to Power Level 11.

To be clear, Dracula's ashes were destroyed. The Mask was destroyed. All of the vampires are gone. The darkness blows away like a morning fog. It is a big victory. Things are Great.

We will begin the next "session" a year later. Your hero's situation should be one of those "things are good" montages.

Some ideas:

Gracie and Winifred might be in an "on again" moment and both are happy. Gracie's work is going well.

Seven has found a way to spend less time in her Netherworld and is now able to spend time with Max in Freedom City.

The Bull is able to become a hero in Freedom City. Maybe he has had some fun adventures with some of our team or with some of the other heroes of Freedom City vs Taurus and Talos.

Not sure if Cesarina would still be heroing or maybe doing something else.

Oz has taken a sabbatical from the group to research his powers, but is still around.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Woot! Will take some time to level up. We should have 175 power points total at this point, yes?

I nominate "I'm Walking On Sunshine" for the good things montage soundtrack. (For the animated/live action version)

I think yes that sounds right for Grace, things going well with Winnie, work going well at the Botanical Gardens, roses blooming. Maybe Zooming with Gran back in the UK. Helping the city as usual, both with and without team members. Playing video games.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9
Good Knight Gracie wrote:
Woot! Will take some time to level up. We should have 175 power points total at this point, yes?

Technically 176 includes paying for Benefit 1 (Member of Eldritch)

Time of year? To describe the weather well in the montage?

cheers


I typically envision Cesarina as floating away from the team during a long "downtime", but always answers the call when it's put out again. She's the kind of character who doesn't like...fight muggers in her off time, you know? Especially since she is very much not bulletproof.

I'll mull over whether Cesarina is in this arc at all or not. I REALLY like playing the character, but depending on the plotline for this arc, maybe bringing in that reimagined version of Deadman I mentioned like...jeez that was two years ago... would be more appropriate.

It was mentioned at one point in this arc, and I agree, that Cesarina does have other responsibilities that might take her away from the group occasionally.


This arc will hearken back to that original adventure so bringing Deadman back in could make sense.


Time of year will be the halcyon days and nights of summer.


I'm sure it will take a while to spend all of those points. Just check in when you are ready.


I'm also going to upgrade your control of the Nexus so that you can teleport from anywhere on Earth to the Nexus and from the Nexus to anywhere on Earth. With the limitations: Must be close to a Ley Line and Must use a door/portal.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

My target update and post is Sunday. Thanks


GM SuperTumbler wrote:
This arc will hearken back to that original adventure so bringing Deadman back in could make sense.

How long has it been since the original adventure?

By my estimate it's been around 10 years, since I think the big 7 year timeskip between adventures 1 and 2 was the only huge one.

Edit:

Spoiler:
M&M 3e: PL 8 (120 pp)

Abilities: (32p)
Strength 3 (6p)
Stamina 3 (6p)
Agility 3 (6p)
Awareness 3 (6p)
Fighting 3 (6p)

Dodge Defense: 2p

Advantages: (7p)
Power Attack
Takedown 2
Prone Fighting
Eidetic Memory
Fearless
Jack of All Trades

Skills: (12p)
Athletics 6
Insight 6
Perception 6
Close Combat 5
Intimidation 1

Powers:

Undead traits: ( all Innate; 27p)
Immunity 12 (Life Support, Necromantic effects; 12p)
Immortality 5 (10p)
Regeneration 1 (Persistent; 2p)

Leaping: (9p)
Leaping 9 (9p)

Senses (Innate): (11p)
Accurate, Acute, Analytical Scent
Magical Awareness
Danger Sense
Darkvision (2p)
Infravision
Ultravision
Ultrahearing

The Axe of Forseti: (15p)
Damage 8 = 8p
Move Object 8 (Damaging, Limited: Water Only, Precise 1p) = 17p
Very Removable: -10p

Shield of Odin: (8p)
Protection 5 (Impervious; 10p)
Immunity 5 (Magic; Limited: Targeted Damaging Spells 2.5p)
Easily Removable: -4p

Complications:

Motivation: Redemption. Gylfir committed many sins in life and is cursed to wander the earth for eternity. He believes achieving true redemption will set him free form this world to pass on to the next.

Weakness: Curse removal. Should Deadman's curse ever be lifted, he would die instantly and permanently.

Weakness: Holy magic. Magic sourced from non-evil deities or similar divine sources bypass his immunity to magic and all other resistances. Likewise, magical healing is treated as a Damage effect of the same rank.

Weakness: Holy Ground: Deadman physically cannot enter any consecrated structure or holy site belonging to good aligned deities.

Power Loss: As a being animated by magic, Deadman becomes a normal corpse in any area devoid of magic.

Enemy: Undead Hunters: Many organized religions put together a corps of exorcists and undead slayers. Though they've fallen ou of favor over the years, Deadman is still considered an abomination in their eyes.

A backup of Deadman's old sheet in case I need it.


As part of Gylfir's change in status (crippled by Cesarina, now the nascent god of a new cult), I was mulling over a character theme: Minionmancy.

How feasible do you think it would be to have a Feature or other power that allows Gylfir to manifest his own abilities through a Minion or Sidekick?

The basic idea is that Gylfir is stuck at home, but can keep in contact with the group using mental communication and manifest his abilities through his worshippers.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Likewise hope to get Grace updated by Sunday.


Storm Dragon wrote:

As part of Gylfir's change in status (crippled by Cesarina, now the nascent god of a new cult), I was mulling over a character theme: Minionmancy.

How feasible do you think it would be to have a Feature or other power that allows Gylfir to manifest his own abilities through a Minion or Sidekick?

The basic idea is that Gylfir is stuck at home, but can keep in contact with the group using mental communication and manifest his abilities through his worshippers.

As long as we don't get into a situation where he is sitting invincible at home and can't be harmed, I'm fine with it.


No more than usual, since he already has Immortality and Regeneration. The Minions would be a pretty big point of vulnerability since enemies could knock them out in one hit.

The only way I can figure out to manage it though is...fiddly, and basically makes me wonder if it's worth doing.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Here's a draft powered-up Gracie. Using Ski's 3e M&M chargen Excel sheet to do this, so any math errors are technically the creator's fault. ;)

Let me know how this works or if there's anything you'd suggest as an alternative. Most of this is just boosts to existing powers and/or increasing appropriate attack/defense levels for the new PL.

Grace PL 11:

[size=150]Grace Hartwell
PL11[/size]

Abilities
Strength 2, Stamina 4, Agility 1, Dexterity 1, Fighting 5, Intellect 1, Awareness 3, Presence 2

Powers
"Dyfres [Magical; activates as move action, then sustained]:
Armor of the Good Knight: Protection 10 [Magic; summoned armor protects Gracie; Impervious +1; Activation (move, then sustained) -1, Noticeable -1], Armor Ligaments: Leaping 4 [Magic; when in armor Gracie can leap up to 120 ft; Limited to when armor is activated]
(21 points)
Calesvol [Magical, Activates as move action, then sustained]:
Light of Excalibur: Environment 2 [Sword can glow to shed light as bright as a sunlit day, eliminating all darkness based concealment; Limited to when Calesvol is activated -1]
Array: Sword of Light: Dazzle 9 [Magical blazing light targets sight; Fortitude Save; Area (cone), Selective; Range, close; Limited to when Calesvol is activated, noticeable -1]
Alt: Sword Strike: Damage 9 [Magic sword slices through anything (this is a magic effect, not a device); Penetrating 1; Activation (move, then sustained) - 1, noticeable -1; Improved Critical x2 (2)]
Alt: Dispel Magic: Nullify 11 [Dispels magic in cone; Selective, area (cone), Concentration; Reduced range (close), distracting; Limited to when Calesvol is activated]
(28 points)
The Scabbard is Worth Ten:
Scabbard Regeneration: Regeneration 10 [Regenerative healing that works only when Dyfres and Calesvol are not active; Persistent; Limited to when Dyfres and Calesvol are not active]
(10 points)
Sister of Avalon:
Fey Sight: Senses 1 [Sense effects with the fey/faerie descriptor], Fey Speech: Comprehend 1 [Can speak with and understand the fey; Narrow (-2)]
(2 points)"

Equipment
"
Standard Equipment
Contribution to Nexus (5 ep), Multitool (1 ep), Laptop (1 ep), Smartphone (3 ep)"

Advantages
Equipment 2, Extraordinary Effort, Interpose, Power Attack, Move-by Action, Improved Initiative, Teamwork, Takedown 2, Leadership, Connected [Win works with UNISON], Benefit 1 [Member of Team Eldritch]

Skills
Athletics 10 (+12), Close Combat: Sword attack 6 (+11), Deception (+2), Expertise: Botany 10 (+11), Expertise: British mythology 10 (+11), Insight 9 (+12), Intimidation 8 (+10), Perception 7 (+10), Persuasion 13 (+15), Stealth (+1), Technology 3 (+4), Treatment 6 (+7), Vehicles 2 (+3)

Offense
Initiative +1
"Sword Attack +11, Damage , DC 24 Penetrating
Unarmed Strike +5, Damage , DC 17"

Defense
Dodge 8, Parry 8
Toughness 14 (Def Roll 0), Fortitude 10, Will 9

Power Points
Abilities 38 + Powers 61 + Advantages 13 + Skills 42 + Defenses 22 = Total 176


That looks fine, Gracie.

The only thing I would say to all of you is spend your points on all of the cool things you want your character to be able to do. This is the last adventure in the Path. Having every offense or defense maximized is probably less important than being able to use your cool powers.

This collection of adventures wasn't written just for magic themed heroes, so since I pitched the campaign that way you guys are going to be a little above the curve as far as your powers and skills being relevant to the plot. Don't worry to much about being optimized.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

So with this being the final arc I'd like to bring back the Professor and Eoten. If agreeable a decade gives me plenty of opportunity to rejig the pair of them especially with the additional PP.

Sacred Bull was fun, but all through the Vampire arc I couldn't but help think - Eoten would have done that. I'd have used the Professor here etc

Have some ideas ST but I'll PM you them if the above notion flies with you (and fits the set up for the final arc of the Netherwar).


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

OK Max's Profile is updated to 176 pts (paying for the Benefit (Member of Edritch). Summary of changes:

* Increased Offenses and Defenses to PL 11

* Added Wizard senses as per Jim Butcher's Harry Dresden

* Added mystic trinkets as per Hellboy finally using his Artificer inspired by a Batman utility belt

Will post in Gameplay after the honey-do list gets worked

cheers


Black Dow wrote:

So with this being the final arc I'd like to bring back the Professor and Eoten. If agreeable a decade gives me plenty of opportunity to rejig the pair of them especially with the additional PP.

Sacred Bull was fun, but all through the Vampire arc I couldn't but help think - Eoten would have done that. I'd have used the Professor here etc

Have some ideas ST but I'll PM you them if the above notion flies with you (and fits the set up for the final arc of the Netherwar).

To be clear, it has been 10 years since the first adventure where you fought Una and Seven took over the Netherworld. It has only been a few months since the Vampires.

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