trollthumper Posted January 3, 2012 Posted January 3, 2012 The Liberty League deals with something weird in the Pine Barrens and gets dragged into some of the stranger mysteries of the Soviet Union. For those among the League who are curious about the first incident, there are some folders in the helicopter with a much more detailed account of the first incident.
Gizmo Posted January 5, 2012 Posted January 5, 2012 Okay, Auto-20 Gather Information turn up anything? Any relevant Knowledge checks to be made?
trollthumper Posted January 5, 2012 Author Posted January 5, 2012 Seeing as Midnight has a bunch of files close by, I'll give it to you. Those who are exposed to the phenomenon for a long period (about a week or so) start to go mad and suffer from some sort of withering ailment, eventually dying from organ failure.
Avenger Assembled Posted January 7, 2012 Posted January 7, 2012 Mark stunts: Move Object 15 (Extra: Affects Others, Flaw: Distracting, PFs: Affects Insubstantial 2) [32] Spends an HP to shake the fatigue. If that makes sense?
trollthumper Posted January 14, 2012 Author Posted January 14, 2012 And thus is battle joined! For the Color Host, we'll be using AA's Red Star build, with stats adjusted for PL14. That's Attack +10 (+14 Radiation Control), Defense +14 (+5 Flat-Footed), Toughness +14, Fort/Ref/Will +10, and damage to match. Color Host goes on 14. Cannonade goes on 12.
trollthumper Posted January 17, 2012 Author Posted January 17, 2012 And here's where we stand: Edge: Seized Initiative, Unharmed, 6 HP Wander: 26, Unharmed, 3 HP Midnight: 24, Unharmed, 4 HP Color Host: 14, Unharmed, 0 HP Cannonade: 12, Unharmed, 3 HP Edge is up first.
Avenger Assembled Posted January 18, 2012 Posted January 18, 2012 Edge Inspires his allies, giving them +5 to the various Inspire-aided checks for the remainder of the round. (-1 HP)
trollthumper Posted January 18, 2012 Author Posted January 18, 2012 So noted. Edge: Seized Initiative, Unharmed, 5 HP Wander: 26, Unharmed, Inspired (+5), 3 HP Midnight: 24, Unharmed, Inspired (+5), 4 HP Color Host: 14, Unharmed, 0 HP Cannonade: 12, Unharmed, Inspired (+5), 3 HP Wander is up next.
Electra Posted January 19, 2012 Posted January 19, 2012 Wander will make a grapple attack to try and take the hiker down. She's going to use her bat, both because she's practiced with it and to try and minimize physical contact with Mr. Possessed. Attack roll, with inspire: 1d20+15=30 Assuming that's a hit, grapple check, also with inspire: 1d20+28=39
trollthumper Posted January 19, 2012 Author Posted January 19, 2012 That will indeed hit. The Color Host is Bound as a result. Edge: Seized Initiative, Unharmed, 5 HP Wander: 26, Unharmed, Inspired (+5), 3 HP Midnight: 24, Unharmed, Inspired (+5), 4 HP Color Host: 14, Unharmed, Bound, 0 HP Cannonade: 12, Unharmed, Inspired (+5), 3 HP Midnight is up next.
Gizmo Posted January 21, 2012 Posted January 21, 2012 Midnight will just make an Auto-DC 40 Intimidate check against the Colour. (10 Skill Mastery + 25 Skill Bonus + 5 Inspire)
trollthumper Posted January 21, 2012 Author Posted January 21, 2012 All right, there's no way he can succeed against that, so he's Demoralized. Edge: Seized Initiative, Unharmed, 5 HP Wander: 26, Unharmed, Inspired (+5), 3 HP Midnight: 24, Unharmed, Inspired (+5), 4 HP Color Host: 14, Unharmed, Bound, Demoralized, 0 HP Cannonade: 12, Unharmed, Inspired (+5), 3 HP The Color Host realizes he doesn't really have much of anywhere to go, so he unleashes a blast of radiation w/ Autofire at Wander, trying to daze her so he can break the grapple. And misses utterly. It then decides to attempt, perhaps futilely, to escape as a Move Action. As Wander could beat that by blinking, he does no such thing. It's Cannonade's turn next. As he's not sure on how kosher it is to straight-up punch a possessed man while they're struggling in the arms of a super-strong woman, he'll instead spend an HP to acquire Stunning Attack for the turn. He will then Power Attack for +5. As this guy effectively has a Defense DC of 5, that hits. Cannonade had to cross the distance, so it's not a coup de grace, but it's still a DC25 Fortitude save. Aaaaaand he beefs it. Edge: Seized Initiative, Unharmed, 5 HP Wander: 26, Unharmed, Inspired (+5), 3 HP Midnight: 24, Unharmed, Inspired (+5), 4 HP Color Host: 14, Unconscious, 0 HP Color: 14, Unharmed, 0 HP Cannonade: 12, Unharmed, Inspired (+5), 2 HP So, the guy goes down, and the Color creeps out of his body. Edge is up next, and he will get a chance to suck it in. As it's a Move Action and can thus be contested, we'll be using AA's Haunter build to represent the thing in its liberated state. He manages to get it Pinned or Bound with the spirit sucker, it's done.
trollthumper Posted January 21, 2012 Author Posted January 21, 2012 That'll hit, and there is no way in hell the Color can beat that Grapple, so into the vacuum it goes! We're out of rounds. Notice checks, everyone. Cannonade gets a 15, and realizes the obvious.
Electra Posted January 22, 2012 Posted January 22, 2012 Skill Mastery for Notice, which is a 25. And a Survival check to attempt CPR. First roll is painfully bad. Spending an HP to reroll, just in case we can save this guy. Second roll is a 24.
Avenger Assembled Posted January 22, 2012 Posted January 22, 2012 Mark's Skill Mastery is equal to the 15, so I'll take that. He'll spend an HP to help the guy on his Recovery check, if it is possible to revive him.
trollthumper Posted January 22, 2012 Author Posted January 22, 2012 All right, here's what everyone notices: Edge Yup, he's dead. He also doesn't quite look like he's displaying any of the symptoms of the usual freshly-dead body. Midnight The man is dead, and it appears he has been for a while. He's somewhat pallid, and the veins look like blood hasn't been flowing through them for a long while. Also, there's some ink running under his tattered clothes... Wander You know from experience that a body like this displays certain symptoms once death occurs, and none of them seem to be happening now. It's more like the body's been inert for a good while, but experienced nothing like decay or rigor. He's also heavily tattooed under the clothes.
Gizmo Posted January 26, 2012 Posted January 26, 2012 Investigate check. (1d20+12=29) Gather Information w/ Well-Informed. (1d20+10=20) Do either of those net Midnight any additional clues as he examines the body and its tattoos?
trollthumper Posted January 26, 2012 Author Posted January 26, 2012 Well, Midnight has likely seem similar symbols to many of the tattoos in his adventures. They look like apotropaics, symbols used to ward off the influence of evil. Given the direction of many of them, though - seemingly mirror reversed - they weren't built so much to protect the person as keep the color trapped inside them. And there's one tattoo that doesn't look like any of the others - an eagle perched on an AK-47, backed by a red star, found on the right bicep. If you weren't mistaken, you'd swear it was Spetsnaz. The host doesn't really look familiar, at first glance. Maybe some digging in the archives...
Avenger Assembled Posted January 27, 2012 Posted January 27, 2012 Unless prompted otherwise, Mark is going to post-haste take us over to the headquarters of the Peoples' Heroes in Moscow. (or wherever TT wants to put it)
Recommended Posts