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Good Knight Gracie wrote:

Re: the OOC conversation: I LOVE Doctor Who, I've watched it since I was a kid and seen nearly every episode of the classic series you can see. I also really like the new series. The new Doctor is AWESOME. Some of the episodes of the recent season dragged/had some issues, but she is amazing and anyone who thinks otherwise is, objectively and quite frankly, a stupidhead poopypants. So there.

Also the thing that Hypnotist said really didn't make me think anything of Doctor Who. But y'all do y'all.

The problem with Who for the last decade has been great acting talent given the 1000 ton millstone of abjectly terrible writing. I had hoped Chibnall's run would be better than Moffat's fumbling, but no love; I dropped it halfway through the most recent season.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

How long have we been gone? The Hypnotist should probably check in with his family......


It has only been about one full day.


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 think Chibnall is doing better than Moffat--the season did definitely dip in the middle, no argument, but a lot of the eps have a very old-school feel atmosphere wise to me, plus I like that we have a Team Tardis again, with characters who have their own skills and ambitions and relationships, rather than Girl-Uber-Obsessed-With-the-Doctor-and-then-Her-Life-Will-Be-Ruined-For-Him . The final episodes are very controversial but I liked where they went in the end personally. But yes later Smith and all of Capaldi are suffering Colin Baker's curse... great performance, awful writing. ("My" Doctors were Tom Baker and Davison. I think part of why I like Whittaker's Doctor is she has a bit of Davison's dry humor/niceness and a bit of Baker's mania, but also has her own schtick as well.)

Re the game: I am happy to handwave Grace's calling in to her folks and Win--Win first to be sure she's safe, folks to let them know something's gone down and to not worry but Freedom City is in trouble and she has to help. If you do want to RP that let me know.


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

Now may be a good time to review the "Improve Roll" aspect of spending hero points, to be sure we are on the same page. I'm not sure either Deadman or Sinclair used it as written.

d20HeroSRD, emphasis mine wrote:


One Victory point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result; an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Victory point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Victory points on die rolls made by the GM or other players without the Luck Control effect (see Powers).

So Sinclair, your second roll should count as a 19, and Deadman, your result is 17.


Huh, for some reason I thought it was " if you roll lower than 11, treat it as 11".


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

You may have remembered that the reroll can't be any lower than 11 and misremembered how that was achieved.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

How many hero points should we have? I don't know if Sinclair and Gracie have things that give them extra or if I've missed a post saying we received some extra?


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

We all should have had at least 1 for starting the adventure and 1 for the scene in the Dreamtime. I earned a couple extra through the events of the game (and I just spent one so now I have 3).

If you're not sure how many you should have I suggest rereading the thread. Fortunately we are only four pages in!


1 for starting adventure, 1 for helping townsfolk recover (all but Silver Tiger), 1 for Dreamtime Complication, 1 more, I think. I would think most of you should have 3 or 4 unless you've spent one.


Is there any large body of water around for me to shoot at Una?


There is a plenty big fountain and some smaller fountains on the map.


Completely worn out from work today. I come back strong tomorrow.


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

Getting my mojo back gang - appreciate the patience shown (especially by our esteemed GM).


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Hey

I just finished Titans Season 2 and was imagining how the builds would differentiate all the brawlers. One thing stumped me though. How do you build that move when they use the bad guys as shields against the weapons of their allies?

thanks


Deflect, Reduced Action Required (Immediate/Reaction/Whatever it's called in 3e), Limited: only when Grappling an enemy?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked
Storm Dragon wrote:
Deflect, Reduced Action Required (Immediate/Reaction/Whatever it's called in 3e), Limited: only when Grappling an enemy?

OK. But then, how does the shield person take the damage? Because the move prevents the hero from taking damage AND damages the grappled minion. Reflect?


Redirect, from Reflect: "You can redirect attacks you successfully deflect at any target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one. +1 cost per rank."

You could add another modifier; I think most GMs would allow "Reduced range" to only your natural melee reach for a few points reduction.


Apologies for my lack of attention this previous week. Teaching has been sucking all of my energy lately. I'm teaching with half the students in the classroom and half at home, and have hours more supervision duties than usual. I'm also finishing up a "3 week" renovation that started mid July and has taken 9 weeks.

I kept trying to get it together enough to make good posts, and couldn't. I hope things will be better this week, but life is going to stay tough for a while.


Assuming it is a situation where they are grabbing the mooks and using them as shields, you could limit it to people they have grabbed/snared, or a limitation that they have to be nearby.

Otherwise I'd go with exactly what Storm Dragon said. Reflect with Redirect can be something like a lightsaber or something like this.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Anyone want to teamwork on a Will attack vs the dragon?


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've got nothing that provokes a will save; can I still assist? Grace has the Teamwork feat so it would be good. Alternately maybe the Hypnotist can assist you and Eoten and/or Gylfir and I could do a physical team attack.


Team attacks have to have the same save and the same effect. I tend to play a little loose with the same effect rule if things are in the same sort of descriptors. Seven doesn't have any Will based effects, for some reason.


Sorry for my radio silence the last few days. Currently spreading myself thin between work, games, and two personal projects that need to be completed this month.


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

Hey folks, hit those site time outs and work today and tomorrow is going to be intense. Will post when I can later this week. I think Grace has taken her turn for this round, but please bot her as needed.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Can Sinclair use a Hero Point to use his Spell pool to add to his magic sense to figure out what Una is doing?

How would I write that mechanically?

thanks


Like a scry sort of thing?


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Like a sense magical workings on steroids. Discriminating Una's magic. Because Sinclair that whatever shenanigans Una is up to, it will involve magic. Sinclair is trying to try to get a preview, so he can prepare and best react


In this case, it is probably best to just spend a Hero Point to ask for an inspiration. You use your magical awareness to scan the area and figure out what she might be up to based on the ways energy is flowing or something.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

Does anyone want to Teamwork Una?

Otherwise, I think I might Will attack the released dragon

Suggestions welcome


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

Busy weekend on duty rota - head's burst. Will try and post on the morrow.


Working on my character for the next leg (the priest I mentioned). Would you rule an Area Damage effect resisted by Will instead of Reflex to be a +0 or +1 Alternate Resistance effect?


Looking through the adversaries in the other adventures, I'd go with +1.


Gotcha, thanks.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

Sans Complications, this is likely the character build. I have a specific story in mind as well I just need to write it out.


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

Work has wiped me out this week folks, been a long weekend of duty calls and after action meetings. Likely to be closer to Friday before I'm in position to post. Please bot Eoten/Prof as/when required.


GM SuperTumbler wrote:

Round 9, heroes are up

Have we lost Dunwich? Haven't heard from them in a while.

I believe Atlas may have sadly withdrawn from all campaigns involving our loosely connected group of games here; due to a mismatch of expectations they dropped from the Savage Rifts: Tomorrow Legion game, as well as the game that Rigor is nominally running (though I believe that one is completely dead in the water at this point). That wasn't long before their last post in this thread as well.


Damaged 0 | Hero Points 0 | Perception +2 | Initiative -1 | Toughness 15 | Dodge 0 | Parry 5 | Fortitude 15 | Will 6 | HEROFORGE EOTEN

Hey folks - apologies for my absence over the last week, as I touched on previously was burned out with work.

Bad news is things are continuing to ramp up over the next month here in my Ops role, and I’ve a bunch of front loading to do ahead of my planned seasonal family vacation to Dubai for 2 weeks from 12-29 Dec.

Knock on has been I’ve been mentally wiped and struggled for motivation and impetus. I’ve always taken pride in being a player who didn’t just post for postings sake, and enjoy the role-play as much as the roll-play.

As a result I’ve taken the very, very tough decision to cut back on the games I play in, and run, and try and focus on those games I’ve belonged to longest. Next few weeks will tell if a reduced game load will help and allow me to manage my input whilst tempering it with RL demands.

So in short I’m still here, and hope to be a productive player, but would ask that the huge level of patience and understanding you’ve all already granted to me is extended for a few more weeks.

I’ll try and post whenever possible, but if my creative funk continues please bot Eoten to keep the impetus or have him take a background role for the time being.


BD, my games move so slowly that you can probably take some time off and not miss much. I hope that this adventure will wrap up soon, and we will move to the time jump to the present.

We will hold a place for you. Take your time.


GM SuperTumbler wrote:
BD, my games move so slowly that you can probably take some time off and not miss much.

I think this one has been moving at a pretty solid pace so far, compared to other ones you've taken a crack at in the past. It's felt fairly consistent.


Hmmm. I guess that makes me sad for the overall progress of PbP. I feel like even this one is painfully slow.

But, overall, we have been fairly successful and certainly almost finished this first adventure. I hope we can finish Una off and move to new adventures.


Damn, Seven doesn't at least shout "DANGER CLOSE!" or something before she just fries one of her allies?

...Are we the baddies?


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 expect there's some plot shenanigans happening (including that Hypnotist was planning on dying, IIRC)--she doesn't seem to have full control of the spell.


Indeed, Hypnotist was always intended to die. I was hoping to line a better sacrificial moment for him. But he did die holding Una in the fire and saving Gracie from being smushed by magic, so it's a decent death.

And at the moment, Seven is holding a runaway fire house.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

Hypnotist has exited stage left as intended. Now, his son will enter the picture. I've made a few different builds for him, but I can't really settle on anything. I'd like to not lean in too heavily on the "dreams" schtick as 1, it's very limiting and 2, his son has little to tie him to his dad's traditions as his father was too preoccupied with heroics. Originally, Briareus was to play a big role in the son's training as a hero, but I think it would be more interesting if Sinclair, who Mac often refered to as "Young Mage", were to take the son under his wing.

As we may be potentially losing two big bruisers, I may want to pivot away from the more mobile "utility/support" character I originally intended and go for a heavy-hitter. Perhaps, in keeping with his generational curse, he will be fueled by nightmares in some way. Any ideas are greatly welcome.


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

1. You should build whatever inspires you most and feel you would have fun with in this group.

2. Not sure what's happened to Dunwich, but Eoten's player in my experience is pretty good about keeping in touch and I trust he will check in if he decides he can't keep up with the game game. We are losing Deadman for the new character Cesarina who is an energy controller.

3. We should probably check in about the future party in general. I am playing Future Grace, who is this build but a harder-hitting sword, a Dispel attack, and Leaping, along with a few other random things like Fey Sight reflecting a visit to Arcadia. I can tweak her build if needed if we need more tankyness. Cesarina has some healing and attack capabilities. Sinclair is a general magic user. IIRC Eoten will become a merged two headed monster with Aethalward and the giant together in one, for both some knowledge and hard hitting.

4. Whatever you decide I think we have a lot of bases covered even though we've lost Silver Tiger and possibly Dunwich. (Also Sinclair hasn't posted in several days and I hope he's ok.) I will note Hypnotist's mind control abilities were extremely helpful in several fights, and given we are in a magic-focused game, the more magic in the party, the better. This doesn't mean you should avoid attack or defense, just noting Hypnotist as written was helped turn the tide in several situations.


Damaged 0 | Hero Points 2 | Perception +10 | Initiative +2 | Fortitude 6 (2) | Will 10 | Dodge 4 | Parry 4 | Toughness 12 (2) | Masked | Unmasked

1. Agree with Gracie to play what you want. Sinclair will age and become more magey. His tentative build is the profile at the bottom. Would be happy to support backgrounds

2. Atlas has not replied to my PMs either, but s/he is posting in another game of mine. I've posted in that Discussion to share his/her intentions for this game. Hope s/he returns

3. As above, Sinclair's build is in his profile. Before knowing about GKG's desire for a Dispel, I was thinking of removing that ability, because he didn't have a chance to use it. And can always ritual it. I would greatly appreciate any suggestions about what to do with the point or slot

4. My son has been monopolizing our computer, which has severely reduced my opportunities to post, but I'm still here!

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

Glad you're still with us, Sinclair!!

I did the dispel because a) going for little bit of a Holy Avenger vibe b) So she'd have something to do when dealing with magic and a direct attack isn't an option. But I can certainly redistribute the points if she can be more helpful another way.

My latest draft of her PL 10 build is here if anyone has any suggestions:

Spoiler:

[size=150]Grace Hartwell
PL10[/size]

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

Powers
"Calesvol [Summons magical sword (this is a magical effect that doesn't work like a normal sword wrt disarm, sunder) that stabs or dazzles]:
Sword Attack (Strength-based): Damage 8 [Magical; she summons Calesvol and stabs people; Penetrating 1; Activation (move action) -1, Noticeable -1 (shiny sword); Advantages: Improved Critical x2]
Alt: Sword of Light: Dazzle 9 [Magical; targets sight, Fortitude save; Activation (move action -1), Noticeable -1]
Alt: Dispel Magic: Nullify 8 [Magic, suppress or negate magic in 60 ft cone extended from the sword Will DC 23 ; Area +1, Concentration +1, Selective +1; Reduced Range (close) -1, Distracting -1; Activation (move action) -1]
(18 points)
Dyfres [Summons magical armor (this is a magical effect not ""real armor"" that can be removed)]:
Summoned Armor: Protection 8 [Magical; she summons a suit of armor around herself; Impervious 1; Activation (move action) -1, Noticeable -1 (obvious suit of armor)], Improved Armor Ligaments: Leaping 4 [Magic; when in armor, Gracie can jump up to 60 feet; Limited -1 - only when armor is activated]
(17 points)
Scabbard Heal [Magical healing that only works if her other powers are deactivated]:
Scabbard Healing: Regeneration 10 [Magical; when she is not using her other powers, she heals; Persistent 1; Limited to only when she is not using Calesvol AND Dyfres power set -1]
(10 points)
Sister of Avalon [Time in Arcadia has given Grace the ability to sense and communicate with Fey]:
Fey Sight: Senses 1 [Sense Fey effects], Fey Speech: Comprehend 1 [Communicate with and understand the fey folk; Narrow (-2)]
(2 points)"

Equipment
"
Standard Equipment
Camera (1 ep), Cell phone (1 ep), Laptop (1 ep), Flashlight (1 ep), Cell phone (1 ep)"

Advantages
Equipment 1, Extraordinary Effort, Interpose, Power Attack, Teamwork, Improved Initiative 1, Takedown 2, Connected (Winifred is a Tech Consultant with an international supers oversight group), Leadership

Skills
Athletics 10 (+12), Close Combat: Sword Attack 5 (+10), Deception (+2), Expertise: Botany 9 (+10), Expertise: British mythlore 6 (+7), Insight 9 (+12), Intimidation 8 (+10), Perception 7 (+10), Persuasion 8 (+10), Stealth (+1), Technology 2 (+3), Treatment 6 (+7), Vehicles 2 (+3)

Offense
Initiative +5
Attack with magic sword +10, Damage 8, Str applies to damage, normally 2 + 8 = 10, DC 25

Defense
Dodge 6, Parry 6
Toughness 12 (Def Roll 0), Fortitude 10, Will 8

Power Points
Abilities 38 + Powers 47 + Advantages 10 + Skills 36 + Defenses 17 = Total 148

Complications
"Motivation: Responsibility/Do Good - Even if Gracie didn't have powers, she has a protective nature and is willing to risk harm to help others
Code: In addition to being naturally an honorable person, Gracie is expected by the powers that gifted her to be honest, protect others when she can, and keep promises
Power Loss: Intentional, repeated violations of her code will cause her to lose her powers
Relationship: Gracie's friend/ex-girlfriend Winifred, who tends to be hapless and vulnerable.


I'm open to suggestions on Cesarina as well. I am specifically staying away from Resurrection effects for story reasons though until we hit the PL 12 variant.

@GM: How do you feel about Gylfir becoming some kind of corporate tycoon in the background? Similar to Oracle Industries (Namor's company), run by an ambiguous villain/hero, seemingly tries to do good. IIRC you said there'd be a bit of a timeskip after this leg.


Damaged 0 | Hero Points 3| Perception +5 | Initiative +3 | Fortitude 3 | Will 3 | Dodge 3 | Parry 3 | Toughness 8|Photo

I don't know why but I thought Gylfir was moving towards becoming Seven's bodyguard. Gylfir should've started his generational wealth gathering eons ago!

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