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Whole Kit and Kaddishle [OOC]


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Wherein Grimalkin finds someone is defiling Jewish graves, and calls in Dead Head for help. The culprit: Neo-Thuleists, and their lackey, White Knight!

Kaddish: a prayer found in the Jewish prayer service. The central theme of the Kaddish is the magnification and sanctification of God's name. In the liturgy different versions of the Kaddish are used functionally as separators between sections of the service. The term "Kaddish" is often used to refer specifically to "The Mourners' Kaddish", said as part of the mourning rituals in Judaism in all prayer services as well as at funerals and memorials. When mention is made of "saying Kaddish", this unambiguously denotes the rituals of mourning. Along with the Shema and Amidah, the Kaddish is one of the most important and central prayers in the Jewish liturgy.

"Whole Kit and Kaboodle": a lot, group, or bunch; a collection of things. Possibly derives from kit (one's equipment, as used in their job) + boedel (household effects, possessions); literally, one's professional and personal belongings.

Also of note: in 4 days (March 19th) is Purim, "a festival that commemorates the deliverance of the Jewish people living throughout the ancient Persian Empire from a plot by Haman the Agagite to annihilate them, as recorded in the Biblical Book of Esther."

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  • 2 weeks later...
  • 1 month later...

I'm invoking DH's Hatred (those who disturb the dead) Complication, netting him an HP.

Initiative times, yo!

Dead Head: initiative (1d20+2=15)

Mutt: initiative (1d20+2=12)

Cultists (4): initiative (1d20=15)

Head Cultist: initiative (1d20+1=2)

White Knight: initiative (1d20+1=15)

Cultists use Cultist stat from Book of Magic, and are Minions.

Head Cultist uses stats for PL 7 Mystic from Instant Superheroes

Tentative order

15: Dead Head: unharmed, 2 HP

15: White Knight: unharmed

15: Cultists x4: unharmed

12: Mutt: unharmed

02: Head Cultist: unharmed

Need an initiative roll from you.

However, also need to determine if there's a surprise round. Specifically, if White Knight or the cultists spot the heroes -- who, let's say, are 50 feet from the baddies -- before we act. With Grim's skill & Skill Mastery in Stealth (and Tiny pixie size), they have no chance of seeing her, but they may spot Ol' Deady.

Well, they might if any of them had Darkvision. But they don't, and their lights do not shine that far! Good thing Dead Head, Mutt, and Grim do!

(do recall that the purpose of this thread is for DH & Grim to meet & tlak about their immortality; this grave-robbing business is just an excuse to get 'em together!)

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Toughness save, DC 27 (1d20+12=14) fails by 13, that's Staggered + Stunned!

Do I want combat to end that quickly? No.

Have an HP as I GM Fiat a re-roll.

Toughness save, DC 27; re-roll (1d20+12=21) +10 = 31 = unharmed

Lil' Grim needs to make a Toughness save, DC 26, from the contact w/ his fiery aura.

18: Grimalkin: unharmed (?), 5 HP

[bg=#8080FF]15: Dead Head: unharmed, 2 HP[/bg]

15: White Knight: unharmed

15: Cultists x4: unharmed

12: Mutt: unharmed

02: Head Cultist: unharmed

Now Dead Head

Dead Head

Move Action: Shamble over to the Cultists

Standard Action: Pummelings for all with his Mighty Shovel!

They're Minions, so he can Take 10 on his Attack (and Power Attack for +5 Damage/-5 Attack, and All-Out Attack for -5 Defense/+5 Attack) for a total of 22. That hits.

That makes a DC 30 Toughness save, but they're Minions with a mere +2 to Toughness. This means A) they cannot make the Toughness save, B) being Minions, a failed save = take the worse condition, so they'll be KO'd with each hit, and C) DH's Takedown 2 lets him take down all the Cultists.

Knockback! ... not bothering, since they'll all KO'd.

Free Action: Extra Effort to SURGE for another standard action. DH will be fatigued at the start of the next round (unless he uses an HP to nix it)

Standard Action: Attack Head Cultist!

Attack vs. Head Cultists (Defense 14); All-Out Attack (-5 Defense/+5 Attack), Power Attack (-5 Attach/+5 Damage), Sneak Attack (+2 Damage) = DC 30 Toughness save if he hits (1d20+12=31)

Toughness save, DC 30 (1d20+8=17) also fails by 13!

Again, not wanting it to end this early, so, GM Fiat (HP to DH)

Toughness save, DC 30; Fiat re-roll (1d20+8=24) Fails by 6, he's Bruised & Stunned!

Knockback! Damage 13 (we says bonus from Sneak Attack isn't added) - KB of 8 = 5 = 25 feet!

18: Grimalkin: unharmed (?), 5 HP

15: Dead Head: unharmed, 3 HP

[bg=#FF0000]15: White Knight: unharmed[/bg]

15: Cultists x4: unconscious

12: Mutt: unharmed

02: Head Cultist: Bruised, Stunned

Now White Knight, but I'll figure that out once I know how Grim did with the Toughness save vs. WK's fire aura.

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That's a bruise for Pixie!Grim

18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 3 HP

[bg=#FF0000]15: White Knight: unharmed[/bg]

[bg=#000000]15: Cultists x4: unconscious[/bg]

12: Mutt: unharmed

02: Head Cultist: Bruised, Stunned

White Knight

Free Action: Maintain fire aura

Move Action: Fly up 30 feet

Standard Action: Attack w/ Blast vs. Pixie!Grim (Defense 24); All-Out Attack (-5 Defense/+5 Attack), Power Attack (-5 Attack.+5 Damage); DC 31 Toughness if it hits (1d20+10=22) so close!


Cultists

KO'd


18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 3 HP

15: White Knight: unharmed

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#0000FF]12: Mutt: unharmed[/bg]

02: Head Cultist: Bruised, Stunned

Mutt the Wonder Dog

Move Action: Fly up to WK

Mutt is Invisible & Incorporeal by default, making this a surprise attack.

Standard Action: Chomp!

Attack w/ Bite vs. White Knight (Defense 15); All-Out Attack (-2 Defense/+2 Attack), Power Attack (-2 Attack/+2 Damage); DC 23 Toughness if it hits (1d20+6=8)

'course, there is several PLs difference between them...


18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 3 HP

15: White Knight: unharmed

[bg=#000000]15: Cultists x4: unconscious[/bg]

12: Mutt: unharmed

[bg=#000000]02: Head Cultist: Bruised, Stunned[/bg]

Head Cultist

Reaction: GM Fiat (DH gets HP) to shake off stun

Free Action: Maintain force field

Reaction: Knowledge (Arcane) check (1d20+8=13)

He knows this is an undead of some sort, but not exactly what kind. So he's just gonna blast it.

Standard Action: Attack vs. Dead Head (Defense 16); DC 23 Toughness save if it hits (1d20+4=19)

Since his Blast is magic, DH's Impervious does not apply, so he does need to roll a Toughness save.

Toughness save, DC 23 (1d20+17=36) Blast? What Blast?

Free Action: Switch Magic Array from Blast to ESP/Flight

Move Action: Fly to a superior position! (i.e. out of range of his shovel!)

IC (well, GM/NPC) post soon, then top of the round, and Grim'll be up!

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  • 3 weeks later...

UP doesn't say anything about needing to make an attack roll, so, yes, looks like it's just a Reflex save.

Reflex save, DC 18 (1d20+4=7) Fails!

WK's now tied up by some Toughness 8 chains.

18: Grimalkin: Bruised, 5 HP

[bg=#BF80FF]15: Dead Head: unharmed, 4 HP[/bg]

15: White Knight: unharmed

[bg=#000000]15: Cultists x4: unconscious[/bg]

12: Mutt: unharmed

02: Head Cultist: Bruised

Reaction: Use HP to nix fatigue from last round's Extra Effort. 3 HP now.

Reaction: Know (Arcane Lore) check to see if DH knows this "Aeshma the Daeva" (1d20+10=26) Ol' boy knows quite a bit! And knows it's Very Bad if it's summoned.

Free Action: HP for Heroic Feats, to gain an alt power on his 8PP Necromantic Array (2 HP now)

Aspect of the Penanggalan: Additional Limbs 2 (two 'limbs') {2} and Flight 3 (50 mph/500 feet) {6} {2+6=8/8}

Move Action: Use Anatomic Separation

Move Action: Fly up to Head Cultist

Free Action: Extra Effort to SURGE; will be fatigued at start of next round

Standard Action: Headbutt!

Headbutt Head Cultists (Defense 12); Charge (+2 Attack, -2 Defense), All-Out Attack (-5 Defense/+5 Attack), Power Attack (-5 Attack, +5 Damage); DC (15+6+5) 26 Toughness save if it hits (1d20+10=25)

Dead Head ends with 2 HPs.

White Knight, Mutt, and Head Cultist's up next.

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18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 2 HP, will be fatigued at start of next round

[bg=#FF0000]15: White Knight: unharmed, trapped[/bg]

[bg=#000000]15: Cultists x4: unconscious[/bg]

12: Mutt: unharmed

02: Head Cultist: Bruised

Reaction: WK's Fire Aura works on the chains.

Toughness save, vs. WK's Fire Aura, DC 26 (1d20+8=28) Passes, they hold!

Full Action: WK tries to break chains.

If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively. This requires a full-round action. Instead of rolling, assume the object’s Toughness save result is equal to (5 + Toughness). Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way). If your damage bonus is equal to the object’s Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically.

Str mod +8, plus Supr-Str of 4 = +12 on the "damage," which is greater than the chain's Toughness of 8. The chain's "Disabled" (-1 Toughness), Grim sees several links breaking, but enough are holding that WK's still trapped.


18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 2 HP, will be fatigued at start of next round

15: White Knight: unharmed, trapped

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#0040FF]12: Mutt: unharmed[/bg]

02: Head Cultist: Bruised

No Action: Remain Invisible & Incorporeal

Standard Action: Chomps on WK some more

Attack vs. WK (Defense 15); All-Out Attack (-2 Defense/+2 Attack) & Power Attack (-2 Attack/+2 Damage); DC 23 Toughness save if it hits (1d20+6=15)

Toughness save vs. WK's (magical) fire Aura (DC 26) (1d20+6=22) fails, and since Mutt's a minion, he goes down!


18: Grimalkin: Bruised, 5 HP

15: Dead Head: unharmed, 2 HP, will be fatigued at start of next round

15: White Knight: unharmed, trapped

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#000000]12: Mutt: unconscious[/bg]

[bg=#000000]02: Head Cultist: Bruised[/bg]

Free Action: Maintain Force Field

Free Action: Switch from Flight/Invisibility to Telekinesis

Standard Action: Attack with TK to Grapple DH

Attack vs. Dead Head's head (Defense 20 [18 + 2 for being a Tiny head) (1d20+4=16) misses

Reaction: GM Fiat to reroll (DH gets HP)

Attack vs. Dead Head's head (Defense 20 [18 + 2 for being a Tiny head); GM Fiat re-roll (1d20+4=10) +10 = 20 = hits

Move Action: Move back 30 feet from Dead Head's body


IC post, then top of a new round and Grim'll be up!

[bg=#408000]18: Grimalkin: Bruised, 5 HP[/bg]

15: Dead Head: unharmed, 3 HP, will be fatigued at start of next round

15: White Knight: unharmed, trapped

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#000000]12: Mutt: unconscious[/bg]

02: Head Cultist: Bruised

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  • 2 weeks later...

[bg=#408000]18: Grimalkin: Bruised, 5 HP[/bg]

15: Dead Head: unharmed, 3 HP, will be fatigued at start of next round

15: White Knight: unharmed, trapped

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#000000]12: Mutt: unconscious[/bg]

02: Head Cultist: Bruised

WK's Will save vs. Grim's Fear (DC 25) (1d20+8=10) :shock: Fails by 15, so he's panicked and cowering!


18: Grimalkin: Bruised, 5 HP

[bg=#40FF00]15: Dead Head: unharmed, 3 HP, will be fatigued at start of next round[/bg]

15: White Knight: unharmed, trapped, frightened/shaken, panicked

[bg=#000000]15: Cultists x4: unconscious[/bg]

[bg=#000000]12: Mutt: unconscious[/bg]

02: Head Cultist: Bruised

Reaction: HP to nix fatigue

Move Action (Body): Headless Body shambles forward

Standard Action: Attack w/ shovel!

Headless Body attack w/ Shovel vs. Cultists (Defense 14); All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage); DC 28 Toughness if it hits (1d20+12=27)

Move Action (Head): Bodiless Head flies down

Free Action: Extra Effort to SURGE for another standard action (will be fatigued at start of next round)

Standard Action: Attack/charge with headbutt!

Bodiless Head attack w/ headbutt vs. Cultists stunned (Defense 10); All-Out Attack (-5 Defense, +5 Attack), Power Attack (-5 Attack, +5 Damage), Charging (-2 Defense, +2 attack); DC 26 Toughness if it hits (1d20+10=27)

And that's it for combat; Grim can call the cops or Interceptors or whoever to take these fools away.

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