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Polar Vortex [OOC]


trollthumper

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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.

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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. 

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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. 

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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. 

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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. 

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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. 

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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.

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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

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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. 

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