trollthumper Posted August 4, 2010 Posted August 4, 2010 The OOC counterpart, for when things go wonky.
trollthumper Posted August 4, 2010 Author Posted August 4, 2010 And just in case it's needed, I'm pretty sure Nick noticed whatever is happening.
quotemyname Posted August 5, 2010 Posted August 5, 2010 Okay, so how do you want to handle this? Just have Vivian respond to the sirens? If you had other plans, I'll edit my post, but for now I'll just throw something up. Notice: Police Sirens (1d20+7=13) I'm assuming the DC is probably 15? I'll hero point and likely auto pass with a +7
trollthumper Posted August 5, 2010 Author Posted August 5, 2010 I'd say responding to the sirens sounds like a good idea. And given the volume of the sirens, I'd reduce that to a DC 10 at this point, so you're cool. Keep the hero point.
trollthumper Posted August 5, 2010 Author Posted August 5, 2010 Well, with a 17 on a Knowledge (arcane lore roll) Nick at least knows what these guys are, but with a 27 on the Notice check, I think we can rule out any possibility of Nick's meager Stealth rank making a difference here, so... battle is joined! Guy 1: 4 Guy 2: 6 Guy 3: 15 Nick: 21
trollthumper Posted August 5, 2010 Author Posted August 5, 2010 Okay, so Nick goes first, attempts to use Poltergeist's Rage... and fails miserably, rolling a 1. And next up are the foes, who take advantage of Nick running right into their midst: Guy 3: 10 on Attack. Whiff. Guy 2: 12 on Attack. Whoosh. Guy 3: 22 on Attack, which means it hits, and Nick has to beat a DC21 attack... and does, handily. And with that, it's Valkyrie's turn. EDIT: And after talking it out in chat, I realized that I got Defense entirely, horribly wrong. Corrected for such.
quotemyname Posted August 5, 2010 Posted August 5, 2010 What was so wrong about it? Given her theme and History background shall we assume a +2 bonus to Knowledge on know what those are? (I had to wiki them.) Knowledge (History): Draugr; Not including possible +2 Circumstance. (1d20+9=14) If I do get the bonus, that will be a 15, and is probably enough to know what they are. If I do not, that hits DC 10, and is probably enough to know they are a "special type of zombie". Sound fair? Either way, V's gonna make with the hurting now. Valkyrie Free Action: Maintain necessary powers. Move Action: Teleport to the one Draugr that is still shriveled looking. Standard Action: Attack with Mjollnir (Melee). - All out Attack 5, Power Attack 5; DC 32 TOU, and DC 27 FORT on hit. (1d20+8=18) Well, I'm glad I got all the bad rolls out already. Ugh. - Re-roll: Hero Point Reroll: All out Attack 5, Power Attack 5; DC 32 TOU, and DC 27 FORT on hit. (1d20+8=27) Woot! Crit! Thanks to improved Critical 2. Bumps the DC's up to 37 and 32 respectively. Causing full Knockback as is her wont. That's it for me. IC post incoming.
trollthumper Posted August 5, 2010 Author Posted August 5, 2010 Well, on the Defense matter, I did it as opposed rolls. Defense is supposed to be a static DC 10 + Defense rating. As for the Mjolnir blow... assuming that Mjolnir retains the same make-up as it does in the myths (none of that "uru" stuff from Marvel), the Toughness roll of the withered meatsack is 17, so... yeah. He's out. And yet, he beats the DC 17 on the basic Knockback of the attack, so he remains on his feet until his neck snaps. That takes us into Round Two... where Nick is going to spend his entire round making sure that the cop with the neck wound recovers from his injury. Which he does, as Nick rolled a 22 on the DC 10 check to stabilize the dying man. And now come the draugr... Draugr 1: Natural 20 on an attack against Nick. It's super effective! This ups the Toughness save to DC 26, and... he just makes it with a 27. Draugr 2: 24 on an attack against Valkyrie, which beats Valkyrie's flat DC 13 (18 - 5 from AOA). The Toughness save on the attack is DC 21.
trollthumper Posted August 5, 2010 Author Posted August 5, 2010 And on the draugr matter... I will give the history bonus to you. If these were Sumerian zombies, you'd be SOL, but they're Norse, so... here's what Valkyrie knows. Draugr are strange undead, usually restless warriors who live for the kill. Some myths portray them as closer to zombies, while some portray them as vampires, complete with a fleet of unknown powers. Whatever the case, they generally bear a corpse-like appearance (be it milky pale or rotted), feast on the blood and flesh of the living (which would explain Cop #1), and are rumored to have the power to drive animals and humans mad (which would explain Cop #2).
quotemyname Posted August 6, 2010 Posted August 6, 2010 DC 21 is only rank 6. She has impervious 10. Plink.
trollthumper Posted August 6, 2010 Author Posted August 6, 2010 Yes, except the draugr have Strike 4... with Penetrating 4. Which means Impervious goes down to 6. EDIT: But then I realized that the draugr do not have the Mighty Feat, which means they only apply the +4 damage bonus from Strike 4. Which means no gougy action.
quotemyname Posted August 6, 2010 Posted August 6, 2010 Valkyrie Standard: Attack (Melee): AoA5, PA5; DC 32 TOU, 20 FORT (1d20+8=18) wtf? I'll let it slide this time.
trollthumper Posted August 6, 2010 Author Posted August 6, 2010 Draugr 2 Well, the attack connected, so... Toughness Save: A flat 14, which means it, too, is a pile of inert meat. Fortitude Save: Again, not necessary. Which means, we enter Round 3, with only one Draugr still on its feet. And Nick will see if he can do something about that, shifting his active power from Deny the Reaper to Ereshkigal's Talons. Nick Attack: 19, which beats the DC 16 of the draugr's defense. And the Talons are both Strike 12 and have Penetrating 5 for good measure, so they get plenty of gouging. Now, let's see how the draugr does... Draugr 1 Toughness: And that's a 16 versus a DC 28. As it failed the save by 12, it is Staggered, Disabled, and Stunned, which means it is unable to act this round.
quotemyname Posted August 6, 2010 Posted August 6, 2010 AoA5, PA5; DC 32 TOU, 25 FORT (1d20+8=12) Terrible! Though that might still hit since he's staggered and such. If it misses, I'll re-roll which should auto hit. Charge me the HP if necessary. If somehow that doesn't kill him, I'll spend yet another HP, surge, and take another attack. I'll edit my post as necessary.
trollthumper Posted August 6, 2010 Author Posted August 6, 2010 Well, the draugr's stunned, so his Dodge bonus is denied and he takes a further -2 to Defense, so... yeah. You just managed to hit, and knock his block off.
quotemyname Posted August 9, 2010 Posted August 9, 2010 Knowledge History for anthropology. (1d20+9=26)
trollthumper Posted August 9, 2010 Author Posted August 9, 2010 All right, after figuring out what was going on in chat... it's not so much historical as it is implied. Nick's hinting there may be another draugr out there who was behind the rising.
trollthumper Posted August 9, 2010 Author Posted August 9, 2010 And here's the Precog roll for Banshee Wail. The book says a DC 15 gives you halting and choppy info, and... well, I got a 15. So, that happened.
quotemyname Posted August 9, 2010 Posted August 9, 2010 Time for me to use some obscure super senses. Valkyrie Free Action: Extra Effort to power stunt off of the orb's teleport Super Senses 8 (Precognition and Postcognition) {8pp} Notice 8 {2pp} Postcognition; Precognition (1d20+15=27, 1d20+15=27) That's pretty uncanny! But I'm hoping it will work!
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