trollthumper Posted February 8, 2014 Share Posted February 8, 2014 Knew I forgot an OOC thread. Ghost Girl and Temperance enjoy a snow day, until they find out it might last a lot longer than a day. All right, so for the Vetrgoltr, we'll be using Shaen's Fenris Wolf build at PL11 - ATT +7 Base (+9 Melee, +11 Unarmed), DEF +11 (+5 Flat-Footed), TOU +11, FORT +7, REF +9, WILL +7 (+11 vs. Fear), Damage +13 Melee/+11 Unarmed. Vetrgoltr goes on 7. Temperance goes on 14. Link to comment
Gizmo Posted February 8, 2014 Share Posted February 8, 2014 Ghost Girl: Initiative. (1d20+3=15) Avro: Initiative. (1d20+2=8) Ghost GirlFree Action: Quick Change, Drop Morph.Move Action: Fly over to Vetrgoltr.Standard Action: Untrained Charisma check to calm Vetrgoltr. (1d20+2=17) Link to comment
trollthumper Posted February 11, 2014 Author Share Posted February 11, 2014 The Veltgoltr resists the charm offensive, but is held up a little. As it hasn't acted yet, Temperance takes an Aim action, in case the big ice boar didn't fall for Kimber's charms. Avro is up next. Link to comment
Gizmo Posted February 11, 2014 Share Posted February 11, 2014 Avro the Manticore KittenStandard Action: Ready Action.Trigger: Veltgoltr makes an aggressive move.Action: Spines vs. Veltgoltr. (1d20+11=26)That's a DC 20 Toughness Save with the Poison extra is it comes to it. Link to comment
trollthumper Posted February 13, 2014 Author Share Posted February 13, 2014 And the Veltgoltr acts, unleashing a chilling breath! Ghost Girl's good, as the breath doesn't have Affects Insubstantial, but Avro and Temperance must be a DC21 Reflex to halve, DC21 Reflex to avoid the Snare entirely. Temperance knocks it down to DC16, and manages to dodge. Avro's triggered action goes off, and it hits. The Vetrgoltr manages to save against the damage, though, as well as the poison. Top of the round. Ghost Girl's up first. Link to comment
Gizmo Posted February 13, 2014 Share Posted February 13, 2014 Avro the Manticore KittenReflex Save vs. DC 21. (1d20+6=8)Reflex Save vs. DC 21. (1d20+6=23) Phew.Ghost GirlFull Action: Ice Breath vs. Veltgoltr. I expect that's not going to have much effect given the descriptors, but it's a DC 22 Snare Cone with Affects Corporeal. Link to comment
trollthumper Posted February 14, 2014 Author Share Posted February 14, 2014 The icy breath sweeps over the Votrgeltr... but it has Immunity to cold effects, so that doesn't work. Temperance, meanwhile, realizes there may be a problem there, so... Move Action: Attempt to Demoralize the Votrgeltr via Intimidate. 11 versus 15. Doesn't quite take. Free Action: Stunt the following off of her Array: Transform 9 (snow to water; Extras: Duration [Continuous], Flaws: Range [Touch]) [27 PP] Standard Action: Touch the snow around her and turn it into enough water to hopefully batter the Votrgeltr next round. Avro is up next. Link to comment
Gizmo Posted February 14, 2014 Share Posted February 14, 2014 Avro the Manticore KittenMove Action: Jump onto Votrgeltr's back.Standard Action: Acid Venom Tail vs. Votrgeltr. (1d20+11=31) Crit! That's a DC 20 Drain Toughness. Link to comment
trollthumper Posted February 15, 2014 Author Share Posted February 15, 2014 The Vetrgoltr takes the blow, with a -5 to Toughness. Ghost Girl: 15, Unharmed, 3 HP Temperance: 14, Unharmed, 3 HP Avro: 8, Unharmed, 0 HP Vetrgoltr: 7, Unharmed, -5 Toughness, 0 HP The Vetrgoltr roars in response, but can't quite throw Avro from his back. Instead, he unleashes a burst of Drain Toughness in turn. It goes right through Ghost Girl, but Temperance isn't so lucky. She manages to halve the effect down to DC16, but takes a -4 to Toughness. Ghost Girl: 15, Unharmed, 3 HP Temperance: 14, Unharmed, -4 Toughness, 3 HP Avro: 8, Unharmed, 0 HP Vetrgoltr: 7, Unharmed, -5 Toughness, 0 HP Ghost Girl is up next. Link to comment
Gizmo Posted February 19, 2014 Share Posted February 19, 2014 Ghost GirlMove Action: Demoralize Vetrgoltr: 1d20+7 10Standard Action: Chill of the Grave vs. Vetrgoltr: 1d20+12 28 That's:Drain Strength 12 (Extra: Affects Corporeal, Power Feats: Accurate 2) [26PP] (chill of the grave) Link to comment
trollthumper Posted February 22, 2014 Author Share Posted February 22, 2014 The Vetrgoltr brushes off the fear, and the Drain as well. Temperance goes next. She first spends an HP to buy off her Fatigued from last round's stunt, then uses Move Object 9 on the water, slamming it into Hogzilla. As the boar is standing right in the midst of the water and the attack is Area Shapeable, it needs to make a DC19 Reflex save to halve, DC24 Toughness save to resist. And it halves the attack down to DC20, but thanks to his weakened state, is still Bruised and Dazed by the tidal onslaught. Ghost Girl: 15, Unharmed, 3 HP Temperance: 14, Unharmed, -4 Toughness, 2 HP Avro: 8, Unharmed, 0 HP Vetrgoltr: 7, Bruised x1, Dazed (Temperance's Action), -5 Toughness, 0 HP Avro is up next. Link to comment
Gizmo Posted February 24, 2014 Share Posted February 24, 2014 Avro the Manticore KittenStandard Action: Claws and Teeth vs. Vetrgoltr.: 1d20+11 23 That's:Damage 3 (Extra: Penetrating 5, Power Feat: Improved Critical 2, Mighty, Variable Descriptor 1 [claws, teeth]) [12PP] (claws and teeth)For a DC 20 Toughness Save.Let me know if he needs to do anything to stay perched on the Vetrgoltr's back. Link to comment
trollthumper Posted February 25, 2014 Author Share Posted February 25, 2014 The Vetrgoltr is Bruised and has his Dazed refresh. Ghost Girl: 15, Unharmed, 3 HP Temperance: 14, Unharmed, -4 Toughness, 2 HP Avro: 8, Unharmed, 0 HP Vetrgoltr: 7, Bruised x2, Dazed (Avro's Action), -5 Toughness, 0 HP Ghost Girl is up next. Link to comment
Gizmo Posted February 25, 2014 Share Posted February 25, 2014 Not a lot she can do against something immune to ice, so lets try this again.Ghost GirlMove Action: Demoralize Vetrgoltr.: 1d20+7 22Standard Action: Chill of the Grave vs. Vetrgoltr: 1d20+12 20 Link to comment
trollthumper Posted February 26, 2014 Author Share Posted February 26, 2014 The Vetrgoltr is Demoralized, and ...well, my finger slipped, but even with a +5 instead of a +2, that ain't good for him. That's -12 Strength, on top of the boar being Dazed and Demoralized. Now may be a very good time for combat to end. Link to comment
Gizmo Posted February 27, 2014 Share Posted February 27, 2014 What does Knowledge (Arcane Lore) check.: 1d20+10 26 get Kimber regarding the Frost Giants? Link to comment
trollthumper Posted February 28, 2014 Author Share Posted February 28, 2014 Given that they're giant, blue, and have mentioned Jotunheim, it's safe for Kimber to assume that they are jotnar - frost giants and natives of Jotunheim, one of the nine worlds of Norse Mythology. Said jotnar are descendants of the primordial Ymir, and "enjoy" relationships with the Aesir that veer between "bitter hatred" and "siring children" at times. They are, however, noted to be one of the oldest races in Norse mythology, and are supposed to be possessed of great wisdom. Link to comment
Gizmo Posted February 28, 2014 Share Posted February 28, 2014 Groovy. She's also going to use Super-Senses 6 (Detect Fear [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP] of the brothers because they're being rude and that may very well call for a haunting. Link to comment
trollthumper Posted February 28, 2014 Author Share Posted February 28, 2014 The two of them seem nervous about their presence here - not only has their frost boar run rampant, but the actions might draw attention from the Aesir... Link to comment
Gizmo Posted February 28, 2014 Share Posted February 28, 2014 Alright, spending an HP and stunting Growth 8 (Flaws: Dispersal [-2]) [8PP] off of her Friendship is Magic Array, using her Morph to look like her best guess at Hel from the jotnar's fears and her own Arcane Lore, then use Emotion Control 12 (Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawback: Power Loss [in Sunlight, -3]) [9PP] set to Fear - giving Temperance a head's up to cover her eyes first - for a DC22 Will Save. Link to comment
trollthumper Posted March 1, 2014 Author Share Posted March 1, 2014 The younger of the jotnar loses his next action, while the other is utterly unphased. Link to comment
Gizmo Posted March 3, 2014 Share Posted March 3, 2014 Since they're looking for a dead guy's heart and all, might Kimber get some utility out of Super-Senses 4 (Detect Death [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick’s Necrovision) ? EDIT: Notice check.: 1d20+11 24 Link to comment
trollthumper Posted March 4, 2014 Author Share Posted March 4, 2014 All right. That will likely be enough. Sensing the death gives you a feeling of... cataclysm. Something the size of a planet is slain with a single blow and crashes to what ground there is with the force of God's fist. Waves of frost and fire crash onto you, and into you, in rapid succession. For a few seconds, it feels like you're drowning - a sensation that you probably never thought you'd experience again. And then, all that sensation recedes, drawing away to a condensed, central point. Which feels like it's somewhere in the Wharton State Forest. Link to comment
trollthumper Posted April 19, 2014 Author Share Posted April 19, 2014 Initiative time!Temperance goes on 16. I'll roll the Jotnar when I have time to find the right build, and am not sleepy. Link to comment
Gizmo Posted April 19, 2014 Share Posted April 19, 2014 Ghost GirlInitiative.: 1d20+3 16 Link to comment
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