Lethal Reword 7 * True Lethal (Rated M)

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Boss Frost

Original poster
-Lethal Reword 7-
True Lethal

A day that began like any other can still end poorly. For you, a perfectly normal day ended abruptly with your own death. The circumstances matter very little - as soon as the first tear appeared in your body, it would not stop. Your body was ripped apart, feeling metal and debris go right through you, or sticking within. You were conscious through all of it.

It wasn't all bad, though. A hand rested upon you, and the pain stopped. For days, you dreamed... only the twitch and flexing of your body and muscle convinced you that somehow, you were still alive. The pinch of bone, the snap of a tendon. All of it sent so many sensations off in your brain. When peace finally settled, you opened your eyes - and saw nothing.


Like all Lethal Rewords, you play as yourself - you, behind the computer.
Unlike the rest, True Lethal is not a lighthearted tale. It is notably darker.
This will be a D&D game, of the 4e ruleset. You are given 100 gold for starting equipment, and the point-buy count is 28. Here is a calculator for this, if you need help. http://www.hackslash.net/?p=210

Your "adventure" awaits... but not for what you were. It's for what you are now.
Name: Oliver/Frost Nova
Race: Dragonborn
Class: Paladin
Level: 1

Horns: Grey-White
Eyes: Blue
Scales: White
Height: 6'6"
Weight: 231lbs.
Likes: Magic, Natural Environments, Romance, Old Architechture
Dislikes: Hot Weather, Chaos, Wishy-Washy People, Cheaters

Str: 20 | +5
Con: 14 | +2
Dex: 8 | -1
Int: 10 | +0
Wis: 14 | +2
Cha: 14 | +2

HP: 34
Bloodied: 17
Surge: 10
SPD: 12

AC: 18 | 10 | 8 | 0
Fort: 16 | 10 | 5 | 1
Ref: 11 | 10 | 0 | 1
Will: 13 | 10 | 2 | 1

Racial Traits:
- +2 Strength, +2 Charisma
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Draconic
- Skill Bonuses: +2 History, +2 Intimidate
- Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
- Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points +
your Constitution modifer.
- Dragon Breath: You can use 'dragon breath' as an encounter power. Frost's Dragon Breath does Cold
damage, and is linked to his Strength score.

Class Features:
- Channel Divinity: Divine Mettle, Divine Strength
- Divine Challenge
- Lay on Hands (2/day)

Toughness: +5 hit points every tier.

Diplomacy: +8
Religion: +5
Endurance: +7
Insight: +7

Equipment: 10 Gold (85 pounds of stuff)
Halberd (+2 prof, 1d10 damage, 12lbs, Axe/Polearm, Reach property, 12lbs)
Plate Armor (+8 AC, -2 penalty, -1 speed, 50lbs.)
Standard Adventurer's Kit (33lbs)

Normal Load: 200lbs.
Heavy Load: 400lbs.
Drag/Push: 1,000lbs.

At-Will Powers:
Holy Strike, Ardent Strike

Encounter Powers:
Dragon Breath, Divine Pursuit

Daily Powers:
Paladin's Judgement

Utility Powers:
Will be getting you info soonish. For party balance references, I am looking at a melee high damage, low-health character, with various special abilities to offset the glass nature of their cannon.
Name: Nick/Zypher Yaguchi
Race: Eladrin
Class: Wizard
Level: 1
Initiative bonus: +6

Str: 10 | +0
Con: 15 | +2
Dex: 15 | +2
Int: 20 | +5
Wis: 10 | +0
Cha: 10 | +0

HP: 25
Bloodied: 12
Surge: 6
Surges Per Day: 8

AC: 15
Fort: 12 | 10 | 2 | 0
Ref: 15 | 10 | 5 | 0
Will: 13 | 10 | 2 | 1

Hair: Blond
Eyes: Green
Skin: White
Height: 5'11"
Weight: 140lbs
Likes: beaches, action, sneakiness, travel
Dislikes: tight enclosed spaces, obnoxious people, sitting around for too long

Racial Traits:
+2 Dex, +2 Int
Size: Medium
Speed: 6 Squares
Vision: Low-Light
Languages: Common, Eladrin

Eladrin Education: Trained in one additional skill

Eladrin Weapon Proficiency: Proficient with longsword

Eladrin Will: +1 Racial bonus to will saves (+5 vs. Charm effects)

Fey Origin: Considered a fey creature for effects that relate to creature origin

Trance: In lieu of sleep Eladrin go into a trance, being fully aware of their surroundings while doing so. They only need 4 hours to gain the benefits of a 6 hour extended-rest

Fey Step: Encounter - Teleportation: Teleport up to 5 squares

Class Features:
Arcane Impliment Mastery: Wand of Accuracy
Once per encounter as a free action Zypher gains a +2 to one attack roll

Ghost Sound
Mage Hand

Ritual Casting


Comprehend Language
Make Whole
Gentle Repose

Improved Initiative

Arcana: +10
History: +10
Nature: +10
Religion: +10
Stealth: +7

Equipment: (57 starter gold, 38lbs of gear)
Dagger (+3 prof, 1d4dmg, 1lb, light blade, off-hand, light thrown, 1lb.)
Standard Adventurer's Kit (33lbs)
Spellbook (3lbs)
Wand of Accuracy

Normal Load: 100
Heavy Load: 200
Drag/Push: 500

At-Will Powers:
Magic Missle, Scorching Burst

Encounter Powers:
Fey Step, Burning Hands

Daily Powers:
Flaming Sphere, Acid Arrow

Utility Powers:
Name: Aaron/Vagre
Race: Human
Class: Fighter
Level: 1
Languages: Common, Elven.
Eyes: Blue-grey
Skin: Very light with a slight tan.
Height: 5' 7
Weight: 121
Likes: History, Mathematics, Astronomy.
Dislikes: Magic, Shallow people, people who think they're better than other because of wealth /status /religion

STR: 15 +2
CON: 14 +2
DEX: 16 +3
INT: 14 +2
WIS: 12 +1
CHA: 10 +0

HP: 29
Bloodied: 15
Surge: 8

AC: 18 | 10 | +3 | +5
Fort: 13 | 10 | 2 | 1
Ref: 16 | 10 | 3 | 3
Will: 12 | 10 | 1 | 1

Average Height: 5 ́ 6 - 6 ́ 2
Average Weight: 135–220 lb.

Ability Scores: +2 to one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.


Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield

Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged

Bonus to Defense: +2 Fortitude

Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent (one handed)

Weapon focus (heavy blade)
Human preservation


Endurance +7
Heal +6
Intimidate +5
Streetwise +5

Normal load: 150
Heavy load: 300
Push/drag: 750

At will: Sure strike, Tide of Iron, Cleave
Encounter: Covering Attack
Daily: Comeback strike

Equipment: 15gp (equipment total, 79 lbs)

Hide armour (light, +3 AC, -1 Check, 30gp, 25lbs)
Heavy shield (+2 Shield bonus, -2 Check, 10gp, 15lbs)
bastard sword (+3 prof, 1d10 damage, 30gp, 6lbs, Heavy blade, versatile)

Standard adventurer's kit (total 15gp, 33lbs)
- backpack
- bedroll
- Flint and seel
- Puch, belt
- Rations for 10 days
- Rope, Hempen (50 ft.)
- Sunrods (2)
- Waterskin
Name: Mick Porter
Race: Human
Class: Warlord
Level: 1

Eyes: Green
skin: Pale-ish white
Height: Short
Weight: Over
Likes: Alcohol, Sleeping, Blowing shit up, pretty girls, magic.
Dislikes: Bad guys, Dishonor, high society occasions, the sheer inability to have a proper bath or relieve oneself in comfort ("Cant even take a f**kin' s**t properly in this s**thole!), unfair odds

STR: 14 + 2
CON: 18 + 4
DEX: 12 +1 (+2 human race bonus added, standard value was 10)
INT: 14 + 2
WIS: 9 - 1
CHA: 11 +0
HP: 30
Surge: 11
AC: l10l
Fort: 15 l10l +4l+1
Ref: 13 l10l+2l+1
Will: 11 l10l+0l+1

Average Height: 5 ́ 6 - 6 ́ 2
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, draconic
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Class Features: Combat Leader, Commanding Presence (Tactical Presence), inspiring word

FEATS: Inspired Recovery (Human feat: Toughness)


Trained: History (Int), Intimidate (Cha), Endurance (Con), Heal (Wis)

Normal load: 140lbs
Heavy load: 280lbs
Push/drag: 700lbs

At will: viper's strike, wolf pack tactics
Encounter: warlord's favor
Daily: lead the attack
Equipment: Soviet Tank Regiment Enlisted Man's Cap (the only possession from his 'normal' life that he owns)
Chainmail (40gp 40lbs)
Glaive (25gp 10lbs)
Hand Crossbow (25 2lbs)
20 Crossbow bolts (1gp 2lbs)
Standard adventurer's kit (total 14gp, 33lbs)
- backpack
- bedroll
- Flint and steel
- Pouch, belt
- Rations for 10 days
- Sunrods (2)
- Waterskin

Quotes: "So, this is death. huh, guess my 'eternal barfight' theory had some merit after all"
"oi you! yes you! the bad guy standing over there! f**k you and the motherf**king horse you rode in on! you f**king Wanker!"
"a beer costs HOW MUCH!? bloody extortion! alright, here you go......mmmmm......beer...."
I was thinking we needed a warlord....

I have your back brother.
Name: Tinde Larke
Race: Elf
Class: Cleric
Level: 1
Initiative bonus: +6
Height: 5' 6"
Weight: 110
Size: Medium
Vision: Low light
Speed: 7
Language: Common, elven

Longbow (1d8; 20/40)

Str: 12 | +1
Con: 14 | +2
Dex: 14 | +2 (12 plus racial modifier)
Int: 14 | +2
Wis: 18 | +4 (16 plus racial)
Cha: 12 | +1

HP: 26
Bloodied: 13
Surge: 6
Surges Per Day: 8

AC: 12
Fort: 12 | 10 | 2 | 0
Ref: 12 | 10 | 2 | 0
Will: 16 | 10 | 4 | 2

Trained Skills: 4
Arcana: 10
Nature: 5 (Racial +2)
Perception:2 (Racial +2)
Insight: 10
Religion: 10

Elven Weapon Proficiency - Proficient with longbow and shortbow.
Group Awareness - Non-elf allies within 5 get +1 to Perception.
Wild Step - Ignore difficult terrain when shifting (even when shifting multiple squares).

Lance of Faith
Righteous Brand
Healing Strike
Beacon of Hope

Long bow (4lbs, 25gold)
Adventurer's Kit (33 lbs, 14 gold)
Arrows (30)
Holy Symbol of Saharine
[That should be it, am I missing anything? D;]
You need your Powers, Kitti, and you're all set!
The IC is up. Vay, Warmaster, and Zypher are free to enter.
Name: Chris / Sage
Rage: Human
Class: Psion
Languages: Common, Primordial
Level: 1
Initiative: +1

Skin: Olive-tanned
Eyes: Brown
Hair: Black, short
Height: 5'10"
Weight: 200 lbs.
Likes: History, Puzzles, Swords, Combat, Spicy Food, the Moon, Women
Dislikes: Hot Weather, Morons, Liars, Elitism, Evil

Str 13 | +1
Con 12 | +1
Dex 12 | +1
Int 18 | +4
Wis 14 | +2
Cha 14 | +2

AC: 16
Fort: 12
Reflex: 15
Will: 15

HP: 29
Bloodied: 14
Surges: 7
Surge Value: 7
Speed: 6

Passive Insight +17
Passive Perception +17

Diplomacy +7
History +9
Insight +7
Intimidate +7
Perception +7

Acrobatics +1
Arcana +4
Athletics +1
Bluff +2
Dungeoneering +2
Endurance +1
Heal +2
Nature +2
Religion +4
Stealth +1
Streetwise +2
Thievery +1

Psion: Ritual Caster
Human: Toughness
Level 1: Unarmored Agility

Augmentation: 2
Discipline Focus: Telekinesis

At-Will Powers:
Mind Thrust, Dimensional Scramble, Dishearten

Encounter Powers:
Far Hand, Forceful Push

Daily Powers:
Living Missile

Utility Powers:

66 gp 9 sp
32/130 Encumbrance

Guardian staff, Cloth Armor (Basic Clothing), Backpack (empty), Bedroll, Belt Pouch (empty), Flint and Steel, Sunrod (2), Trail Rations (10), Waterskin, Bottle of Wine
Name: Coju Yip
Race: Greymane Kobold

Class: Rogue (Brutal Scoundrel)
Level: 1

Fur: White underchin, paws & belly; fawn over the top
Eyes: Brown
Height: 3'2"

Language: Canine, Common

Likes: Going out for joggies, stealing, sneaking, grooming
Dislikes: Whistling, chocolate, neon colors
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TECHNICAL-TYPE STUFF: (That I copied and pasted from a convo with Seiji)
Str 16, Con 10, Dex 18, Int 14, Wis 10, Cha 14.

AC: 16 Fort: 13 Reflex: 16 Will: 12
HP: 22 Surges: 6 Surge Value: 5

Stealth +11, Thievery +11, Perception +5, Streetwise +7, Acrobatics +9, Athletics +9

Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering, Endurance, Heal, History +2, Insight, Intimidate +2, Nature, Religion +2

Level 1: Sure Climber

Rogue at-will 1: Riposte Strike
Rogue at-will 1: Clever Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Trick Strike

48 gp
Adventurer's Kit, Leather Armor, Short sword, Shuriken (5), Dagger
Name: Leslie/Firian
Race: Half-Elf
Class: Artificer
Level: 1

Str: 10 | +0
Con: 16 | +3
Dex: 14 | +2
Int: 16 | +3
Wis: 14 | +2
Cha: 14 | +2

HP: 28
Bloodied: 14
Surge: 7
Surges per Day: 9

AC: 13 | 10 | 3 | 0
Fort: 14 | 10 | 3 | 1
Ref: 13 | 10 | 3 | 0
Will: 13 | 10 | 2 | 1

Hair: Jet black, long, worn in a braid down her back
Eyes: Bright amber
Skin: Fair
Height: 5'7"
Weight: 125 lbs.
Likes: Putting things back together (after taking them apart); learning new things; machines; magic
Dislikes: Boredom; being stuck in one place against her will; being helpless; being talked down to

Racial Traits:
- +2 Constitution, +2 Charisma
- +2 Diplomacy, +2 Insight
- Dilettante: Choose an at-will power from a class different than yours,
you may use that power as an encounter power.
- DUal Heritage: You can take feats that gave elf or human as a prerequisite.
- Group Diplomacy: Your allies within 10 squares of you gain +1 to their Diplomacy scores.

Class Features:
- Impart Energy: You recharge the daily power of a
magic item. An item can be recharged only once per
day in this way.

- Healing Infusion (2/encounter): You can create healing infusions
for later use. At the end of an extended rest, you create two healing
infusions that last until the end of your next extended rest.
* Curative Admixture: The target regains HP equal to
it's healing surge value + your Wisdom modifier, and you
expend an infusion crafted with your Healing Infusion power.
* Resistive Formula: The target gains a +1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitution

- Ritual Casting: You gain Ritual Casting as a bonus feat.

- Mark of Storm: Whenever you hit an enemy with a lightning or thunder power,
you can slide that enemy 1 square. You gain a +1 to speed while flying. You
can use the 'Endure Elements', 'Enhance Vessel', 'Summon Winds', and 'Water Walk'

Arcana: +8
Diplomacy: +9
Heal: +7
Perception: +7
Thievery: +7
Insight: +4

Equipment: 65 gold, (53lbs. of stuff)
Staff (Implement, 4lbs - can be used as Quarterstaff)
Leather Armor (+2 armor bonus, 15lbs)
Ritual Book
Standard Adventurer's Kit (33lbs)

At-Will Powers:
Static Shock, Thundering Armor

Encounter Powers:
Spike Wire, Thunderwave (As Wizard)

Daily Powers:
Obedient Servant

Utility Powers:

Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Endure Elements,
Enhance Vessel, Summon Winds, Water Walk
(You may Disenchant Magic Item without using components)
well, its official. between vay, frosty and Seiji, I've been able to have Michael 'put two and two together'


as the dude from supreme commander put it; let the good times roll commander
And roll they did..... right over the enemies of order and justice.
...Sage = Seiji, Aaron from malaysia means Vaybrah and frost, in the company of the other two leads him to suspect Frosty.

so yeah. shit just got real.