trollthumper Posted April 4, 2014 Posted April 4, 2014 Temperance, Set, Sekhmet, and Skaere deal with a little lycanthropy outbreak.
trollthumper Posted April 7, 2014 Author Posted April 7, 2014 All right, Initiative time! The Werewolf shall be represented by my >SAS Werewolf, as built.Werewolf goes on 19.Temperance goes on 26.
GooseInduced Posted April 7, 2014 Posted April 7, 2014 (edited) Skaere's roll Initiative: 1d20+2 20 Edited April 7, 2014 by GooseInduced
Gizmo Posted April 9, 2014 Posted April 9, 2014 SetInitiative.: 1d20+3 10SekhmetInitiative.: 1d20+5 10
trollthumper Posted April 10, 2014 Author Posted April 10, 2014 All right, let's get this rolling.Temperance: 26, Unharmed, 3 HPSkaere: 20, Unharmed, 1 HP (though that may be climbing soon)Werewolf: 19, Unharmed, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 4 HPTemperance is up first, and decides to get the Werewolf off his feet first with a carefully aimed Trip. The Werewolf needs to make a DC19 Reflex save to halve, followed by a DC22 STR/DEX/Acrobatics check. All right, that knocks it down to DC18, as it halves the Trip's 9, and... huh. That werewolf has good traction.Skaere is up next.
GooseInduced Posted April 11, 2014 Posted April 11, 2014 (edited) Intimidate against the faux-werewolf. She's looking pretty scary! Intimidate: 1d20+8 27 Edited April 11, 2014 by GooseInduced
trollthumper Posted April 11, 2014 Author Posted April 11, 2014 All right, I'm guessing that Skaere is attempting to Demoralize, as there's no Startle on the sheet. So... it fails, and is thus Shaken. Mind you, as another werewolf has arrived on the scene, the Businessman is starting to panic even more. Which means I'll give Skaere an HP due to Complication.Temperance: 26, Unharmed, 3 HPSkaere: 20, Unharmed, 2 HPWerewolf: 19, Unharmed, Shaken, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 4 HPThe Werewolf goes next. He shifts his Rage Unleashed Array to Leaping + Super-Speed + Super-Movement as a Free Action, then swipes at Skaere as a Standard Action. Which hits... and on an Improved Critical, too. DC30 TOU save for Skaere.Sekhmet is up next.
GooseInduced Posted April 11, 2014 Posted April 11, 2014 I have no idea what the consequences of failing this are. I have zero chance of passing the save. Toughness: 1d20+7 21
Gizmo Posted April 11, 2014 Posted April 11, 2014 SekhmetStandard Action: Charge Werewolf.: 1d20+9 27 That's a DC 15+7+5 = 27 Toughness save thanks to Improved Critical 2, and Incurable, so no Regeneration!Damage 0 (on Unarmed Damage; Power Feats: Affects Insubstantial 2, Incurable) [3PP] (corona fists; sun aspect, fire)Improved Grab: Initiate Grapple vs. Werewolf.: 1d20+16 36 That's 41 if we want to add the critical +5 to it.Move Action: Throw Werewolf. If he's about 350 lbs then with Effective 34 Strength Sekhmet can toss him 50'. She's aiming for away from Skaere and the civilian but if there's something painful to crash into within range, by all means.
trollthumper Posted April 11, 2014 Author Posted April 11, 2014 All right, for consequences - as Skaere failed her save by 9, that means she takes a Bruise (which means -1 to her next TOU save, and Bruises cumulate), and she's Dazed (denied her next action). She can, however, spend a Hero Point to shake off her Dazed condition and act normally.The werewolf is Bruised and Dazed - and as Grapples require an Attack roll, I've always applied Criticals to mine, so only fair we do the same here. Oh, shame puppy didn't activate Super-Strength instead...It is Bound, and we're say it hits... a tree. We'll say it's a particularly thick tree, so that's +4 for a DC19 TOU save. Another Bruise, and the Daze refreshes.Temperance: 26, Unharmed, 3 HPSkaere: 20, Bruised x1, Dazed (Werewolf's Action), 2 HPWerewolf: 19, Bruised x2 (x1 Incurable), Dazed (Sekhmet's Action), Prone, Shaken, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 4 HPSet is up next.
Gizmo Posted April 11, 2014 Posted April 11, 2014 SetMove Action: Follow after Sekhmet.Well Informed: Gather Information re: Skaere.: 1d20+15 34Standard Action: Shadow Snare vs. Werewolf. DC 17 Reflex Save.
trollthumper Posted April 12, 2014 Author Posted April 12, 2014 GI, would it be fair to say Set knows a good deal about Skaere?Also, the Werewolf escapes the Snare.Temperance: 26, Unharmed, 3 HPSkaere: 20, Bruised x1, Dazed (Werewolf's Action), 2 HPWerewolf: 19, Bruised x2 (x1 Incurable), Dazed (Sekhmet's Action), Prone, Shaken, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 4 HPTop of the round. Temperance has no Melee options, so...Move Action: Fly closer to the werewolf.Standard Action: Blast w/ Autofire. It hits, with +1 from Autofire, requiring the werewolf to make a DC25 TOU save. Which it does. Balderdash.Skaere is up next.
GooseInduced Posted April 12, 2014 Posted April 12, 2014 Skaere doesn't have much of a reputation. More than likely set would probably know that there are rumors of a creature matching her description. Though this creature isn't attacking people. The rumors are that it actually seemed to be helping people. For example an attempted mugging where the mugger was attacked by this creature and the original victim was unharmed. I doubt the victims would have really seen her as helping, like our business man here but that would have been her intent.
GooseInduced Posted April 16, 2014 Posted April 16, 2014 I think I am going to have Skaere shake off that Dazed condition by burning an HP. That hit has her pretty ticked and she wants a piece of the jerk. She also needs to make a recovery check for her injuries yes? Her regeneration for bruised is once per round without rest. Recovery check: 1d20+7 23 That should be a pass correct? Also she is going to use a move-by action to essentially clothes-line the werewolf. Attack: 1d20+7 20 Not quiet sure how it works but she has Drain toughness 7 linked to her melee attacks.
trollthumper Posted April 17, 2014 Author Posted April 17, 2014 Yes, she'll pass her Recovery check. That's a DC10 to heal up. As for the attack, that will hit, especially since Melee attacks on a Prone individual get a +4. So, that's a 11 (it says 13, but there's Shaken) on a DC17 FORT save, which means the Werewolf's TOU is reduced by 6. And he takes another Bruise, thanks to the actual attack.Temperance: 26, Unharmed, 3 HPSkaere: 20, Unharmed, 1 HPWerewolf: 19, -6 TOU, Bruised x3 (x1 Incurable), Dazed (Sekhmet's Action), Prone, Shaken, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 4 HPWerewolf's turn. He shakes off his Dazed, so everyone take a Hero Point.Free Action: Recovery. He succeeds, loses a Bruise.Move Action: Stand up.Standard Action: Swipe at Skaere. It would hit... if I hadn't forgotten the -2 from Shaken, which brings it down to 15.Temperance: 26, Unharmed, 4 HPSkaere: 20, Unharmed, 2 HPWerewolf: 19, -6 TOU, Bruised x2 (x1 Incurable), 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 5 HPSekhmet is up next.
Gizmo Posted April 18, 2014 Posted April 18, 2014 SekhmetMove Action: Demoralize Werewolf.: 1d20+11 24Standard Action: Charge Werewolf.: 1d20+9 26 That'd be a DC 22 Toughness Save.Improved Grab: Initiate Grapple vs. Werewolf.: 1d20+16 30 Trying for a pin, this time.
trollthumper Posted April 19, 2014 Author Posted April 19, 2014 The Werewolf is Shaken, is Dazed and Staggered, and is Pinned.Temperance: 26, Unharmed, 4 HPSkaere: 20, Unharmed, 2 HPWerewolf: 19, -6 TOU, Bruised x2 (x1 Incurable), Dazed (Sekhmet's Action), Staggered, Shaken, Pinned, 0 HPSekhmet: 10, Unharmed, 0 HPSet: 10, Unharmed, 5 HPSet is up next.
Gizmo Posted April 19, 2014 Posted April 19, 2014 SetMove Action: Shapeshift:Enhanced Feat 1 (Precise Shot) [1PP] + Super-Senses 4 (Visual; Extended 2 [1000'], Rapid 2 [x100]) [4PP] (falcon eyes)Standard Action: Lightning Bolt vs. Werewolf.: 1d20+7 17 Since the Werewolf gets -4 Defense for being pinned, that should hit. It's a DC 22 Toughness Save.
trollthumper Posted April 21, 2014 Author Posted April 21, 2014 And the Werewolf goes down. We are out of rounds.
trollthumper Posted April 25, 2014 Author Posted April 25, 2014 What Set realizes:Hoo, boy, where do we start. When it comes to modern folklore, there's lycanthropy as a virus, the inheritance of the werewolf condition... but then you get down into the ancient folklore, and there's a lot of it. People with wolfskin belts or cloaks, people who drink water out of a wolf's paw, people who rub ointments on their bodies, people who invite wolf spirits into their bodies, the story of Lycaon... it might be good to take a closer look at the werewolf, see what you find.
Gizmo Posted April 27, 2014 Posted April 27, 2014 SetInvestigate check.: 1d20+5 18Notice check.: 1d20+15 33Search check.: 1d20+4 21
trollthumper Posted April 27, 2014 Author Posted April 27, 2014 For Set:This werewolf doesn't have any gore under his teeth and claws, so it looks like no one else got infected - or mutilated. But there is a notable protrusion around the middle of the abdomen, about the width and thickness of a strip of leather. Feeling around this section, there appears to be a slight protrusion under the fur, one that feels slightly like a buckle.
Gizmo Posted April 27, 2014 Posted April 27, 2014 I'll give Skaere and Temperance a chance to comment before Set shares what he's found, if that's alright?
GooseInduced Posted April 27, 2014 Posted April 27, 2014 I wouldn't mind the chance to reply but I won't have the time till later this evening.
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